Kamen Rider Build: Nebula Gas and Hazard Levels
Kamen Rider Build: Nebula Gas and Hazard Levels
Version 1.0
It’s been 10 years since the Martian Pandora’s Box caused the Sky Wall Tragedy. Our country
has split into three: Touto, Seito, and Hokuto and chaos has ensued.
Well, I think that’s plenty context, but then again that’s just me not wanting to do my job and
have to exposit more~ I’m your friendly neighborhood cafe-owner Souichi Isurugi, allow me to
explain my cozy little setting. 10 years ago, on a manned Mars mission, I found a wild alien
artifact in the ruins of a long-gone Martian civilization. We dubbed it Pandora’s Box. (Pretty on
the nose, but I can roll with it.) During the INSET (Our Japanese NASA!) return ceremony,
where many Japanese government officials were present, a mysterious (but likely handsome)
man charged toward the box, and upon touching it, bathed the event in light. This caused the
Sky Wall Tragedy, where the eponymous Sky Wall was created. It was an impregnable barrier
made of red light and stone that’d make the Great Wall blush, and the Sky Wall divided Japan
into three. You couldn’t reasonably fly over it, and you’d have to sail quite a distance to go
around it. This, along with a bunch of suddenly power-hungry government officials, was the
exact recipe you needed to split Japan into three separate nations. Huma- I mean, people, am I
right?
Fast forward to now. Pandora’s Box is kept under lock and key in Touto, but after the Sky Wall
Tragedy you can bet that it was on every prime minister’s mind! And for good reason. A secret
criminal organization named Faust has discovered a way to harness just a fraction of the power
of Pandora’s Box. Cracks in the Sky Wall emanate something called Nebula Gas. Nasty stuff
that’s generally toxic, but those mad men at Faust found a funky use for it. With concentrated
amounts of Nebula Gas and careful procedures, Faust can turn regular people into a
superhuman monster called a ‘Smash’. Those rapscallions scheme in the shadows, and cause
havoc with their Smashes. However, a super hero known as Kamen Rider Build emerges, using
a purified version of Nebula Gas technology known as the Rider System to combat Faust. He’ll
have quite a lot in store for him, and so will you~
Oh, a word of warning! While I temporarily have all the knowledge of the events of Kamen Rider
Build, ah man, things get a little wild! If the events manage to progress to the same point as the
show, someone will try and destroy the Earth, and even if you manage to solve that… Well, it’s
a bit of complicated science nonsense, but make sure you can stop the universe from ending
after that. Or at least, hitch a ride into the new one. Just in case you didn’t know, you’ll probably
die when the universe ends.
Take your 1000 Choice Points (CP) and get to making your Build!
Hazard Levels
Hazard Levels! Something you’re going to be hearing people say a lot! On paper, it’s the
resistance to the toxic effects of Nebula Gas, which can range from bad personality shifts, to, at
the worst, disintegrating those exposed to concentrated amounts of it. Not dying to Nebula gas
is handy, but it’s even better to claim and use its power for your own. In terms of fights between
people using the Rider System, it’s safe to assume the person with a higher Hazard Level has
the edge. Powerful enough gear might level the playing field, however. Speaking of gear, using
Rider gear above your paygrade will generally not work; on top of shocking you for your efforts.
Hazard Levels can grow with combat experience using the Rider System or with Fullbottle
fighting, but there is a requirement. Emotional intensity, primarily from positive emotions. So
those aliens of the Blood Tribe or those who take the Emotionless Drawback are unable to
increase their Hazard Levels. Hazard Levels also generally take a while to grow, and do so in
decimal increments.
Post-Jump, Hazard Levels will translate to resistances to all kinds of toxins and poisons.
Terrestrial, extraterrestrial, or even supernatural.
Hazard Level Effects
1 The worst you could be- it means someone who had a serious pre-existing
medical condition beforehand, and if turned into a Smash, will not survive
being defeated.
2 The common Hazard Level for most. If undergoing Smash surgery, you’ll
turn into a barely sapient Smash. Mostly just an aggressive monster. You’ll
survive being defeated as a Smash, albeit with temporary memory loss.
2.1+ The rarer folk, with potential for much more than a mindless monster’s fate.
People at this Hazard Level will retain their human form upon being dosed
with Nebula Gas. Outside of this Jump anyone with decent resistance to
poisons or toxins will also be at this Level. As a reminder, you and any
Companion you Import are at this point if you take the free Perk.
3 This nice round number means your Hazard Level is potent enough to use
the Build Driver.
4 Bare minimum to use the Sclash Driver. Don’t mistake a real jelly pack for
your transformation device!
5 This is quite a doozy of a Hazard Level, and generally above human limits
without some sort of bizarre circumstance. This Hazard Level is required to
restore a Blood Tribe to their proper form with the Evol Driver.
6 Beyond human limits. Around here, full control of Pandora’s Box is possible,
again, with a certain Driver and DNA.
7 Your Hazard Level has reached such absurd heights, that it somehow
resonates with Fullbottles and changes them. Kiryu Sento turned the Rabbit
Fullbottle Gold, and Banjou Ryuga turned the Dragon Fullbottle Silver. In
both cases they were leaps more powerful than before, keeping up with
enemies that had far outpaced the regular Fullbottles. Though it’s more of a
temporary power-up, it’s not permanent. You’ll have to wait a bit before the
Bottles are ready to do it again.
One more thing. At this Level, if you have a bond with someone also at
Hazard Level 7, you’ll unlock the ability to fuse with them via your Level 7
changed Bottles. Though, it doesn’t change the fact that without a more
stable and robust solution, your fusion will run out when your Level 7
changed Bottles do.
Age: 1d8+20, 50 CP to change.
Gender: What you last left off as, 50 CP to change.
Origins
Drop-in: You appear in this world with no memory of a life here. You have no ID or any
information tying you to this place. You may have been the victim of Smash experimentation or
a certain nefarious Bat man. However your personality, and thus your decisions, remain your
own.
Faust: You enter this world already an established member of the secret Faust organization,
which conducts illegal human experimentation to create Smashes and research the phenomena
of The Sky Wall, Pandora’s Box, and Nebula Gas. You can be a researcher, a lab tech, or even
an enforcer.
Nanba Children: You are one of the Nanba Children, raised from a young age to pledge yourself
to the goals of Nanba Heavy Industries Ltd. You may have infiltrated any position, ready to act
on behalf of Nanba.
G-Man: Some people find Japan’s fractured state instrumental to their daily life. Whether it be
because you work for one of the many new governments that run it, or are a farmer whose
profession necessitates a close government contact.
Race
Human (0): Regular weak humans, what did you expect?
Hybrid (100): Well, some Blood Tribe's got some explaining to do. As a random circumstance of
fate, you were born with Blood Tribe DNA interwoven into your human DNA. This is shown
physically by being a natural ginger- and man, these 'soulless ginger' jokes write themselves
huh? You're generally more resistant and adaptive to diseases and toxins, as evidenced by the
ability to raise your Hazard Level faster than a human. You can also use any Blood Tribe
technology, such as the Evol Driver, the Evol Trigger, and even Pandora's Box. You lack any of
the fun shapeshifting powers. Though strangely enough, even if someone were to absorb all
your Blood Tribe cells, as a hybrid, your body just naturally makes more.
I suspect this is why some theorize that a Hybrid could eventually surpass a Blood Tribe Alien in
power. Because hybrids are able to regenerate Blood Tribe cells almost instantly, even without
Pandora's Tower as a power source. Unlike actual Blood Tribe Aliens, who need to recover
every bit of their cells to use their full power. While this won't do much for your actual ability to
heal damage, once you get your Hazard Levels high enough... Imagine what it'd be like, to have
the powers of a Complete Form Blood Tribe, without the limitations? Create clones, turn you
cells into physical weapons, take over the minds of those with a Hazard Level of 2 and below...
But... again, you won't be able to do anything but regenerate your Blood Tribe cells, until you're
past Hazard Level 7. Look forward to when you do though~
One extremely unfortunate downside of being a Hybrid however, is that you seem to be
extremely susceptible to getting possesed by Blood Tribe Aliens.
Blood Tribe (400): What? More s urvived? The Blood Tribe are from Planet Blood. Don't start,
your planet's named after dirt. They're a parasitic race that take over host bodies, with the
normal form being a slithering puddle of goo. Which sounds pathetic and diminutive, but is
actually quite beautiful if you take the time to appreciate it. And okay sure, they have relatively
low combat capability without both a host body, and technology that uses Nebula Gas. And,
unfortunately, they can't increase the Hazard Levels of their host while possessing them. Their
resiliency, though? Top class! They can split off pieces of their gooey body, and thus
consciousnesses, and turn unwitting hosts into automatons with preprogrammed orders. Don’t
do it on folks that are preggers though! It'll get stuck in the baby, create a hybrid- and you'll have
to get that goo back yourself. And the more you divide your goo, the less power your proper
'consciousness' has. You won't even be able to use the Evol Trigger without 100% of your goo.
