CREDO
“Watch this.”
WHO THEY ARE
Space itself must love a Hopper – why else would they be able to tear holes in it and dance through its wounds? D-doors and the manipulation thereof are a Hopper’s only trick but oh what a trick it is. While their powers seem ill-suited for combat, Hoppers have a different view of things: if an opponent can’t reach you, it’s impossible to lose.
While not all Hoppers are manic thrillseekers, many are, and other Guilds see both them and the Surfers as encouraging the worst behavior in Hands, using their powers for fun as much as for utility. More philosophical Hoppers will remind them that play is a skill and one critical to sentient development and the universe is dreary enough without fun.
So what is a d-door?
A d-door, or dimensional door, is a temporary tear in reality that connects what exists with what might have been. These connecting spaces are known as empty dimensions and while their topography matches the current terrain, they are wildly different in all other qualities. Nothing living has been found in an empty dimension and any signs of civilization are long-dead, ruins at best. The key advantage of an empty dimension is its relative safety for the Hopper. Travel in an empty dimension occurs in the same amount of time.
JOINING
Surprising to many, the Hoppers have a relatively low admittance rate. Hoppers do care how their powers are used and those not willing to tread new ground or try things out for the hell of it are unlikely to develop the intuition needed to not fuck up catastrophically. Hoppers know what they do is serious business – they’re tearing holes in reality and accessing empty dimensions! – so only those who are willing to practice and lose their fear are welcome.
POWERS
All powers are once between Rests and take an Action to activate unless otherwise stated.
D-DOOR (LEVEL 1)
The Hopper can create their own personal d-door. Only one may exist at a time and must be created within line of sight. It can be on top of a solid surface, underwater or in mid-air. The Hopper can pass through the d-door as many times as they please and the dimension on the other side will always be safe. Nothing else will go through or come out of the Hopper’s d-door and no one else can use it. It exists until the Hopper decides to destroy it or they leave line of sight. There are no limits to how many times a d-door may be made between Rests.
TAKE YOU WITH ME (LEVEL 3)
Allies of the Hopper can use the Hopper’s d-doors. However, what looks like a safe, well-lit dimension to the Hopper is solid darkness to their allies, aside from the glow of any d-doors. Allies begin hearing chittering sounds after one round in the other dimension, growing ever closer. After three rounds, something eats them, no matter how powerful they are, and spits their Rings through the nearest d-door. Afterwards, no one can recall what this thing looks like, and even darkvision or Ring powers that create light don’t work in the other dimension.
DOUBLE YOUR FUN (LEVEL 5)
The Hopper may create and maintain as many d-doors as they have levels. All other rules apply.
GET IN THERE (LEVEL 7)
A Hopper and their allies can now force an enemy through a Hopper’s d-door as long as the enemy’s HP total does not exceed the Hopper’s. After three rounds or when the Hopper chooses, the enemy emerges from the d-door. The d-door is destroyed by this.
HOLD MY BEER (LEVEL 9)
The Hopper can now control anything that goes through their d-doors, freely altering speed and trajectory. An object or being tossed through a d-door can emerge at any speed (we recommend sticking close to the speed of sound. Close-range sonic booms are not good for the health.) or angle. The Hopper can only concentrate on one object at a time.
GOALS
While others consider Hoppers irreverent, they simply have a different point of view. When space no longer matters, how do you define your relationship to the rest of the universe? But Hoppers know others can’t be forced to see, only encouraged, and hope their sense of fun lets others realize saving reality doesn’t have to be serious.
REALITY PHILOSOPHY: MAINTAIN
All these Worlds smashed together give Hoppers an endless variety of realities to play in, but when you view the universe from every angle, you become aware of how fragile it really is. Strange as it sounds, Hoppers want to keep things as they are: individual views working towards a common goal, preserved for their unique qualities. When you see the dimensions that didn’t make it, the ones that did become even more precious.
STRUCTURE
What structure?
GUILDMASTER
Doctor Camilb Sie Nah Redorn, College of Perspective, UH10
Camilb seems out-of-place as the Guildmaster; certainly not a typical Hopper…at first glance. As Head of the College of Perspective in the Plaza of Brass in Orden, they are an analytical, organized soul who always has a contingency plan for everything…a personality they’ve developed after decades of wild experimentation on themselves. Camilb’s physiology is best described as muddled – a mix of elemental energies that defy known categorization and should, by all standards, explode. As Camilb carved above their office door: “The only perspective that matters is all of them.”
Camilb is endlessly driven by the desire to change themselves in order to see what can’t be seen, to perceive and understand from every possible angle, and only their great compassion keeps them from becoming a mad scientist cackling over their latest world-destroying device.
Unfortunately – or fortunately, depending on who you ask – Camilb’s personal journey and management of the College leaves very little time for wrangling Hoppers. Not that Hoppers much want wrangling.
BENEFITS
Hoppers tend to get the benefit of the doubt when it comes to trying dangerous stunts – they’re a Hopper, what did you expect?
TITHES
Hoppers are in high demand and expected to assist others in getting around.
ACCORDS/TABOOS
SOLITUDE
ACCORD: Spend an hour in an empty dimension.
TABOO: You cannot tell anyone what you saw on the other side until after your next Rest.
LOOP
ACCORD: Fall through 5 d-doors without hitting the ground.
TABOO: If you die from this, no Luck and you can’t try again.
DID YOU SEE?
ACCORD: Be at least 1000m in the air.
TABOO: The first words out of your mouth when you’re back on land must be telling someone something cool you saw.