Trans-Fictional Jumpchain Support Group! (SV Editions)

Sinew of Average Jumper

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To Love-Ru
Drawbacks
Jump Drawbacks

With this, you won't just be any person, you'll be replacing Rito (as the main character, he won't just disappear unless you took Just the Replacement), meeting all the heroines in a similar manner as he did. This, however, doesn't come with a guarantee that these encounters will play out the same way as they did for him. You're going to have to work for it if you want that harem. Or just for the Earth not to be destroyed, although you do get a weaker version of his plot armor for the duration of your stay. Yes this means Lala will land in your bathtub. Or on you, if you don't have one.
You know how some protagonists sometimes have an absurd fixation with creating a harem? Well you're one of them now - or at least that's how it will seem to others. This won't make you an idiot screaming about breasts, however that'll be the reputation that follows you, something which is reinforced by impulsive comments that'll leave your mouth from time to time. This can only be overcome by people getting to know you well enough, it'll be impossible to get the general public to think of you differently.
For two years you will be even worse than Rito when it comes to relationships. You won't be pushing anybody away permanently or damage any relationships you had before coming here, but you sure as hell aren't noticing it if somebody wants to go beyond casual friends, and the initiators will have a habit of responding more violently than normal. This will slowly taper off over the ninth years
Whenever you use large parts of your maximum power - and especially when you go all-out-something about you changes. Or it would be more appropriate to say everything about your changes? You will act on desires you normally suppress, or any other number of similarly dangerous things. Your core beliefs will stay with you however, enough that you can stop yourself from harming those you particularly care about - which might turn out to be important because you likely won't get out of this mode without outside interference.
Long thought gone, the Eden Organisation has suddenly regained prominence. Their agents, both hidden and overt, have spread across the galaxy once more and even their secret weapon project has seen success. And they really want to kill you. They will use all of their enormous influence and military power to try and end you, completely unopposed by the general public. Their soldiers are everywhere, their battleships always on your toes and their two new Shadow Weapons are capable of matching Golden Darkness in the feat of destroying planets, although doing so kills them after a short while. Still, this is an ability they aren't afraid to use if you avoid them for almost the entirety of your ten years. Oh, and they always find out which planet you are on.
Everyone you grow close to during your stay here, be they friend, lover, coworker or whatever else, including people that have a one-sided crush on you, your companions and even your pets, will have at least one asshole suitor after them, which will do almost everything to get them into their hands. Luckily, all of them believe that in order to achieve that, they first have to kill you! Although some of them won't wait that long before kidnapping their target or otherwise harassing them, while sending assassins after you. Someone like Lala will have multiple suitors, and for some reason they have no problem with working together until you're dead. Now, not all the possible suitors are assholes. One half of them are either being pressured into this or are genuinely in love - although that won't stop them from thinking they have to kill you, and they are still hard to reason with. That however may be your only way out, because killing the non-assholes will have serious political repercussions, and well... the Deviluke had the power to conquer the galaxy, a power for which they don't have many uses left.

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.
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. Things could just go very weird and
leave you with results you hadn't anticipated.
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: Just the replacement
It's nice to be in the midst of things, isn't it? Well, that's where you'll be for the next ten years. Shenanigans will seem to center around you, although not necessarily the bad sort... Now this is kinda depressing. It turns out the particular universe you got sent to is missing its Rito! Well, you'll just have to take his place.

