Trans-Fictional Jumpchain Support Group! (SV Editions)

Sinew of Average Jumper

← Previous Jump ||Supplements|| Next Jump →

Fist of the North Star
Drawbacks
Jump Drawbacks

You have a distinctive feature that is widely talked about, and not for a good reason. Anyone who see this feature will immediately recognize you as someone of grim reputation. They will inevitably try to either run away from you or kill you. They can be talked down, if you are quick and haven't done anything to earn that reputation in front of them.
You are a preteen. You don't start at the skill level your perks indicate, instead, you must learn those skills during the Jump. Don't worry about not mastering them before ten years are up, you'll get the perks at full strength if you survive to your next Jump.


Universal Drawbacks

So, you think you're a big shot, rolling into town with more money than a thousand stellar empires? Really? But it's okay because you've got some perk that guarantees that you'll never crash the local economy or cause hyperinflation, right? Wrong. Now every dollar, peso, yen, yuan, crown, or credit you spend has just as much influence on the local economic situation as it normally would. Tread carefully.
You are baaaaad atstealth. Can't get the hang of it.Not much of a problem normally, as those who are bad at stealth typically don't try to be stealthy. You keep forgetting that you're bad at it, however. Sometimes you loudly hum your own theme music while trying to stealth. Even if you're not someplace that would require stealth, you'll still find reasons(bad ones)to attempt to be stealthy.
Yeah, for some reason, your plans often go a bit off the rails. No plan survives contact with the enemy, but yours fall apart a lot faster than they should for some reason. Now, this isn't to say that everything automatically fails for you. Oh no. Then you could plan for that. This means that things just tend to go awry a lot when you're involved. Maybe humorously, maybe tragically, maybe both! Things could go pear shaped and force you to think on your feet to maintain any chance of victory. Thingscould just go very weird and leave you with results you hadn't anticipated.
Jump-Chan has initiated her own Prime Directive. You can not use any tech more advanced than your current jump's average level of advancement. This applies to magi-tech / artifacts as well. Any such devices can only be used inside theWarehouse, and you cannot build thingsthat are significantly above the curve. Improving localtech isfine. The value ofthisis dependent on the localtech level.
You have no access to your Warehouse for the entire length of the jump. If this is a Chain Drawback, you may add the base 150 Warehouse points to your Body Mod, as you have no Warehouse. Everything that respawns is delivered to you by parcel post. You can bring anything you like into the jump at the beginning (as long as you have it in your possession already), but nothing past that, including Companions. You
cannot take this with other warehouse drawbacks.
All your drawbacks from individual jumps are always as bad as they are intended to be. You can no longer cheese them. Something that is implied to be annoying will be annoying even if you have perks that top annoyance. This isn't merely enforcing the idea that Drawbacks Trump Perks...This is saying that Drawbacks Trump your efforts to mitigate them. Challenge Drawbacks will be challenging no matter how powerful you are, though not always by ramping up the power level.
  • 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: Man of Hokuto
You are an oddity, a fifth student of Ryuuken, the 63rd successor of Hokuto Shinken. You may or may not be as talented as your three exceptional brothers, but whatever your level of ability at least you managed to avoid having your fists sealed or your life taken before Ryuuken died and you set out into the world alone. (300 CP)

Location: Mamiya's Village
Starting here you are in one of the more well-off settlements, this village is completely self-sufficient thanks to an abundant water supply that allows them to grow crops. Danger lurks in their future though as the Fang Clan sets its sights on their resources. (D8 = 2)

Gender: Male Age: 9 (D8 = 5)

Perks, Items and Companions
Perks

You know the 708 vital points of the human body and can accurately strike them with needles or your fingers to trigger a variety of effects ranging from healing the sick and temporarily boosting strength to forcing a man's body to act against his will or cause instant death in
several ways.
Ordinary men can only use 30% of their muscle's strength, but with the Art of Dragon's Breathing you can unleash 100% of your body's power at will without little to no strain. At will you can force yourself to use your maximum power, this is indicated by a glowing aura and may cause any clothing on your upper body to be disintegrated by your surging muscles.
You know the secret to being strong and not only have you under gone the training needed to become as powerful as the local masters of martial arts, but you can put other people through this training. They may not know how to fight just because of this training, but in pure physical ability they'll be incredible.
As a student of Hokuto Shinken you have had training in not only utilizing an enemy's vital points against them but also in defending yourself against your own techniques and any similar arts you may encounter. With this method of Pressure Point Sealing you can resist attacks against your 708 vital points, protecting yourself completely if your fighting aura or Touki is greater than your opponent's and buying you time to reverse the effects or suppress them if you are of similar strength. It doesn't help much if you are completely outclassed though so try not to get hit in the first place.
Hokuto Shinken training is rigorous and a student must learn quickly lest they die when the master demonstrates new techniques on them. You have mastered the Water Reflection Spirit technique and can copy techniques after witnessing them once. While this allows you to use techniques from styles you don't know, it is only in perfect mimicry and it requires further effort to properly learn foreign techniques like this instead of simply aping the movements.
You are one of the rare few that have learned the art of Hokuto Shinken and retain the ability to use these skills despite not being the Successor. You have complete knowledge of Hokuto Shinken's techniques and can perform most of them ably, but the most advanced techniques will require further training or perhaps something else you have yet to attain. You could match the likes of Toki, Raoh, and Kenshiro in the art although without something more than this you will lose if you face them seriously.
You are strong in both body and spirit, able to produce a power aura around your body that can even force lesser men to their knees or push them back. You can also harness this power for a number of ki based techniques such as energy blasts.
With nothing but old rumors and vague guesses you can somehow track a man across the wastelands years after his trail grows cold, whether you are just that good or fortune is on your side is unknown, but with results like this who cares?
You have followed in Toki's footsteps and begun turning the lethal style of Hokuto Shinken into a means of healing. You can not only use your knowledge of the 708 vital points to heal people better, but you have a knowledge of modern medicine that matches any professional doctor from before the world ended. Lastly your fighting style exemplifies your desire to do no harm as you are supremely skilled in dodging, countering, and turning an opponent's power against them, you win contests of strength no matter the medium by forcing your opponent to defeat themselve this is not effortless though and it can be exhausting to redirect forces too far above your own power.
The Hokuto Shinken school has splintered before, and this art was a result of one of those times. Focusing on ki manipulation and controlling oneself this art lets you make more esoteric uses of your spirit's power than many martial arts. Previous practitioners could use their ki to control and stop bullets in flight and rearrange the locations of their pressure points while entering a berserk state that gave them a lot of power while slowly killed them.
You have traveled far and wide across these hellish lands and somehow learned the art of Hokuto Ryuken. This martial art is a rival style to Hokuto Shinken and if you master it you can utilize the 1109 Keiraku Hakou pressure points as well as generate a Matouki aura. While you might one day have the power and skill to defeat a Hokuto Shinken successor even if they know Musou Tensei, you are not at that level yet. And be careful with this for with the demonic fighting spirit it grants you must always maintain an iron will lest you lose yourself to madness you may never recover from.
You are no mere disciple in the art of combat, you are a master of your own style. Through hard experience and rigorous training you've created a style all your own that may not be the best for others, but in your hands it can match even the most legendary of styles and techniques. Even if you face a master of an incredible style like Hokuto Shinken, you can fight evenly with their best and what decides the match won't be who has the more impressive technique, but who is tougher, stronger, faster, and just plain physically better.

Items

This is a small, unlabeled bottle of pre-apocalypse pills. It has a curious property in that every time you shake it the type of pills inside change. It can hold any modern medicine inside and even less than helpful things like cyanide pills.
You are just another poor soul trying to get by, unlike practitioners of mighty arts and those whose souls are bound to fate no destiny chains you. You may not be fated to be great, but that doesn't mean you can't make something of yourself anyway. Besides, a nobody like you doesn't have to worry about the stars deciding his fate. When someone tells you something like "The Star of Death shines over your head." you can just shrug it off and do whatever you want anyway without worry.
You have acquired a massive black stallion that can easy trample men into paste. This monster of a horse won't let anyone beside you and those it respects ride it and given it is tough enough to take a punch from Kenshiro and strong enough to kick down brick walls, trying to ride without permission tends to be a fatal effort. The only thing your new steed fears is fire and even if by some misfortune it dies it will just reappear in your Warehouse good as new in a week, so feel free to ride it into battle.