To clarify, you can only have 1 host body with your proper consciousness in it. Any other bodies
injected with your split-offs will be programmed slaves. Also note that you want to aim for people
with low willpower, or people that consent, because strong-willed people can fight you off. It’s
even easier for them if their Hazard Level is 2.1+.
But hey, forget all those... 'limitations'. Which, really are the catalyst for the truly intelligent and
capable to rise up to deal with. And also lead to the best stories, and the most interesting
people... but I digress. The Blood Tribe has plenty of fancy abilities! When you're properly
possessing someone, you unlock a plethora of powers. You can shapeshift tiny objects, such as
USB drives into a bottle of coffee. Or a smartphone into a back scratcher. This minor
shapeshifting could even let you reshape someone’s face. You can give someone temporary
amnesia, although it'll just mildly disorient the victim if used mid-combat. At your best you will be
able to keep up with Sclash Driver users even if using only the Transteam System. And at your
worst, you might also lose to the power of base Build's Octopus Light Form using the same
System. But... c'mon, who doesn't hate octopus?
You might think that's a stellar power set for the cultured Jumper, but there's more! This isn't
even your 'Completed Form'! When you become ‘Complete’, via using the Evol Trigger (and
possessing a Hazard Level 5.0 host), you lose the need for a host body. You can freely change
shape at will, though not massively overshoot your mass. Humanoid shapes are your limit.
Creating tendrils to use as weapons would be an excellent choice, personally. But the boons
don't end there! You can have short bursts of super-speed, which leave frankly beautiful
silhouette trails. Teleporting you, and anyone touching you, to anywhere you're familiar with is
also no problem. Just wait about 5 minutes for it to recharge. Your resiliency is also increased
dramatically, able to restore yourself from the smallest of specks! With the Pandora Tower, you
can fully regenerate in about a minute! Without the power of the Pandora Tower however it'll
take about a week to regenerate back to full power. And uh, you don't regenerate much at all in
really low temperatures. You can't abuse this to create a clone army of yourself, or increase
your overall amount of 'goo'. Post-Jump, you'll become Complete, if you never did manage to
scheme your way into it. [Emotionless Drawback is required to be taken for no points.]
Martian (400): Well, well. What have we here? A fledgling survivor of an extinct race. I thought
this setting was Sci-Fi, but this alien race is borderline Fantasy. They look like regular
humanoids, but don't let appearances deceive you. The Martian race was capable of a great
many things. They could fully heal fatigue and injuries with a touch. They had the power to
teleport themselves, and something up to the size of a 2 story building with them. Martians have
such robust purification and restoration powers, that they could remove the essence in
Fullbottles, and nullify the negative effects of Nebula Gas on the brain. But also, somehow
restore the essence drained from Fullbottles too, 'healing' what little trace of essence they had
left. They could probably purify a soda to water, and restore it back if there were trace elements
of the soda left. Restore an empty gas tank if there's a drop of oil in it.
They were also capable of manipulating energy. While not able to 'break' the indestructible
energy of the Sky Wall, they could move it aside briefly, creating a gap. They also had the ability
to project energy, and telekinesis capable of sending 3 Kamen Riders flying into the horizon
Team Rocket style. In the ultimate culmination of their power, they assumed a new form. They
could become an ethereal set of giant eyeballs, and floating hands. Quite an out of nowhere,
and shocking transformation, huh! It's however, extremely potent. Able to now also create
energy constructs. With this form, the Martian Queen Vernage was able to soundly defeat Black
Hole Evolt. All while having to withstand a black hole that was consuming Mars' surface, albeit
'dying' in the process. It's still really weird-looking though. You can opt to just be wreathed in a
glowing aura, with those giant hands and eyes as constructs you control, when you assume this
form.
This all sounds absolutely busted! How could a race- a whole planet of these guys lose to
anyone?! Simple. Their stamina with these powers was worthless. Doing any one of these
fantastic abilities at their fullest potential was enough to knock them right out, requiring a full
night's rest before doing it again. You can build up stamina over time, but like I said, you still
conk out after every full power exertion. Vernage was queen not just because of her capability
to rule, but because after what was likely a thorough lifetime of training, she could use her
Martian powers at an acceptable frequency. You are not her, and have similar stamina to the
average Martian. You probably won't last more than a minute in the 'Giant Eye' form. Even if you
have some sort of stamina-healing power or immense will-power, you will eventually have to
sleep for one night for every full power usage. If you want to be as casual a user of Martian
powers as Vernage was, you will have to spend a century training hard. But hey, even with half
of that, you might be pleased with how far you can take your powers.
One last ridiculous cheat power this race seems to have. Once per Jump, while your physical
body is dying, you can create an indestructible piece of jewelry, like a bracelet or a necklace.
That will house your soul. If you don't want to just be stuck motionless in an inanimate object,
you'll be forced to share a body with whomever wears it. You'll only briefly control their
conscious, and interact with the outside world, but most of the time you're stuck just observing
what your host sees. Most annoyingly of all, they won't be able to take off the piece of jewelry
that houses your soul. You'll be stuck with the first person who wears your jewelry. The only
salvation you have is if in your brief moments of agency (or cooperation from your host or
others) you find a biological body without a soul to transfer to. But be warned. Even if you were
in that new, empty vessel, you will be a dying flame, and exerting too much of your Martian or
Jumper powers will quickly burn up what's left of your soul. You will be truly dead after that. And
of course, the death of any host will be the death of you. So, try and last the Jump, will 'ya?
Perks
50% off for Perks in your Origin. 100 CP Perks are free for their Origin.
Universal Perks
Hazard Level Potential (Free): You’re pretty used to being special Jumper, and you have to be,
to be able to use the Rider System. You won’t be able to use it right away, however, as this will
only give you a Hazard Level of 2.1. But you have the potential to get there at around the same
time Banjou hits 3.0., if you keep up your Fullbottle combat. Also as a little bonus, don’t worry
about the human limit of 5.0.
ARE YOU READY!? (Free): Your transformations are announced by an exuberant voice. It even
comments on other actions you take and your day to day life. This weirdly works even when you
aren’t wearing a henshin belt. This effect is toggleable.
Hazard Scanner (Free): You can read Hazard Levels by touching someone or by watching them
in combat.
Toy Pocket Space (Free): How in the world does Sento fit so many Bottles and Drivers in those
pockets of his? Clearly the Toei execs and writers let him cheat, so now you can too. You can
store an infinite amount of objects up to the size of a Kamen Rider Driver on your person. You
can also pull out the exact thing you're thinking of when you reach in to grab something. It isn't
perfect, however, as a really good smack upon defeat tends to send some t hings flying out of
this space. You're also not the only one who can access this space.
Drop-in
I get the feeling I can’t lose! (100 CP): The meatheads out there gotta make a living that makes
them look cool. You now have enough boxing experience and skill to make a modest career out
of.
The Jumper We Built (100 CP): Jumps can be long journeys, where you’ll see a lot of difficult
things, and the decades might make you lose your sense of who you once were. But now no
matter the stakes at hand, the scope of your challenges, or the events you get caught up in.
You’ll always remember who you are, you’ll remain grounded and human, and never lose track
of your true goals.
Test Subject (200 CP): You could’ve been experimented on at Faust, or somewhere else in the
nation. At any rate, your body is generally more resilient and your Hazard Level is measured at
around 3.0. So, no having to fight like Banjo. Because of this experience, your body is now
more... accepting. It's generally capable of handling biological experimentation. Don't go too
hard and too fast with the experimentation though, take it easy, lentamente. Your body isn't that
sturdy.
BEST MATCH! (200 CP): You’ve got a sixth sense. No, don’t close your eyes, not like that.
You’ve got a knack for finding good combinations of things. Whether it be Fullbottles, chemicals,
tech, magical artifacts, and hey even people, you’ll have a good feeling that they’ll go well
together. Conversely, this also gives you a sense when a combination of two things will go
poorly. Like even if you don’t know what that powder is, introducing fire to it would probably be
bad.
Master of Dissociative Identity (400 CP): Strangely enough, having new identities shoved into
your brain is par for the course for a Jumper. Your Benefactor's got interesting tastes~ This
Perk'll help with the existential identity crises you'll come across. You are able to comfortably
house multiple consciousnesses in your mind. This is represented internally as a sort of 'mental
landscape' that you go into after focusing for a bit, where any of your new consciousness will
reside. You're even able to freely customize this mental landscape you find yourself in, and go
through your own memories. Time will pass regularly here. You can also make a few decisions
with your occupants, but you have ultimate control. You can discuss things with them, swap
'places' with them and give them the reins, forgo all this and merge with them, even make them
leave- though I have no idea what'll happen to them if you don't have anywhere for them to go. If
you ever find yourself possessed, you will always be able to have a battle of wills to keep control
of your body. You can be creative, and give yourself an edge- it's your mental world they're
entering, after all.
