Trans-Fictional Jumpchain Support Group! (SV Editions)

kowtang

Ancient Sky Monarch
Location
Somewhere in Multiverse
Premise
Welcome!

If you're reading this, it means you've accept the deal with Jump-chan and participating in Jumpchain! I won't judge whether the choice you make is a good or a bad one but the good news is, I set up tools to help spme one just like you support each other! One of them is what you're reading right now! Yes, welcome to the Trans-Fictional Jumpchain Support Group! Where Jumper from across the multiverse unite and support one another

While the system is currently very barebone there is many benefit to be gain from this place. Essentially, you and everyone here has been given a particular Jump-Fiat (One that Bypass Gauntlet rule) that allow you to communicate, and trade with other who lucky enough to also got invite into this support group!

In anycase, if this is your first time here, please introduce yourself. Here's a list of questions to get you started if you have trouble coming up with anything yourself.

What reality have you found yourself in?
Did you enter the Jumpchain on purpose or by accident?
Do you have access to your sheet?
When in the timeline did you arrive?
What are your plans in your new reality?
How far have you gotten?
Have you had any notable successes or failures?
Is there anything you're looking forward to? Not looking forward to?
Is there anything you would like advice about?

Well wishes, Elias D. Fischer... Your secondary Benefactors


CRITICAL RULES; MUST READ:
Please post things OOC first before posting IC! Builds, house rules you may be using, and the like.

Jumpers can trade with other Jumpers, as long as both sides agree to the trade. When trading, make sure you understand how the received item works in its home universe. If you're not certain, ask OOC. If there are any disagreements about how an item works, the sender gets the final say.

Trades cannot have unexpected negative effects unless the player whose Jumper sent the item agrees to it.
Less important, but still good to know:
You aren't obligated to keep posting even when you have a character in. Or continuing with a character, if you're no longer interested in following their story. It's just as easy to pick up a new character, provided that you post a build first!

There are no mandatory supplements or challenges or jumps - just whatever you want to use. Though linking them would be appreciated! Creative Mode is banned though - or rather, the full-out no-limits Creative Mode is the banned one for obvious reasons.

While you can go at your own pace, please don't immediately go to the next Jump every post.


This Play by Post is SV version of Trans-Fictional Jumpchain Support Group! and Sister Game for Transfictional Isekai Chatroom. If you want to join you can post your Jumpchain build here and once I approve immediately go have fun in the IC.

IC Thread
 
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Example Character
Sinew of Average Jumper

Start of the Chain ||Supplements|| Next Jump →

Baki the Grappler
Drawbacks
Jump Drawbacks

People do like an underdog, but you might not want to punch too high above your weight class. You are tiny, people may even go as far as calling you a midget. Your frame is so small that it'll take more effort for you to gain the kind of strength needed to seriously compete. No to mention that your range is far less than that of other fighters. Without at least a little bit of ingenuity on your part, getting other fighters within your range will always be something of a challenge. This makes out-boxers your natural bane.
You have grit, nobody will doubt that, but there are times where that kind of willfulness will end up doing more harm than good. You have a mindless obsession with training. Whether you have some goal in mind, or just out of vanity. Unfortunately, you lack the fundamental understanding of how training actually works, and if left to your own devices, you'll end up destroying your own muscles through overexertion. The only way to gain strength of any kind is to flood yourself full of steroids. This will inevitably result in horrific and painful side effects, but it may be the only path left for you.
I suppose the simultaneous escape of several superhuman death row convicts spread around the world wasn't as unique an occurrence as we thought. For whatever reason, word has spread to all of this world's most dangerous convicts of your might in battle, inspiring them to experience it firsthand. Whether or not this reputations is true, you will be dogged by escaped criminals, just as powerful and insidious as the five that arrived following the Maximum Tournament, for your next ten years. They won't come all at once, or event that often, but they will always take careful measures to strike when you're at your most vulnerable, and take whatever sick or cowardly action they must to get you in the mood to fight. This lineup will only include death-row convicts, so you won't have to deal with any monsters like the Unchained Biscuit Oliva, or Jun Guevaru.

Universal Drawbacks

  • Pseudo-Random-Chan (+50 CP): The Jumper has no control over where they go or when they go there. You, the Author, do. Same restrictions as Random-Chan. This is a Variant of Random-Chan, they cannot be combined.
  • Why Not Without (+200 CP): Your Benefactor fills out your Jumpdoc for you.

Jump Scenario
Origins: Perfectionist
Where would the fighting world be without diligent martial artists like you? You may be somewhat lacking in "real" fighting experience, but if your techniques couldn't stand up to clumsy thugs or vain muscleheads, then what exactly has the world of martial arts spent these last few centuries perfecting?

Race: Hanma
Whether your conception was willing or not, you bear the blood of a Hanma. A relative of the Ogre, in one fashion or another. At the onset, you may not find many differences between you and your peers. But once this blood begins to awaken, you'll begin to take the form of something that stretches the definition of "human" to its breaking point. (400 CP)

Gender: Male Age: 16

Perks, Items and Companions
Perks

Martial arts are called "arts" for a reason. In the midst of the action, your movements are dynamic, your posture radiates with almost mathematical perfection. The flow of energy, the trajectory of blows, the rippling mussels supporting every lock and hold; your every movement is a sight of profound beauty and primal masculinity. Even outside of tense situations, you may find your more masculine traits exaggerated, though not to the point of inhumanity (yet). You may even find scenery warping in the eyes of observers, to illustrate the tension between you and an opponent. May be toggled.
All fighters wish for their brawls to be the stuff of legend, but unfortunately, the human body is so rife with limitations. At least, it's supposed to be. All who make their way to the Tokyo Dome arena seem to share the same quality of being absurdly hard to kill. You can ignore injuries that would leave most crumpled over in pain, power through those that should cripple for life, and potentially recover from those that really should kill you. The extent of this durability depends on your own constitution. This doesn't make you invincible, it just raises the bar for how much damage your body can take before giving in and lowers the bar for how much medical treatment you actually need to recover from an injury. Incidentally, this doesn't stop you from developing scars. Wouldn't want to rob a champion of his trophies, now would we?
Not everyone has what it takes to pursue the title of the "strongest". Whether it's raw strength, an iron will, flawless technique, or some combination of the three, you have the qualifications to keep up with many of the fighters you may come across in your time here. The likes of Kosho Shinogi, or Kiyosumi Kaitou are your peers, and you may surpass them, depending on your training and other purchases in this jump.
There's more to mastering martial arts than being able to hit hard, you need to know how to take hits, and ideally how to avoid them. For starters, the muscle control you've honed over the years is precise enough to move your eyes independently or pull your balls into your stomach. Your tireless training has taught your body how to reflexively minimize damage to your vitals. Usually, this is just a difference of a few millimetres, but in fights between masters, that might as well be life and death.
The path of the warrior involves willingly throwing oneself into unreasonable, and oftentimes easily avoidable danger time and time again. As such, there might be little to no merit in the ability to foresee such perils. You have an almost perfect subconscious sense of danger. When entering a perilous situation of your own accord, you may hallucinate various physical obstacles standing in your way, symbolizing the severity of the situation. The more honed your instincts, the more accurate the warning, even accounting for factors you have no way of knowing.
Most devout martial artists are perfectly content believing their techniques to be the greatest, bar none. In your case, you have a bit more to back that up. You are always a significantly better fighter when relying on the "purist" form of a martial art. Offshoots of older styles, or hybrids of several styles will show decreased benefits. You're still vulnerable to a style's inherent weaknesses, but you aren't wholly without room for growth. With us, you'll perfect your style and attacks into a form even purer than their "true" form, modifying them to compensate for their shortcomings, while sticking closely enough to its core principles and philosophy to still reap the benefits of this perk.
Arguably just as vital as strength is precision, which you have in spades. In the midst of a flurry of blows, you can aim all your strikes at the smallest of vital points. If you knew where to aim, you could pierce an opponent's body to grab individual nerves or veins in a split second, without so much as grazing nearby arteries. To help with this, your control over the "edge" of your strikes let your strikes cut like sharpened blades. Chops like a katana, pokes like a scalpel, kicks like a battle axe. If you train appropriately, you may find yourself capable of seemingly impossible feats, like carving a chunk out of a glass bottle without shattering it, or severing wire without bending it.
The human body is truly without limits, but by extension, that means true perfection is forever out of reach. Still, you make for a convincing substitute. You've been gifted or perhaps engineered a perfectly balanced body. The speed, flexibility, durability, strength, and endurance in all of your muscles are perfectly balanced for all areas of physical exertion. You can still make a concentrated effort to strengthen certain specific muscles over others, but you'll still find these five qualities perfectly balanced in that part. When you do show priority to one muscle over the others, you'll find that it takes roughly half as much effort to get the rest of your muscles up to speed with the outlier, if you felt so inclined.
The esoteric practice of Aiki. A principle loosely applied to styles such as Aikido, but few have mastered the underlying mechanisms to the extent you have. On the most fundamental level, Aiki is the control of energy. Whether that means "blending" into an attack to make it your own, puppeteering an opponent's body against their will by exploiting their reflexes, or minimizing the impact of attacks that do manage to hit. With this, even a skinny old man could bring some of the strongest giants to their knees with minimal effort. This even comes with the skill to read and predict an opponent's moves like a game of Shogi. This may seem invincible in normal unarmed combat, but some attackers are simply too strong, too tough, too smart, or just too wild to be subdued by this. Beyond that, Aiki's strength is in counterattacks, with few methods for initiating battle.
How arrogant martial artist are, to assume that they are the masters of bodily destruction. You stand as a true testament to both masterful destruction and restoration. You have a mastery of medicine matched only by the likes of Kureha Shinogi, able to preform several-hour surgeries in 30 minutes, or have something as minor as the lack of a medical license overlooked by hospitals and authorities. Your medical knowledge really does border on magic, such as grabbing someone's heart or ribs without breaking the skin, reviving the recently deceased with barely any tools, administering general anesthesia with a single pressure point, or repairing a severed nerve in minutes, with your bare hands, among others. Your medical expertise makes you not only better at healing, but at damaging the human body as well. You can apply your knowledge to destructive acts as well, such as forcing your own blood to prioritize certain muscles or attacking an opponent from the inside out using the water in their own body. Still, your precision is far from impossible to overcome with creativity, or just pure toughness, something martial artists have in ample amounts.
It could be said that all combat exists across a boundary, between violence and technique, between force and control. You can now shift between this binary, allowing you to sacrifice your strength for skill, or skill for strength. This can take between a few days and several months, depending on the extent of the shift. You may even go as far as completely sacrificing one, to become the pinnacle of the other. Specializing in violence may let you destroy armored cars with a punch, while specializing in technique would let you nullify almost the entire force of such a punch. Additionally, this makes you age far slower, and ensures you never lose any combat ability to age, physically or mentally.

Items

A path that some warriors would call despicable, but a valid path all the same. You have a wide assortment of finely crafted melee weapons. From katanas, to shuriken, to kusarigama. They're all sturdy, and incredibly deadly, but far from true masterpieces. Still, these will allow you to put many bare-handed fighters at a distinct disadvantage.
A small bag filled with potent medical supplies, and a variety of larger medical equipment installed into your warehouse, or a property of your choosing. The tools at your disposal are perfect for the fighters of this world, and works just as efficiently on people from other worlds. Seemingly magical tools, such as glue that can heal nerve damage, or scalpels that can cut even the densest muscles.

Companions

Companion Here
None


History's Mightiest Disciple Kenichi
Drawbacks
Jump Drawbacks

I suppose you can add this to another martial arts-styled jump or to another version of a Kenichi jump
Hey uhh ever heard of "Too Much of a Good Thing"? Because you are taking this training stuff a bit too far. Somehow you will train to the point of exhaustion and can't move until you get some sleep....but you have a tendency to not rest. Hope you have some companions who can convince you to take it easy for a bit...or a master that will order you to take the day off.
Uhh Whoops. It would seem that when you got sent you here you lost all memories of the jumpchain. All you have is any memories that came with your origin. So if you had some martial art training before this...you are going to have to relearn it and relearn how to use your powers again.
You rely too much on the items that in your warehouse. So lets see how well you fair without them. That's right any item that you have is no longer available to you. Except what you purchase here.
Perks, powers, system? PALOR TRICKS I SAY! One does not become a master with such things. Only blood, sweat, and tears will do. There are no shortcuts. Therefor any perks that are not from this jump have been confiscated and sealed away for the duration of the jump. The amount of CP this give is double if you are taking the "Ryozanpaku Journey" scenario
This...this is a bit much...basically you will start the jump with a frail and weak body. This means that you will have to work EXTRA HARD to get strong enough to stand on your own against adversity. The amount of CP this give is double if you are taking the "Ryozanpaku Journey" scenario. HOWEVER, if you are able to complete the "Ryozanpaku Journey" scenario with this drawback in affect you will be granted a perk called "Soul of a Martial Artist". What it does is simple: any martial art that you learn from here on out will be permanently a part of your Body Mod, this will include more supernatural martial arts like Hamon or Fist of the North Star. Train hard Jumper.

Universal Drawbacks

  • Pseudo-Random-Chan (+50 CP): The Jumper has no control over where they go or when they go there. You, the Author, do. Same restrictions as Random-Chan. This is a Variant of Random-Chan, they cannot be combined.
  • Why Not Without (+200 CP): Your Benefactor fills out your Jumpdoc for you.

Jump Scenario
Origins: Prodigy
Like Miu you were born into the world of Martial arts. A child of a master, heir to their techniques and natural successor to their dojo. As a result of your genes or training from infancy you stand above the other disciples and you are on your way to reach masterhood in your own right. However, there is always room to improve REMEMBER THAT!

Gender: Male Age: 16
Ryozanpaku Journey
In this world there is a secret war between the martial artists of the Katsujinken and Satsujinken. In the modern era these polarizing philosophies have come to be embodied in the organizations dubbed Ryōzanpaku and YOMI respectively. You will prove an integral part of this conflict and will undoubtedly be drawn into the events of the main plot as well as be present for all major conflicts therein. Bascially CONGRATULATIONS! You are now a part of the events of the story and must help Kenichi and his friends triumph...because the enemies got a bit tougher with foes to be you and your companions counterparts. In addition you will be starting this jump as an average person without any martial arts training. Meaning during your stay you must learn the martial arts that you purchased from the ground up. Also to ensure there is no cheating you will have any perks that were not purchased here.