Companions

Companion Here
No Companion Right Now


Casual World
Drawbacks
Jump Drawbacks

Due to an error with world creation, all Settings and Reasons have been selected and loaded at the same time. As such, you will find yourself in a chaotic, broken world and be the only one who thinks anything is visibly wrong. Twenty feet away from a suburban home may be an irradiated wasteland with aggressive raiders, who then become your neighbor Steve after stepping past the divide. The horny space elf screwing everything near them like an animal in heat can suddenly become a dominating magitech cyborg who believes you to be one of her slaves. Things will rarely make sense and you'll have to adapt quickly to keep up with the radically shifting social norms and environment around you. You'll have no one to rely on but yourself. At the very least different points in space will seem roughly consistent.


Universal Drawbacks

So, you think you're a big shot, rolling into town with more money than a thousand stellar empires? Really? But it's okay because you've got some perk that guarantees that you'll never crash the local economy or cause hyperinflation, right? Wrong. Now every dollar, peso, yen, yuan, crown, or credit you spend has just as much influence on the local economic situation as it normally would. Tread carefully.
You are baaaaad atstealth. Can't get the hang of it.Not much of a problem normally, as those who are bad at stealth typically don't try to be stealthy. You keep forgetting that you're bad at it, however. Sometimes you loudly hum your own theme music while trying to stealth. Even if you're not someplace that would require stealth, you'll still find reasons(bad ones)to attempt to be stealthy.
Yeah, for some reason, your plans often go a bit off the rails. No plan survives contact with the enemy, but yours fall apart a lot faster than they should for some reason. Now, this isn't to say that everything automatically fails for you. Oh no. Then you could plan for that. This means that things just tend to go awry a lot when you're involved. Maybe humorously, maybe tragically, maybe both! Things could go pear shaped and force you to think on your feet to maintain any chance of victory. Thingscould just go very weird and leave you with results you hadn't anticipated.
Jump-Chan has initiated her own Prime Directive. You can not use any tech more advanced than your current jump's average level of advancement. This applies to magi-tech / artifacts as well. Any such devices can only be used inside theWarehouse, and you cannot build thingsthat are significantly above the curve. Improving localtech isfine. The value ofthisis dependent on the localtech level.
You have no access to your Warehouse for the entire length of the jump. If this is a Chain Drawback, you may add the base 150 Warehouse points to your Body Mod, as you have no Warehouse. Everything that respawns is delivered to you by parcel post. You can bring anything you like into the jump at the beginning (as long as you have it in your possession already), but nothing past that, including Companions. You
cannot take this with other warehouse drawbacks.
All your drawbacks from individual jumps are always as bad as they are intended to be. You can no longer cheese them. Something that is implied to be annoying will be annoying even if you have perks that top annoyance. This isn't merely enforcing the idea that Drawbacks Trump Perks...This is saying that Drawbacks Trump your efforts to mitigate them. Challenge Drawbacks will be challenging no matter how powerful you are, though not always by ramping up the power level.
  • 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: "Privileged"
Someone upstairs loves the hell out of you. You've got an incredible pedigree, loads of money and can exert social and political power thanks to your lucky birth as some form of nobility or being the heir of a wealthy corporation. No matter what kind of world you may have designed, you're in the best position to take advantage of it and dominate.

Type: "Societal Slavery"
A large chunk of the population of your choice is treated as second class citizens by everyone else. Everyone who isn't them can basically do what they want with the law on their side, extending to enslavement but not murder. The demographic could be anything from a minority, a race or even an entire gender.

Gender: Male Age: 9 (D8 = 5)

Perks, Items and Companions
Perks

You are superior, born that way, better than all others. Your rugged handsomeness or traditional beauty that seem gifted by god and good genes are just further proof of that. You're just incredibly fine, drop dead sexy even, with features tending towards sharper or harder that emphasize nobility. You've also got a great metabolism, leading to little body fat unless you work to get fat. If you wanted to be a model, you're ideal in every sense, and will likely get more than a few admirers even if you follow some other career path.
STDs simply do not exist in this world. It would be truly terrible to drop you off in a world with this kind of fun and have you and the populace actively penalized for it after all. This perk carries into future worlds as well.
First contact between species, diplomacy between galactic empires. These are threatening concept when the downsides could mean great war or possible extinctions. Not only are you fantastic at getting into the mindset of sapient aliens though, you're fantastic at getting into their pants. Peacemaking, and lovemaking, have the same difference in the end, right? You're really good at coming to mutually beneficial understandings with aliens is the point.
Everyone is a bit prettier or more handsome compared to
how they used to be. This doesn't make all deformed individuals in the world models or all
the under/overweight people in the world perfectly health. If everyone in the world could be
graded as a 1-10 though, then they'd go up 2 ranks on the beauty ladder.
You may have good looks, social status, money, and power, but oh so many fools rely on their station in life and become complacent. Look what happens, falling into the poorhouse like pathetic louts. Not you though. You aren't pathetic, you stand on top, the king or queen of the hill. When you're already the best, the best way to defend that position is to keep everyone else down, and you're damn good at it. When you stand in a position of superiority, knocking those trying to build themselves up against you feels painfully obvious. Buy out their supporters, pick apart their confidence, and sabotage their potential with damaging false advice. Send those peasants and interlopers back where they belong, the dirt.
It's kind of awkward trying to be casual around space lovers or explore alien worlds from inside a vacuum sealed spacesuit. Life support is nonetheless an incredibly important detail for space exploration, outside pulpy science fiction novels and media that is. For you, things like oxygen deprived atmospheres filled with foreign microbes and diseases aren't really problems, most of the time. You can shrug off such things just fine, only needing solutions for the most truly dangerous environments with neurotoxin storms or aliens carrying super viruses that make the plague look like a little bitch.
Your superiority is in your blood, blood traced back generations to others of superior birth, talent and station. With this perk, you will always have powerful or important relatives where applicable, no matter how absurd. Usually this will be your direct family, placing you in a position of nobility or the heir of a great corporation. When direct family won't work, you usually have some distant relatives of this level of status and importance willing to take you in. When that isn't applicable you normally have a legendary or famous ancestory. And when all else fails, you have no family to speak of, such as choosing a Drop In? You're likely found to look extremely similar to the long lost heir of some random dynasty and brought into the fold with open arms. Your lack of memories or records attributed to amnesia.
In an era of sciences beyond our wildest dreams, sciences we cannot even conceive in a modern mindset, the perverted make advances like everyone else. You friend, are a pervert, but a genius one. You use the cutting edge technology of your era to make sex machines and toys that boggle the mind with complexity. Holographic memory vibrators conforming to inner walls, body hugging sex chambers that directly please the nervous system with electrical pulses and even lifelike androids are included in your portfolio of inventions. Your technical genius seems to fall short when not working to perverted ends, but still gives you a leg up when trying to figure out new tech.
You're a bit stronger, a bit tougher, have enough stamina to run marathons without breaking a sweat and are capable of absurd sexual feats straight out of fiction. Hang your partner from your cock if you have one, take absurdly large penetrations with no damage or injury. Long as it doesn't border on magic, you can do it.
The lion, king of beasts. Its luxurious mane, its piercing eyes, spine chilling roar, it is a symbol of royalty and dominance for good reason. You are the manifestation of this symbolism, domination incarnate. You assert dominance by walking into the room, with sheer presence that makes others think twice before giving lip or speaking up. Your charisma is incredible, and your social grace and awareness comparable. Bend those of feeble heart or spine to their knees, make them acknowledge their position with shuddering breath, feel your rigid superiority weighing down on them. Make them love being beneath you, helpless to do anything but let you have your way. That's um, socially, of course.
Fuck the world and fate that said you had to start at the bottom, and fuck everyone who said you'd never go anywhere. You've got drive and ambition, and that's all you need. Your work ethic to gain stations beyond your societal status for the sake of power is absurd. Through sheer hard work and dedication, you can actually brute force your way into most positions of power, whether people like you or not. Then once you're there, where you envisioned yourself, you can more easily get away with abusing your power, mostly. You can't brute force your way into a senator position or presidency that requires the votes of the populace as an example, and you can't just drop an executive decision to destroy the company or organization out of nowhere. You do have the potential to get great social and economic power and use it for so much self benefit it makes you hard though. So what if you fuck a few slutty secretaries and lie about it? Everything is in the palm of your hand, mostly.