I’m everyone’s idol! (400 CP): You’re now everyone’s idol. You have an aura of cuteness,
coolness, or whatever your thing is, that is just magic for live stream audiences. With your
stream idol skills, you’ll be able to garner a large following of fanatical fans willing to do most
anything you ask of them, from buying your merch, donating huge sums of cash, and gathering
intelligence on your behalf. Miitan sure is scary…
BUILD GENIUS! (600 CP): You are a science genius! Your mind is so enlightened that it can
solve complex equations as easily as reading a clock face. You have the raw intelligence and
engineering talent to create technology powered by Nebula Gas. Engineering, computer
science, and physics are all fields you’ve mastered. Your new passion for science may perhaps
reveal itself with your hair standing on end with excitement.
Love and Peace (600 CP): Love and peace is a fragile concept in the face of reality, but you
profess for it anyway. You can’t bring it alone, so you’ll do your best to live by your ideals, and
hopefully the people you meet will help build that world together.
While you live your life by these principles, you’re able to inspire great hope in those around
you. A sincere call to end a fight can quell conflict, with people making efforts toward a peaceful
resolution.
Defiant declarations can help enemies see the error of their ways, the harm they cause, and the
redemption of a better path. A long-standing enemy could be convinced to become fast friends,
after a good talking-to. These words can even break through to the hearts of those under the
influence of outside forces.
Your efforts to bring hope to others can snowball, as they become inspired to go out and
continue your work, building a word of love and peace together. The effects of this Perk are tied
to the sincerity of your words and actions, the emotional intensity of the events playing out, and
the symbolic strength displayed by you.
Faust
I do voicework (100 CP): Damn, you’ve got a pair of nice lungs on you. You’ve got a smooth
voice acting level voice, and it’s quite addicting to listen to. Most normal people wouldn’t mind
you talking about anything. So naturally you’re a bit more of a charming talker by virtue of your
voice’s sound quality alone.
DANGER! (100 CP): Oh no, it’s you! Can’t you feel it? You exude this aura of menace. I know
nothing about you and yet I’m intimidated. Lesser people may cower in fear. Those with a faint
heart may even scream at your presence alone. Even your transformation belt is afraid!
Shadow Funds (200 CP): The thing about secret shadow organizations is that they still need to
keep the lights on, and being menacing at the electric company will probably draw suspicion. On
top of that there’s funding for all your projects, employees- crime has to pay, to have people to
keep working for you. And Night Rogue managed to do all of this, with government funds,
without anyone even noticing. With this Perk you can successfully siphon off resources from
governments and corporations, enough to fund an organization at the scale of Faust.
Astronaut (200 CP): It’s not something that’s brought up often, but the standards for being an
astronaut are really high. With this Perk, you now fit in the extremely stringent requirements to
be one. You’re in excellent physical condition, have sharp mental acuity, and the mental
fortitude to be able to survive in the highly dangerous environment of space with limited
resources. Knowledge of astronaut equipment, physics, and the science of surviving in space.
You’ll also find that in every Jump from now on, you’ll have the records and ID to be treated as a
member of any astronaut organization like NASA or INSET.
Devil Scientist (400 CP): Just because you experiment with human life, doesn’t mean you like
being inefficient. Your live experimentation subjects can be reused, as you can 'flush out' the
changes you do, setting them back to the state before you experimented on them. If this isn’t
fast enough for you, you can localize experiments to specific parts of the body, so you can test
multiple serums and concoctions all over the body to get approximate results as to the effects.
And finally, you have a solid understanding of human biology, Smash monsters, and Nebula
Gas’ effect on the body. What kind of frankenstein Smashes could you make? Also, it might be
a good idea to consider adding security measures to any powerful creatures you create in your
lab.
We’ll dirty our hands in blood! (400 CP): You have a certain way with words, when you make a
speech about the worth of your righteous cause, the listeners will hang on your every word.
Your presence brings eager new recruits flocking to you and you command a higher degree of
loyalty in your subordinates. Whether through fear or respect, people will be willing to follow
you, even when asked to perform morally dubious extralegal acts.
The People Grant Power (600 CP): Taizan Himuro told his son that the country does not grant
the people its power, but the people grant the country its power instead. With this Perk, you will
now understand this on a physical level. You now respond to positive reinforcement to an
absurd extent. With the encouragement of others, you will be full of energy and resolve. This will
be enough to fight at full capacity in spite of your injuries, even temporarily powering you up a
decent amount. At the higher end of things, if something like a city’s worth of people are
cheering you on, this temporary boost will make you explode in power. You’d be able to fight a
previously insurmountable foe on equal footing. Geez, what is your life, a shonen manga?!
Lovable Liar (600 CP): Hey, c’mon, I wasn’t technically lying! I may have fibbed about a couple
of details, but my loyalty’s totally with you! With this Perk, you might be as sly as me, Jumper.
You may have lied to them in the past. You may have lied to them several times. You may
never have stopped lying to them. But there’s just something about you that brushes all those
past deceptions aside. Your silver tongue is too engrossing to ignore. What if this time you’re
being honest? Let’s give you the benefit of the doubt! Well, try not to say something blatantly or
immediately obviously false, like that the grass is blue, now that would be too much to believe.
Even I wouldn’t do that... if you could see the grass.
Nanba Children
The Lamest Cyborg (100 CP): You’re mildly more durable in a sense that you can have parts
replaced if you’re injured. However, you’re not really any more powerful than a regular human.
Sometimes when injured, instead of blood, bolts and generic pieces of metal you’d find in a
toolbox fall out. It’s like the show you’re in was low on budget for this reveal and wanted to
demonstrate you were a cyborg as cheaply as possible. Recovering from your injuries, instead
of days or weeks like a regular person, would take about as long as maintaining a moped.
You’re a moderate step in medical and biomechanical sciences!
Nanba’s Magnificent Weapon (100 CP): For 10 years you’ve had your mind, body and spirit
honed through the military. You are their tool, their weapon. You have the experience necessary
for combat, squad coordination, and tactical maneuvers. You’re familiar with basic weapons,
military equipment, and vehicles. You understand the chain of command and all necessary
protocols. You’re in top fighting condition and have the iron will to claim victory!
Sleeper Agent (200 CP): It’s easy to live this fake life, you say hi to your neighbours, go to work,
do all your duties, never raising suspicion. You’re capable of being in deep cover indefinitely, as
long as you don’t consciously confess.
I Have My Sources (200 CP): You’ve always got the scoop. You can be relied on to sleuth out
some leads when you depend on it. First you have to track down a possible source with the hot
intel, that’s no problem for you. Then when you have the informant, you can shake the truth out
of them, revealing that key piece of information you need. How you get these people to talk,
who knows? There might be a lot of loud noises of pain or pleasure, but some things are better
left unknown.
Playing All Sides (400 CP): You can play all sides of a conflict, to the implicit knowledge of all
parties involved. You can essentially remain a neutral party, and even get a bit of a say in things
in the open if you supply all sides equally with resources. However, blatantly favoring one side
in support will break this. Make sure you get all you can out of them before then.
C’mon, I only betrayed you like twice! (400 CP): As long as you’re genuine, you can make
amends with people after betraying them. Even if you killed their friend, sold them out to the
villains, or kicked their puppy, they seem to be able to get over that long enough to allow you
back into the fold. If you somehow find yourself betraying their trust again, you can still repair
the bond, as long as you are genuine in your intention to be on their side.
Knockoff Master (600 CP): Some people are geniuses, bright and inventive minds that have
inventions that push technology forward with their innovation. Usually, those are expensive
because of their elaborate but solid construction process. So, a desire arises for cheaper
alternatives that mostly do the same thing, even if it’s worse in every category. This is your forte.
You can replicate the effects of things you have data of, in a worse form. You’ll have to observe
for a while, and mull over exactly what you’re trying to replicate which should take about a
month or so, but accurate data will greatly speed this up to about a week. This Perk isn’t limited
to just technology, but other phenomena like techniques or spells, though you’ll need to at least
have the capability to do them. You won’t be able to quite replicate a technique that requires
wings you don’t have, or mana you can’t generate.
Utsumi was able to replicate the Phase power-up concept of a Evol Driver user, despite being
just a human. Big word of warning, however, is to remember you’re making knockoffs. Utsumi’s
upgrades ended up shorting out and failing at the end when he most needed it, as most of the
first iterations of things ripped off with this Perk, so be sure to heavily stress test your knockoffs
before practical use.
Brainwashing (600 CP): Through manipulation and gaslighting, you can brainwash people. More
effective on children, less so on adults. For a full brainwashing, it’ll take about 10 years of effort.
These fully brainwashed folk can accompany you as a Companion, but because you rid them of
all that pesky individuality, everyone ‘recruited’ this way will share a Companion Slot. It’s an
army of slaves, not friends. Such is how Nanba Juzaburou does things.
G-Man
Green Thumb (100 CP): You have a solid understanding of agriculture. Even during harsher
climates or bad soil conditions, you’ll still be able to grow a profitable enough yield.
Meritocracy (100 CP): Whatever the circumstances of your organization, you will always
advance up the hierarchy, provided you’re good enough for the job. If nepotism, corruption,
incompetence or bias against you would get in the way, your merit alone will see you get the
role you deserve. This also applies to getting an entry position in the organization in the first
place, your interview will shine with your skills, regardless of other factors.