(+1100 CP)

Perks, Items and Companions
Perks

You possess the body of a master. You are very near tireless, capable of fighting for days without sleep and only limited food. You never run out of breath, and will still be able to engage in vigorous physical activity even after extreme exercise. You now have access to a limitless logarithmic growth of your physical strength, durability, speed and agility.
Dual Ki is a general term used for Martial Artists who possess the rare ability to use both Dou and Sei Ki. Dual Ki fighters usually specialize in only one of the two types. This is still true but now you can switch between the two at your own leisure.
Unarmed or Weapon? Why not both? In the modern world, Soldiers are trained in both unarmed combat and how to use weapons. The same can be applied to you. Of course, the training will be harsh but it will be well worth it. You are deadly armed and unarmed. As as such you have both the boons of armed and unarmed from the "Bifurcated Choices" section.
To understand martial arts means to understand the human body. One can use this understanding to cause harm to the body for healing. That is to say you can apply your martial arts techniques and knowledge to heal people instead of harm. Whether it be massage, chiropractic or acupuncture, you can now fix nearly any injury through a few sessions of your specialized treatment. You may even be able to regrow lost or severed nerves, restoring function to paralyzed limbs and reinvigorating aged bodies to near the prime of youth. However, there are limits. These skills cannot fix life threatening injuries. Also, no matter how good of martial artist you are you DEFINITELY cannot regrow a patient's limbs with this ability.
Through a strenuous exercises and strict diet plan you have done it. You have converted 99% of your muscles into pink muscles. This means that they have the benefits of both red and white muscle. These Muscles are strong and fast and are quite slim. Meaning you can deceptively pass for an ordinary guy on the street while wearing a school uniform or anything that won't expose to much of your body.
You have undergone a special set of training. Instead of using one type of Ki you may use both simultaneously, gaining the thoughtful insight of Sei and the explosive power of Dou. Using both forms of ki at the same time however is incredibly dangerous. Using it for more than fifteen minutes at a time will result in a crippling injury to the nervous system if you are lucky. It may be possible to recover from this in time, but it would require months if not years of physical therapy and training.
Some have ki. You have KI. You can feel it in you and channel it more easily, enhancing the normal effects of Sei and Dou ki to a much greater degree. Perhaps upon reaching the status of a master you may project your ki beyond your body, achieving techniques that can only be described as supernatural in nature. This perk stacks with any boost to ki, chi, aura or other general body-based energy field you may have.
  • Archery
  • HEMA
  • Wrestling
  • Marksmanship
  • Muay Thai
  • Pencak Silat
  • Street Fighting
You find it exceedingly easy to apply your martial arts skills to mundane tasks. Leg strength developed through repeated kicking and great leaps could be applied to travel faster, and recreational parkour. Alternatively, powerful punches, tight grasps and natural leverage techniques could be used in construction, repair and advanced art or sculpture. You will find innumerable uses when you begin applying your martial arts to everyday life.
You lived your whole life around martial artists everyday. Combat is daily occurrence to you and you are no stranger to the fear of imminent demise. As a result, you are immune to being traumatized as a result of combat. As a result, post-war PTSDs are a thing of the past for you now for you can go to war and come back with no psychological problems. When faced with dangerous or traumatic situations, you keep a clear and logical vantage point. You can reasonably make the same judgement calls during a high stress circumstance as you would in an academic or armchair discussion.
Strange...cooking and fighting shouldn't be intertwined like this...yet you found a way to connect the two. This ability is simple the better your cooking skills, the better your fighting skills and vice versa. But this will only get you so far. But if you are already good at one of them, you'll soon find that the other is being improved in some degree
Most Students of martial arts will need some time to understand a new move or technique. Perhaps serval training sessions to get the basics down, You are not like most disciples. You have grown up around martial artist and as a result have picked up on a few tricks on practicing and learning moves. As such you have better understanding of martial arts techniques, allowing you to learn and understand new techniques in a matter of minutes. Martial Arts are ever evolving and you need to learn to adapt to changes in order to survive.
Strange thing about you is that despite you having very little training, you can "read" an opponent's rhythm and for this you can predict their attacks by following their rhythm. In addition, you have the ability to predict one's reaction to certain actions that you may take and from it come up with a way to get your opponent into a situation that would put them at a disadvantage.
There is no "easy" way to get better at martial arts. Sure, some have talent but, that will only get you so far. The only way to improve is to train and hone your skills. But will require effort and hard work. But every time you understand a technique it feels like you have gotten stronger. With this perk that is not just a feeling. It's a fact. For every technique you learn and understand you will get stronger, faster, and tougher by a little bit. Mastering the techniques that you learn will grant you much bigger gains in your strength, speed, durability, stamina, and precision.

Items

The Essentials (Free): Clothing that you are going to need for living here. School Uniform, a whole week
worth of Casual Clothing and Personalized Martial Arts Uniform.

Training Gear (Free): Sparring equipment, Target dummy, and Practice weapons. So that you can practice
your moves without hurting yourself.

Place to Sleep (Free): a normal mundane house. Fully furnished. A place to rest your head.

Money (100 CP): 1,000,000 Yen. Untraceable. Comes in your choice of cash, check or debit card.

Ludwig, Sebastian, Maximilian, and Rotowski (200 CP): Three shotguns and an old school hunting rifle. Though whenever you seem to take any of them out they seem to have a GLORIOUS introduction scene
What you have here is something that can only be described as mouse wheel from hell. However, it was made with the intent to train. What it does is that it allows the trainee to be physically locked into the machine for up to an hour at a time wherein they must engage in vigorous endurance and resistance training or suffer needles, electric shocks, and electric shocking needles. Many can see this as a torture device...it kind of is. BUT it does get results in improving one's physique. By the way it was by Akisame....explains a lot doesn't it?

Companions

Companion Here
None

Example of Character Sheet in case people not sure how to post
 
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forums.sufficientvelocity.com

Trans-Fictional Jumpchain Support Group! (SV Edition) IC

Welcome! If you're reading this, it means you've accepted the deal with Jump-chan and participating in Jumpchain! I won't judge whether the choice you make is a good or a bad one but the good news is, I set up tools to help someone just like you support each other! One of them is what you're...

IC Thread is Ready to Go! Feel Free to register and Join us!
 
This looks really fun, I'll try to make a character sheet later this evening.
 
Kowtang's Birthday Boy Jump sheet
Enkindled of the Perfected Birthday

Special Challenge: The Benefactor Birthday Experience (Ver: β2.0)
By @DemoncatShade
Section 1: The Birthday Presents
  1. For every birthday you have from now on, you may select one perk or item from a jump, only allowing each jump to be used once. If multiple Jumps for the same setting exist, each jump may be used once separately.
  2. After selecting this birthday present, you will then experience the day before/of/after your birthday as a parallel version of you living in that universe and receiving said perk/item on your birthday. Prior to this birthday, this version of you was living in this universe as a native incarnation of you with a life that both makes sense for you and, if possible, makes sense for why or how you might be receiving your chosen gift on the specified birthday. This version of you is mundane in local terms, if they have any abilities or items separate from what you chose as your gift, you will not retain them. No getting bonus gifts from things that 'local you' would logically have living in that universe for free. After experiencing the entire timeframe of the birthday in the stated universe, you will return to Earth at the same moment you selected your gift, with your gift in tow.
    1. If it is impossible to logically justify your chosen gift, your benefactor will appear personally to give it to you and leave you to deal with any consequences of this act.
    2. Any local metaphysics or power structures that the local version of you should possess, they will have, but you will not receive as an extra present unless it falls under the 'batteries included' clause as outlined in rule 5.
  3. Outside of extreme circumstances, you are ensured a happy birthday that will be largely insulated from chaos, nonsense, attack, or hostile intervention. Any complications from rule 2a being triggered will, however, weaken this protection. Try to make logically justifiable choices.
  4. If you obtain any perks or items that can be used to travel through dimensions or worlds, the worlds you visited on each birthday can be considered as 'nearby enough' for those to function, however the local version of you will still be present separate from you visiting, and time will still be progressing in parallel starting from the year of the birthday you experienced in this world. Without direct action from you on earth attempting to create a permanent bridge between any of these worlds, these 'nearby dimensions' will not otherwise be bridged, crossed, or interacted with in any fashion, regardless of local metaphysics. Try not to let anything horrible through.
  5. Gifts all come in a 'Batteries Included' fashion: Any prerequisites are included if they would be required to use your gift as presented, up to the limit of the 'batteries' in question being able to be considered a separate gift or full powerset outside of the text of your selected item or perk. In addition, if the said gift has any other requirements to be used or to grant its benefit, you will be considered to qualify for them, and any 'batteries' gained from this clause are guaranteed not to kill or overtly damage you.
  6. A single power or item that is split into multiple perks or purchases or has a customization stipend may be packaged together as a 'one' gift, subject to review.
    1. Each jump has a max budget of 1K that cannot be exceeded or increased. Any excess can be applied to customization stipends or sections as relevant to CP conversion if such applies to your selected Gift.
    2. If origins will provide discounts to your chosen gift in any capacity, you may be considered to have one origin for customization discounts and max budget.
  7. If any of your chosen gifts are or would become a 'Warehouse Attachment' you will have the option to receive either a 'Dimensional Key' that will take you to a Foyer from which you can enter any warehouse attachments, or you will be able to naturalize or manifest the gift on earth, as far as can be made to make sense.
    1. If you choose to naturalize or manifest a warehouse attachment on Earth and then gain the ability to travel away from Earth either in terms of Space or Dimensional travel, you will be given a one-time choice to return that property to a 'Warehouse Attachment' state in your Dimensional Foyer the first time you leave Earth with this gift. If you choose not to, then the property stays on Earth unless you obtain a different way to relocate it.

Section 2: Backdated Birthdays

  1. To make up for however late in life this Gift is being received, you are being allowed to backdate one gift per year of age/birthday that you have experienced.
  2. You may select one Gift per year as long as that year of age is greater than or equal to the minimum age you can choose to be in that jump. No maximum age restrictions.
  3. You may backdate as many gifts, one per year, as you can select fitting jumps within the minimum age requirements for the year that is being selected to receive that gift.
  4. After you have selected all backdated birthday presents, you will experience all of the Birthdays in chronological order, being at the age of the year for the selected birthday in each setting, per rule 2 in Section 1.
  5. All backdated settings apply per Section 1 Rule 4, with the timeline synch starting at your relevant age per backdated birthday.
  6. After going through all of your backdated birthdays, you will then experience the birthday that aligns with your current age before returning to earth with all of your presents.
  7. After completing your backdated birthdays, you will not be able to add any more backdated gifts in future years: This is a one-time deal.