Items

Your pillar of power, one of the greatest reasons you're better than other people, money. You have numerous fingers in numerous pies with money flowing your way because of it, or have someone that did and left you a big fat inheritance or trust fund. This is enough money and property to dub you as truly wealthy.
In the far flung future, pharmaceuticals have no doubt advanced with the other industries and this is once such result. A futuristic, non-addictive drug in the form of translucent strips that dissolve on the tongue with a sweet aftertaste. You receive a rejuvenating pack that dispenses them like gum and holds five strips at a time. The drug is an incredibly potent aphrodisiac and sexual enhancement drug that can get a randy couple forming the beast with two backs for hours without breaks or tiring. It works across all known species and is sure to cause numerous memorable experiences. Over the top drug name, optional.
A custom made, top of the line aircraft or spacecraft depending on your setting. It's quite large, with rooms, seats, facilities and accommodations to carry ten comfortably for excessively long trips. The ship comes with an onboard artificial intelligence that's eager to please its owner and can monitor or take control of the ship as needed. The vehicle is highly durable, although not the fastest world. The walls of the cabins and sections of the ship are soundproof for privacy. The cockpit and pilot's chair also have several special "features" that can be engaged by your loyal AI, though they'll insist on turning the autopilot on for safety beforehand until the captain is done with their ride.
Your family's summer home that they gave you flippantly on one of your birthdays when the new car they ordered came in with steel paint instead of silver. Fully furnished, located near a temperate coast somewhere and staffed by sexy servants in uniform of your personal preference. Your servants are paid quite well to do damn well whatever you want short of incredible pain or threat of death with nary a complaint, some even enjoy being ordered and took the job for such reasons. They will handle the upkeep on every single inch of your estate, not settling for anything less than perfection with their salaries. The mansion notably features a multistaged pool with illuminated caves called the grotto, great for parties, and an expansive dungeon absolutely filled with bdsm equipment, utilities and toys, also great for parties.
Exactly what you think it might be. A symbol of your status as the top of society. Waving this around in most settings can make people think twice about harming you for fear of the consequences, and it allows you to bed and breed anyone, anywhere, anytime, by law. In future worlds it can still act as a deterrent that makes people believe you're legally protected, and that you have the government granted right to breed who you want. Be careful though that not everyone follows the law, and villains, monsters or those who see jail as preferable to you won't be convinced and may even see it as an insult.
Using recovered alien technology from a crashsite, government elites have managed to fashion this prototype handgun. Now, it has fallen into your hands for testing purposes. Firing lasers, this laser pistol has functionally endless battery life that only seems to run out when it's convenient. A knob on the side allows it to be shifted between different settings. The default blaster can explode holes in reinforced steel no problem. The stun setting allows you to paralyze targets for nonlethal takedowns. The last setting seems to, well, turn the laser into more of a sex pistol that helps you make love, not war, by destroying clothes and inhibitions. Don't worry though, they'll recover, eventually.

Companions

Companion Here
Four Inhabitants bound as a group companion. Group companions count as one companion for companion limits and imports. When they're imported, they share purchases and perks are divided evenly among them. You are allowed to give your "Harem" one origin and its perks for free. Their relationship with you depends on their origin and your origin. You might have sensual peers in nobility if you're all Privileged, play bottom bitch for brutes or amazons if you picked Underprivileged and they're all Powerful, or something else entirely.
 
Last edited:
Tell me if you guys have any ideas for either an episodic story for every Mount Moon, in or out of Cerulion City for a drawback about problems showing up.

Or a story about getting a Nidoran. I really need help.
 
Nidoran herd with a guardian nidoqueen that are defensive of a large moonstone (size of boulder), need to earn their trust to allow near or be attacked
 
Is this still open? Work has taken up more time than I'd thought this week, especially yesterday (that med bill was ridiculously set up, like who set ups copay statements like that? Ridiculous)

One last thing, how do we spoilers on SV, it's been a long while and I want to focus jumps on either Castlevania or LoZ: Majora's Mask.
 
Is this still open? Work has taken up more time than I'd thought this week, especially yesterday (that med bill was ridiculously set up, like who set ups copay statements like that? Ridiculous)

One last thing, how do we spoilers on SV, it's been a long while and I want to focus jumps on either Castlevania or LoZ: Majora's Mask.
We are always opens, and the spoiler is in the insert function within the text editor, that's a one with "..." symbol
 
Sinew of Average Jumper

← Previous Jump ||Supplements|| Next Jump →

Stardew Valley
Drawbacks
Jump Drawbacks

Love is love is a nice sentiment, but perhaps you'd rather have certain bits and bobs line up to your tastes a little more directly. There's nothing wrong with that. So this option simply allows you to swap the gender of everyone in Stardew Valley. Male to female, female to male. Nobody is going to remember being any different and will have a mostly unchanged personality. There may be minor differences here and there, but nothing major.
Farmers are morning people by necessity. Cows need milking, chickens need letting out, crops need watering before the heat of the sun starts beating down, and a hundred small responsibilities. But waking up early means heading to bed even earlier. So now you need to be in bed by 10:00 pm. Yes, even if you didn't need sleep anymore. If you decide to push your luck, you'll simply fall unconscious on the spot at 10:05 each night. Which might even be fatal if you're surrounded by monsters.
Everyone in this town seems to have some kind of issue. Social dynamics flexing under the weight of puberty, professional aspirations going unfulfilled, even just personal issues they can't seem to break themselves out of. Thankfully, you're here to help. You're going to have to get to know everyone in Stardew Valley personally. Gifts and small talk to start, but eventually they will confess problems that you'll have to lend them a hand solving. A few will be as easy as listening and lending a few kind words. Most won't be.


Universal Drawbacks

So, you think you're a big shot, rolling into town with more money than a thousand stellar empires? Really? But it's okay because you've got some perk that guarantees that you'll never crash the local economy or cause hyperinflation, right? Wrong. Now every dollar, peso, yen, yuan, crown, or credit you spend has just as much influence on the local economic situation as it normally would. Tread carefully.
Rule 34 and/or Rule 63 are now in full effect in your chain, with all the weirdness that implies. Yes, lewds aplenty. Combining this with Romeo & Jumper-ette makes every jump into a Harem story... but doesn't guarantee that you're the Harem Protag. Rule 63 here could genderswap everyone, only major cast members, or just people at random. It could turn everyone into men or women or futanari. Biology would work itself out, don't worry. Rule 34+63 (is that 97?) could make everyone Yuri or Yaoi. How this works is entirely up to you, as is the level of perversion...
Your Companions don't respawn at all without a Perk, Power, or Items of their own that allows them to prevent or recover from being dead. Once they die in a Jump, just like you, they're dead, although you may Rez them if you possess the ability to do so, though this is extremely traumatic to your Companion... better than being dead though. Rezzing a dead Companion also requires you to deactivate 10% of your current cumulative CP total worth of perks until the end of the current jump. This gives any Companions you have 400 extra CP for all Jump.
  • 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: Mystic
You know something of the secrets of this world. Maybe not everything but certainly a lot more than any normal person around. You've heard of the spirits of the forest, even seen a few, and you know the language of the Dwarves as well as how to speak to the shadow creatures. You have settled in Stardew Valley due to the amount of mystical phenomena around this small town. You, like the magical creatures of this world, have found it prudent to hide your talent from those around you. But whether you continue that trend is all up to you.

Gender: Male Age: 15 (50 CP)