Paperwork Autocomplete (200 CP): Because who really likes filling that stuff out? You can
instantly read, understand, and then automatically fill out paperwork how you’d want it filled out,
without actively thinking about it. You can watch TV or play games and still fill out your
paperwork without any active attention if you’ve got a hand or appendage free. This doesn’t
mean your handwriting will suddenly be good with that appendage, however, so while you can
fill out forms while using your foot to write, don’t expect it to be legible unless you’re decently
skilled in such a thing.
Team-up Attacks (200 CP): The Hokuto Crow Trio weren’t reknowned for their individual combat
prowess, but the fact they were a team. You now have their knack. Team-up attacks you
co-ordinate can have all the attacks do a decent amount more damage than they would’ve
individually. Be warned that this makes team-up attacks stronger, but it doesn't make you any
better at actually executing them. I suppose an astute enemy could notice this, and redirect your
own Team Attack onto yourselves, with the extra damage from this Perk. Practice, practice!
Let’s Settle This (400 CP): Instead of wasting the lives and resources of armies or squads of
fighters, you decide that this matter is better resolved through a simple one-on-one battle
between the opposing sides. You can call for this challenge and the sides will end hostilities to
submit their champions and await the results of this proxy battle. You may choose to take a
place yourself. Both sides will sign a binding contract for the terms of their victory or defeat, and
as long as the fight is publicly broadcasted, the people involved will respect the result of the
proxy battle and abide by the terms set out.
PR Twisting (400 CP): What? Kamen Rider Build isn’t invading a country, because he’s… been
branded a traitorous criminal for stealing a dollark? Haha, what is that nonsense? This Perk
makes you an expert of PR, so that this sort of successful PR handwaving is a cinch. This also
gives you an intrinsic knowledge of what would be considered a diplomatic incident, and how
parties will react to things the layman wouldn’t see as a grave violation.
I WILL BE THIS COUNTRY’S LEADER! (600 CP): You have the charisma and bureaucratic
know-how to quickly climb the ranks of elected government positions. Elections seem to swing
your way with minimal effort, and you’re only challenged by truly outstanding opponents. In this
setting, you would quickly attain the position of Prime Minister for a region of Japan. Post-Jump,
you could be the equivalent of a leader of a moderately-sized country or governor of an
american state. This Perk doesn’t offer you the ability to lead well, it only helps you land the job.
Burning Passion (600 CP): You find yourself able to muster intense passion about whatever you
want. Being ambitious and driven about anything is no problem. You can be so passionate in
fact, that for some reason, you can be too stubbornly passionate to accept your own death. You
only die when you lose, so just don’t feel like you’re losing! You will be at 100% health, 100%
out of harm's way of the thing that killed you, and 100% full of piss and vinegar!
Items
50% Discount for Items of their respective Origins. 100 CP Items are free for their Origin.
General
Pandora’s Box (1000 CP): My my, you're going to get a copy of the dangerous artifact everyone
in Japan is fighting over? Well, if you're someone without Blood Tribe DNA, it's really not much
more than a fancy conversation starter. If you do have Blood Tribe DNA you can, even without
any Bottles in it, create the blinding Nebula Gas light, on top of shooting out more potent Nebula
Gas than the stuff you find in the cracks of the wall. You'll also have it be able to create a single
2 story building. Not much of a tower, but it's quaint I suppose. It's a completely controllable
home base. You can customize the environment inside however you want, by holding the
Pandora's Box within the building like a control panel. You can instantly create elevators, stone
structures to crush and ensnare people, fire energy blasts... Crazily enough, you could even
create a beach setting inside if you wanted. Post-Jump the Pandora's Box will work without
Blood Tribe DNA.
Once you start filling this baby with Bottles? That's where the fun really begins.
Pandora's Box will be able to create empty Fullbottles. You'll need 60 unique Bottles created
from essences of objects of the civilization you’re in. The Bottles come in pairs: one of creation
and one of destruction. Or you could say organic and inorganic objects. So get to taking
essences! Unlike the Empty Fullbottles you can buy later in the Jump however, these won't be
able to steal the powers of anyone noteworthy- just the skills of civilians, like a painter or a
gamer. The box is capable of creating impregnable physical and energy walls large enough to
divide the island nation of Japan into 3. You can create the Evol Trigger with this (more details
on that item in the Bottle section). It has enough power to create Planet-Sized black holes within
it, but good luck properly harnessing that power without an Evol Trigger. And even if you did
have the Evol Trigger, it won't be able to create a black hole that big without all 60 Bottles. The
power of Pandora's Box could even, in theory, hold the power to warp anywhere in the universe,
but it'd take quite a bit of research to figure out how that works. This Box's other powers, of
being able to manipulate and merge universes however, will be locked until your Chain is over.
The tower will be destroyed if you consume the planet it's on with the black hole, but the box
itself will be fine. Every 10 Bottles will lead to an increase in your Tower's size, until it's a proper
monolithic skyscraper from 60 Bottles. But don't worry about having to start fresh every Jump,
it'll keep its size. So, theoretically, you can make a ridiculously huge Pandora Tower if you keep
filling it with Fullbottles every Jump. Oh, I'm so jealous~
Drop-in
Never-ending can of Protein (100 CP): A can with unlimited protein powder. No matter how
much you shake it, you’ll never run out. Just a normal looking can of protein powder if you pop
the lid though.
BEST MATCH Hi-Tops (100 CP): A pair of hi-tops shoes that are mis-matching colors- I MEAN,
BEST MATCHES! You can tap them to change their colors, but they'll never be the same color.
Coma Bed (200 CP): Greatly speeds up convalescence, mitigates exhaustion and reduces the
time needed for a full night’s rest to about an hour. It’s also quite comfy.
Nascita Cafe (400 CP): A cafe that pays for itself regardless of whether you get any customers.
A secret door behind the fridge leads to a decked out science lab to do and make many a
science and Build weapon. Doesn’t ensure the coffee is any good.
Empty Fullbottles (600 CP): Works as you expect against regular defeated Smashes. It takes
away their essence, turns them back into humans, and upon purification you get a new
Fullbottle. However, it’s not just limited to Smashes. You can absorb the powers of defeated
foes, to create a pair of Fullbottles with their abilities. It'll be split up into the expected pair of
'organic' and 'inorganic' objects. They won’t be much stronger than a regular Fullbottle, thus the
abilities won’t quite be at the same level if the original’s many leagues in power above that, but
hey! You might be a genius, and be able to figure out something to do with it. Plus, neat suits
based on them! Also, while this may take away their powers, they can still get their powers back
if they shake the Bottle with their power in it.
Faust
Grandma Chair (100 CP): A mundane, sturdy and ornate sitting chair, seating a single person.
Can be summoned at will.
Shirt of Immaculate Fashion Sense (100 CP): A shirt bearing a message or graphic that can
change instantly to your choice each time it’s removed and worn again. You have to get out of
the shirt before you change the message or image however, so you’ll want to prepare a good
message or zinger beforehand, and wait for the right moment to flash your shirt.
Transteam Gun (200 CP): Quite the versatile weapon! The TransSteam gun is a pistol that can
let you transform without any Hazard Level dosages using a Lost Bottle of your choice. For
some reason, you have handy voice modification features while transformed. It comes with a
dagger-sized bayonet, which can be combined with the Transteam Gun to turn it into Rifle
Mode, which'll greatly extend its range and power. Or the attachment can just be used as a
dagger by itself. In Rifle Mode, beyond regular firing it has 3 modes, changeable by the nozzle
on the barrel. Devil, Elec, and Steam.
Devil Steam can grow Smashes to the size of a 3-story building, but to be honest they're not
that much more powerful. Devil Steam can also turn weak-willed individuals of Hazard Level 2
and below into Smashes- but the regular, mindless Smashes, not any of the more powerful
versions. A Hazard Level 2.1 and above have decent odds of defeating them, and as a reminder
are immune to being turned into Smashes. Elec and Steam are a lot more straightforward,
adding those properties to your shots. One of the handiest functions of the Transteam Gun is
the ability to run away! You can create a 10ftx10ftx10ft area of steam that lets you teleport
anything within it to a location you're familiar with, up to a few miles away. It'll take about an
hour to recharge this teleportation. The Transteam Gun can use Bottles to power up and add
different properties to its shots, depending on the Bottle. Lastly, your Hazard Level won't
increase when using the Transteam Gun as your primary transformation device.
Faust Lair (400 CP): A proper Faust lair! A hidden, underground lab and a loyal staff that would
rather die than rat you out. Includes multiple Nebula Gas vats and supplies. You can create
Smashes, and upgrade and experiment with any Smashes you create. As a reminder, people
with more frail constitutions, like sick people, have a Hazard Level below 2, and thus won't
survive detransforming. Just letting you know.