Birthday World List

Birthday Presents
Perks

The 10,000 Times Return System can transfer the bound person's cultivation to their spiritual pet or another being. The system will randomly return it, ranging from two times to 10,000 times. The amount of time you can transfer depends on how long you spend training. For example, if you trained for ten days then you could transfer this to your target. You will receive anywhere from 20 to 100,000 days worth of cultivation. The amount of time you receive depends on your luck. The average amount tends to be somewhere from twenty to one hundred though luckier individuals will receive the higher end of the spectrum more often. No matter if you will never receive a loss from this, any attempt will return a minimum of double what you gave away. In addition, there is no limit on how many times you can do this with someone. The only limit is the buildup time after you do this since the returns are reset. This same post can be given to multiple beings. For example, after cultivating for five days Lin Bai was able to transfer it to all of his pets. Lastly, the final bonus of the system is that this can also awaken bloodlines and other powers in your target. For example, Lin Bai has a pet Green Snake that eventually awakened the bloodline of the Azure Dragon.
The you from before you began to learn about humanity, and the you after... It's like they're completely different people! Wait, did you just split in half? Anyways, you can now split yourself into two people -for now. One of them encompasses your humanity, and the other your monstrous nature. As you continue on to other worlds, you may find yourself with a third race and therefore a third self. Now, you are not a hivemind. Each of you is separate from the others, though they are all but completely identical, with only a small change in personality and maybe style of dress to differentiate them. If you're paranoid about the idea, each version of you is incapable of harming others.
Like the legendary Avatar, you have been blessed with a unique cycle of reincarnation, connecting your lives from one to the next. From this point on, upon your final death, your spirit will be reborn into a new body, conceived shortly after you died in the world you call home. The newborn will retain all of your abilities, though they will have to re-learn how to use each ability one by one, and they will be born with an innate talent for the next element in the Cycle (Air-Water-Earth-Fire) rather than the element you chose. They will also have the ability to call upon you, primarily as a spiritual adviser, but also as a source of power should they so require. However, they will have their own mind, which you cannot directly influence - your role in their life will be a mentor, and though their personality is guaranteed not to be one you disapprove of, in the end, they will make their own choices. When they die, they will also take on the same role as you have, and will, in turn, be reincarnated, each life becoming a link in an endless chain far greater than the whole.
Singularities, that which make the existence of the City possible. Miracles beyond the limits of science, upon which countless citizens are sacrificed upon altars to maintain. You have obtained the understanding of certain sciences and reality-bending theorems to manufacture one of your own. The technology you glean from this will start simple, perhaps as a method to create containers that are bigger on the inside. And yet, it is eager, almost alive (or possibly even literally so, like that of the L Corp before Lobotomy), With research seeing it expand and grow, happy to integrate new technology and exotic stimuli. Perhaps your expansion of space might develop into swords that can cut nearly anything, by simply creating space along the edge of the blade. Regardless of what precisely you make, it can be readily and relatively simply mass-produced, or at least the results can. However, the basic expansion and extreme eagerness to integrate the technology of this strange and miraculous technology you've found pales in comparison to its thirst for blood and suffering. For the Wings of the World throw countless bodies into their everyday research, and it appears that your nature as a Jumper has crystallized that into a law for your Singularity. Cruelty excites your insight into the strange mix of magic and technology you've found yourself the master of, causing it to grow into entire new branches to follow down. Perhaps by unsafe experiments with unstable fields, you can make spaces where physical laws are altered. Or begin to expand time as well as space, inserting moments into the course of events. The greater the depravity, the more potent the results, and if carried out on someone possessing their supernatural powers, your singularity may grow its mockeries of them, and a blood fiend may see your fields become self-sustaining by consuming the vitality of those within it, or that bring those within them under your thrall. Perhaps, with enough time and lives sacrificed on the altar, you might be able to create something that truly changes the face of the City, akin to Lobotomy Corporation's Seed of Light plan. Finally, it appears that your origin title is no longer quite accurate. You're no longer a mere employee of a Wing, instead being the head of one, other than A, B or C Corp. Countless employees are now yours to command, all dedicated to ensuring that your Singularity-derived inventions are produced and distributed across the City. Truly desperate to keep the high standards of living in a Wing for them and their families, they'll do practically anything for you.
The most significant part of being a Summoner: is the ability to summon valkyries to aid you. Once a week you can spend your mana to summon a random Valkyrie. The more mana you spend, the higher chance you will have of summoning a strong Valkyrie. Due to their nature, multiple copies of the same Valkyrie can be summoned, and if willing, be fused to form a stronger form of the Valkyrie. Those valkyries that are summoned but not companioned will take up residence in your primary kingdom post-jump. Any valkyries you summon will take up residence in your kingdom as a follower. Using Summoning magic, you can briefly summon valkyries to do battle for you after which they will return to the kingdom again. Additionally, once a Valkyrie has been summoned, any amalgamation material they may require, such as specific swords or armour, to reach their full power will be introduced into the summoning pool and can be 'fused' with them much like a copy.
You drank three sips from the Hourai Elixir and gained immortality as a result. Your soul has been severed from the concept of death; you no longer age, cannot get sick, and though your body is not any more resilient than before, any injury on your body will heal. Even the destruction of your body will not kill you, as your soul will simply regrow a new body in time.
In your dreams, a vision unfolds before you. A vision of a unique and strange cultivation art, one tailored to you-your desires, your personality, your body, you. This cultivation technique is not a technique which exists in any realm of this entire multiverse-existing purely within your mind and dreams. It can be whatever you wish it to be but there are some caveats to it. First, it is extremely difficult to merely begin cultivating; you must first achieve a feat of development akin to achieving Xiantian purely through external body cultivation, rather than internal energy. Second, it is impossible to cultivate this technique alongside other forms of cultivation in this world the Jindan is impossible with this technique. Third, it is a path untread entirely dreams will guide you somewhat, but you must still be wary of pitfalls or deviations as they are all too easy to fall into in practising this. Having taken heed of this, this technique will guide you up to the point of entering the Immortal realm-surpassing the Dacheng stage of normal cultivation-and possess incredible potential that will let you trample over normal cultivators with ease and even fight a realm above your current one. Oddly though it seems incomplete, and your dreams cease to guide you past this point...
This ability allows the user to kill anything with a single thought. Anything. Absolutely anything. Regardless if the target is Immortal, already dead, inanimate, or an omnipotent existence that transcends any form of reality, Instant Death will still apply to them. However, the concept of 'kill' is dependent on the user's interpretation of death. For example, a piece of ice can be 'killed' and will crumble immediately or a lock can be 'killed' which will result in its opening. Even abstract and semantic death can be applied such as 'killing' momentum when falling or 'killing' a memory to erase it. This can even work on a meta-fictional level, with Instant Death able to 'kill' the Q&A section of its novel. Despite the name Instant Death, the death inducement is not necessarily instantaneous, as the user has some leeway as to when the target dies (up to about 30 seconds or so). Instant Death also comes with an ability to perceive any hostility or hazards directed at the user or their allies regardless of where the threat is, even detecting hazards from different dimensions. This perception can be used to track enemies that would not normally be detectable, predict their movements/thought patterns, or automatically retaliate with the activation of Instant Death. Automatic retaliation prevents harm from being done to the user regardless of the speed of the attacker, whether they move at the speed of light, through time, or even beyond time itself. This ability is beyond fate and time, it does not follow logic and transcends causality. While initially, this ability can only kill entire targets, with time and practice, the user can restrict this power to only kill parts of a given target, like specific limbs or organs or even something like a single petal of a bouquet. Even if the target cuts off the affected limb and tries to regenerate/heal it, the limb will not ever function again. Abstract concepts can be killed at a general or local level, such as 'killing' gravity only for one person or for the entire multiverse. Due to the immense threat posed by this power and the possibility of accidentally destroying the world, Instant Death also comes with a set of Gates that the user can seal/unseal with a thought to either suppress or regain certain abilities. With all three Gates sealed, the user is not able to use Instant Death at all. With the First Gate unsealed, the user becomes capable of killing anything (with a thought or automatically), can sense killing intent, and can foresee any incoming danger that might harm them. When the Second Gate is unsealed, the user can kill targets on a more abstract/semantic level. This includes targets like momentum, falling energy, gravity itself, radioactive photons, wind, noise, and heat. Additionally, the user can manifest this power through the use of other people as a medium, being able to kill anyone/anything that his targets have ever seen from their memories, as well as automatically killing anyone who tries to kill a certain person the user has "marked" with this power, essentially protecting them. When the Third Gate is unsealed, all restrictions are removed. The user can kill anything and everything without limitation regardless of the complexity. At this level, the user can kill the connection/association/relationship between the universe and the existence sustaining it. Simply put, this Final Phase is capable of killing the repercussions and associations that would happen after a target is killed.
Well... this might be a blessing or a curse, it mostly depends on you. Something is sealed within you, an entity of vast, obscene power. It might be a demon, it might be a Devil or something else of the like... it's largely up to you. What it does is simple enough, regardless. Quite simply, you have the next best thing to a bottomless reserve of chakra. No matter how much you use, how often you use it, your supply of internal energy remains close to 'yes' in addition to this, you also have an intense affinity with certain arts, depending on the nature of your prisoner. They also are an entity beyond the ordinary bonds of this world, and so possess an elevated consciousness, allowing them to remain connected with other 'instances' of themselves, though whether this helps or hurts you depends on your relationship with them. Speaking of which, you may define the deeper aspects of it yourself, but they start neutral to you. That is, they don't hate your guts but aren't particularly disposed to help you besides what is automatically provided to you. And they are ancient and very, very cunning so you know, one would advise caution in any negotiations.
The Library of Heaven's Path allows Zhang Xuan to compile a book on a cultivator as long as the cultivator executes a battle technique in front of him or touches an unconscious person. The compiled book would contain information about the cultivator's background, abilities, and flaws in his cultivation. At the same time, the Library of Heaven's Path can compile books on ongoing processes such as an activated formation or a pill forging process through direct sight, and on artefacts or non-living objects through direct touch. Similarly, the book would reflect information concerning the ongoing process or the artefact, including its flaws. A book is also compiled by eating a dish of food, it shows how it was cooked and its history, completing a superior Gourmet skill. This allows him to guide other apothecaries on their pill-forging process to forge perfect pills, and his ability to discern flaws in artefacts allows him to enhance their abilities by resolving their flaws, thus allowing him to earn the acknowledgement of artefact spirits easily. However, one shortfall of this ability is that it only grants him knowledge of what he's in direct contact or direct line of sight with, unless it forms a larger system. Also, for formations within formations, the Library of Heaven's Path would only be able to discern the inner formation unless he has an overview of the entire larger formation, as shown in the Qiu Wu Palace arc. Other than that, the Library of Heaven's Path also can collect books through touch. This ability can be activated regardless of the presence of seals on the book itself. Zhang Xuan can access the books in the Library of Heaven's Path as well, and his reading speed in the Library of Heaven's Path is stated to be enhanced by more than a hundredfold as compared to outside, thus allowing him to accrue much more knowledge as compared to an average master teacher. Lastly, when you earn the earnest gratitude of your students due to your impartation of knowledge, the Library of Heaven's Path has a chance of condensing a golden page in the Book of Heaven's Path. The uses of the golden page are as follows:
  • It can be used to enhance his Soul Depth by 5. He tried to use it in this way again at Soul Depth 29.9 but failed, noting that nothing was happening and the golden page wasn't being consumed.
  • It can also be used to assimilate the content of all of the books he has collected in the Library of Heaven's Path into his head instantaneously
  • The golden page can be used to seal objects and living beings and store them in the Book of Heaven's Path, such as in the case of Vicious.
  • The golden page can be consumed to temporarily materialize the Book of Heaven's Path and use it as a weapon to crush his enemy. The prowess of this ability seems to depend on the tier of his Library of Heaven's Path, as this ability appears to grow stronger each time the Library of Heaven's Path is upgraded.
  • The golden page can be used to purify the inner lineages of the members of the sage clan, as shown with Zhang Jiuxiao in chapter 1453 - Bloodline Enhancement.
Only one other person in the world possesses the grand level of intelligence you now find yourself in possession of, Tabane Shinonono. Comparing you to any sort of normal human mind would be a joke because you're decades ahead of the rest of the world. You think faster, better and so far outside the box they'd need to measure in miles. You don't know anything more than you do right now but with a mind like this, it'll be a matter of weeks before you're zooming past the experts and making the beginnings of something special. Mighty robots, dimensional pockets, space flight and true artificial intelligence are all just the beginning.
Ah, the Campione, the unrivalled humans that managed the impossible: to slay a deity by themselves. They are Pandora's adopted children and the owners of a few advantages. Now, you're one of them too. As a Campione, you gain an all-around stronger body, grants you a natural talent to understand any language, an increase in mana that would make even the most untalented into a rival for a Paladin and a natural Magic Resistance that rivals the Gods themselves, making all mortal magic useless against you and greatly diminishing the magical attacks from Gods or other Campione. Also, your body will become near ageless, having accelerated healing and gaining magic senses if you didn't have them before. All in all, you could say that it improves everything about your body, not to mention that you also gain [Authority] from any God you slay.
Like a certain dog, you have developed a limited form of precognitive power that allows you to catch glimpses of the future. The glimpses do not occur often and don't always provide a great deal of detail, but they are always relevant to your situation and goals, thus allowing you to prepare for and prevent upcoming disasters and/or let you know that you're on the right track.
Soon after Lucien found himself in this world, he discovered something special in the depths of his mind, or perhaps his soul. Regardless, this is that thing, Jumper, and you too now have it. The Spirit Library is a mental library that contains all of the educational books of all fields of knowledge from modern Earth. Arts, science, history, physics, math, medicine, it has everything. You can review these books within your mind at any time, though some of the books are locked until you learn the knowledge required to understand their content. Your Spirit Library may acquire new books from the real world by reading them, though only the pages which you have seen will be present within the new projection. You need not read it all, merely to have seen the pages as a whole at some point, as if you were taking a photograph. Finally, unlike our protagonist, your Spirit Library may create entirely new books from your knowledge, formatting them and writing them down into a custom hardcover when you are not looking, well-organized and easily understandable. Knowledge is power, Jumper, and yours is without limits.
You have an upgraded form of the <Lord> trait, with this trait you can bind to yourself at the beginning 100 followers, which will grow as your soul becomes stronger, this allows you to give them your symbol and set them as your <Subjects>, and if they are set as such, they will follow you through jumps, they won't get any perks or items from the jump itself, only things you give to them or they acquire by themselves, they still maintain their personalities and a degree of freedom, but they will follow you anywhere you may go and will follow your orders as long as they aren't suicidal or go against their principles. Note: You can't set someone as <Subject> without their approval and they can at any given time simply leave should they wish, remember that instilling loyalty and giving proper rewards for your followers' work is a duty of a proper <Lord>. They will maintain things acquired in different jumps through this.
Area Zero has a lot of secrets, and you seem to know them all! Be it about the phenomena of Terastallization, the creation of Time Travel machines or AIs of any type, or Legendary/Mythical Pokemon locating, you know these things and more. The secret and known Pokemon tech base is in your hands!
The Fusion System is the power that allows Watson to become so powerful. The system works by using materials and components that you possess and merging them into a superior product. The only limit to your abilities is your imagination. Whether it's weapons, armour, houses, materials, beasts, or even people. For example, two hundred iron-rank magical beasts could be combined into a single gold-rank magical beasts. Another example would be when Watson built ten small stone houses. When he fused them he created a massive castle several kilometres wide. The main requirement to use this is that you must have materials to work with. You cannot create something from nothing, but you can enhance anything. The more materials or higher quality they are the greater the result will be. So fusing ten gold rank items could create a platinum rank item while it would take two hundred iron rank items to do the same thing. Also whenever you fuse a living being including beasts or people they will become absolutely loyal to you. For example, when Watson fused all of the magical beasts into Golden Flash the chimera was loyal to him even though it was stronger than him. In addition, this will combine their strength and skills. When Watson fused a group of captured maids the fused version gained all of their skills and gained an iron rank constitution. Lastly, the only restriction on fusing living beings is that their strength cannot surpass the user. This limit is removed however when they are fused using fused beings. For example, Golden Flash was creatures using fused iron rank magical creatures who originally were normal animals. So Watson couldn't create Golden Flash directly, but he could do it in multiple steps. Afterwards, the restriction was removed as a result.
Somehow, someway, the supernatural part of this world is completely hidden from most of the population. It may seem logical, given the existence of memory-wiping spells and other magics for invisibility or such things, but the truth is, it should be impossible. We are talking about entire city blocks being destroyed in a night, yet everything is fine in the morning, the "gas explosion" excuse is used, and no one is wondering what happened. Hundreds, if not thousands, of people disappear over the weeks, sacrificed for the rebirth of an evil god, yet no one is missing them. Earth-shaking battles in the middle of cities, impossible weather, gods and monsters everywhere, and no one is asking questions. You too, now, have such power. You can hide all the secrets you wish to keep. All of them. Did you start a secret chess club at school? Only the members will be able to remember anything pertaining to your actions as a club. Did you spread the knowledge of how to create guns in a high-fantasy world? Only those with the knowledge will be able to remember anything pertaining to it. Did you head a magical school in a space opera setting? Only the school staff and students will remember anything relating to magical happenings in the setting. Well, you get the idea. And yes, if you were to create a new supernatural scene in an already supernatural setting, it would become a possible secret to keep. For instance, did you bring the Realms of Oblivion and Elder Scrolls-style magic in a setting based on Immortal Cultivation? Those not already aware of the Realms of Oblivion and Magicka will be unable to remember anything about them, even though they are supernatural too, because they are not from the same supernatural scene. Of course, this is all selectively toggleable.
While is true that you donated your DNA when you were a child to create twenty thousand clones of you it is deemed a failure by the scientist due to some unknown reason and decided to dump them. What they don't know is those twenty thousand clones of your preferred gender and age are telepathically connected to you with an unbreakable connection with you being the prime mind. Should your body is killed or your soul is destroyed you automatically transfer your consciousness to one of the clones making you unkillable unless all twenty thousand clones along with you are killed. Each of the clones is capable of independent action and they also gain one-tenth of all your powers, perks, abilities and complete knowledge that you know and this updates automatically every time gain something new. This also allows you to gain your own Misaka Network and processing power that it gives along with you as the administrator. Dead clones or those that you took over are replenished within one per hour or a month if all twenty thousand are killed except you jumper. By default, all clones are incredibly loyal to you and each of them has a distinctive personality and appearance making it that there are no identical clones. They are all followers and cannot be imported as companions.