Perks, Items and Companions
Perks

The languages of the magical creatures of this world used to be far more widely known than they are now. People used to entreat earth spirits in their own tongues for a bountiful harvest or negotiate with dwarves for their solid steel tools. But now only the mages and the intensely curious know them. You're one of those who can speak to dwarves and earth spirits in their own language. You can also make yourself understood in Shadow Brute, but most of their kind is through listening to humanity. You will also have a small talent for picking up other mystical languages.
It can be hard to tell a tasty tomato from a poor one just at a glance. It takes years of experience smelling, tasting, and touching produce to gain a feel for quality goods. Experience you now have under your belt. You can tell at a glance which bunch of bananas in a pile will be the most delicious. You will be able to suss out quality fruits, vegetables, milk, cheeses, and pretty much anything that comes from a farm.
Nothing beats baiting a hook and relaxing until a fish decides its hungry enough to try a nibble. Unless you want to catch something that is. You've got a way with the hook and rod that has most fish leaping at the chance to snatch up your bait. It requires actively paying attention to what you're doing, so it's less relaxing, but you'll come home with as many catches as you can reel in. Which you've got a decent talent for too. It'll still take some effort to land the real monsters of the deep, but if there's a fish in whatever water you cast your line in, you'll find it.
Magic may be getting slowly crowded out of this world, but that had done nothing to weaken it. Only made it more rare. Still, those who know some of the ancient practices can unlock the secrets this world once knew. Key among them was the art of transmuting lesser materials into rarer ones. Five ingots of copper to make an iron bar and five of iron to make one of gold are just the basest acts you can manage. Gemstones can change or enough coal into diamonds. Even the mystical Iridium not being out of reach for those who find the right formula. And who knows what you can manage with some creativity.
I'm not even sure how you're managing this. But every once in a while instead of a fish you'll catch an honest to god treasure chest instead. These aren't filled with gemstones and gold, though every once in a great while it might have a gemstone or two. Instead it will always have something useful around the farm, like a new sprinkler, or just tasty, like a freshly baked cake. If you're wondering why a cake is able to survive being immersed in water for years, blame the nature spirits.
Carving wood and imbuing it with magic is an mystical art as old as time. They were used to ward away evil, protect homes from disease, and even entreat the spirits for more favorable weather. Few, if any, practice this craft anymore now that the nature spirits who once taught it have withdrawn. While there is more to the art than simple weather forecasting, that is where your knowledge begins. With an investment of power, a few rare components, and a little skill at woodcarving, you can create totems that seek to alter the weather of the next day. Never into anything out of season, asking for snow in summer is simply impossible, and turning a predicted hurricane into sunny skies might be asking a bit much. But toning it down to a thunderstorm instead or making clear skies cloud over is within your reach. You might, with experimentation, find more interesting uses for such devices of stored magic.
There is one benefit to spending all that time battling monsters. And that's the loot hidden in the dark corners they call home. Buried artifacts and long-lost treasures from ages past are still waiting out there in the world for someone to find them. You just so happen to be pretty great at finding these lost and forgotten treasures. You'll notice lots of little things other people would miss, like a telling break in the masonry or cracks in a wall that isn't as thick as it should be. These will often lead you to valuables if you spend the time following the clues. Everything from fossils to golden idols to even dinosaurs eggs on the rarest side could be found if you follow your nose... I mean instincts.

Items

This black egg flecked with blood-red spots feels warmer to the touch than a chicken egg really should. Given a little time it will hatch by itself, without an incubator even, into a small, fluffy chick with utterly black feathers and red, burning eyes. Despite its looks, it's not evil and is really just a chicken with a little extra magic in the blood. It'll lay more Void Eggs once it is grown, which you might be able to find some magical uses for. But don't eat them. Anything made with them tends to taste like burnt hair somehow. You'll get a new egg each week should you decide to eat yours or if something happens to the Void Chicken itself.
CP): This longsword appears pretty standard at first glance. A hilt, guard, two sharp edges and a glittering point. But it has seen the hands of a dwarven smith and comes away with a secret. On command, the weapon can change into a large maul or a sleek dagger. In all three forms the weapon will never break and if lost will find its way back to you inside the house. You may import a weapon you already own into this position and have it gain the same abilities.
Why would you even want this? Don't you know slimes are dangerous? Well, whatever, good luck to you. Slimes are acidic little blobs of goo that don't care for anyone who isn't a slime. They're hardy little creatures that only need a source of fresh water to survive. Inside this stone building, they'll breed and produce little balls of non-acidic slimes that, frankly, aren't worth much on their own. Still, the substance is quite sticky and could prove useful to an inventive mind. Just don't let your guard down in there.
Despite the name, this "tower" resembles a workshop more than anything else. Constructed of sturdy stone, this outbuilding has two rooms, one larger and one smaller. The smaller room comes lined with shelves set into the walls, though they are empty, and a few plain-looking chairs. The larger room is equipped with everything a budding wizard might need. A massive cauldron that sits over a fire that never seems to need feeding, an alchemy set of glass instruments and containers, and an assortment of impossible-sounding ingredients.
You've been gifted a larger plot of land than normal. Your farm is 80 acres in size now with the qualities of two different farms blended.
(Riverland Farm and Bastion of the Nature Spirits)

Companions

Companion Here
Shadow Brutes are creatures of the void, sentient nothingness held together by magic as ancient as darkness itself. They are solid enough and quite capable of interacting with the rest of the world despite what they are made of. Most Shadow Brutes will react violently to a Human presence, unable to set aside their anger at being hunted for so long as monsters. This one, however, is pretty friendly and rather chatty. Except on Fridays in when it stays silent out of respect for its diety, Yoba. Outside of these basic factors, this creature is a bit of a blank slate. It does seem oddly curious about Humans and their culture. The two of you will meet one rainy afternoon in the sheltering bows of a willow tree and it will take a liking to you. Unless you give it a reason not to, it will happily follow you when you leave this world.
Commonly known as Forest or Earth Spirits, these tiny fey creatures have existed since the first leaves grew on the first tree. They are small, no larger than a basketball, with stick-like arms and stubby legs. They are remarkably strong for their size and can easily lift large pumpkins over their head. They have little fear of Humans but have little interest in interacting with them now that they have turned away from nature and the old ways. Their ability to render themselves invisible helps them keep out of sight. This one is the colour of a ripe apple and seems to see something special in you. It will hang around and attempt to help you with your farm work. Understanding it may be a challenge, even if you know the language, as it doesn't speak much. But it is a clever, earnest little fellow that will happily follow you from world to world, though it will understandably be less enthusiastic in worlds with little nature for it to enjoy.
 
Last edited:
Tell me if any of you think of a story of two different types of Pokemon gigantamaxing so close to eatch other. Need help again
 
Sinew of Average Jumper

← Previous Jump ||Supplements|| Next Jump →

Jojo's Bizarre Adventure: Battle Tendency
Drawbacks
Jump Drawbacks

There is much more to see in this world than just vampires and those that fight them. A bizarre land with many stories yet to tell, ones you're guaranteed to encounter. Not only are you assured to repeatedly come into conflict with the main storyline and characters of this portion of the Bizarre Adventure, the rest of your time here will be stuffed with strange encounters too. Entities that might be revealed later in this world, like Stands and ghosts, or entirely new discoveries for you to battle against or seek to use for your own purposes. There'll be no hiding away, as these things become regular for you.
The approach of the modern era has brought great advances in technology, the greatest of which can often be found in the devices that transport humanity across land and sea and air. Except for you. Whatever vehicle it is, it'll buck at fate itself to see you either thrown from it's confines or crash the entire vehicle. Any transport or vehicle you enter is very likely to crash soon after starting up, becoming practically certain for anything that travels in the air. A car might be usable at times but never reliable, leaving you the painful prospect of walking in this globe-trotting adventure.
Germany has been much more proactive and much more successful in its quest for the power of unlife. Unlocking the secrets of Vampirism and the Stone Masks, the Nazis have created armies of the undead monsters and kickstarted their war far earlier than before, somehow building up their military power to their proper levels even before the menace of their new vampiric troops is added on. To make things even more dire, the leadership of the Reich believe that you hold the key to them unlocking a new stage in the vampiric transformation, what they only know as a 'Pillar Man', and seek to capture you. It shouldn't need to be said but the Germans are not especially kind in their experiments.
It's the villains that start with the amazing powers and you must be a hero, right? Of course, with all that potential you have, it's hard to doubt. If only that potential was anything new. All the things that you might have from outside of this jump, as well as any abilities or skills you buy here, are restricted from your access now but not for good. Instead, you will be able to unlock what you have lost at a incredible pace...as long as you're willing to go through the sort of harsh training that Joseph and Caesar did to increase their Hamon skill. Horrendously lethal training will have to be completed to regain anything as useful as Hamon or Vampirism here, with anything more powerful you have from out of jump requiring comparatively more difficult training. At least the really minor stuff won't force you to engage in such dangerous practices, quality of life improvements and items would only need a few days of incredibly stressful but non-lethal training.

Universal Drawbacks

So, you think you're a big shot, rolling into town with more money than a thousand stellar empires? Really? But it's okay because you've got some perk that guarantees that you'll never crash the local economy or cause hyperinflation, right? Wrong. Now every dollar, peso, yen, yuan, crown, or credit you spend has just as much influence on the local economic situation as it normally would. Tread carefully.
Your Companions don't respawn at all without a Perk, Power, or Items of their own that allows them to prevent or recover from being dead. Once they die in a Jump, just like you, they're dead, although you may Rez them if you possess the ability to do so, though this is extremely traumatic to your Companion... better than being dead though. Rezzing a dead Companion also requires you to deactivate 10% of your current cumulative CP total worth of perks until the end of the current jump. This gives any Companions you have 400 extra CP for all Jump.
  • 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: Warrior
The world has plenty of conflicts not fought in the trenches and open battlefields. Those who fight in these secret battles are too often born into it, the legacy of a long family line that has fought against or for the dark forces in this world. The latest heir to a lineage of Hamon Warriors or the dark scion of a vampiric ancestor who still plots in the shadows. You are privy to secrets that few humans can even imagine are truths but that knowledge comes with danger.