Prime Lost Bottle (600 CP): This is prime civilization takeover technology. Having to experiment
and thoroughly dose people with Nebula Gas for all your Smash-making needs was such a
laborious hassle, what with kidnapping, employees, research and development, lab costs
etcetera etcetera. Now you can do away with all that trouble. The Prime Lost Bottle lets you
freely transform into a Prime Smash. Not only can Prime Smashes increase their Hazard Level
and evolve, but also spread that evolution, consensually or not, onto others. You can infect
people and turn them into Smashes, almost mindless, but still loyal to you. Those Smashes can
also infect and turn other people, but the further down the line from the source, the weaker they
are. These 'Thrall Smashes' are not nearly as powerful as you will be, and won't scale to you
after infection. You can always reinfect them to power them up however.
There are some caveats. Thrall Smashes are made from non-consensual infections, and the
process can be fought off with enough willpower and/or medical attention. As almost mindless
beasts, Thrall Smashes lack the ability to increase their Hazard Level. If you want a Smash that
can, however, you're going to need the person's actual consent. i.e. not mind controlled in any
way- only truly convincing someone to do what you ask. This will create a Sired Smash, that
doesn't lose its intelligence, but also isn't imprinted with any innate loyalty to you.
Nanba Children
Transmitter (100 CP): A quarter-sized transmitter, with an eternally sticky bottom. Unlimited
battery life, will transmit its location to any device you want. Not that hard to spot though.
Cane (100 CP): A walking cane. Generally sturdy, but will splinter in half fabulously if you feel
like dramatically snapping it over your knee. Great way to cap off a speech.
Nebulasteam Gun (200 CP): Hey, is this just a repaint? Yes and no. The Nebulasteam Gun is
the original that the TranSteam Gun is based off of. A pistol that can let you transform without
any Hazard Level dosages with a Gear. You'll get a Funky and Engine gear. While transformed,
like the Transteam Gun, you also have a voice modifier. It comes with a dagger-sized bayonet,
which can be combined with the Nebulasteam Gun to turn it into Rifle Mode, which'll greatly
extend its range and power. Or the attachment can just be used as a dagger by itself. The
Nebulasteam Gun lacks the unique rifle modes of the TranSteam Gun, but trades that for innate
attacks that don't require it. You can fling, toss and grind people with the gears on your
transformed state.
You also have the ability to share this device, strangely enough. If one person uses a Funky
Gear, you can hand off the Nebulasteam Gun and let them transform with an Engine Bottle, and
vice versa. You can also just neglect sharing, and use two Gears in sequence to transform into
a combined form, with the power of both Gears, the Kaiser Form. This Form is mutually
exclusive to having two people be transformed with the same device. One of the handiest
functions of the Nebulateam Gun is the ability to run away! You can create a 10ftx10ftx10ft area
of steam that lets you teleport anything within it to a location you're familiar with, up to a few
miles away. It'll take about an hour to recharge this teleportation. The Nebulasteam Gun can
use Bottles to power up and add different properties to its shots, depending on the Bottle. Like
the TranSteam Gun, the Nebulasteam Gun doesn't increase your Hazard Level. The upcoming
Hell Bros just had a high Hazard Level due to intense dosages.
Orphanage/Weapons Production Facility (400 CP): Ah, an orphanage, a classic front for
criminals. This orphanage houses an underground weapons production facility, able to churn
out scores of weapons. This doesn't come with the raw materials to make weapons, but if you
provide raw materials and a blueprint, the machines will be able to churn out most anything up
to the size of a car. The orphanage aspect of it will come along with a fresh batch of orphans,
and a staff to take care of them for you. The care is decent enough that these children that had
nothing, are rather... malleable, let's say. To your influence, out of gratitude. They come in all
ages and sizes, but will be a fresh new batch each Jump. Though some could stick around with
the Brainwashing Perk~
Hard Light Holograms (600 CP): A favorite of huge data nerds! ...and deplorable ones. These
are 3 hockey puck looking devices, which you set up around an area. Within that area, it can do
two things. Firstly, the Scanning component, which examines people or creatures. It'll analyze
the target's behavior and techniques. It will also try to observe and understand phenomena they
exhibit with whatever technological, biological, or magical abilities they possess. Very handy
data for both combat and scientific analysis. The 2nd component is Tangible Holograms. With
this technology, you can recreate monsters or people, based off data you've gathered of them.
They won't be truly sapient, and mostly just be basic AI that follows your commands. They aren't
nearly as tough as the original, but it's good practice. And, the holograms can be decent
henchmen in a pinch.
G-Man
Building-Sized TV Screens (100 CP): A really convenient way for Government Officials, and
exposition-loving writers alike, to get your message out there! In each Jump, you'll have giant
screens on the side of buildings that you can exclusively broadcast to. You won't really have to
worry about them being taken down due to upkeep costs or legal mumbo jumbo, unless you
purposefully raise a huge stink with them. Unlike the ones in Time Square, these have
surprisingly nice speakers as well, so you can in fact speak to the masses. You can also just
take them down for personal use if you want.
Damsel Beacon (100 CP): The Jumper's been kidnapped! Again! But with this handy device, it
doesn't have to be that way for long. A magical life alert necklace that notifies people you
choose of your physical well-being and location. It will automatically detect if you're under
duress and activate itself, so you don't have to try and sneakily activate it by yourself.
Give Me One Dollark (200 CP): With all these different worlds and countries you'll visit as a
Jumper, it's always a chore to convert your exotic and strange currencies to baffled bank
employees. This mystical ATM will not only do that automatically for you, it also removes all
human interaction. A Dollar into a Dollark, about 100 Yen to a Dollar, you get the idea. Stuff like
Gold Coins and Rupees will still have a roughly equivalent value to their original setting, even
though they might be made of much more expensive materials. If you want to haggle for a better
price, you'll still have to go out and talk to jewelers. The ATM doesn't actually store money, it
transmutes it at your request. On top of all this, it comes with a bank account that's persistent
through Jumps, so you can really streamline a lot of this money-handling. By the way, have
50,000 Dollarks on the house. For being such a thorough reader~
Potato Farm (400 CP): An impressively large farm business. 1500 acres strong. Primarily in
potatoes, but you can plant whatever you want. Unlike a certain potato farmer however, the
farm will always at least be barely making a profit, regardless of economic or environmental
circumstances. Has a simple, and loyal farm staff too, so you don't even need to personally run
it if you don't want to.
Guardian Army (600 CP): Who would listen to the G-Man without some armed forces backing
them up? With this, you will have 100 of the basic Guardian robot units. Your expected
humanoid-shaped robots, armed with assault rifles with bayonets. They're non-sapient steel
soldiers, with a very basic AI. They can, get this, in mass numbers climb on top of each other
and form a 'Combined Walker Assault Robot'. The "Guardian Union State"... Even though you
can clearly see each of the Guardians holding onto each other, individually. I don't know who
programmed them to do that. It's really not that useful. Pretty funny looking though! To make
sure these guys stay useful, if you upgrade a single one of these Guardians, those upgrades will
automatically transfer to any other number of Guardians. The Guardians also come with their
blueprint, to streamline the process of upgrading them- or creating more.
RIDER SYSTEM
Ah, the good stuff. The reason most of you are taking this Jump!
Fun fact, the Rider System lets you survive in space. Having your Rider suit double as a space
suit is quite handy! Though, it makes Kazumi in a suit, struggling in a gas chamber a bit odd.
Also, Fullbottle fighting repeatedly with a single Fullbottle will give you an affinity for that Bottle,
making it easier to transform with items based off that Fullbottle.
For the following section, you get 1000 Bottle Points, or BP. You can turn CP into BP at a 1:1
rate. You can’t do the reverse of that and turn BP into CP.
Driver
HalfBrace (100 BP): It didn’t take a genius to figure out the logistical shortcomings of the high
failure rate of finding people compatible with the Rider System. Katsuragi Takumi would’ve
much preferred Rider System candidates than mindless Smashes, and he worked on a
transformation item that could take any average joe and train them to be able to become a
Rider. Unfortunately for him, he died before he could complete it. Fortunately for you, this is a
completed version of that design. This Brace requires but a single Fullbottle to transform with,
and just requires a Hazard Level of 2 to use.
The suit is akin to being half of Build: one half is from the Bottle you’re using, the other half a
blank template armor. Unlike just shaking a regular Fullbottle, this provides the user with
protection, and the ability of the single Fullbottle. If you’re feeling frisky, it can even perform a
finisher by pressing a button and shaking your wrist a few times to activate it. However, without
the 2nd Bottle like the Build Driver has, the power regulation will be out of whack from the surge
of energy, and you’ll be temporarily immobilized from the power overflow. Hey, this is still much
better than just increasing your Hazard Level by sending your unprotected fists flying. Also, to
clarify, it works with its intended purpose of raising the Hazard Level of regular people, even
post-Jump.
Build Driver (100 BP): The transformation item of the eponymous Kamen Rider Build. It takes
two Fullbottles to transform into Build, generally an organic and inorganic thing. Transforming
will give you the abilities of the two Fullbottles used. Sometimes the two Bottles will work well
enough together that they’ll be what’s known as a Best Match. While not the most powerful at its
base, it is more versatile than other Drivers.