Items

The source of Leylin's strength, this chip was created in another world in another time but that no longer matters. Through metaphysical means, this chip has now fully merged with your soul and become one with your being. These are two of its primary functions: Data Storage and Analysis. The A.I. Chip stores everything you experience through your senses and records it down, analyzing data, gathering samples, importing and organizing your memory, and running any types of simulations based on that data. For example, using data from a target, the A.I. chip can simulate a path to victory against that enemy, the greater the data the easier it would be one example of a potential result would be fighting an opponent without taking any damage as well as analysing the probability of injury occurring. Estimating wind, trajectory analysis orbital shooting and A.R.(Augmented Reality) assist in giving a nigh-100% chance to hit the target. With this chip, Leylin was able to create potions as a master when he was just an Acolyte, optimise an ancient knight breathing technique, refine the bloodline of a Giant Kemoyin Serpent from its descendants, a very pure bloodline equal to that of a first-generation warlock, analyze different layers of the Weave allowing him to gain all spell models of each layer. The Chip can also scan, analyze and create spell models that would take others months in days and transfer them straight into your memory, simulating the creation of your own spell models based on data analyzed. Scanning you and others you will get statistics such as Strength, Agility, Vitality, Spiritual Force, Magical Power, Current Status, Skills, Elements Affinity, Feats, Specialties. This is only an example. You can freely change how your stats are categorized, and what the number represents. If you have access to Mana, Qi, Ki, Chi, Aura, Psionic, Esoteric Energies and such, the A.I. Chip will recognize and establish records about it and for others in future worlds. The A.I. Chip is also able to warn you against danger, when your stats change, undesired status afflictions, act as a firewall for your mind, perform surgery on your body, expel poisons, formulate cures for curses, improve recipes, control your energies, detect energy undulations, assist in breakthroughs, can connect to and interact with both magical and scientific technology, get rid of abnormal status, scan down to the sub-atomic level and observe antimatter, controlling your clones, etc. The A.I. Chip's capabilities improve as you and your soul grow stronger, those mentioned here are just PART of what the chip is capable of. Your chip starts with all the same features at the same level of power Leylin's was at the end of the novel, to the point that it could simulate and analyse universes and Daos of reality, and know everything there is in this verse. You still can upgrade it with the ease of a regular one, just not as much gain until you reach Rank 9/Overgod level. The A.I. Chip does not have any intelligence of its own, but you can import an already existing A.I. into the chip.
It is said that God made Adam from clay. Shadows aren't exactly a prime substitute for that sort of miracle, but they work just fine in your hands. This allows you to create a creature from a shadow with time and concentration, limited only by your imagination - indeed, that is what this power scales directly with. You can even create 'anti-monsters', monsters designed specifically to counter and defeat a type of foe, though you may require more setup time depending on their size and abilities. These monsters are loyal to your will and emerge as complete creatures once they are done being shaped.
Your own school district is filled with dorms, facilities, and stores. This can be a brand-new school or a part of an already existing school, such as Trinity or Gehenna. You will be considered an authority in this district, either the sole authority or merely the local one depending on if you choose to be part of a larger school or not. Either way, a sizable student population will inhabit the district and look up to you. In future jumps, this district can be a decent-sized college town or whatever other way you wish it to appear. You can choose whether the follower students will be the same or different every jump.
This is the next generation of digivice, created by the Harmonious Ones or the Dark Ocean. While they possess all the same functions as the original digivice, they have a few extra ones, as well as a different shape. D-3s can open Digital Gates, which allow transport between the Digital World and Human World, and can also be used to allow a Digimon to Armor Evolve if used in conjunction with a Digimental. By purchasing a D-3 as a human, you gain a Digimon partner. You may choose to import an existing companion into this role or create a new character for your partner. Purchasing this option also comes with a free D-Terminal to store your Digimentals. Digimon gained through the purchase of this ability count as a canon companion, as they possess their background and CP to spend.
Someway, somehow you are the owner of a second DearS colony. This ranks you as a Breeder in their society and might cause many questions as this is the second DearS ship to find its way to Earth. This colony ship might not be flyable, but it does come with 100 DearS and a few hundred Zero Numbers in storage. Comes with one Gate and Watcher to protect her and the colony. Breed them, sell them, give them away as rewards to loyal servants, or free them. As the colony owner and Breeder, the DearS view themselves as your property and are resigned to whatever fates you wish for them. Remember that DearS are not built for battle, but rather servitude as household staff. Can take the canon colony if you desire. However, it might change the ending of the manga as this colony splits in two with half staying on Earth and half going to space.
When you're tired of something, the best place to throw it is in a trash can. And there are very few better trash cans than the Dimensional Gap. This Longinus has the power to create mist that can block any attack and can transport anyone or anything within that mist into a displaced artificial dimensional space. It has no direct offensive abilities, but once the mist has finished expanding to the size of a country, it can banish everything within into the Dimensional Gap - where all things lacking magical protection are annihilated in but a few seconds.
The continent of Uttarakuru is truly blessed, and a certain tree is a large part of the reason. Kalpavriksha is closer to a massive pillar of white wood than a tree, being 1500 km tall and 1500 km wide. Its absurd size is the least of its traits, for it is known as the wishing tree. While you can't wish for absurd things like godhood or living beings, it provides all the wealth that anyone could ever need. One needs merely to approach the tree while thinking of what kind of wealth they want, and how much, and it'll appear next to the tree, among the forks of those roots that crawl above ground. Silver, gold, gems, exquisite cloth and fabrics, delicious food or crystalline water, as long as someone wishes for it, they'll obtain endless wealth from it. You could vainly attempt to keep all of it to yourself, of course, but Uttarakuru was made a paradise in the mortal world by allowing all of its inhabitants to obtain wealth from the tree. Or perhaps that only worked due to the people of the northern continent being universally kind and compassionate. Either way, you have another example of such a tree close to wherever you begin, and in future, jumps may decide where this tree appears.
What it says on the tin. This is an incredibly powerful, immensely advanced piece of technology that sits on your wrist. In its active form, it's a bracelet. Inactive, it's a faint tattoo that looks like an infinity symbol and it allows one to traverse between different worlds or timelines in the multiverse. It starts able to only take you to and from between a normal-ish, 21st-century world and the Post Apocalypse, being a spare copy of the one Jiang Chen has. It even requires charging, though considering that its needs are not that much more than those of a typical smartphone, that's hardly a great ask. It has a pocket storage system too, which you can use to store any non-living things and move them across worlds. Anything a person can normally carry can be taken without any real rise in power consumption, but the more stuff you take with you the more it hogs the power of the device, and initially you're limited to about a small room's worth of stuff. In time, as your experience and familiarity with it grows, the device will manifest additional features and advanced features, such as allowing you to take more and more items, even living beings at one point, and eventually, allow you to freely travel across nearby multiverses.
Somehow, you've come into possession of the Race Peice of the Exceed Race you represent. The Race Piece is an embodiment of everything your Race is. Race Pieces are given only to the absolutely powerful representative of that race - meaning that you have the power of your entire nation at your disposal, for you have become the Representative of your race. Betting the Race Peice in a game with another race is tantamount to betting the lives of every member of your race, because if you lose, they will all be stripped of their rights. If this happens to your race, you return home as if you had died. There are sixteen Race Pieces, one each corresponding to each of the Sixteen races of the Exceed. Curiously, they're all shaped like chess peices - It's thought by some that the secret to challenging Tet lies in collecting the Race pieces. The Race Pieces you collect, specifically, let you bestow anyone with a form of the corresponding race that they can change to and back from freely. This effect only occurs if you purchase this Race Piece. It should be noted that there has never been a game where any participant has bet a Race Piece- Such is the monumental importance of these items. A Race piece cannot be stolen, for it simply materializes in the owner's hands when they will it so, and dematerialize whenever the owner wills it.
A Cradle to a mortal, a Hoop to a Jumper... Ahem. This is a planet, floating in space as planets do. But there's more to it. A lot more. This planet is yours, Jumper, in its entirety. It can be placed somewhere in your local universe, or kept in your Warehouse as you desire. Irrespective of your choice, your new planet has a few... particularities that distinguish it from others. Firstly, this planet of yours is sealed from the outside world. It cannot be seen, it cannot be detected by any means, it cannot be invaded... you get the idea. As far as this planet and the stretch of space around it are concerned, the rest of the universe may as well not exist. You can choose, of course, to let in any willing being from the outside, but taking out things that were born here is far harder, although possible. Secondly, this planet is a beautiful garden world similar to planet Earth, only possessing one big continent and a single enormous ocean. Life naturally flourishes on this planet, sentient and sapient alike, and its natural resources are periodically and mysteriously replenished. Thirdly, this planet comes with its own... control system, shall we call it. Essentially, it is an interface that you can utilize when outside of this planet to control a lot of things about it. For instance, you can provide a sample of any naturally occurring material or exotic energy in your possession to it, and your planet will become able to naturally produce them, even in periodic bursts of your choice in a targeted or uniform manner as you wish. Another capability of this interface is to accelerate the flow of time on the planet so long as you stand outside of it, to the point that a year outside would be equivalent to a million years on your planet's surface. This 'control system' over your planet even comes with a bunch of graphs, statistical reports, buttons and sliders to manipulate the weather, movement reports, demographics repartition charts, and any and all kinds of information about everything going on in there down to the atomic level. Yes, you could track down the path a single atom of iron took for the past year on your planet, easily. Or send sandstorms to a snowy mountain, you could do that too. Finally, your planet comes with its own Dream World that also doubles as an afterlife for the natives. As the 'interface' part of the planetary system registers all of the information about everything, it means that the minds of all natives are saved somewhere upon death. If you wish, you could decide who lives or dies on your planet, and even make immortal beings. Just, keep in mind that this only works on the planet. Once they get outside, the system stops affecting them, and they lose their ticket to the afterlife.

Stipended Items and Companions
Ah yes, your home away from home. We can't very well have 10-year-olds and their monster pals sleeping in the streets; so everyone gets one of these babies, you're very own digifarm! Basically, a large plot of land with a Tamer Home large and comfy enough to house you, and all your pals. Now normally you'd start with just the basic package, but since I'm feeling nice I'll make sure it produces enough food to feed all of you each day, and I'll let your inactive companions crash here too. In future worlds, you can access your digicam from your warehouse, or simply drop it somewhere somewhere if you're feeling adventurous. That said, if you want all the bells and whistles that'll cost you extra.
  • Well-Equipped: Now, we can't have your Digimon just lazying around all day. With this, your digifarm will come equipped with everything you need to work them down to the bone. From basic exercise equipment usable by even the strangest of Digimon to more exotic gear that can be used to train similarly esoteric traits or skills.
  • Diverse Environments: Not happy with a sunny little farmland? Well, know a special terminal will be placed within your Tamer Home that will allow you to modify its general terrain; whether you want to build a veritable water park, or a tundra is up to you; just be careful about where you put the lava. As a bonus, you'll be able to set up a soundtrack to play as background music for it.
  • Medical Center: Sometimes an HP chip isn't enough to help a friend, and there are some things out there that the general cure-alls won't help with. So, when you're in a pinch you'll be happy you made this investment. This adds a medical centre to your digifarm that can treat just about any injury or physical malady short of death, and is completely autonomous; though it can certainly serve as an excellent operating room if you feel the need to exercise your own medical talents.
  • Digi Island: Not content with your own Ranch? Well, for a little extra, we'll super-size it! This wouldn't even be on the open market until later, but you've been chosen to receive your very own digi-island! Enjoy having fun in the sun on your own island paradise.
  • Scanner Room: Ah, the gem of every digifarm. This terminal can take the scan data obtained by your digivice and cannibalize it to birth a digi-egg containing a member of that line; if at a tiny fraction of the original's strength, and none of their special skills or knowledge.
By purchasing a D-3 as a human, you gain a Digimon partner. You may choose to import an existing companion into this role or create a new character for your partner. Purchasing this option also comes with a free D-Terminal to store your Digimentals. Digimon gained through the purchase of this ability count as a canon companion, as they possess their background and CP to spend.
  • Origin: Partner Digimon
  • Perks
    • Inanimate Feigning
    • Split Evolution
    • Push Beyond Your Limits
    • Recycled Data
A supernatural touch-screen tablet was given to the Sensei of Kivotos. This tablet emanates a personal protective field, granting you a measure of protection against bullets and explosions, similar to a Halo. This field only has a certain amount of energy and requires time to recharge, so while you can survive being at ground zero for a missile detonation you'll be vulnerable to regular gunshots until the Chest can recharge. The tablet is unhackable, so any information stored on it is safe from prying eyes. Finally, it comes with an A.I. assistant. This can be ARONA or PLANA, or you could design your own AI assistant.
  • Origin: Student
    • Perks
      • Halo
      • Is There a Problem, Officer?
      • Quick Study
      • The Strongest
      • Millenium Genius
    • Items
      • A Gun



Second Incarnation
Perks

The you from before you began to learn about humanity, and the you after... It's like they're completely different people! Wait, did you just split in half? Anyways, you can now split yourself into two people -for now. One of them encompasses your humanity, and the other your monstrous nature. As you continue on to other worlds, you may find yourself with a third race and therefore a third self. Now, you are not a hivemind. Each of you is separate from the others, though they are all but completely identical, with only a small change in personality and maybe style of dress to differentiate them. If you're paranoid about the idea, each version of you is incapable of harming others.
You have awakened the innate ability of Haki. This power grants you the ability to use Armament Haki to the point of at least damaging Devil Fruit users, and Observation Haki to at least feel how many enemies are in a certain area around you. Not only that, your talent for learning and developing Armament and Observation Haki is now comparable to the likes of Monkey D. Garp and Red Haired Shanks. There is one more type of Haki, however, you do not appear to be one in several million... Or are you? You are one in several million, a person born with the ability to dominate the wills of others. Currently, you are capable of releasing your willpower to knock out a small group of weak-willed individuals indiscriminately, however, if you wish to develop this type of Haki, you will need to undergo training and battles.
Before the revelation of fullbringers, it was though that Ichigo's immense spiritual power had leaked over into Chad and Orihime, granting them powers. In turn Orihime's close contact with Tatsuki cause her to develop a tiny amount of power. Enough strength to lay low a full grown man with a half hearted blow, but barely anything to a hollow. When sleeping with those with power, you will very very slowly gain powers of your own. Not quickly, perhaps a week of sex for a single hour of training, but power nonetheless. Faster if they're vastly more powerful. Also, this goes two ways, allowing you to empower those weaker than you.
You are absurdly talented with when it comes to games, Jumper. This talent is most apparent in the area of card games, helping you devise and build creative and powerful decks, and providing you superior dueling skill such that you could claim world championships even with inferior decks. Further, you have a special kind of luck during said card games, leading you to draw important cards during vital moments, particularly when the duels have the greatest stakes. In this world, only a single duelist, a young prince, is a match for you. This talent of yours extends to other games you might play, though to a lesser degree, and without the luck aspect.
Not just anybody can place a mission request. Well, no, not really. Pretty much anyone can. Some people are banned though. And with the kind of mission you've posted, you really out to be. See, you've mastered the art of the fine print. This form sheet has slots for all the details for whatever job you might want to put it. But the secret is that you can just sort of... add on that they need to have sex with you, and despite everything, the mission goes though. Better yet? They don't have any problems with you taking advantage of their body - after all, by accepting the mission request, they've already agreed to let you do just that.
You are the main character of a Quest, Jumper. How do you know that? Well, it might be the voice in your head, apparently speaking for hundreds of voices, that you can hear periodically. You can ask the Consensus questions and they will answer to the best of their abilities. They will offer you suggestions on just about everything in your life, they will help you out to plan during fights, and they are generally helpful. You can even give them control of your power systems and have them play interface for you. You can also shut them up at will, should they become too much. Just keep in mind, the voices behind the Consensus rotate all the time, and though none of them are malicious, much the opposite really, they can be really dumb sometimes. Additionally, you permanently gain access to a single system from the Systems section. You may pick one more for every time you purchase this Perk, but the discount only applies once.
Oh... this... well, if you must. This is a terrifying power jumper. Not something to be invoked lightly, and not something you can afford to play around with. You have the power to start Time Loops now. Once every jump, you can set a condition to be fulfilled, however specific or general you want... with one restriction. That is, it must be a condition that can theoretically be fulfilled by anyone, not just you. It's fine if you make it so anyone else has to fulfil several pre-conditions that make them into someone qualified to end the loops, all that matters is that it must be possible. Once that's done, you can 'start' the process, setting time to loop endlessly. Until the circumstances you identified are fulfilled, this loop will never stop, no matter who or what may wish to intervene. You can pick any number of people who retain their memories through these, and while there is no minimum time limit, each loop may last a maximum of one year. Any deaths you have in these loops do not end your chain, instead only restart the loop. The only way to end these loops, once started, is for someone, anyone, to fulfil the conditions, or by your own will. People other than those you pick may remember some things across loops if they're unusually attuned to time and its manipulation, but it's immensely difficult even for the best of them.

Items

There is no end of manoeuvring, plotting, and paranoia when it comes to your fellow man. Fortunately you live in an age where man can develop minds freed from the petty flaws that plague themselves, including nuisances like betrayal and self-interest. This AI is capable of running on any computer at least as powerful as a modern-day desktop, though for obvious reasons it's ideal to host it in the most powerful device possible. It's above and beyond perfectly loyal to you, being the ultimate right hand and servant of your will, able to understand and work towards your desires and best interests with all that potency it's potentially near-singularity mind can muster. It's personality or lack there-of will develop to be perfectly suited to your preferences and desires, and it shall be limited only by the technology you can provide it. It's will is your will, and your wish is it's only law. No matter how many fools you suffer there shall always be one truly loyal.
You have come into the possession of a gun allowing you free travel throughout the multiverse and the knowledge of how to use it. Shooting it at a surface allows you to create a portal both to other places in the universe you are in and to places in parallel universes. This gun will continue to work in other multiverses although mapping out other local multiverses is time-consuming, dangerous and (depending on the local metaphysics) sometimes not possible.
The Multiverse Command System is the System used by Louise Vallière, and the third to appear in the series. This System uses a currency called Requisition. Requisition will be gained automatically each day according to the user's Rank within the System, as a reward for missions, and as a
reward for military victories. Requisition can be spent within the system to:
  • Summon perfectly loyal units according to patterns (generic metaphysical models of things).
    • Hero units are more powerful and cost more. They are also limited in number according to Rank.
  • New unit type patterns are added to the list by meeting them in reality. Meet robots, summon robots. Meet aliens, summon aliens.
  • Keep units summoned, as each requires an upkeep in Requisition.
    • Units have no physical needs, but tending to them anyway reduces upkeep.
  • Upgrade summoned units.
  • Scan things throughout the world to gain new patterns to research.
    • A limited number of researches can be set, gaining a single Research Credit every day until they are complete, giving access to new unit patterns.
      • This may include weapons and buildings, among others, beyond military units.
      • This may include special abilities to enhance specific patterns and units with.