Race: Pillarman (600 CP)

Gender: Male Age: 25

Perks, Items and Companions
Perks

There is a time for dramatic speeches and there is a time for...well, everything that has to wait until your speech is finished. Time begins to flow in strange ways when you or an enemy start a monologue or intense discussion, slowing down events around the two of you. Even if you and your arch-enemy were falling down a short cliff, which would only take you two a few seconds to crash into the ground, you'd have the time to have a multiple-minute-long dialogue without anyone noticing that you're not falling at the right speed. Unfortunately for the craft ones out there, it only seems to work with a conversation or speech, using it for things more useful like magical chants won't see time begin to halt.
A body charged with life is naturally going to look fine. The essence of what it means to be alive infuses every inch of your body, leaving you looking gorgeous and in the prime of your life. Even when you reach into your senior years, you'll barely notice the age. Hair, skin, teeth, it'll all remain alluring and fresh regardless of the tussles and tumbles you get into. Just being around you makes people feel like they're charge up with vitality too, encouraging them to be more active and confident, fitting given how much more confident you find it easy to let yourself be when you look this good. Perhaps as a side effect of being so vital, you find it noticeably easier to channel Hamon to any part of your body, even through your hair.
To charm a lady takes more than a single witty pick up line, as certain silly Americans may believe. It takes grace and flair, a handsome touch to set the heart of a maiden aflutter. A romantic is what you are at your core, a natural charmer of all fine men and women. Even a few minutes along with most ladies and gentlemen is enough for you to cause bright blushes and heated collars. Rare is the cold heart that can turn you away. But your grace is present on more than just an emotional level. It is in the way you move that people find themselves quite entranced. Gentle control infuses every motion you make, allowing for both very fine motions and the appearance of being quite effortlessly cool. You won't even look like you're trying.
Methods of war passed down long ago, are considered useless in the current year where guns and bombs reign supreme. But skill with the sword, bow and fist is not to be underestimated. You're an experienced warrior in these archaic means and even more so when it comes to surviving in the wild without the benefits of any modern technology. It has been a brutal life so far but it's left you the knowledge to survive nature and the elements. As well as how best to use it against modern people, who cannot approach problems from the simple and natural methods that you can.
Everyone has their own way that they learn best. Some learn well with visual cues, some from direct instruction, others from written academia. But usually, you have no time for what your students learn best at. Sink or swim gets the fastest results, that you know for certain now. While you'd be quite a capable teacher in the ordinary school education methods, you're able to imprint your lessons on any student far better if you make the training process lethal and rather sadistic. The higher the chance of serious injury or death, as well as the greater stress and pain involved, the faster and more comprehensively will your students learn. It'll even reveal their hidden talents if they can stick through the training, inspiring them to find methods of success that they can rely on in the future. A natural trickster will be guided towards tricking his way to victory, as long as he doesn't give up and die.
Certain lineages pass down more than just history, grudges and good genes. The power of the sun, Hamon, comes to live in their blood between generations. Like the Zeppeli, or possibly the Joestars with generous interpretations, your family has for generations now practised and mastered the Hamon arts. You hold not just an immense talent for learning the discipline yourself, making years of progress in startlingly short times even when limited to self-tutelage, but also a naturally powerful body. With little exercise beyond a normal level, you could propel yourself high into the air from a seated position with a twitch of your legs or swing around enormous metal weapons that few humans could lift at all. Your endurance for strain and pain is incredible, capable of pushing through hours of tortuously hard work. Actual relations to one of the two above families are possible, especially since it's likely you share their broad and massive bodily frames. Going forward, your talent for quick learning and self-teaching with Hamon will easily translate to other natural abilities passed down to you by your ancestors.
It is both the energy of life itself, as well as the martial art and way of life that makes use of that energy. Hamon begins as breathing methods, which take in the solar energy in the world around you and begin to supercharge your body. Training in this art will grant superhuman strength, a vitality that can ward off ageing for decades and most famously- the ability to channel solar energy as a weapon. By breathing in and converting the energy, your fists and feet can be charged with it to become lethal weapons to vampires and others vulnerable to the sun. Hamon can be used for a variety of purposes once one unlocks the energy, such as telekinetically manipulating objects by channeling the energy through them, walking on water, even glancing ahead into the future through pools of water.

Items

Little more than a simple ornament, a headband or a wristwatch, but it means something important to you. Having it wrapped tight against your body gives you courage when you need it most, inspiring you to keep lifting yourself up from the ground when you get beaten down. Like the hand of a fallen friend that pushes you onward, having this memento on your body gives you a little extra push when you need it most.
A very valuable piece of clothing, made from the silk of the Satiporoja Beetles, which is capable of conducting 100% of any hamon channelled outside of your body. Those trained in the arts can manipulate this cloth freely, turning it hard as steel or using it with the agility of a third arm that can stretch and warp to cover longer distances. By default, it is a finely made scarf but any cloth-based article of clothing may be substituted into this.
A small stone fortress that floats on the water, a little distance out from the harbour of a nearby city. An abandoned base that Hamon warriors once made use of, with several small towers and arenas that act as both comfortable living quarters and a range of training facilities for Hamon users. These training rooms greatly accelerate the rate at which Hamon is learned and progressed, at the cost of being quite dangerous and risky ways to train. Pits of spikes to balance on while fighting, deadly water climbing pillars, that sort of thing. In the future, the base may alter or even grow to gain new deadly training rooms based on some supernatural power in future worlds.
An artefact of mighty power and priceless significance to humanity. A perfect ruby, able to magnify any light that passes through it by a million-fold, making even ordinary light into a burning laser. Hamon users who focus their energy on the item can melt humans entirely and the stone is said to be a vital aspect of the Stone Masks, enhancing it if used with the right artefact. The Aja Stone can supercharge both light and things that use light as energy, enormously increasing the end effect. The stone appears effectively invulnerable to harm and, as if it desired to be used, will always make its way back to your hands if lost.

Companions

New Ally (100 CP)
  • Origin: Ancient
    • Race: Vampire (400 CP)
  • Perks
    • Old Warrior (Free)
    • Aztec King (100 CP)
    • For Ten Thousand Years (200 CP)
    • Mysteries of the Meat (300 CP)
  • Items
    • Hibernating Wall (Free)
    • Stone Mask (300 CP)
  • Drawbacks
    • Get Ready For Gains (+300 CP)
  • Origin Rogue
    • Race: Vampire (400 CP)
  • Perks
    • Joestar Family Secret Technique (Free)
    • Your Next Words Will Be (100 CP)
    • New Yorker (200 CP)
    • Ol'Joseph Did It Again (300 CP)
    • Hamon Training (400 CP)
  • Items
    • Gun (Free)
    • Pocket of Trash (100 CP)
  • Drawbacks
    • Terror of Time (+200 CP)
    • Get Ready For Gains (+300 CP)
 
Last edited:
I was wracking my mind, and then I came across this Jump. Definitely not going to be a walk in the park, but I considered things, and decided to do the XCOM: Enemy Unkown jump! I think I have all the calculations done right. I'll do the post, but nothing will actually happen in-jump until tomorrow. So if there is a mistake, it can be fixed. I'll also check again in the morning because I finished this when I had too little sleep. If this seems against what was said in the IC, it is. You can blame Angel for that. I've got a decent grasp of his character, he is kinda my OC. But uh, OOC explanation, different settings were brought up, Angel said something about saving the world, some more stuff later it goes to this, and, well, I'll go into detail more in the IC.

XCOM Jumpchain
1400 CP total (1000 base, 400 drawbacks)
BIO

Want to change your age, race, sex, etc.? Go right ahead, during an invasion only human or alien really matters.
(No real changes, The Abnormality stuff is not the base form.)

Support: Serving as both field medics and logistical support, Support troopers make sure everyone comes home.

SUB-CLASS: 1 purchase, 100 total CP

For 100 cp apiece, you may choose a sub-class, unlocking a range of abilities otherwise closed to you.

Psionic: You have psionic potential. Unlock the Psionics Section with 400 complimentary cp.
Abilities (perks) 800 total CP

Each Class takes one ability for free at each price 'tier' and discounts the rest by half. (Just noting that I'm making it to where only class abilities are discounted.)