Sclash Driver (100 BP): Katsuragi Takumi’s envisioned step up from the Build Driver. Using it
requires at least a Hazard Level of 4.0. It uses the condensed essence of a single Fullbottle and
turns it into a Jelly packet, but for transforming, not for eating. All transformations comes with
the summonable Twin Breaker, a stabbing gauntlet that can turn into firing Beam Mode, and can
take two Bottles for attacks. It can also use Fullbottles, but as one-off attacks. Note that an
inexperienced user will suffer through a spike in irrationally aggressive behavior, common in
Nebula Gas exposure, developing a lust for battle.
Evol Driver (200 BP): The original Driver, which all these other Drivers are ripping off- I mean,
based on. The potential of this Driver is massive, considering its main purpose is to utilize the
immense power of Pandora’s Box. Buying as a human will get you one tuned for a human, but it
won’t be nearly as potent as one with Blood Tribe DNA in mind. As just a human, it’s simply a
mild step up from the Sclash Driver in terms of raw power by default. For humans, it requires a
Hazard Level of 4.0. Humans will also use a Fullbottles instead of Evolbottles to transform,
because their inability to handle an Evol Form. Post-Jump, the belt will let any Hazard Level
4.0+ human use an Evol Form. Comes with a Rider Evolbottle.
Bottles
Shaking Bottles will let you gain a limited portion of their strength, letting you go toe to toe with
Smashes and the Guardians. This is what this Jump will refer to as ‘Fullbottle Fighting’. Enough
practice with Fullbottles like this and you’ll be able to hit 3.0, the prerequisite to transform with
the Build Driver. Don’t worry about people being able to just rip the Bottle right out of your
Drivers, they’ll only be removed when you want them to. The only way those Bottles are coming
out is if you take them out, or your Rider Form takes too much damage.
Fullbottles (50 BP): A Bottle of purified Smash essence. Generally in pairs of an organic lifeform,
and an inorganic object. Some would say of ‘creation’ and ‘destruction’. Though you might end
up not using the Fullbottles in the long run, many weapons and Drivers can still use their
abilities and any weapons stored in them. Purchasing this gets you 2 Bottles of any kind, they
can be a Best Match, or 2 Dragon Bottles, whatever you want.
Lost Bottle (50 BP): Just an unassuming man-made Bottle, nothing to see here. Hey, it’ll turn
you into a sentient Smash! Isn’t that nice. Though, to be frank, turning into a Smash with this by
itself isn’t nearly as potent as just using the Rider System. So.. you might want to get inventive.
Also, for use with the Transteam Gun.
Sparkling (200 BP): A soda can? This fizzy, 2-Slot ‘Bottle’ is a Best Match of your choice. Made
with some Pandora’s Box essence and a Best Match. It also has the capacity to summon any
weapons stored in the Rider System. It’s a solid power-up over the regular Fullbottles, and it has
the same Hazard Level requirement of 3. Interestingly, using Sparkling for Fullbottle fighting can
have the growth and power effects of using multiple Fullbottles relatively safely.
Sclashjelly (200 BP): Sclashjellies are the transformation item for the Sclash Driver, for the most
part. They’re concentrated Fullbottle essence in a jelly form. Which the Sclash Driver squeezes
into itself. Then coats you in jelly, which becomes armor. Armor which happens to have jelly
packet theming.
Be The One! (200 BP): When you hit Hazard Level 7, you can temporarily power up a FullBottle.
If you use a FullBottle with someone else's Hazard Level 7 Bottle, you can briefly fuse with that
person, and it'll last as long as one finisher. But now with this, it'll be a proper transformation.
This double slot Bottle will transform based on the Level 7 user you want to fuse with, and the
results are extraordinary, a fusion more than the sum of their parts. You'll both be conscious,
and in one body within this fusion state, however. So hopefully you're good enough friends or
teammates to be able to coordinate in such a state! This form is also more powerful depending
on how deep the bond is between fusion partners. Remember that 7's a hell of a Hazard Level
to reach however. This won't do anything but look nice if both parties don't have that Hazard
Level.
Sclash Fullbottle (300 BP): A slightly larger Fullbottle for the Sclash Driver, discarding the jelly
design. By default more powerful than a regular jelly, but it doesn’t mean the jellies can’t keep
up. A Hazard Level of 4.4 is recommended to use this. You could use it at just Hazard Level of
4.0, but your resolve to fight would have to be insane for it to work.
FullFull Bottle (300 BP): The Hazard Trigger is an invention that sacrifices control for power. A
berserk item that brings tragedy. But… did it have to be that way? Not with this. The FullFull
Bottle does not yield to the madness of the Hazard Trigger, suppress the side effects of the
powerful berserk state, and claims its power as your own. A FullFull is made of a Best Match,
but isn’t a combination of the two Fullbottles. It’s instead a doubling of a single Fullbottle in one
form, and the other Bottle in the other form. So, the FullFull Rabbit Tank Bottle had two forms:
RabbitRabbit and TankTank. Obviously this will double the effects of one of those Bottles,
RabbitRabbit being quite speedy and springy to the point where Sento could stretch his limbs,
and TankTank, an extremely strong form loaded with cannons and surprisingly painful tank
treads. Using it with the Hazard Trigger requires a Hazard Level of 4.4. Without using the
Hazard Trigger, the FullFull Bottle would make a ‘Best Match’ of the same Bottle twice, so
something akin to a Cross-Z Dragon situation, and thus only needs a Hazard Level of 3.
Evolbottles (300 BP): The Bottles used by the Evol Driver to transform into Kamen Rider Evol
Forms. Generally they are created from host bodies of those possessed by the Blood Tribe. It
also tends to be based on a single ‘Bottle’, because the other Evolbottle used for an Evol Form
is the Rider Evolbottle. So a Cobra Form, a Dragon Form, but also inorganic Bottles like Tank or
Lock are possible. With Blood Tribe DNA, using an Evolbottle on a Bottle Body can turn it Great-
recoloring it Blood Tribe style, making it a bit stronger than a Sclash Driver. Used in other
Drivers, it’s a more powerful Fullbottle, and manifests in attacks and forms as something a bit
more wild than usual. It needs only a Hazard Level of 3.2. Purchasing this gets you 2 kinds of
Evolbottles.
Pandora Panel Bottle (600 BP): Why’d you go and fold up a Pandora Panel? Don’t treat such an
important artifact like origami! The sheer power of this item is impressive, though using it as just
a raw panel in the Build Driver will likely just kill you from the immense spike in Hazard Level.
You should view this as more of a Blank Slate. A truly powerful item, with the power and speed
to match even the Black Hole Form derived from the Evol Trigger. It can be heavily influenced
by anything you want. Sento imbued his Panel with the essence of all 60 Bottles, and could
feasibly use all their abilities as he pleased. However, it wasn’t purely powered by the Bottles,
but his desire for love and peace. You will also be able to imbue this over time with whatever
you desire, with powers on par with the Genius Form. Requires a Hazard Level of 5.
Additions
Just Match! (100 BP): Have a transformation device from a previous Jump? With this option,
you can combine this and the transformation device you bought here.
Ultimate Match! (100 BP): A fantastical idea spark your imagination? Have you thought of
‘something that would be so cool’ with the gear here? With this option, you can combine two
gear purchases, with the capabilities of both. However, it will have the drawbacks of both as
well. The Hazard Level requirement will also default to that of the item with the highest
requirement. Note that you can even combine gear with the Drivers you purchased here. Want
to combine the Sclash Driver and the Hazard Trigger to create a Hazard Driver? Go for it, but it’ll
still make you aggressive on top of going into a berserker state (unless you take measures to
avoid that downside of course) and also require a Hazard Level of 4.0. And if it wasn’t clear,
combining the FullFull Bottle and the Hazard Trigger would indeed remove the downside of the
berserker state.
Jumpbottle (100 BP): Have a favorite item already? With this, you can make a single ‘inorganic’
Fullbottle based off essence of an Imported inorganic item. With a non-Companion Imported
creature like a pet or a plant, you can create an ‘organic’ Fullbottle. It won’t exceed the
destructive power of a regular Fullbottle, however.
Bottle Buddy (100 BP): You just fond of a single Bottle? Well, normally only the Dragon
Fullbottle was strong enough to power a transformation with the Build Driver by itself, but not
now. With a purchase of this, a tiny robot buddy designed after the Fullbottle of your choice will
let you do the same.
Hazard Trigger (300 BP): An attachment to the Build Driver. A forbidden item sealed away by
Takumi Katsuragi. It grants an immense power boost to the Build Driver, turning Best Matches
into Super Best Matches. However, it’s essentially a berserker item. In short order, the user will
lose consciousness, giving into purely destructive impulses, activate the even more powerful
Overflow state, and destroying anything in sight. Theoretically, a higher Hazard Level would
increase the time you could retain consciousness, but even near the end of the series it didn’t
last a full fight. Hope you have someone around that can stop you in this state.