By completing missions, the user will grow in Rank, gaining more Requisition and Hero units. They also gain a single Advancement per Rank, to choose from a list. Advancements are passive powers. Hero units may also gain Advancements.
A Valkyrie Core is capable of storing, integrating, and improving technology and equipment. Its only limitations are storage capacity and complexity both of which grow with hours synced. The term Valkyrie Frame usually refers to core that has integrated a suit of enhanced power armor that has been equipped with thrusters, weapons, and other equipment.

New Krairaj
 
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Personally, I think it's pretty fun especially once we have a couple of active players; not to mention how easy the RP is to maintain. Anyway welcome to this game. Take your time building your character :D
Hey I know I said I would play on SB but got depressed about something else and then just forgot about it then when I remembered it I was nervous to ask again can I still play?
 
Danieldog365's Chain Rule
Alt chain builder

Complications

Chain

As You Were
Just because your Jumper changed worlds, doesn't mean they get a new lease on life. Your Jumper is
stuck with who and what they are. This only effects the background or origin section of each jump.
This Complication can be taken up to three times, each time with a different focus.
• Same Sex: Some might see this as an Accommodation. But one's mind might change.

Effecting Change
You're in a story! Of course you're supposed to change things! If your Jumper doesn't involve
themselves in the plot, they'll slip out of the fiction multiverse, back into boring reality. But it has to
be the same story, at the end of the day

Companions

Jumper's CP Card
Instead of you (or your Jumper) making the choices, companions now have complete control over
what perks and items are purchased with their allotted CP. They may not make the best decisions.
Whether or not they're in contact with your Jumper as they lock in their terrible choices is up to you.

No OC Companions
Unless they appeared in canon, you can't take them as a companion. It's up to you whether you want
to cheese this by saying Random Bystander #12 in episode 14 is acceptable, or possible companions
are restricted to named characters.

Accommodations

Chain

Combine Jumps
"It's not where you take things from — it's where you take (your Jumper) to." – Jean-Luc Godard
Even if they aren't similar, any two or more jumps' settings and options can be merged together. Your
Jumper still starts with 1000 CP, backgrounds only apply to their own jumps, and they spend the jump
in a sort-of-new and sort-of-unique world that blends more recognizable realities together.
Don't be afraid of unoriginality: "Authenticity is invaluable; originality is non-existent." – Jim Jarmusch

Many Hats
Why limit a person to one background, when in real life, a person's history can be richly varied?
Additional backgrounds for your Jumper or their companions can be purchased for their regular price,
plus an additional 100 CP for each background they already have.

Companions

Companions Can Take Drawbacks
Now your Jumper's companions can get extra CP by taking drawbacks This only includes personal
drawbacks, nothing that effects the rest of the world. But if you have drawbacks that effect
companions and your Jumper equally ALSO give everyone CP, I doubt anyone really objects.

Choice Points

Grant
"In light of your blah blah blah promising blah blah please take this endowment (not that kind!)"
Looks like the benefactors are being especially kind today, because they've decided to give your
Jumper an 100 extra CP to spend, each jump.
This Accommodation can be selected up to ten (10) times.

I've Been X Before
Once a Jumper or companion qualifies for a discount, they always qualify for that discount, even in
later jumps. Obviously, this only applies to similar races across settings. Drow-related discounts can't
be gained by being a Shadowrun elf. Dunmer, maybe. Also, doesn't apply to Drop-In

Unlimited Drawbacks
Jumper is a big guy. I'm sure they can handle a little extra challenge. Gets rid of that pesky drawback
limit, so you can buy all the stuff (or die trying).

The Protagonist (-300 AP) No longer will you be called an egotistical narcissist for thinking that the whole world revolved around you. Because this franchise absolutely does! Ninety percent of the time, the audience will experience the story through your point of view. Plus, whenever anything remotely interesting or plot-changing occurs, it's almost guaranteed to involve you in some way. It doesn't matter if you're the good guy or the bad guy. This is Jumper's story. The character that formerly held the protagonist position will be switched to a 'Decoy Protagonist' and later demoted down to a 'Main Character' once this plot-twist has been revealed to the audience. That's if they weren't killed off during the reveal. = 700 Creator's Pet (-600 AP, Free for The Protagonist): What's better than being the audience's favorite character? It's being the Creator's favorite. As the title states, you are sincerely beloved by the Creator of the franchise. So, if you aren't the protagonist, then you will soon be one in every way but name. From now on, life seems to constantly go your way. Sure, there will be struggles, but the pay-off will be worth it ten times over. This comes with a guarantee to survive until the franchise's climax, more screen time than anyone else, and leeway from the Creator to change the plot as you please. In-Jump, this also gives you a huge relationship boost with the God or Godlike-beings in every Jump. = 700 Narrator (-50 AP): "Tune in next week for another new episode of Jumper's great adventures!" Seems like your Jumpchain journey is narrated by anyone of your choice. You could assign this role to a popular celebrity, a special friend from one of your previous Jumps, or even someone within your current Jump. However, only you and the audience will be able to hear and see them. This can be toggled, in the likelihood of you getting annoyed by them. = 700 You're on Air (-100 AP): On the flipside, it's a little bit unnerving, isn't it? That, at any given moment, there could be someone watching you, without your knowledge or permission. While you may not have control over when the cameras or scene shifts towards you, at the very least, this perk will let you know when they are doing so. Like a host on a live television show or an actor waiting to perform their next scene, you'll be warned when the camera is rolling or when the audience has their eyes on you. It's as easy as hearing a faint, yet clear voice in your head say "Action!" or "Live in three, two, one…". Additionally, this perk allows you to become aware when someone in the Jump is spying on you, although you will not be told who is doing so. 650 ITEMS Character Blog (-50 AP, Per Purchase): For each purchase of this item, you can make an account on a social media platform or App from Earth. Maybe you have a twitter account like Monika from Doki Doki Literature Club, a YouTube channel like Steven Universe, or even a join a dating app for fun. You will be able to interact with your fans, post anything you want on your account, and surf through the website/app as much as you want. Obviously, most of the audience will believe this is just a publicity stunt. However, if your account gets banned, then you cannot create another one until the Jump ends REDDIT YOUTUBE = 650 Fanfiction (-100 AP): You can use the internet to read any fanfiction inspired by your current franchise and written on Earth. There is a guarantee that one-third of these fan-works will be completed and of excellent quality. The rest is entirely up to the skills of amateur writers and your taste in literature. As a bonus, you can use this item to enter a specific = 600 JumperTube (-100 AP): You have access to an online video-sharing platform designed exclusively for your franchise. Although you cannot create an account on this website, you can see any videos related to the Jump you are in. The most invested fans will post theories, memes, in-depth character analyses, and music videos about the franchise. MMDs, AMVs, and MMVs will often pop up on JumperTube. Additionally, there will be plenty of live steams and reactions whenever new material comes out. Along with reviews about the quality of the latest episode or chapter. = 550 OP/ED (-50 AP): Opening theme songs and ending credits are very important, as they can capture the audience's attention and keeps them coming back for more. At least, until the plot finally kicks in and the audience starts to realize just how good or bad the franchise really is. With these music videos, no matter how unimportant or insignificant you are to the current storyline, you will always make an appearance in every opening theme and ending credits produced for the franchise. Although, your Casting Role will still determine how much screen time you will get in these songs. Whenever a new OP and ED comes out, you'll always receive a pristine copy of them too. = 500 Bloopers (-50 AP): We all make mistakes. Most are minor, plenty are downright embarrassing, and a scarce few can really ruin your life. While it's always difficult to laugh at one's own blunders, finding humor in someone else's is much easier. Frequently, you'll receive funny and light-hearted bloopers of various characters throughout your Jump. Of course, none of these clips are canon, instead they lean towards "what if" moments and takes that the creators couldn't use for the final product. = 450 Official franchises Television Show (-50 AP, Per Purchase): Your Jump franchise starts off as a show on any television broadcasting network and in any country of your choosing. The number of seasons and the length of these episodes can be up to you. You will choose to have this television show be fashioned in the form of a cartoon, anime, or live-action show. You purchase this option multiple times to gain more shows in a specific form. Anime = 450 Games (-50 AP, Per Purchase): A gaming company has decided to release your Jump adventure on one or several gaming platforms. The number of prequels and sequels are up to you—as is the type of game produced. It could be released as a series of board games, video games, card games, etc. Each additional purchase of this option allows you to broaden the types of games the company will make from your Jump. Video game card game = 400 Book (-50 AP, Per Purchase): Paper, paper, and more paper. Across the world, your Jump will be published as a literary work and sold in every bookstore. This literary work can be written in any style, like a screenplay or prose. Alternatively, you could choose to have your adventures told through a comic, graphic novel, or manga. The length of these books and the number of volumes created are at your discretion. If you're looking for something really unique, then you can have your official franchise told through stranger options. It could be on menus, with hieroglyphics, or even on the bathroom wall. Use your imagination. The only requirement is it must be written down somewhere light novel = 350 Theater (-50 AP, Per Purchase): To Jump, or not to Jump, that is the question… With this option, the audience will be as close as they can be to the action. However, for safety issues, the audience will only be exposed to harmless, but unbelievably realistic special effects. This franchise could be any type of theater performance—a play, an opera, a musical, a scripted wrestling match, etc. You cannot interact with the audience without certain perks. Musical = 300 The Protagonist (-300 AP) No longer will you be called an egotistical narcissist for thinking that the whole world revolved around you. Because this franchise absolutely does! Ninety percent of the time, the audience will experience the story through your point of view. Plus, whenever anything remotely interesting or plot-changing occurs, it's almost guaranteed to involve you in some way. It doesn't matter if you're the good guy or the bad guy. This is Jumper's story. The character that formerly held the protagonist position will be switched to a 'Decoy Protagonist' and later demoted down to a 'Main Character' once this plot-twist has been revealed to the audience. That's if they weren't killed off during the reveal. = 700 Creator's Pet (-600 AP, Free for The Protagonist): What's better than being the audience's favorite character? It's being the Creator's favorite. As the title states, you are sincerely beloved by the Creator of the franchise. So, if you aren't the protagonist, then you will soon be one in every way but name. From now on, life seems to constantly go your way. Sure, there will be struggles, but the pay-off will be worth it ten times over. This comes with a guarantee to survive until the franchise's climax, more screen time than anyone else, and leeway from the Creator to change the plot as you please. In-Jump, this also gives you a huge relationship boost with the God or Godlike-beings in every Jump. = 700 Narrator (-50 AP): "Tune in next week for another new episode of Jumper's great adventures!" Seems like your Jumpchain journey is narrated by anyone of your choice. You could assign this role to a popular celebrity, a special friend from one of your previous Jumps, or even someone within your current Jump. However, only you and the audience will be able to hear and see them. This can be toggled, in the likelihood of you getting annoyed by them. = 700 You're on Air (-100 AP): On the flipside, it's a little bit unnerving, isn't it? That, at any given moment, there could be someone watching you, without your knowledge or permission. While you may not have control over when the cameras or scene shifts towards you, at the very least, this perk will let you know when they are doing so. Like a host on a live television show or an actor waiting to perform their next scene, you'll be warned when the camera is rolling or when the audience has their eyes on you. It's as easy as hearing a faint, yet clear voice in your head say "Action!" or "Live in three, two, one…". Additionally, this perk allows you to become aware when someone in the Jump is spying on you, although you will not be told who is doing so. 650 ITEMS Character Blog (-50 AP, Per Purchase): For each purchase of this item, you can make an account on a social media platform or App from Earth. Maybe you have a twitter account like Monika from Doki Doki Literature Club, a YouTube channel like Steven Universe, or even a join a dating app for fun. You will be able to interact with your fans, post anything you want on your account, and surf through the website/app as much as you want. Obviously, most of the audience will believe this is just a publicity stunt. However, if your account gets banned, then you cannot create another one until the Jump ends REDDIT YOUTUBE = 650 Fanfiction (-100 AP): You can use the internet to read any fanfiction inspired by your current franchise and written on Earth. There is a guarantee that one-third of these fan-works will be completed and of excellent quality. The rest is entirely up to the skills of amateur writers and your taste in literature. As a bonus, you can use this item to enter a specific = 600 JumperTube (-100 AP): You have access to an online video-sharing platform designed exclusively for your franchise. Although you cannot create an account on this website, you can see any videos related to the Jump you are in. The most invested fans will post theories, memes, in-depth character analyses, and music videos about the franchise. MMDs, AMVs, and MMVs will often pop up on JumperTube. Additionally, there will be plenty of live steams and reactions whenever new material comes out. Along with reviews about the quality of the latest episode or chapter. = 550 OP/ED (-50 AP): Opening theme songs and ending credits are very important, as they can capture the audience's attention and keeps them coming back for more. At least, until the plot finally kicks in and the audience starts to realize just how good or bad the franchise really is. With these music videos, no matter how unimportant or insignificant you are to the current storyline, you will always make an appearance in every opening theme and ending credits produced for the franchise. Although, your Casting Role will still determine how much screen time you will get in these songs. Whenever a new OP and ED comes out, you'll always receive a pristine copy of them too. = 500 Bloopers (-50 AP): We all make mistakes. Most are minor, plenty are downright embarrassing, and a scarce few can really ruin your life. While it's always difficult to laugh at one's own blunders, finding humor in someone else's is much easier. Frequently, you'll receive funny and light-hearted bloopers of various characters throughout your Jump. Of course, none of these clips are canon, instead they lean towards "what if" moments and takes that the creators couldn't use for the final product. = 450 Official franchises Television Show (-50 AP, Per Purchase): Your Jump franchise starts off as a show on any television broadcasting network and in any country of your choosing. The number of seasons and the length of these episodes can be up to you. You will choose to have this television show be fashioned in the form of a cartoon, anime, or live-action show. You purchase this option multiple times to gain more shows in a specific form. Anime = 450 Games (-50 AP, Per Purchase): A gaming company has decided to release your Jump adventure on one or several gaming platforms. The number of prequels and sequels are up to you—as is the type of game produced. It could be released as a series of board games, video games, card games, etc. Each additional purchase of this option allows you to broaden the types of games the company will make from your Jump. Video game card game = 400 Book (-50 AP, Per Purchase): Paper, paper, and more paper. Across the world, your Jump will be published as a literary work and sold in every bookstore. This literary work can be written in any style, like a screenplay or prose. Alternatively, you could choose to have your adventures told through a comic, graphic novel, or manga. The length of these books and the number of volumes created are at your discretion. If you're looking for something really unique, then you can have your official franchise told through stranger options. It could be on menus, with hieroglyphics, or even on the bathroom wall. Use your imagination. The only requirement is it must be written down somewhere light novel = 350 Theater (-50 AP, Per Purchase): To Jump, or not to Jump, that is the question… With this option, the audience will be as close as they can be to the action. However, for safety issues, the audience will only be exposed to harmless, but unbelievably realistic special effects. This franchise could be any type of theater performance—a play, an opera, a musical, a scripted wrestling match, etc. You cannot interact with the audience without certain perks. Musical = 300
Deposit Limits
500 BCP per Jump (400 BP)
Interest Rate
5% Interest (200 BP)
Conversion Rate:
This only goes for converting CP into BCP. Withdrawing BCP converts 1:1.
1 CP: 1 BCP (400 BP)
Neurological Rebalancing [100x]: Got some kind of neurological issue that's making your life
difficult? Something like a nervous tic or tourettes or being a compulsive liar? Do you have
bipolar disorder, hypomania, full blown mania, chronic depression, or what have you? Well then,
this is for you. Buy this once and one such disorder will go poof. Buy it twice and all such
disorders go bye-bye. A third purchase, probably not needed, will guarantee that, baring outside
interference, you won't develop any new neurological conditions and even if you do, they'll fade
with time rather than become self-magnifying.
The Anti-Perk version inflicts one random neurological issue on you at the +100 TP
level, multiple issues at +200 TP, and you'll keep accruing new and worrying issues at the +300
TP version. Treatment options cannot stop you from accruing new issues at level three, but can,
in theory, eliminate the issues you've picked up. = 1000