Free 5 total "purchases"

Basic Training (FREE all) This is an elite and largely covert military operation. You are
drilled in marksmanship, and understand small-unit tactics enough to function in a squad.

Smoke Grenade (-50 cp, FREE Support) Once per mission (or day, whichever is soonest)
you can produce from nowhere a smoke grenade. Can't anyone carry a smoke grenade?
Yes, but yours covers a wide area, and doesn't inhibit your allies at all, letting you pop
one off whenever somebody couldn't find cover. These traits and others from this
perkline also expand to include smoke grenades you actually take into battle.

Field Medic (-100 cp, Support) free choice You can get three times as many uses from a medikit, or other medical supplies, as anyone else.

Revive (-200 cp, Support) free choice Even the most advanced medikits can only stabilize someone who is bleeding out. In your case, though, anyone you can treat becomes walking wounded, even able to fight though that's not really medically advisable.

Savior (-300 cp, Support) free choice Medicines you use are double effective, without risk of
overdose or side-effects.

50 CP (or 100 CP discount) 3 total purchases, 150 total CP

Cover Fire (-100 cp, Support) When the enemy shoots, you retaliate by reflex. Nobody
can attack your squad with impunity, you provide the best overwatch.

Smoke and Mirrors (-100 cp, Support) See the Smoke Grenade up above? You get two
extra uses.

Sprinter (-100 cp, Support) You have to hustle when the team needs you, whether
wounded or pinned down. You're really fast, able to cover a lot more ground than your
fellows, to always be there when needed.

100 CP (or 200 CP discount) 1 total purchase, 100 total CP

Dense Smoke (-200 cp, Support) Your smoke grenades cover a wider area and are more
concealing than ever before.

150 CP (300 CP discount) 2 total purchases, 300 total CP

Deep Pockets (-300 cp, Support) Every limited-use item on you can be used one more
time than it otherwise would be.

Sentinel (-300 cp, Support) You protect your squad. One part of that is providing cover
fire when needed. You can get off twice as many shots when targeting someone
attacking your squadmates.


200 CP (or 400 CP discount) 1 total purchase, 200 total CP

Iron Will (-200 cp) You cannot be intimidated or controlled, your will is so strong. Your
allies can also benefit from this to an extent, more and more given more time in service.
300 CP (or 600 CP discount)

400 CP

600 CP

LOCKED ABILITIES (Sub-Class) 450 CP, 400 complementary, 50 CP spent. Included in the Abilities total spending

Mindfray (free) Reaching out, you shred your target's consciousness, doing significant
damage and causing them to lose their grip on reality, causing significant penalties.
Naturally, robotic enemies are immune, but good news, neither concealment nor cover
is an issue.

Mind Merge (-100 cp) You mind links with the target, bolstering them with your own
psychic energies. Improving their will, their accuracy (well, technically crit chance) and
even their health. Beware, if you are killed while using this power, the backlash will slay
your target.
- Greater Mind Merge (-50 cp) Like the Sectoid Commanders, you can target
multiple friendlies with Mind Merge, but with the same peril.

Psi-Inspiration (-100 cp) Remove panic and mindfray from nearby allies and bolster
their will to an astonishing degree. Let no enemy psion mess with your squad!

Telekinetic Field (-200 cp) A wide dome of mental force protects your teammates from damage.
FOUNDRY: 4 total purchases, 400 CP

Each purchase grants an Item, and plans for more, should you find or scavenge the materials. Each limited use item refills daily. Crates of resources do not come with schematics.

Basic Arms (FREE All) A pistol, assault rifle, and ceramic plate body armor, as well as a
daily replenishing frag grenade.

Medikit (-50 cp) A mix of high-potency stimulants and nano-sutures allows soldiers in
the field to get up and fight despite otherwise fatal wounds. Also contains a
general-spectrum antidote and antivenom.
- Improved Medikit (-50 cp) The flexible physiology of the Thin Man has given us
new ideas for improving our Medikits. We can increase by 50% the amount of
healing delivered in a single charge.
- Nanomedikit (-50 cp, requires Improved Medikit) The Nanomedikit contains a
pressurized solution, infused with painkillers and antiseptics, that, when exposed
to air, acts as a sealant and insulator.

Nano-Fiber Vest (-50 cp) Made from a dense weave of nanotube fibers, this lightweight
vest provides extra damage absorption to the wearer. It is so thin, it can be worn under
ordinary clothes and armor for extra or covert protection. (+2 armor hp)

Plasma Weapons (-200 cp)
The weapon of the enemy, scaled down a bit and adapted to the human hand. Not just a plasma rifle, but a light plasma, heavy, cannon, pistol, sniper, and an Alloy Cannon. Plus the Blaster Launcher, a guided plasma bomb with extraordinary damage.
Companions: 1 total purchase, 100 total CP
Veteran Recruits (-100 cp) Perhaps you know some people who have fought by your side
before? Import no more than 99 Companions with 800 cp of their own to spend.
Companions cannot take drawbacks for more points.*

*Using this to "recruit" the Lob Corp Agent. In favor of balance, he doesn't have any L Corp perks. Effectively meaning this is his first jump.
XCOM HQ: 4 total purchases, 400 complementary CP, 0 CP spent

An underground stronghold, can become a Warehouse Attachment or follow you into future Jumps. The Jumper alone gets +400 cp to spend just in this section, but Companions can chip in if they feel like it.

Basic Base (FREE) The basic package, a barracks for up to 99 infantry, a situation room
for monitoring finances and various points of interest, mission control, a research
laboratory, an engineering workshop that can fabricate many things, a hangar with
space for five aircraft and concealed VTOL launch chute (also a free Raven Interceptor
and Skyranger transport.) Also a basic generator.

Satellite Nexus (-100 cp) Skip all the uplink fuss, and control the entire network of
satellites from here. To save on a little space, this will also add stealth to the satellites,
making them harder to find and eliminate.

Foundry (-100 cp) A dedicated facility for designing new weapons and improving on
existing technologies. Ideas flow fast and free in this experimental space.

Psionics Lab (-100 cp) A dedicated lab for the study of psychic phenomena, and testing
and training of psionic potential.

Alien Containment (-100 cp) A cell for alien interrogations, able to resist a dizzying
array of weapons and powers. After the war, who knows? Perhaps you'll someday have a
use for an escape-proof cell.
Drawbacks: 400 CP

Total Loss (+100 cp) Whenever a soldier falls, all their gear is vaporized too. Such a pity,
a lot went into equipping them.

No Exit (+100 cp) Remember the part where you could leave after defeating the
invasion? Yeah, forget about that, it's ten years in-universe or bust as far as you're
concerned.

EXALTed (+200 cp) A secretive paramilitary group with transhumanist ideals, EXALT
seeks to study the aliens on their own, and seize wealth and power while the nations of
the world are distracted by the alien menace. Undermining XCOM will be a high
priority for them.
Angel's choices: (800 CP)

Assault: The first and last boots on the ground, armed usually with shotguns. Your
specialty is aggressive reconnaissance, drawing fire and flanking, making the best use of
your tactical mobility.

Sub-class:
Gene-Mod: Brave volunteer, you have alien DNA spliced inside your genome. Unlock the Gene-Mod section with 400 complimentary cp.

Abilities: 300 CP total

Free: 5 total "purchases"

Basic Training (FREE all) This is an elite and largely covert military operation. You are
drilled in marksmanship, and understand small-unit tactics enough to function in a squad.
Free, 3 total "purchases"

Run & Gun (-50 cp, FREE Assault) Unlike basically all of humanity, you can fire accurately from the hip while running, even in a dead sprint.

Lightning Reflexes (-100 cp, Assault) free purchase You jink and dodge with the best of them, your squadmates might think you're actually bulletproof. Certainly no one is bringing you down while on the move, except with massed fire or explosives.

Close Combat Specialist (-200 cp, Assault) free purchase You aren't to be snuck up on. Anytime an enemy closes to close range, you reflexively snap off a shot. This never results in
blue-on-blue friendly fire.

Killer Instinct (-300 cp, Assault) free purchase The more you keep moving, keep firing, the more you are rewarded with those sweet, sweet critical hits, resulting in a sort of grim reaper's sprint. So press your luck, what's the worst that could happen?