Bottle Knuckle (500 BP): Both a weapon and a transformation trinket. It’s quite handy as a
weapon, not even requiring a particularly high Hazard Level to use as one, and taking regular
Fullbottles in a similar fashion to the Twin Breaker of the Sclash Driver. This knuckleduster is
based on a combination of an element of your choice, and a Fullbottle of your choice. You will
get the unique Fullbottle that’s a combination of those two things that will power your
transformation. Transforming requires a Hazard Level of 4.6. A decisive step above the Sclash
Driver in terms of power. How can you even lose with this?
Evol Trigger (600 BP): The basis for the Hazard Trigger, the Evol Trigger does a similar thing for
the Evol Driver. However, just like the Evol Driver is to the Rider System, it’s a massive step up
in every way. It will enable a Blood Tribe user to gain access to a Black Hole Form, and will turn
into their 'Complete' state- if they have a human host with a Hazard Level of 5.0. If they do?
Well, Blood Tribe will have its base alien form upgraded as detailed above in their physiology.
No need for a host body, because of your ability to shapeshift into most humanoid shapes. A
vital thing to know for Blood Tribe aliens, is that the Evol Driver regenerates you. It’ll of course
stop regenerating you if it’s destroyed, but say you were wiped out in an explosion, and hid
some DNA into your Driver, you’d be able to eventually regenerate back to your original form.
This is much nicer than the alternative of skulking around on Mars as a tiny slime for eons, just
waiting for the opportunity to create another Evol Trigger.
The Black Hole Form is a cut above the rest, with speed fast enough to run circles around
someone you just sent flying like they’re in slow motion. Its raw power is high. And it can create
black holes by using its finisher, however, it’s more effort than it sounds. You can only create
black holes in empty space. Now, if you’re just creating a person-sized black hole to kick
someone into, that should last without concentration long enough for you to move them into it.
Creating a black hole larger than a person however requires a solid amount of concentration
and effort to maintain, or else it’ll peter out of existence. So, because the most you can do is
concentrate on maintaining the black hole, you’re quite wide open to attacks. The black holes
you can make are around the size of a large building. Also note that the black hole it generates
functions more like a one way portal of darkness at this scale, sucking up whatever you direct it
at, though all things considered, the intensity of the suction of the black holes created by your
Black Hole Form aren’t quite as comparable to black holes in the wild. It took about two minutes
for a black hole the size of the large building, to consume a large building. Also note that the
people standing nearby weren’t directly under the black hole, but were relatively close, and were
safe to observe the black hole right before their eyes.
The Genius Bottle was able to match it in power. The person using Black Hole Form was only
able to surpass it by newfound emotions increasing their Hazard Level, something almost
impossible for anyone who takes the Blood Tribe Race in this Jump.
If a human uses the Evol Trigger, it’ll turn your Rider Form black and white in a similar way to
the Hazard Trigger, and it can almost match the power and abilities of a Blood Tribe using the
Evol Trigger. Post-Jump, the proper Black Hole Form will work for humans with a Hazard Level
of 5, and the Evol Driver. But be warned, human, that the berserker state is almost instantly
guaranteed. Not even the standard FullFull Bottle will help control the berserk state much. A
Pandora Panel Bottle, however...
Companions
Import (50 CP): You can Import 1 Companion, or create an original character. They will get a
background of your choice and 600 CP and 600 BP to spend on whatever they choose.
Bulk Import (300 CP): You can Import up to 8 Companions, or create original characters. They
will each get a background of your choice and 600 CP and 600 BP each to spend on whatever
they choose.
Human (100 CP): You can Import a Canon Human Character, they still have to choose to join
you, but you are guaranteed to meet them early on. You may Import the Hokuto Crow Trio as a
single Companion Slot.
Jumpchain Companion Trio (200 CP): Your own original Idiot Trio, their personality and
background are up to you. They can also be three Imported Companions. The three take up a
single Slot, and have 800 CP, 800 BP.
Extraterrestrial Lifeform (300 CP): With a purchase of this, you may Companion the likes of
Vernage, and Evolt, or the other Blood Tribe Aliens I can hardly remember the name of. They
showed up pretty late to the party! You may also create your own original character (or Import a
Companion) of either of those races, let them have any Origin you wish, and give them 600 CP
and 600 BP.
Drawbacks
You can take up to 800 CP worth of Drawbacks for points. You can take more for no benefit,
you giant masochist.
Idol Fanatic (+100 CP): You'll become the idol fan of someone you will see frequently in the
Jump. You'll still be a respectful fan and not a psychotic stalking super fan. The reason you can
retain some level of respectfulness is that you now have respectful idol interaction logic instilled
in you. You want to make sure this person’s fandom has a good rep! On top of that, physically
intimate things like shaking hands or laying in their lap is only accessible if you buy tickets that
let you do such things. If merch of them does not exist, someone will take notice of your idolatry
and make some. You better have a hefty wallet, because you'll do anything to feel closer to your
waifu.
Bandmate (+100 CP): You look like this dude’s old roommate and bandmate! And he doesn’t
quite care that you aren’t them! He’s an annoying piece of work that won’t leave you alone. He
can’t be killed, and trying to kill him in the first place makes it worse.
Tired… Sleepy… Want my Money… (+200 CP): After any sort of heavy exertion, you’ll get
extremely tired, and soon pass out. This won’t necessarily happen mid-battle if you're careful,
but you’re gonna wanna make sure you really beat someone after a big attack.
Amnesia (+200 CP): You’ve forgotten everything before this Jump, including any skills or
powers you might’ve gained in your previous Jumps. You can progressively learn how to fully
use your old powers by the end of the Jump, but you’ll essentially just be left with your body
mod.
Muscle-Brained Idiot (+200 CP): After Banjou’s own heart are you? You’re now not very bright.
Your combat strategy is limited to just hitting things a lot. Be ready to repeatedly be confused at
new turns of events and technologies and ask people to explain it to you. You’ll also gain a
mildly exploitable craving for protein.
Emotionless (+200 CP): Required for Blood Tribe, for no points. This Drawback is relatively
self-explanatory: you no longer experience emotions. You’ll likely default to performative
mimicry to what you think you acted like before. You retain your sense of self-preservation and
survival, but would lose other emotion-based drives. This is very bad in a series where Hazard
Levels rise with emotion, and also if you have any powers that require emotions to use. I’ll do
you a favor though, and let you in on a little secret. There is one possible way to regain your
emotions, but it is very difficult. It requires a Pandora Panel Bottle, and to have quite a bit of
research and experimentation be done on you. Ha, I was going to ask if you’re going to enjoy
being a lab rat, but until you find a cure you won’t enjoy anything!
Bathed in Pandora’s Light (+400 CP): You find yourself with a similar fate to those present at the
INSET return ceremony. You were bathed in the light of Pandora’s Box, and you found yourself
changed. Your personality has become power-mad, paranoid, and aggressive. While you still
may have ideals, you find them corrupted by your shifts in personality. This won’t even be
undone by increasing your Hazard Level, your resistance to Nebula Gas. Taken at half its value,
a higher Hazard Level will mitigate this somewhat, but it will take massive amounts of willpower
and self-control to live a totally normal life.
Bunch of Idiots Trio (+400 CP): Your Jump is now connected to the lives of three idiots. They’re
good guys, and fairly loyal to you, but have no sense of self-preservation. They’ll try and fight by
your side, even if they don’t stand a chance, and if someone offers them life-threatening
power-ups, they’ll take them. If any of them dies, your Chain is over. Any attempts to restrain
them won’t really work for long. Once the Jump is over, you may take the three in a single
Companion Slot, and your repeated vigilance for their safety will finally rub off on them, and
they’ll gain some kamen sense when it comes to danger. The trio in this Drawback can be the
same as the trio you purchase in the Companion section.
Buy New Toys! (+400 CP): You continually need some sort of upgrade to either your gear or
Hazard Level. Somehow, all of your opponents will always gain massive increases in power to
compete with you after you beat them, or sometimes even during fights where you were winning
decisively against them. Blame Bandai for wanting to push new toys constantly, not me.
Oh no, my toys! (+400 CP): Remember what I said about no one being able to remove the
Bottles from your belt? Yeah, that’s no longer happening. Even a child could probably take the
Bottle out of your belt, destransforming you. On top of that, all of your Perks and alt-forms
outside of this Jump have been turned into Bottles, spread throughout the regions of Japan.
Stories Don’t Have To Make Sense (+600 CP): Oh? What’s this? Your benefactor just told me
that it was way too hard to write a compelling and coherent story on a weekly deadline for one
whole year, let alone ten. So they handed the script to me…. Hahahaha… HAHAHAHAHA! Oh,
I can’t just say you die instantly. Well, let’s do the next best thing. More or less, your ‘show’
won’t end until your 10 years are up. You will have a constant conflict, an arbitrary escalation of
stakes, and everyone around you will dumb down to glibly accept whatever strange constant
developments keep happening. Expect peace to be fleeting, Jumper. And to go 'What, really?' at
these events until you're numb to it.