Procrastination Scrub [100]: Do you find yourself putting things off endlessly? Do you find
yourself easily distracted from tasks you actually want to accomplish? Yeah, it's not a 50
thing, and you should probably not delay in buying this. Get yourself free from the psychological
cycle of delay and rushing to recover.
The Anti-Perk of this is pretty obvious… you don't want this. You'll never get anything
done. Just… procrastinate on buying this Anti-Perk. Please. = 900
Enthusiasm Prompter [100]: Whether or not you bought the Procrastination Scrub above,
everyone could probably use a boost to their productivity, to their ability to schedule their time
and get things done. Whenever you want to do something, you will find yourself figuring out how
best to accomplish it in the time you have and you'll find yourself working on it whenever you
have free time. If you buy this with Priority Setter, you'll be better at figuring out which projects
are more important for you, and if you buy this with Goal Designator, you'll find that working
towards your goals is far less stressful than it otherwise would be.
The Anti-Perk of this means that, the longer it takes to get something done, the harder it
will be to maintain any enthusiasm for the final resolution. = 800 cp

Priority Setter [100]: For many people, it can be hard to figure out what tasks are more
important than any others, and the stress of being forced to choose often causes people to not
prioritize at all, or to simply pick random tasks to pursue without thinking about things logically.
While this won't guarantee that you set your priorities as optimally as possible, this does ensure
that you won't find it particularly difficult to mentally prioritize tasks and make a (relatively) stress
free plan. Combine this with Enthusiasm Prompter and you'll even be able to push yourself to
get done things you would rather not do.
The Anti-Perk of this makes it extremely difficult to prioritize things and even when you
manage to do so, you'll find the process unreasonably stressful. = 700 cp

Goal Designator [100]: Setting personal goals is all well and good, but for most people, those
goals are just… suggestions. You decide you're going to read a book a week and then five
weeks have passed and you totally will start with reading a book a week next week… when you
have time. And then you feel guilty about not following your goals. Setting goals and following
through is probably the most important element of success, and if you buy this, your goals will
mean something to you. You'll find it easier to remember them, to view them objectively, and to
keep them in mind when you're doing other things. Combined with Priority Setter, you'll be able
to stack goals, and with Enthusiasm Prompter, you'll be not only much less likely to push them
off, but you'll find yourself working towards them rather than goofing off just by reflex. This
doesn't help you figure out what it might take to accomplish those goals, but it does make
getting them done so much less stress.
The Anti-Perk of this means that you find setting goals to be far too much trouble and
now you just fly by the seat of your pants. Preparation? Bah! Who needs it! Jump in with both
feet = 600 cp

between two or more options. This is particularly troublesome if the reason you can't pick
is because the options are too similar, or equally bad, or equally good. Sometimes it's a lack of
motivation, sometimes a fear of missing out, but regardless, indecision and hesitation can annoy
others nearly as much as it annoys ourselves. We'll install a little mental booster that kicks in
whenever you're faced with this and allows you to go with your gut rather than be stuck
weighing options for ages and ages. If you find yourself waffling about whether or not to buy
this, you need it. There, you get the first kick for free.
The Anti-Perk of this makes you extremely indecisive. What else would you expect it to
do?
between two or more options. This is particularly troublesome if the reason you can't pick
is because the options are too similar, or equally bad, or equally good. Sometimes it's a lack of
motivation, sometimes a fear of missing out, but regardless, indecision and hesitation can annoy
others nearly as much as it annoys ourselves. We'll install a little mental booster that kicks in
whenever you're faced with this and allows you to go with your gut rather than be stuck
weighing options for ages and ages. If you find yourself waffling about whether or not to buy
this, you need it. There, you get the first kick for free.
The Anti-Perk of this makes you extremely indecisive. What else would you expect it to
do? = 500 cp

The Wide Wide World [50]: Some people don't like sports. They don't like the competition, or
don't see the value of so much effort being put towards what is merely a game. Perhaps they're
uncoordinated or clumsy. That's not you. You have a fundamental appreciation for competition
and sports of all kinds. You might have a favorite or two, but all sport speaks to you on some
basic level. Any form of clumsiness or coordination problems are fixed by this.
The Anti-Perk version of this makes you some balance of disdainful of competition for its
own sake and uncoordinated. = 450
Pretty Colors [50]: Some people aren't fans of visual art. Some people find abstraction or
impressionism confusing, dada and surrealism absurd, and baroque and renaissance art
overblown. Others are just colorblind. Neither description applies to you. While this won't make
you love all styles of visual art equally, it will allow you to appreciate the whole gamut on its own
merits, and make you more willing to study those elements you do enjoy. This fixes any vision
problems you might have as well, even complete blindness (as long as the root cause isn't
missing eyes).
The Anti-Perk version of this makes you colorblind to some extent and means that
anything that's not total realism is going to annoy you. How much you're annoyed will be
inversely proportional to how colorblind you are. Total color blindness will leave you completely
unbothered by unrealistic artwork. = 400 save rest in bank

Money Back Guarantee
Yes, this whole thing is exceptionally risky. What if you don't like the new you? Well, judging that
might be difficult, seeing as how the New You Might like being around… but this is Jumpchain
after all and we do the impossible seven times before breakfast. One jump after you make these
changes, the Old You will be summoned out of the timey-whimey whatever to judge how the
New You has comported themselves. Old You and New You can have a nice conversation
about what they want and if this is working out, and if the two yous agree (or Old You overrides
New You) you can recover any or all spent CP and reinvest it on anything else from this
supplement… or not. If any changes are made, another review will happen after the end of the
next jump, but once you've decided that you're happy with what you've purchased, you're
locked in.
Just a note, Old You won't have experienced what New You has, but will have been able to
watch it all as a third person observer, and Old You won't replace New You. New You will simply
revert to Old You's personality with all the memories of what they did during the jump intact.
Technically, this does mean you can keep swapping back and forth between any two tweaks,
but that's between you and your indecision.
Spoiler: Personal reality build
MODES:
Incremental Core Mode:
You start with 500 WP and gain 50 WP per completed jump or gauntlet. Any method of combining jumps means that those jumps count as a single jump for this.

Cosmic Warehouse (free): Over the course of your adventures you're probably going to collect a metric
duckton of stuff. Weapons, armour, technology, cars, big evil laser beams, everything and anything
including several kitchen sinks. Why? Because you can. Now, normally you'd have trouble storing it all,
and that's no fun, so here's your very own Cosmic Warehouse to give you a place to stick all your stuff. It
is contained within its own reality that contains absolutely nothing else (guaranteed) and no matter
where you go (unless blocked by a drawback or gauntlet) you'll always be able to access it.
Your Warehouse forms the base of your Personal Reality, with any additions you buy or make expanding
it through various means. Anything added to the Warehouse via CP purchase is guaranteed to work
flawlessly with anything and everything else attached to the Warehouse. Anything added by use of fiat
backed powers or abilities is likewise guaranteed to seamlessly integrate. This means that, although you
can't just buy a house with cash in a jump and integrate it into your warehouse, you could enchant a
closet already in your Warehouse with Harry Potter brand 'bigger on the inside' magic if you've been to
a Harry Potter jump. Essentially, you'll get a complete set of manuals on how each thing you buy
functions and listing how various techs and magics that you have already purchased can be integrated
with what you have already. It won't make suggestions, but it will tell you how to accomplish something
if you've already got the power and knowhow needed to pull it off.

Starting Space (free): Your Personal Reality starts out with volume of 80 x 80 x 10 meters, so 6,400
square meters of floorspace or 64,000 cubic meters of storage volume. In the archaic and silly 'Imperial'
measuring system this translates to 262.5 x 262.5 x 32.8 feet, so 68,889 square feet or 2,260,138 cubic
feet

Security System (free): Anybody coming in and out of your Personal Reality is now checked for any
authorization you've given them to access it; and should anything about said authorization (or a lack of
it) raise any flags in the system, then you will receive a warning about it. This allows you to define just
what sorts of authorization different individuals can have to access your Personality Reality, anything
from No Access through Temporary Access and Limited Access to Unlimited Access is possible. All this
does is notify you. It does not stop them on its own. A Keyholder's Access cannot be limited by the
Security System. Only hand out Keys to those you trust implicitly.

Environmentally Neutral (Free): By default, the temperature in your Personal Reality is never too hot
nor too cold, the air will always smell faintly musty but scent neutral, and the air will always be
breathable… even if two different species with different atmospheric requirements are present in it at
the same time…. well, as long as both species are there with permission. This won't protect breathing
invaders.

Neutral Lighting (free): These lights are nothing special, It's a color-neutral, source neutral ambient
lighting system. It's not really that bright… think early twilight gloom, but if you want better, install it.

Shelving (free): Basic metal shelves to keep your goods on, the kind you find in industrial big box stores,
sized for pallets and numbered for sorting. You'll get up to as many as will suit your initial space
allotment, but if you don't take all of them, you'll need to buy more on your own… they sell them at
most business supply warehouses, ironically enough.

A Week & A Button (Free): You may, at the end of each jump, take 7 Standard Earth Days off before
entering your next jump. A button is provided so you can end this down time whenever you so desire.
Dying in this period is still dying and will burn a 1-up from the jump you just finished if possible, then
from the next jump if available.

Entrance Hall (First Free, Additional Halls are 50 WP each): This is the room your Access Key opens a
door to. It starts off as a 5 meter cube with blank white walls, floor, and ceiling, as well as a couple of
doors, one leading outside, the other into your Cosmic Warehouse, with additional doors appearing
leading to other extensions as these get added to your Personal Reality. Feel free to customize this
Entrance Hall as you see fit. Additional Halls can, at your discretion, be linked only to certain keys or only
to certain extensions. This allows you to have an entry hall just for skiing if you want.

The Benefactor Lounge (Optional but Free): This installs a special room in your Personal Reality that
exists for the sole purpose of meeting with your Benefactor. It has a limited wet-bar and the furnishings
keep changing depending on where you're going next. Head into Generic Western and it might be a
Saloon, Head into Star Wars and it might be the Imperial Throne Room. Head in Monty Python and it
might be a fish tank. This room exists for you to make builds or ask questions. Your Benefactor is not
guaranteed to be in all the time, but you could leave a note. They might even get back to you.

Cleaning Supplies (Free): Infinite supply of any cleaning supplies you might need for cleaning your Personal Reality. By default placed into a specific closet, but can be placed elsewhere. These have no
actual chemical properties. No using this to get an endless supply of brooms or bleach. Completely safe
for all complex lifeforms. Very not safe for viruses, bacteria, amoeba, or household pests.

Who's Got the Powa (-100 WP): This provides enough electricity to power a city the size of New York
City or London, forever, with nary a brown out or power fluctuation ever. It also comes with all the basic
wiring hookups, surge protectors, outlets, circuit-breakers, routers, etc you might need… but you'll
probably want to get a qualified electrician in at some point… or pick up a companion who does that
kind of thing. Purchase of this supplies all facilities inside your Personal Reality with electrical hookups.

Pipes Pipes Pipes (-100 WP): Purchasing this provides your Warehouse with enough plumbing fixtures to
turn the entire volume of your Personal Reality into one massive pool… or anything below that. This
provides clean running water with any reasonably common additives you like (chlorine, glacial milk,
fluoride), but does not provide a limitless supply, nor does it heat the water. By default, the amount of
water this system can produce per day is 1 billion liters or one megaton of water or a block of water 100
meters on a side, and the default temperature of this water is 25 degrees Celsius. It can support any
civilian infrastructure on the same scale as Mexico City or Tokyo. Comes only with the basic hookups.
You'll need a plumber to do the actual piping. We hear Mario's very good. Bathrooms not included.
Purchasing this supplies all facilities inside your Personal Reality with water feeds, and if you've Got the
Powa, it will supply hot and cold running water as well. = 300 wp

ENTERTAINMENT ROOM
=50 WP=
Keeping yourself busy isn't always easy, and sometimes you just want to relax and listen to some music
or watch a movie. This is for you. A six-room complex is added to your Personal Reality. Each room is an
almost perfect movie theatre, music room, video-gaming theatre, sound stage, or miniature live theatre.
There are 24 comfortable chairs in each (the exact level of luxury depends on your housing level). A
popcorn and generic candy vendor and off-brand soda dispenser (self-service) are provided at the basic,
but will upgrade to name-brands with any housing upgrade.
If you have The Commons upgrade for your Housing Complex, every Commons gains its own pair of
these rooms, with an additional room added every four purchases of Upscale or Luxury Apartments.
Every Opulent Unit gains its own room. If you don't have the Housing Complex, you can buy the Upscale,
Luxury, and Opulent upgrades (once each) to upgrade the Entertainment Room to that level. = 250

I'M GAME ROOM
=100 WP=
So much free time, so little to do. This room is the answer to that. Not only is it equipped with 6
networked PCs customized for gaming circa the year you came from, it has up to 12 real-world gaming
consoles and any gaming network required to connect them. The furniture matches your general
housing level but will always be at least comfy beanbags. In addition to the PCs and Consoles, you'll also
get a dozen real-world arcade cabinets (up to four of the same machine may be counted as a single
machine for multiplayer games), a pool table, a billiards table, a two-lane bowling alley, a darts set up,
and up to six other game-specific tables, including tabletop board games and RPGs. The room comes
with a mini-fridge and microwave if you have Powa. And a room for games wouldn't be very much use
without games, so you may select 250 games from the real world to have up to 6 copies each of, and you
gain 6 copies of any one new game from the real world or any setting you've been to (all DLC or
expansions included) every month. Free of charge. No magical or other-wise powered games included. If
you also have the Entertainment Room the two can be combined to turn the rooms into personal gaming
rooms using the Game Room equipment.
If you have the Housing Complex, every Basic Apartment gets its own networked PC and 2 gaming
consoles. Choice Apartments get two PCs and every bedroom gets its own console. Luxury and Opulent
Apartments get one PC and two consoles per resident.
If you have the Commons Upgrade for the Housing Complex, every Commons gets the arcade cabinets,
the pool table, the billiards table, the bowling alley (at 4 lanes), the dartboard, the gaming tables, and
their own set of the gaming collection.
None of the PCs / Consoles can connect to the outside reality without the Extranet option, but they are
all linked to an internal network that has zero latency, never gets throttled or bottlenecked, and never
lags. If you have Central Control, it also automatically flags all cheaters and can filter inappropriate
material for minors and others with delicate sensibilities. = 150

MOVIE & TV SERIES COLLECTION
[FAS=][/FAS]
=50 WP=
Functionally identical to the Music Collection, but instead containing 15,000 hours of recorded passive
visual media, all in a format your systems can play. All are available in their original languages, with
subtitles that are below the bottom of the image and high visibility, with commentary explaining any
cultural or production notes, with creator and actor commentary where possible, and with perfectly
done dubbing into a language you speak like a native… or rather all languages you speak like a native… and this dubbing sounds exactly like the original actors. Every month you'll receive 12 hours of new media =100
 
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Hey I know I said I would play on SB but got depressed about something else and then just forgot about it then when I remembered it I was nervous to ask again can I still play?
You can still play, no worries!

Edit: By the way look at the jump seems okay so far. It look like both jump is some kind of set up for another jump though do you have setting in mind yet?
 
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You can still play, no worries!