50 CP (or 100 CP discount) 1 total purchase, 50 CP

Close & Personal (-100 cp, Assault) Your expertise in taking targets apart up close is
legendary. You can fire extremely rapidly and still target weak spots. (+30% crit chance,
free shot for the mechanically pedantic)


100 CP (or 200 CP discount) 2 total purchases, 200 CP

Bring 'Em On (-200 cp, Assault) Mob attacks might work in the movies, but not on
trained soldiers and definitely not you, Your attacks do more damage the more foes you
can see.

Rapid Fire (-200 cp, Assault) When needed, you can fire twice as quickly in exchange for
a small loss of accuracy. These are aimed shots, to be clear, any fool out of basic can
spray and pray.


150 CP (300 CP discount) 1 total purchase, 150 CP

Resilience (-300 cp, Assault) One does not crit the crit master. It doesn't matter how
tired, hurt or distracted you are, you will be hit for the normal damage only.

200 CP (or 400 CP discount)

300 CP (or 600 CP discount)

400 CP

600 CP

LOCKED ABILITIES (Sub-Class) 800 CP, 400 complementary, 400 CP spent

Adaptive Bone Marrow (-100 cp) You get over injuries in a third the time, minor
injuries disappearing even before the mission is over (+2 hp per turn)

Adrenaline Surge (-100 cp) Getting hurt just makes you more dangerous, the adrenaline
increasing your strength, aim and reflexes to superhuman levels.

Bioelectric Skin (-100 cp) Your charged skin can sense nearby electric fields. Even
through stealth or obstructions, you can sense a hazy outline of your foes, whether
mechanical or biological. In addition, anyone going for grappling or strangling attacks
is in for a... shocking experience.

Iron Skin (-100 cp) You take 25% less damage from all sources.

Muscle Fiber Density (-100 cp) Provides enhanced strength, particularly to the legs,
allowing one to casually leap to and from the rooftops of three story buildings.

Neural Damping (-100 cp) Your will is bolstered and thus you become highly resistant
to psychic powers. Outright immune to panic and mind control just knocks you out for
less than a minute.

Neural Feedback (-100 cp) Anyone trying to mess with your head with psionics gets
hurt and their abilities briefly disabled. This doesn't tilt their odds of success one way or
another, just ensures they'll pay for the attempt.

Secondary Heart (-100 cp) A small secondary heart allows you to survive otherwise
immediately lethal damage, and take far longer to bleed out. No it doesn't make sense,
roll with it.

Edit: ok, wow. I made a… lot of mistakes. I thought I spend 900 CP in the perks section when it was really 600, forgot to add the points from a drawback, meaning in total I had 400 unspent points, and I also forgot to post the warehouse. I don't know how exactly I thought I spent 900 points, but here's the changelog:

Fixed perks section to display proper points.
Added Iron Will to the perk section (200 CP)

Added Plasma Weapons to Foundry Section (200 CP)

Added warehouse.

Actually I counted wrong again. It'll be a bit before I can do it right. Just noting that I did the first edit wrong as well.

edit 2:
Turns out I missed another 50 CP. Somehow. I am great at math. anyways:

Added Nanofiber Vest

Changed the formatting because it was atrocious

I triple-checked this time, and it does check out! That took entirely too long.

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.

Start on Jump 2, 500 WP.
-50 WP Basic accommodations
-50 WP Basic nutrition
400 WP as of beginning of Jump 2.


COSMIC WAREHOUSE​

=Free=
Over the course of your adventures you're probably going to collect a metric fuckton of stuff. Weapons, armor, 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. Before you do anything with it, it looks like a fairly dimly lit and very empty room.
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 the 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 know-how needed to pull it off.​


STARTING SPACE

=Free=
Your Personal Reality starts out with a volume of 80 x 80 x 10 meters, so 6,400 square meters of floor space or 64,000 cubic meters of storage volume. In the archaic and silly 'Imperial' measuring system this is 262.5 x 262.5 x 32.8 feet, so 68,889 square feet or 2,260,138 cubic feet.​



ANTIBIOTIC FIELD

=Free=
See, every biological lifeform carries their own microbiome and something called a virome (the viral version of biome) inside us. They're harmless to us… often helpful in fact. But expose someone to bacteria, protozoa, or virus particles that they're not used to and you've just given them the plague. This stops this from happening. The microbiome of everyone who enters or exits your PR is scrubbed to be harmless to everyone in each jump you visit. This doesn't kill your virome / biome, just keeps it from being harmful… to anyone. All viruses, parasites, and bacteria not native to your current jump and not in specifically designed storage containers (or fiat backed) are destroyed at the end of each jump or passage to a new reality if you're post chain. The biomes / viromes of companions and jumpers inside the PR at jump transition are converted to local versions at the start of the next jump. No one likes a plague carrier. This will not cure current infections except at the ends of jumps. But if you need that, there's a medbay later on. You probably want that.​


ACCESS KEY

=Free=
This is a special key that lets you access your Personal Reality and its contents. When inserted into any lock on any door, the door opens to reveal a gateway into your Reality at a predetermined location within it. You are the only person who can take the key from the lock, the gateway remains open as long as the key is in the lock, and if the key is ever lost or stolen you will find it in your pocket a few minutes later. You cannot close the door as long as you are inside the Personal Reality.​


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. Invaders had better bring their own air or be able to breathe Earth Standard Atmo. Earth Standard Gravity will be maintained in all areas, and the air will be just humid enough. Although there will be some dust build-up over the centuries, it will be minimal.​


THE QUESTION OF 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.​


BASIC ACCOMMODATIONS

=50 WP=
This provides minimalist accommodations for you and each companion. Essentially the same thing you'd get in Basic Training in the military. A barracks with a bunk and a locker and a camp toilet. If you bought Pipes Pipes Pipes, this improves to include a communal shower and toilets (no plumber needed). In fact[g][h], someone need not be a companion for this to work. Anyone you allow into your Personal Reality will be allotted a similar level of basic living quarters, thus allowing you to turn your Personal Reality into a refugee center if you like. If you have Basic Nutrition, this will provide any such guests as you may invite into your Personal Reality with very basic food equal to 2000 Kcal a day, totally vegetarian. This can support up to a maximum of one person per day for every 4 cubic meters of space in your warehouse. Camp toilets must be emptied manually. No extra space is added to your Personal Reality by this. It simply provides food and bed and toilets for as many people / beings as you have in your Personal Reality at any given time.​


BASIC NUTRITION

=50 WP=
This option provides a basic (if minimalist) food delivery for you and all companions (metered for a normal human dietary requirement). This delivery comes once a week and is the kind of thing you'd buy on a very strict budget; Ramen, Peanut Butter, Generic Cereal, Dry Beans, Eggs, Tofu, Fresh Common Fruits & Veggies, Canned Fruits & Veggies, Dry Pasta, Salt, Pepper, Milk, Bottled Water, Rice, Flour, Butter, Barley, etc. Essentially the purchasing power of 50 dollars US a week per person.
(Note, you cannot sell these supplies for money.)​


ENTRANCE HALL x1

=First Free, Additional Halls are 20 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, and some doors, one leading to the current Host Reality, the other into your Cosmic Warehouse, with additional doors 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. If you have the Force Field Utility, the Field does not block access from the outside world into the Entrance Hall, but rather from the Entrance Hall into the rest of your Personal Reality.

ADDITIONS:
Customised Cell (200cp): A small 6m-square room tailored to your needs. Provides food, water, plumbing and lighting. While you are here, the cell will accumulate energy. You may seal it shut provided at least you are inside. After the jump, your cell becomes an attachment to the warehouse, and the energy supplied can be stored in special PE-Boxes, or used to power your warehouse. You may freely deploy it to a location of your choosing once per day.
 
Last edited:
Sinew of Average Jumper

← Previous Jump ||Supplements|| Next Jump →

Buso Renkin
Drawbacks
Jump Drawbacks

Rather than just regenerating Victor, Dr. Butterfly instead chose to augment him with a special homunculus. This not only grants him with a greatly increased strength, speed, and reflexes, it also makes him mad, turning him into an unstoppable berserker. While he can still be destroyed, it will take much more effort.
While otherwise Victor would eventually leave the earth, and stay on the moon, now he had a sudden change of heart near the end and decided to use his gravity manipulation to send the moon crashing down to earth.

