Origin is Drop-In, so you can avoid all the nasty memories and you can get a discount on its delicious perks.

Age and gender are irrelevant.





Blank is freaking amazing and it's a damn shame that we're working on a limited budget here so we can't pick the persistent version. Entity precog is really weird, given how they have access to some substantially exotic stuff. ALWAYS be sure to pick this up, unless you enjoy being played like a fiddle by the various Thinkers of the setting.



Man of mystery is a very nice freebie. Also, downright hilarious when combined with the other perks: it stonewalls around 600 CP worth of drawbacks. Yeah, all those gangs and government agencies are out to get YOU, not 'Mr. Totally-not-YOU-with-an-inverted-color-scheme'. Rebrand and rebrand again, as necessary. Laugh.



This is your standard mandatory ‘stay out of my head’ perk. It also has a wide range, including chemicals for example. Damn nice. On the downside, no more getting wasted for you. On the upside, mind-altering effects include stuff such as the Great Curse from Exalted. If it would affect your mind, it doesn't work. Worth it's weight in gold (to be fair though, all those kind of perks are).



Always having access to your powers is life-saver, given how enemies that are power-copiers, suppressors or power-stealers tend to be really, really nasty to fight against. Just ask the Justice League about their Amazo problem. Never be bummed about having to throw down your wizard hat just because you are in an anti-magic field.



Being well adjusted is important, even more staying so. Especially given how this is, you know, Worm. That you can control yourself in combat is a little cherry on top, though one that is very much welcomed.



Plot armor. Even if you have tons of it, you can always stuck more! This should take care of any unfortunate circumstances, like stumbling in front of a someone you didn't want to or something. That, and coasting through life easy is always nice.





And here comes the grand prize. One of, if not the most powerful precog in the chain, bar none. Do you smell that? That's what Victory smells like! I suggest running one path set on ‘survive’ as a baseline, alongside whatever else you want. You are now a walking plot device. That said, you might bump into stuff that is immune to even this level of precog, thought it would take very substantial stuff to do so, so another path to account for maximum flexibility is nice. Don't be stupid applies, as always. Given the jailbreak, none of the others in the setting are beyond your ‘sight’ which means that, combined with your plot armor, you automatically win. And there is nothing they can do about that. This will serve you well in the coming chain.





Now, on to the drawbacks. The bill for all that shiny stuff comes around 1700 CP. Which means that you're gonna have to go neck-deep in drawbacks at first glance. Reality is...different.



Unless you have a specific fanfic, I recommend you stay away from the first two drawbacks. That's because they usually deal with Scion and the Endbringers, which could re-introduce problems that you don't have to deal with if don't pick something specific. There are some very cheesable options though that might just be worth it.



Street level means no apocalypse now for the setting, while you are in it at least. Dealing with the space whale is a risky preposition so it's recommended that you pass on it. You can always return post-spark, via the clustertruck gauntlet reward or the return machine if you really want to deal with him permanently.



Who needs worthy opponents? Certainly not Jumper, you prefer easy mode. As you should; unless you cheese the Evil Twin option you're gonna need substantial oomph to win against them. This might have repercussions on the general cape lifestyle if you pick the ‘never appeared’ part, though things should be better. The second option is to have them stop attacking a little before you appear of something, which is recommended if you don't want to rock the boat.



Amnesia is hilarious, given how it's not an amnesia perk if you are a drop-in. Given the kill-order, as well as the other gangs aiming for you, you're gonna get in trouble anyway so it's free points.



Picked the usual suspects for the Marked drawback. Since you don't start in the Bay and it takes a long time until they change around, you're safe for now. Also, let's face it: they are all acceptable targets. No protection from precog means you win and you can abuse the Man of Mystery perk to take your time until you're ready to deal with them.



Kill Order pulls a kill order on you with a substantial bounty. This is bad. It still doesn't allow them to pierce your ‘Man of Mystery’ perk and they are not immune to precog which ends up in the inevitable conclusion. Even better, this is due to a kill order, which means that you CAN deal with this drawback if you simply go “Path to getting them to rescind my kill order and bounty”. Don't pick the second version though, that one is bad idea.







So, there you go. Now, what does this doesn't give you? A whole lot of things. Greater intelligence, an appearance booster, a charisma booster, a willpower perk, perfect memory, wildly abusable magic/psionics/whatever system etc. You're gonna need to pick up the slack in later jumps. You do have your PtV cheat though, so you can coast even without those things. You also don't get to pick that 400 CP stipend on the power section, because it's a trap: while it does go shardless post-jump, all it does is introduce extra risk in this jump.



As for different picks? Well, you could grab drop your precog and pick something like the gamer package for 600 CP or even a different pick for the Evil Twin option. That last one is especially good for abusing, due to wording: it gives you all the powers of a ‘parahuman’, not just those from his shard. Really useful if you are trying to grab something like that Power Manipulation or Kaleidoscope power from those CYOAs, provided they also picked a parahuman power.