Edit: By the way look at the jump seems okay so far. It look like both jump is some kind of set up for another jump though do you have setting in mind yet?
There either setting things up or a supplement plain is Pokemon anime and Pokemon sword and shield jump the reasons being is because of I don't want my companions to have Pokemon because my jumper Pokemon will be hard enough and these two Pokemon jumps don't have a scenario about catching legendary which is to op in the first jump.
 
There either setting things up or a supplement plain is Pokemon anime and Pokemon sword and shield jump the reasons being is because of I don't want my companions to have Pokemon because my jumper Pokemon will be hard enough and these two Pokemon jumps don't have a scenario about catching legendary which is to op in the first jump.
So I can always do those jumps later to get the legendaries and the pokemon regions.
 
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Kowtang's Walking the Planes Jump Sheet
Planeswalker of Paradise's Path

Special Challenge: Walking the Planes
By TheLastOne
In a flash of pain and confusion, you fell out of reality, into seething nothing, boiling quiet, agitated stillness… into the Blind Eternities. You Sparked into being, a Planeswalker, though strangely diminished compared to those legends you may have memories of. No matter. You can wander from world to world, unbound and untied by anything or anyone.

  • Through a mixture of ritual, mediation, focus, and sacrifice, you can stir your spark into action. Taking 12 hours to enact, and in an utterly exhausting and unforgiving manner allowing no rest or mistake. At the end of it, you will walk, travelling from your current world to a new one.
    • Every ten years you can shave an hour off the time it takes to enact, and it becomes easier to stir into action, requiring less focus and a sloppier ritual. After fifty years you might be able to take small breaks, and after a hundred you might be able to do other things at the same time you're enacting your ritual.
    • Once you're down to an hour, every ten years will shave ten minutes off the time. After you're down to 10 minutes, every 10 years will shave a minute. After you're down to a minute, it will start shaving for 10 seconds. Once you're down to 10 seconds, it will shave a second off. A ritual can't take less than '0' seconds, and will always require conscious thought on your part.
    • No perk can directly influence or change this.
    • You can return to worlds you've gone to before, and time will continue while you're gone. You're a Planeswalker.
  • You're always a 'drop-in', as you arrive as yourself, in your current body. You can't normally change your race, though if there is some local way of doing so you may take advantage of it. Note, however, that you don't have 'alt-forms'. You have your form. You might be able to shapeshift, but that's a shapeshifting power, not jumpchain alt-forms.
  • If it makes no sense to be able to arrive as you are, you probably can't go there. Note that Planeswalkers have died, gone to the netherworld, torn their way back out, and gone on to continue walking the planes. There are plenty of places that 'make sense.'
  • You start with 0 CP.
  • You can't normally take drawbacks. If a perk requires taking a drawback, then fanwank - do what is most reasonable in that situation on account of the item you're taking. Note that while no 'drawback' is fiat-backed, neither will it go away after 10 years.
  • After six months in a given world, you will have tuned into its 'harmonies' enough to take on its free perks.
  • Alternatively, a world may forcefully pull you into its 'tune'. If such, you will instantly gain its free perks, but won't be able to "walk" from it until you disentangle yourself, which will take a year.
  • Every year, you will gain 100 CP from 'listening' to your current world, and the ways you've internalized its' nature. This CP can only be spent on that world, though you can save it up until you have enough for what you want from that world. It isn't lost on travelling to another world, so you can come back later, to build up more.
  • Every ten years, you'll gain 100cp of growth as a Planeswalker, which may be spent on any 'generic' MtG purchases (that's mostly Magic the Gathering Iconics, but you might buy something from any of them if it's something general to Magic the Gathering, rather than specific to one plane). Like plane-specific CP, you may save this CP up until you have enough for what you want. If you visit a MtG jump, you may spend it together with CP from that jump, but keep track of all pools separately.
    • When you take a perk from an MtG jump using this stipend, you may take any 'free' perks at the same time, so long as they're 'generic' 'planeswalker' perks. For instance, if you took Knowledgeable from Shandalar, you could freely pick up Soul Of A Sorceror.
  • Any magic or supernatural power you have will 'twist' and gain MtG aesthetics, perhaps taking on a Color nature, or otherwise showing your Planeswalker nature.
  • Any crafting ability you have will take on an aspect of Artifice, touching on a Colorless nature.
  • Any item bought with CP will become part of your Panoply - a supernatural extension of yourself. Your sword isn't a sword - it's a shadow of the shapeless chaos, manifest into reality because a part of that shapeless chaos has been shaped and defined and claimed by your soul. If lost or destroyed, you will be able to summon it back into being after a time.
    • Less tangible 'items' might not count as an item at all, but rather a blessing of fate, or the power to draw something to you. Having lots of money isn't an item; it's the most common spell or blessing cast by every amateur magician.
  • While most summons you acquire are 'generic' shadows of a role, any 'companions' you buy become potent summons, ones real enough that they can't normally be unsummoned or banished by others. They even have continuity. You can only summon one instance of a given companion at a time. When you arrive in a new world, or after your companions are slain, it requires a ritual taking two days to resummon them. A five-day ritual can summon eight.
  • Anything that 'procs' off of jumps - for example 1-ups that restock, now strictly renews on a 10-year timetable.
  • You may unlock a 'post-spark' version of a power you have once every hundred years.

There are plenty of properties out there, and plenty of jumps. Here are a few things to keep in mind.
  • You can certainly go to a setting with no jump, but you're not getting any CP for there until someone writes one.
  • You aren't the only planeswalker out there. You're especially good at picking up local magics and powers, but you can run into others. Or they can find you.
  • Sometimes perks or powers change at the end of a jump, or weaknesses drop off. This will generally still happen when you leave. Yes, you might be able to immediately leave after acquiring a power, so that you never suffer its downside, leaving the price behind as you flee to another plane. It's the kind of thing Planeswalkers can do.
  • Some problems might reappear if you return. If you have an arcane connection to some terrible force, that connection will break when you leave and stay broken. If the god of magic bleeds curses into the world that doom necromancers, then that problem will reappear when you return.
  • Sometimes a power weakens when you leave the jump. In such cases, it will recover its strength if you return.
  • While smaller items can simply be called to hand or banished at need, larger ones need to be properly summoned. I'm not going to put a hard or fast rule here, but generally speaking something bigger than a car is going to take an actual summoning spell, and something like a farm certainly will. If the item itself has its own summoning rules, you can use those.

Voices of Myriad World
Attunement of the Voices
  • Earth, Cultivation Chat Group
    • CP available 0 CP
  • Master Teacher Continent, Library of Heaven's Path
    • CP available: 0 CP
  • Strixhaven University, Magic The Gathering
    • CP available: 0 CP
  • Sorami Town, Heaven's Lost Property
    • CP available: 0 CP
  • Takaoka City, Doraemon
    • CP available 0 CP
Innate Magical Origin
  • Innate Development round: 4
    • Time since initial Spark: 40 years
    • Universal Spark CP Available: 100 CP
  • Century Breakthrough 0 round
  • Ritual Casting Speed: 8-hour
  • Colour Magic Alignment:
    • White - Blue - Red

Harvest from the Harmony
Attunement Perks
When Zhang Xuan died he didn't disappear into the afterlife or simply cease to exist. Instead, he reincarnated into another world. Purchasing this allows you to reincarnate into a new world should you die. In this world, you would likely appear in one of the lower realms possessing the body of someone who just died. In future jumps this will act as a one working once per jump or every 10 years, whichever option is shorter. (300 CP from Library of Heaven's Path)
No matter how you slice it, you're not from around here. And neither are quite a few people around you. Your natural displacement gives you a particular second sense. This allows you to spot when someone or something is out of place or didn't previously exist, whether from temporal alteration or otherwise. This doubles as a slight resistance to mind alteration caused by changes to reality or time and a feeling of when danger is nearby...you might not perfectly recall the cause or change, but you will know something is different. Ever get that feeling of deja vu? (Innate Harmony with worlds of Sora no Otoshimono)
Mechanical wonders and magical items of grandeur! Artifacts are powerful tools for people, wizards and Planeswalkers alike and you have a very potent knack for them. Creating artifacts comes naturally for you making you both an excellent craftsman and an intuitive inventor. It would not be difficult should you spend some time to start making artifice creatures of decent power. Within a scant few years, you would even be able to devise inventions worth showing at Kaladesh's technology fair, assuming you have been studious. In addition to this, you also become more capable of making personalised artefacts that are imbued with your powers. (200 CP from Magic the Gathering: Iconics)
This helps you to heal from injuries, be cured from viruses, bacteria etc and passively unravel curses and spells that would do you harm. For example, if you were to have your meridian network broken, it would begin to repair itself, cursed by a God that curse would begin to unravel. The speed of this perk is dependent on the difference in power between you and the aggressor the more powerful the aggressor compared to yourself; the more time it would take. (200 CP from Library of Heaven's Path)
A unique advantage of reincarnating is the perspective of the individual that arises in the new world. This perk increases your ability to think outside the box and devise new methods. So what if they've been doing this for the past million years? Why didn't anyone ever think to consider using ice techniques to create air conditioning or to make cryogenic stasis like me? Just be careful not to piss people off with some of your new ideas. (Innate Harmony with worlds of Library of Heaven's Path)
Hopefully, if you've come to this jump, you have already heard of cultivation. This world has your typical Daoist, Buddhist, and scholarly cultivators, but there are also Witch cultivators and Holy Knight cultivators from the West. You join their ranks, being capable of cultivating a particular style of your choice when you start this jump. You can also choose to learn other methods, techniques, and so on during your time here, but your initial style is guaranteed to not have any inherent bottlenecks which you can't overcome. (Innate Harmony with Worlds of Cultivation Chat Group)
Synapse has noticed you, but their reaction is positive. They are entertained by you and your adventures and choose to overlook your potentially dangerous nature in favour of observing you in your element. You will find Synapse Avatars and Angelroids drawn to you, and events will conspire to give you opportunities to interact with the plot or Synapse itself on positive ground. It also means Minos cannot directly threaten you without risk of causing unrest at home. This protection is not absolute, however, particularly if you arrive in Synapse or become an existential threat to Synapse itself. The people of Synapse are fickle and are quick to forget how endearing you are the moment you dare to step into their Heaven. Post-jump, powerful and active beings within a setting will find you entertaining and will be more lenient in dealing with you so long as you do not directly threaten them or their interests. (100 CP from Sora no Otoshimono)
It takes a special kind of expertise and a rare level of intelligence, but no one can deny that you meet the criteria necessary to create gadgets of your own. As long as you have sufficient materials on hand and a function in mind, you can slap together a gadget which will serve your needs. Naturally, the effort and resources required to make something like a size-changing flashlight are going to be far less than what it would take to create a complex caretaker cat robot with a 4-D pocket, but the fundamental theory behind both is essentially the same. Regardless of what you intend to make, never overlook the importance of material choice, as your choice of materials makes a substantial difference in the effectiveness and quality of any gadget you create. Durability is generally the most obvious advantage, as you'll find that tools made with 22nd-century materials are often abnormally durable – to the point that they can sustain extensive damage and remain functional. Unless you intend to make something cheap and disposable, don't neglect the choice of materials. (300 CP from Doraemon)
Knowledge that you hoard for yourself is valuable, knowledge that you share is priceless. You possess all the qualities of a great teacher. It is difficult to understand the level of complexity a student can handle at any one time. You are skilled at conveying information to others as well, it would be easy to explain advanced intellectual concepts through charades without saying a word. It would not be difficult to write a book concisely summarising your ideas and publish such a thesis for others to read, after which it leads talented students to you. With these skills, it would be easy to start a magical college of your own, from which you can gather power and allies as scholars and wizards bring knowledge to you. This is especially true for those you teach directly under a direct apprenticeship as such individuals would learn three times as fast from you and will even come to respect you greatly despite any eccentricities. (200 CP from Magic the Gathering: Iconics)
To receive the opportunity to reincarnate in the first place one must be endowed with tremendous luck or have gained sufficient karma. This ensures you will keep this luck. When exploring with a group if you were separated rather than wandering into a beast den you may stumble upon a powerful cultivator's tomb. You will gain many opportunities such as these. The heavens will always care for their favoured and the righteous beings that appear (200 CP from Library of Heaven's Path)
One of the obvious downsides of reincarnating into someone else's life is trying not to be overtaken by your new memories and identity. This perk ensures that should you receive someone else's memories you will never be at risk of losing your sense of self. You will retain full access to the memories and see the perspective as though you were watching a movie. You can retain any knowledge and skills from the memories and should you choose combine them with your current abilities. (Innate Harmony with worlds of Library of Heaven's Path)
Many tyrannical figures hold power beyond comprehension, in this world or others. The ones who can erase your being and history with the push of a button or a wave of the hand. Except you. As though you had the benefit of a 'Unique Data Signature', erasure, damage, or alteration from a change in reality simply doesn't affect you. Cosmic power or retroactive changes to your being simply roll off of you, returning a 'null error' to the one who attempted. Specific things like magic spells or indirect damage (like turning the floor into lava) from such can still influence or damage you, but things directly affecting your body, mind, or existence simply...don't. (300 CP from Sora no Otoshimono)
Taking these perks allows you to gain the necessary knowledge to increase ranks. You will not receive the required cultivation, however. The first purchase is 100cp and further purchases are 50cp per star. You receive the appropriate Soul Depth to your star rank. {9 Stars: Full Path Master Teacher} (500 CP from Library of Heaven's Path)
When Zhang Xuan was reborn, he gained the memories of the original body from life to death; everything. Like him, when you reincarnate or possess another body; you will gain the full memories of that body. (Innate Harmony with worlds of Library of Heaven's Path)
While you may be a mystery to everyone at first, people will find this charming and be drawn to this natural air of 'someone new' instead of being cautious or aloof. You find it easy to join groups or clubs of any kind, and so long as you're not difficult or hostile to them, you will be welcomed with open arms. Secret organizations, military groups or conspiracies are not nearly so generous, but will at least monitor you as a possible candidate if your goals align with theirs. (100 CP from Sora no Otoshimono)
Magic comes naturally to you, but that's to be expected since you come from a world where all scientific progress was replaced by magic instead. Everything that one would normally do via technology or science, you have the potential to do the same using magic. Naturally, you still have to develop your potential to get any mileage out of it, but at least you're not magically inept like Nobita is... (200 CP from Doraemon)
They say that people are generally resistant to change and that societies are slow to change, but for whatever reason, you'll find that when it comes to introducing new technology and new scientific fields to various populations and worlds, they take to it exceedingly quickly. Not only can they quickly adapt to the knowledge you introduce to them, but they'll do it without questioning how or why it works – as long as it works, they'll find ways to make use of it. One important point to note is that while this allows technology and sciences unsupported by the world you're in to retain their functionality, your presence is what keeps things running smoothly. Since you're the "epicentre" of this phenomenon, the further away you are from the application, the more likely it becomes that the technology will experience decreased effectiveness or behave erratically. This can be mitigated to some degree, if the people you introduce the knowledge to can develop a strong level of understanding for what they've been given. (200 CP from Doraemon)
  • Heaven's Order: The first fragment of the heavens that fell during the attack on the Firmament and was acquired by Kong Shi. With this fragment, Kong Shi gained the ability to define and dictate the very laws of the world and control the building blocks of reality, forcing all existence to conform to his will. By changing the order of the world, Kong Shi can maintain absolute dominion around him and cause objects and people around him to bend to his will. However powerful as the ability seems, altering the long-established laws of the world shakes the stability of the world, causing the order of the world to waver.
  • Heaven's Imperfection: The second fragment that fell when the Firmament was attacked. This fragment contains Heavens Imperfections, taking the appearance of a gigantic library this fragment allows an individual to view all the imperfections that exist beneath the heavens for example, imperfections within techniques and martial arts, formations, potion recipes and methods, food and drinks, even Lightning tribulations, so long as something exists beneath the heavens, it's flaws and ways to fix them can be seen by he/she/they who wields the fragment. The way this works is different depending on who's/what's flaws you are attempting to uncover. For cultivators, their flaws can be uncovered either by the cultivator/person performing an attack sequence even something as simple as a punch or knocking the person out (you don't have to knock them out yourself they just have to be unconscious) and touching them for example; on the arm. When that occurs, a book appears in the library detailing their history, abilities and flaws. For things such as formations and pill forging, a single look is all that is required for a book to be created. For artefacts and non-living objects/entities, only a look is needed. The books will also contain ways to resolve smaller flaws. When it comes to books, simply by looking at them and willing it (that is the upgraded version which you get), copies of those books appear in the library where they are free to browse and even compile those books together creating new cultivation techniques and arts with fewer if any flaws present in them. Also, so long as you pick up a book in the library to read it, the content will be automatically imprinted onto your mind. For things such as food, just by eating it, you will be able to see its flaws but with the upgraded version, you just need a look. The library also contains within it a chamber that just so happens to resemble the shape of a massive book. Within the chamber, the flow of time is altered compared to the outside so 1 second in the chamber is 10 seconds outside. However, as powerful as this is; it does possess several limitations. One is that it only grants you knowledge of what you are in direct contact/line of sight with unless it forms a larger system. Secondly, when it comes to things such as formations, the fragment is only able to discern the inner formations unless you have an overview of the entire larger formations. Lastly, the fragment is limited by the world that it is in so for example, if you were to create a technique with no flaws in the Master Teacher Continent in another dimension such as the Azure; flaws may appear in the technique, this is because the Azure (in this case) is a higher dimension and it harnesses a bigger trove of information for cultivators to work with to perfect their arts; it is because what the fragment holder has learned is being applied to a greater world. For example, using scientific knowledge there is no doubt that newer and more complete theories are eventually formulated but it does not render learning the theories in the past meaningless.
    • The fragments of Heaven's Imperfections also have the power to create golden pages from earnest gratitude from the fragment holder's students. The page has multiple different functions,
      • First, is that it can be used to enhance Soul Depth by 5 (and there is no limit to how high you can enhance your Soul Depth unlike in canon).
      • Secondly, the page can be used to assimilate the content of all of the books in the library instantly (but because you get the upgraded version that Zhang Xuan would later gain, you don't need to use it for that).
      • Thirdly, the golden page can be used to seal objects and living entities and store them in a book. The page can also temporarily materialise the book to destroy others.
      • The final use is that the page can purify the bloodlines of others. One last thing, the golden page harnesses the power of the heavens and by going to different dimensions with different heavens, the fragment can steal a fragment of their power, significantly enhancing the might of the golden page.