S.I.C. - Super Imaginative Chogokin (+600 CP): Oh, the edge is palpable with this one. The
world of Build you enter, is quite a bit darker than what it should be. It's a world where Evolt
won!
Earth is the base of Evolt's galactic hunger. Pandora Tower stands tall. Humanity, and the
universe, has lost to his spectacular might and wit. Humanity was kept alive as both slaves for
Evolt's whims, and entertainment. Within settlements, poverty-stricken citizens deal with corrupt
officers of Evolt's Authority, so wonderful dramas of horrific desperation can play out everyday
for Evolt's amusement. Outside of the settlements, Earth is mostly a wasteland, most lifeforms
turned into wild Smashes that ravage the lands.
Planets throughout the universe flicker out of the sky, as Evolt warps to them and consumes
them with his black holes. Each consumed planet adding to his power. Most disheartening of all
however, are Evolt's top enforcers that wander the Earth, whose warped visages are sickeningly
familiar. He has successfully turned Earth's champions, the Kamen Riders, into his followers.
Their Kamen Rider Forms have been distorted into Smashes. Mentally they're almost feral,
ruthless beasts, but they still retain their cunning, a decent amount of wits. If they encounter
you, you better defeat them quickly. Because if they don't kill you- they'll report to Evolt of the
powerful anomaly on Earth. And this Evolt's curiosity is not something you want.
If Evolt's reign isn't stopped when your 10 years are up, your Chain is over. You do have a small
glimmer of hope, however- deep down the Kamen Riders' hearts of justice still burn, albeit very
faintly. You might find a way to give them back control, and reignite that fire. But, pah, I wouldn't
count on it~
Scenario
Jumper, Jumper, Evol Jumper! Pahahaha!
The Blood Tribe Alien, Evolt, isn't too different from you, Jumper. Going from world to world,
collecting powers, and ruining all in his wake. Destroying what got in his way, and if he couldn't,
sweet talking folks until he could. But he's ever so jealous that you get to do it on a dimensional
scale. He deserves a fair crack at your throne.
The world of Kamen Rider Build you will come to already has its Pandora Tower fully complete,
with Evolt waiting for you at the top. In his Pandora Tower, he will recreate the places of Jumps
gone by. As you climb to the top, you will face clones Evolt created of not only the enemies
you've come across in your Jumps, but your allies as well. You'll also deal with Evolt on a whim
deciding to use the Tower itself to attack you- have it try to crush you, energy beam you, create
hazardous environments. He won't be doing it with the intent to kill however- it's primarily to
wear you down. No, no, if you manage to defeat all those enemies, and weather the Tower itself
attacking you, he'll want to face you himself.
You will have quite an opponent once you get to Evolt. Not only will he be in his Complete Form
with his Evol Trigger, his form will feel deeply familiar to you. Because he will have your power.
Kamen Rider Evol: Jumper Form. He will be intimately familiar with you. Your strengths, and
your weaknesses. Evolt has had 10 years with the Jumper bottle before you got here, to
practice and experiment with your powers. He will be more than a match for your power and
speed. He looks forward to saying 'Ciao' over your broken body~
If he beats you, he will take your place in your Chain. And he has a wonderful time taking Perks
and consuming the multiverse! In the unfortunate, and unlikely s cenario that you win, you will
gain his Jumper Bottle. It will evolve and change as you do. The Bottle can grant your powers to
others in a similar manner to a normal Fullbottle. Using it yourself, will be akin to a FullFull
Bottle- doubling up on your traits in spectacular fashion.
Epilogue
You died somehow, ending your Chain, and sending you back home with all of your Perks,
Companions, and items as a farewell gift: Oh no!
You decided that Cafe Nascita was a cozy place to hang your hat, and thus will end your Chain
here: Yeah, Yeah!
You survived the 10 years, but as expected, there are more journeys ahead of you: Ciao!
Notes:
● If you have a Perk that gives you immunity to toxins or poisons, then you will be
completely safe from the negative effects of Nebula Gas. However, this will not mean
you will be able to also utilize its power. Your Hazard Level will still be 2.1 or 3.0
depending on what Perk you pick. Basically, you don’t have to worry about something
like the Hazard Trigger making you go nuts, but it doesn’t mean your Hazard Level is
high enough to use gear way above your Hazard Level.
● All land purchases can be attached to your warehouse, or placed in a location of your
choosing in each new Jump.
● There are so many toys. I don’t know how they all interact. I don’t know what’ll happen in
every edge-case scenario. Fanwank responsibly.
The 'Evol Driver' functions as a transformative device that integrates technology with organic biology to enhance human capabilities. By adapting biological elements, like the Blood Tribe DNA, it taps into organic potential to exceed normal human limits, illustrating a synthesis between engineered technology and biological adaptability. This relationship highlights how technological tools, when combined with organic elements, can amplify natural abilities and introduce new powers, indicating significant advancements and potential ethical questions in augmenting human physicality and performance .
The ability to make amends even after multiple betrayals takes advantage of human tendencies towards forgiveness and the need for mutual support relationships. It acknowledges the complexity of trust and how genuine expressions of remorse and reconciliation can facilitate the rebuilding of broken relationships. This aspect taps into empathy and the understanding that relationships are dynamic and reparable, asserting that sincerity and consistent corrective actions within interpersonal dynamics can resolve betrayals, even when they have significant negative impacts .
The 'Hazard Trigger' exemplifies a trade-off where the pursuit of increased power comes at the expense of losing self-control, as using it brings a powerful yet berserk state. This reflects a common leadership dilemma in high-stakes situations where leaders have to balance the benefits of pushing boundaries for greater power or results against the risk of losing control and potentially causing harm. Effective leaders must understand and manage these dynamics, employing restraint and strategic thinking to harness power without compromising stability or ethical standards .
The 'Pandora Panel Bottle' incorporates immense power and versatility, representing a Blank Slate approach in technology development. This signifies the potential for groundbreaking innovation through the continual infusion of new elements according to user desires. However, the integration poses significant risks, as misuse or lack of control can lead to catastrophic outcomes given its hazardous potential. The challenge lies in harnessing and directing revolutionary capabilities responsibly, assuring that the potential for wtachange outweighs the possible dangers of unintended escalations of power .
Using 'Sleeper Agent' abilities for prolonged underground missions raises several ethical considerations. Key issues include the moral implications of deception and trust breaches, as undercover agents deceitfully integrate into communities under a false identity. This can lead to significant psychological distress and identity crises for the agent, in addition to betrayal of personal connections formed under false pretenses. Ethically, there is also the risk of unintended harm to both the agent and the individuals involved, as they are misled and possibly endangered or manipulated for ulterior motives .
'Playing All Sides' allows a person to act as a neutral intermediary, potentially easing tensions by distributing resources evenly. This role can facilitate negotiations and create a balance of power, promoting an environment where all parties are amicable if temporary. However, the involvement in multiple sides may complicate conflict resolution as it requires maintaining absolute neutrality; bias in resource distribution risks breaking the tacit trust. This approach also demands high skill in diplomacy as any perceived favoritism can exacerbate conflict or erode trust completely .
The ability to read Hazard Levels during combat without physical contact offers significant strategic advantages by allowing a user to assess an opponent’s power and plan accordingly without engaging directly, therefore minimizing risk. This skill enables strategic decisions regarding whether to engage or retreat based on the opponent’s strength. On the downside, it poses potential risks to opponents who might otherwise be unaware that their power level is being monitored and thereby used against them strategically. Such a skill could allow one to identify critical moments to strike or defend, giving an edge in both offensive and defensive situations .
Tactical maneuvers developed from extensive military training, as described in 'Nanba’s Magnificent Weapon', are likely to be more effective than standard civilian tactics due to the systematic training in combat, squad coordination, and strategic planning typical of military preparation. Such training ingrains discipline, quick strategic thinking, and execution under pressure, which are critical in high-risk situations. Civilians often lack exposure to intense simulations, making them potentially less adept at performing under stress. However, military strategies might not always adapt well to civilian contexts without modification, where flexibility and improvisation may be more valuable .
Maintaining multiple distinct identities can lead to psychological challenges such as fragmented self-concept and identity confusion. The constant switching between identities might cause stress and anxiety as the person tries to adapt to different social contexts, expectations, and responsibilities. Moreover, without careful management, this switching can blur boundaries between identities, potentially leading to a diminished sense of genuine self or difficulties in forming consistent relationships. The drive to compartmentalize memories and experiences could also exhaust cognitive resources and impact mental health negatively .
The 'FullFull Bottle' enables a dual strategy of maximizing power through synchronized ‘Best Matches’ while maintaining control by suppressing the negative side effects often associated with these power boosts, such as the berserk state. In organizational settings, this suggests strategies for balancing the pursuit of maximum efficiency and outcomes (power) with the solid regulation necessary to prevent instability or harm. Proper management ensures that enhanced capabilities do not compromise order or ethical standards while leveraging shared strengths (Best Matches) to achieve strategic organizational goals .