Universal Drawbacks

So, you think you're a big shot, rolling into town with more money than a thousand stellar empires? Really? But it's okay because you've got some perk that guarantees that you'll never crash the local economy or cause hyperinflation, right? Wrong. Now every dollar, peso, yen, yuan, crown, or credit you spend has just as much influence on the local economic situation as it normally would. Tread carefully.
Your Companions don't respawn at all without a Perk, Power, or Items of their own that allows them to prevent or recover from being dead. Once they die in a Jump, just like you, they're dead, although you may Rez them if you possess the ability to do so, though this is extremely traumatic to your Companion... better than being dead though. Rezzing a dead Companion also requires you to deactivate 10% of your current cumulative CP total worth of perks until the end of the current jump. This gives any Companions you have 400 extra CP for all Jump.
You begin the jump after the forces you would not be allied with have won a decisive and crushing victory, probably one that totally reverses the original outcome of the story. Your potential allies are likely scattered and broken, if not dead.
  • 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: Victor
It seems as though there were more than 3 Black Kakuganes created, with one of them being implanted into your body to serve as a replacement organ for the one you had lost. As a result, you have gone through the victorization process, leaving you much stronger, faster, dexterous, and all-around greater than any other human. This process came with two side effects however; the first one is that your skin has taken an olive brown tone, with your hair taken on a light green colour, and your eyes a crimson red. The second effect is that your body will regenerate almost instantly from any injury and will constantly drain the life force of those nearby, which will put your allies in danger. Also, you can somehow fly now. (500 CP)

Race: Victor Lifeform

Gender: Male Age: 25

Perks, Items and Companions
Perks

It doesn't matter that you're a being that brings death since you look so good doing it! This makes you gain attributes that make you more attractive like parts of your hair just happen to stand up in a way that makes it look like you have antennae and the like.
Spending an eternity alone on a place as desolate as the moon does some things to your sanity, you know? This grants your mental state a peculiar property that prevents you from boredom, and the harm associate with it.
Rage fuels your machine Jumper. The longer you fight and the angrier you get, the stronger you and your abilities get and the more pain you can manage to shrug off. While this won't create miracles by being angry, it will could potentially put you on an equal level with a far more powerful foe.
The inherent physiology of a Victor is to drain life, and this is something (if you are a Victor) that you have no control over. However, this perk allows you to control this drain, in both amounts (the maximum drain rate increases with time, which means you can lower the drain from 'full power' to 'off), the targets (so you can choose who this does, and does not affect if they are within range, and scope, allowing you to drain other sorts of energy (stamina, magic, etc.) to a lesser degree as well.
You went down this path of your own free will, and since no one would willingly grant you with such amazing powers without a price you had to learn everything yourself. Because of this you know everything there is to know about making homunculus, down to the best place to insert the embryos. That being said, you can't do any of this without a laboratory and whatever DNA you plan on incorporating.


Items

For some reason or another, both Victors wind up wearing clothing that cuts off at least near the stomach, which coincidentally matches their primal look perfectly. You too gain a set of clothing that matches your full powered form (that has a midriff/no shirt in it too!)
Maybe of someone lost, or someone who has lost you to time, regardless of its origins this small charm greatly aides your ability to think rationally when you're upset.
Just as it says, this purchase grants you with a moon, either to serve as the 'world' for your warehouse, or to be in orbit of a celestial body. You can enhance it as you wish, but remember that there's no atmosphere on it starting out.
this serves as a normal kakugane, until implanted into a sentient being. This converts them into a Victor, and they have 1000kp to spend to customize their kakugane. (Stipend 1000 Kp for first and 1200 Kp for 2nd one)
  • Golden God Armor
    • Import: Happiness Armor
      • Bling-Bling (+400 Kp)
      • Conversion (+200 Kp)
    • Evolution (300 Kp): While normally your item has a hard cap over time, this allows it to keep on growing so long as you train with it. While initial results are very noticeable, over time the results don't come as fast.
    • Silver Skin (300 Kp): Transforms your armour into a harder metal before contact, preventing damage. Highly resistant to Atomic, Chemical, and Biological weaponry
    • Elemental (1000 Kp)
      • Gravity: Purchasing this allows your kakugane to manipulate the local gravity around it. While this could be used to create a black hole, it does not provide any protection against it.
      • Time: This allows your kakugane either accelerate, slow down, or even create time loops in a short range around the user
      • Energy: By directly sapping your own life force, you can project it as a way to attack, defend, or to even gain thrust.
  • Black World
    • Import: Moon
      • Bling-Bling (+400 Kp)
      • Conversion: (+200 Kp)
    • Scrubber (200 Kp): Filters out harmful battlefield elements (toxins, etc) in a 30ft radius around the user. Can also be used to survive in space without any special protections.
    • Expansion (300 Kp): enlarges both the mass and volume of your kakugane. The limit for this is up to 15x expansion.
    • Evolution (300 Kp): While normally your item has a hard cap over time, this allows it tokeep on growing so long as you train with it. While initial results are very noticeable, over time the results don't come as fast.
    • Telekinetic Control (400 Kp): Allows you to mentally control all aspects of your kakuganefrom a distance.
    • Mirror World (500 Kp): An odd ability this effect has, as long as you (or someone holding a part of your DNA) is holding your kakugane they can temporarily enter the mirror world, which is wherever you are minus people essentially. While in this world you cannot attack, but you also cannot be attacked. While there are no actual people in this world, you can see the location of where someone would be in the real world.
    • Replication: (700 Kp): Replicating both you and your kakugane, this takes up a very large amount of stamina per clone. Each clone is essentially the same as you, save for any aesthetic feature changes you would like to make. While you cannot mind-control them, you can mentally communicate with them, and they will always have the same goal in mind as you, will not betray you, and will decay after a month. While there is no upper-limit to the amount of clones you can produce, each clone serves as a 'cap' for
      your stamina, preventing you from recovering to your maximum amount while it is active.
Companions

General Import (200 CP)
  • Origin: Ancient
    • Race: Vampire (400 CP)
  • Perks
    • Old Warrior (Free)
    • Aztec King (100 CP)
    • For Ten Thousand Years (200 CP)
    • Mysteries of the Meat (300 CP)
  • Items
    • Hibernating Wall (Free)
    • Stone Mask (300 CP)
  • Drawbacks
    • Get Ready For Gains (+300 CP)
  • Origin Rogue
    • Race: Vampire (400 CP)
  • Perks
    • Joestar Family Secret Technique (Free)
    • Your Next Words Will Be (100 CP)
    • New Yorker (200 CP)
    • Ol'Joseph Did It Again (300 CP)
    • Hamon Training (400 CP)
  • Items
    • Gun (Free)
    • Pocket of Trash (100 CP)
  • Drawbacks
    • Terror of Time (+200 CP)
    • Get Ready For Gains (+300 CP)
 
Last edited:
From what I see, Saint Row and Reborn! Likely overwhelms the plot... then there are Simulation Super Hot subplot and all parallel timeline bullshit. Oh to make it funnier fact that Wuxia and all martial arts fun exist means one needs to be insane to stay in the underworld. If John Wick and 007 himself scale those two might as well be planetary level minimum :D
 
Last edited:
From what I see, Saint Row and Reborn! Likely overwhelms the plot... then there are Simulation Super Hot subplot and all parallel timeline bullshit. Oh to make it funnier fact that Wuxia and all martial arts fun exist means one needs to be insane to stay in the underworld. If John Wick and 007 himself scale those two might as well be planetary level minimum :D
just a whole lot of shootan and puncheon
 
just a whole lot of shootan and puncheon
Oh once fuse there won't be a lot of just those. Kung Fu settings open a lot of weapons... Reborn means by year 5 of jump magic box exists that allows people to summon flame beasts (the John Wick setting would make sure everyone and their mother has them) not to mention some Wuxia techniques are simply magic. Have you seen Hexa Meridian Sword finger? Heaven and Earth Greatshift? Even classics like Yurai Buddha palm qigong with shounen escalation mean a person could destroy a whole city with one attack...

Then there is those stickman :D
 
Oh once fuse there won't be a lot of just those. Kung Fu settings open a lot of weapons... Reborn means by year 5 of jump magic box exists that allows people to summon flame beasts (the John Wick setting would make sure everyone and their mother has them) not to mention some Wuxia techniques are simply magic. Have you seen Hexa Meridian Sword finger? Heaven and Earth Greatshift? Even classics like Yurai Buddha palm qigong with shounen escalation mean a person could destroy a whole city with one attack...

Then there is those stickman :D
its funky that that one doesn't allow deaths, so forcing a buncha people to say uncle will be more of a challenge

it would be a weird ahh session but a neat one, gauntlet first then the usual
 
Sorry I been afk been preparing some rooms for family and we basically used those two for storage so full of stuff stacked on top of each other as tall as some people plus some of it is really heavy so just been to exhausted when im free but in a few days I should be done.
 
Back
Top