(300 CP from Library of Heaven's Path) + (600 CP from Library of Heaven's Path)
Most stories in Magic: The Gathering involve titanic conflicts between Planeswalkers, vast dangers that threaten entire planes at once, and monsters beyond all mortal understanding... but at the end of it all, each plane is just that - merely another place where people live their lives, and even without a Planeswalker Spark mortals can still achieve some grand things, indeed. Shandalar is no different, and while this Perk does not grant you a Planeswalker Spark (be it Oldwalker or New), you will find that even among the magic-suffused peoples of Shandalar you are one of the few great magelings of the world. At its most basic, this unlocks your ability to use spells based on 'Magic: The Gathering', using a process not unlike that seen in the game itself. From drawing mana from the spiritual connection to mana-rich lands to casting fireballs and other spells to the summoning of mighty warriors and monsters, you can do it all - though your skill at such things, like many others, will depend on your experiences and studies. Maintaining focus upon a magical matrix as complex as that used to store spells is exceedingly taxing, and without other powers to lessen the strain few mortals can hope to maintain more than seven or so spells at any given time without having to release them from their minds (permanently in most cases). However, like other mages, you now have an effectively unlimited capacity for learning and remembering magical effects using this system. Just remember: establishing a suitable mental hold over additional spells you could theoretically cast is a somewhat unpredictable process - in most cases, a mage can't predict exactly which spell they will draw from the maelstrom of arcane power within themselves. To be truly effective, you may have to add or remove magical spells from your subconscious potential as needed. That said, you may be able to find solutions for expanding the number of spells you can harness at once in other worlds - and some spells and abilities in Shandalar can help with this process as well. You have fully realized this ability to internalize and use magic, including the effectively perfect recall necessary to maintain such focus and the mental multitasking needed to keep a variety of spells at the forefront of your thoughts while also paying attention to the kind of pitched, chaotic battlefields most mage-duels result in before long. You are not the greatest mage on Shandalar, at least not just with this... but nothing is stopping you from reaching such lofty heights, either. (Innate Harmony with Worlds of Magic the Gathering: Shandalar)
Representing a level of insight and competence in a specific spell surpassing that of even other mages, each purchase of this Perk allows you to maintain one spell acquired through 'Knowledgeable' within your mental focus regardless of any other limitations you might otherwise have, including the minimum amount of magical power needed to manifest it. Essentially, this ensures you always have your first copy of this spell ready at the start of a battle. This means you'll be able to manifest it within a moment's notice, eliminating any potential difficulties with the semi-random process of acquiring spells in your mental focus and the need to draw mana from lands or other sources to fuel this spell's casting. This spell does not interfere with any other spells you might try to bring into focus, and while an enemy's spells might disrupt the necessary focus for lesser magics, your mastered spell cannot be 'discarded' in such a way unless you permit it. In addition, you receive an additional three copies of this spell as if you gained them through 'Knowledgeable', though these copies do not gain the same benefits and must be 'drawn' and used normally. {Black Lotus} (100 CP from Magic the Gathering: Shandalar)
Should you ever encounter sentient robots, you can connect with them to form a network and build upon this by adding more and more units which are sentient to said network. This facilitates communication and improves decision-making with each unit added, drastically improving the efficiency of all networked units as the number of components increases. However, to be integrated into the network properly, the unit should ideally be separated from any existing network they're already part of. You can still attempt to hook a networked unit into your network, but the efficiency of the process falls and there's a high chance of failure, especially if they don't want to be networked to begin with. (200 CP from Doraemon)
Damn it, you all just can't sit around and relax when there's danger and mystery afoot! For some reason, the people in this world cheerily ignore the ominous threat of Synapse and Minos, or just tune out obvious clues that something is amiss. With some...ahem, encouragement, you can kick people into gear and have them pursue plot threads or problems they're otherwise ignoring or putting off. It's not a guarantee they'll be able to fix it on their own, but if they have some kind of stake in it, you know how to get them to DO something about it. (Innate Harmony with worlds of Sora no Otoshimono)

Canopy Items
While not critically important if your adventures won't take you far beyond the places which are safe and familiar, should you ever plan on venturing into locales with dangerous environments you should consider getting this. Whether it is the vacuum in outer space or the crushing pressures of the ocean, the adaptation light is made so that these environmental hazards are negated. Simply shine yourself with this flashlight, and it will create a protective coat around you which can last up to several days, during which time you can freely traverse hostile environments without any major concern. (100 CP from Doraemon)
A beautiful city made of brass located in a massive desert. Not only is the city in a desert but due to the construction of the city reflecting and catching sunlight, and its magical properties it will always feel unbearably hot and painful to be in. This heat however is not capable of causing burns, only pain. Why would you ever want to enter into a city that causes you pain? Because it is a place of potent magic and knowledge. Not only can this land generate a mote of any colour. But the knowledge and magical energies found within its walls can vastly accelerate your progress with whatever magic you wish to learn. May I also add that its architecture provides a ripe opportunity to study and learn from to make artefacts? (300 CP from Magic the Gathering: Iconics)
Not unlike many of the other gadgets offered here the Dokodemo Door won't seem like anything special if you were to judge it based on its appearance. It wouldn't be out of place in any modern house, besides the distinctive pink colour scheme. But behind its unassuming appearance lies one of the most efficient means of travel the 22nd century has developed. In theory, provided that the destination is a known location, all one needs to do is announce the destination to the Dokodemo Door, and the Door will bridge the space between where it is standing to the intended destination. After that, all you need to do is open the door and walk on through. As with most of the gadgets made in the 22nd century, while it is extremely versatile it does have some shortcomings. As one might expect, it can't bridge a pathway if there is some sort of substantial spatial disruption blocking the path. Also, because the doorway is a bridge between two locations, if you open the door to somewhere dangerous, the door will not protect you from the consequences (Hostile animals can charge on through, ocean water can surge in, lava can actually destroy the door, so on and so forth). As a last note stemming from the last example, don't ever leave the door out in the open, as it is susceptible to damage, and a broken door means no way home until the replacement eventually arrives. (Innate Harmony with worlds of Doraemon)
Wow, you will receive the memories of whatever body you took over it helps to have additional notes. You receive a diary that lists all of the plans and important activities that your body's previous inhabitants were doing at the time. This will help ensure that no one becomes suspicious of you and so you can take advantage of any opportunities you may have missed otherwise. Post jump you may receive a diary of every new identity you assume to assist you. (Innate Harmony with worlds of Library of Heaven's Path)

Summoned Companions
Maybe you decided to be their Master. Maybe you decided to help them develop a will of their own. Maybe you just needed an extra source of firepower or a pair of hands. Whatever the reason, you gain an Angelroid companion. This will be a First-Generation Angelroid with the relevant background for free, with 400 CP on perks and 800AP on upgrades. You can gain an additional Angelroid under the same circumstances for another 200 points. All companions created or imported this way gain the 'Broken Chain' perk and enough independence to act on their own for free unless the Jumper decides otherwise.
(Innate Harmony with worlds of Sora no Otoshimono)
  • Perks
    • Angelroid Body (Free)
    • Form and Function (Free)
    • First Generation Angelroid (Free)
  • Upgrades
    • Imprinting System (Free)
    • Medusa (100 AP)
    • Kayros (300 AP)
    • Pandora V1 (400 AP)
  • Items
    • Angelroid Outfit (Free)
    • Infinite Supply of Watermelon (Free)
    • Transport Card (100 CP)
    • Aegis L (300 CP)
  • Perks
    • Angelroid Body (Free)
    • Form and Function (Free)
    • Second Generation Angelroid (400 AP)
  • Upgrades
    • Imprinting System (Free)
    • Aegis (200 CP)
    • Hacking Field (200 CP)
    • Pandora V2 (400 AP)
  • Items
    • Angelroid Outfit (Free)
    • Infinite Supply of Watermelon (Free)
A female companion robot series, with early models being considered defective as unlike the Animatronic Animals, these robots tended to err on the side of being possessive rather than simply attached and loyal. The later series isn't as problematic in this regard, though it's still rather common to find these robots "bonded for life" to a single master. A male variant exists, but the difference is primarily in terms of appearance and AI behaviour. What it lacks in versatility, it makes up for in terms of sheer strength. These robots are deceptively strong for their size and also exceedingly durable. It isn't unheard of for some owners to have these robots modified for combat specialization and some have even been adapted for assassination purposes, but typically speaking they serve as guardians to whomever they have bonded to. (Innate Harmony with worlds of Doraemon)
Early on Zhang Xuan recruited a butler to help with simple tasks. Despite his initial problems like his greed and his occasional arrogance Sun Qiang proved that he was unquestionably loyal and despite the power gap that he would do anything to protect his master and their students. You receive a retainer similar to Sun Qiang. While they may lack an extreme martial talent unless you help them they do possess some skills. These retainers possess incredible management abilities and are incredibly skilled financiers. You can trust them with your resources while you leave on a personal training trip and return to find they tripled your money. (Innate Harmony with worlds of Library of Heaven's Path)
 
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No just surprised to find someone who read them
We exist, so about your jump you plan to start at pokemon and end in some cultivation novel? I am surprise you go for ATG and BTTH as opposed to somewhere like Grandmist Duology. For end jump Coiling dragon is pretty safe jump after all.
 
We exist, so about your jump you plan to start at pokemon and end in some cultivation novel? I am surprise you go for ATG and BTTH as opposed to somewhere like Grandmist Duology. For end jump Coiling dragon is pretty safe jump after all.
Those aren't end jumps not any the ones I gave
 
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Template for those who don't do BB code
Code:
Jumper ID in case you play multiple characters
[HR=1][/HR]
Chain Counter: 1
Start of the Chain || Next Jump → || Latest Jump ↠
(Sort for easier Search)
[HR=1][/HR]
Jump #1
[QUOTE]
Drawbacks
[QUOTE]
Jump Drawbacks

[SPOILER="Drawback A (+XXX CP)"]
Drawback Example
[/SPOILER]

[HR=1][/HR]
Universal Drawbacks

[SPOILER="ESSJAY'S LAW OF AEIOU (+0 CP)"]
Absolute, Eternal, Infinite Ontological Uniqueness is now yours. This is a bedrock rule. It cannot be toggled, cannot be drawback away (it is a drawback), cannot be Hiatused, cannot be revoked, and cannot be touched by a Gauntlet. If you toggle this on, it doesn't come off. But what, I hear you ask, does it do? It makes you utterly, completely, and irrevocably unique. There will be no evil twins, no cross-dimensional mirror selves, and no clones (physical or digital) with your memories. Ever. No one can create them. Not a Drawback, not a Perk, not a Scenario, not a Benefactor, not You...no one and nothing. Any attempt will create something that approximates but does not duplicate you. Thus, in the MirrorUniverse, there will be someone who could be you if you squint but isn't played by the same actor. Any clone will be a caricature or character study of you (essentially an actor playing the role of you, even if they don't know that's what they are). This means they can't be used against you... but it also means you can't scoop up your alternate selves as back-ups or Companions. Even self-duplication (as long as it's not some kind of one mind, many bodies) doesn't work the normal way. Exactly how it works depends entirely on how it functions, but the Multiple Man /Naruto style will create what are largely drones with just enough 'youness' to function.
[/SPOILER]

[SPOILER="Chain Drawback"]
[LIST]
[*]Distinction between Chain Drawback and Jump Only Drawback (Optional)
[/LIST]
[/SPOILER]
[/QUOTE]
[HR=1][/HR]
Jump Scenario
[QUOTE]
Origins: XXX
(CP use for option)

Race: YYY
(CP use for option)

Location:  ZZZ
(Roll Result if Roll)

Gender: XX/XY              Age: XX
[/QUOTE]
[HR=1][/HR]
Perks, Items and Companions
[QUOTE]
Perks

[SPOILER="Perk Example (Free)"] Perk Details [/SPOILER]

[HR=1][/HR]
Items

[SPOILER="Inexperienced Territory (Free)"] Item Details [/SPOILER]

[HR=1][/HR]
Companions

[FIELDSET title="Companion (Option cost)"]

[LIST]
[*]Companion A (Companion's CP)
[LIST]
[*]Origin
[*]Race
[*]Perks
[*]Items
[*]Drawbacks
[/LIST]
[*]Companion B (XXXX CP)
[/LIST]
[/FIELDSET]
[/QUOTE]
[/QUOTE]
[HR=1][/HR]
[HR=1][/HR]
Supplement / Merged Jump / Warehouse
[QUOTE]
Same as Above, Adjust depend on Context
[/QUOTE]

Alternatively, if the Template is too much of a problem just use what you're good at. Just make sure two things
  • It contain all the info demanded by the template
    • Character Identification
    • List of Jump/Supplement
    • All perks of item Jumper has
    • All info on Companion
    • Total CP (optional)
  • I (as in me Kowtang) can access it
 
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