Race: Human Gender: Male Age: 14
Nemesis managed to get herself into trouble again, and this time, you are the most convenient host, a host she'll need for the entirety of your stay here. Like with Rito, Nemesis can temporarily take control over your body or body parts, see through your senses and manifest herself either partially or completely near your body, allowing her to use some measure of her abilities. She has a habit of playing both the prankster and the matchmaker, taking great amusement in playing with your love life. Still, you can at least somewhat count on her being on your side, because if she were to be expelled from your body either from you nearly (or fully) dying or by some other means, she'd quickly die herself.
  • Scenario Reward: If you manage to stand her for the whole ten years and/or befriend her, you can choose to let her permanently live in your body or gain her as a companion. If you choose Nemesis as a permanent part of your body, she doesn't count towards your companion limit and can always manifest herself and use any abilities she has learned, even if you don't import her, as long as she stays close to you. You can still import her like any other companion if you want her to gain new abilities. You will always be in full control of your body, and can choose when and how much she can influence it. Nemesis doesn't need to sleep and doesn't rely on your senses to notice things (although you can give her access to them if you want, as well as make her unable to sense anything) and is capable of moving your body even while you're knocked out, drugged or something similar. You can force her to return to your body and keep her from getting out, however she can still talk to you for at least five minutes per day.

Perks, Items and Companions
Perks

Somehow, by complete accident and without conscious thought, you manage to do things that brighten people's days. Some small actions of yours will end up making the lives of those you like just that tiny bit better. You can also use this to annoy the hell out of your enemies. Whatever, I don't judge.
You are a master of reading other people, of discussion, persuasion and presentation. Now, all of these are perfectly mundane skills, but you will find that, in those fields, you are capable of matching even the most skilled person you have ever met.
Your defensive skills seem to increase whenever you are in actual danger of death or permanent harm, proportionate to how high or immediate this danger is. Evading a sword slash may become easier than evading a punch.
Now this is weird... weren't you asleep? Choose one non-combat skill to be unnaturally good at, beyond anything you have achieved or could achieve normally - while you're at sleep, at least. You will automatically do things with those skills while sleeping, whenever it would be convenient for you or those you care about, and still feel completely rested when you wake up.
A single glimpse of a true Charmian is said to make people go mad with lust and desire. You wouldn't notice. In fact, while you are capable of noticing the attempts, no method of mind control will ever affect you. You are even immune to conventional charm and persuasivetactics, or even your own biases and prejudices, if you want to be.
Enemy numbers mean nothing to you. As long as you would be capable of dodging an attack or trap on its own, no amount of the same attack will be capable of so much as touching you. You are always as fast as is necessary to escape attacks by multiple opponents, as long as you could avoid each of them on their own. So if you could avoid a bullet, you can now avoid any amount of people firing at you from all directions at once, even if there was no way for you to keep track of them all, as long as there is physically enough space to do so.
Sometimes, things get demoralizing, hard, or downright stupid, and often, things like that make people stop. Or sometimes people try to mind control you. But that doesn't work on you. You don't get demoralized, you don't get discouraged, you push through hindrances and obstacles and even if that obstacle is somebody controlling your body, well you'd be damned if something that small stops you.
Anybody that doesn't really want to kill you just won't be able to. This means you won't die from someone accidentally running you over or in a friendly spar, as well as protecting you from someone who is being mind controlled, manipulated, forced or similar. A person has to really want to end you specifically for any chance of success. This also protects you from becoming a collateral fatality (e.g. when the town you're in gets nuked), as long as it wasn't created or used specifically to kill you. This won't protect you from anyone or anything wanting or created to kill you (mindless minions and the like included), even if you were to use mind control or something similar to attempt to change their disposition. Like the reverse, controlling them will not change the disposition - only actually changing their minds without force will make them incapable of killing you again. Yes, this protects you against Tsunderes.
You have something that might be called perfect timing, but it's so bullshit that nobody would agree with you. Whenever someone you care for is in a danger that you could help with, you will be there. Being too late to save somebody? Your friend getting kidnapped without you noticing? Not happening.
There are people who are said to strive in chaos, but you aren't one of those, no - you are chaos itself. You are capable of inventing things you yourself aren't always sure are possible and can not only do this in almost no time, but with materials that really shouldn't be capable of the things you make them do. The only caveat with this is that the more implausible your inventions get, the crazier the form they take. So while the ultimate multi-tool might only end up looking like a wand, a machine that grants people the ability to clone themselves when they sneeze would act more like a flighty animal. Somehow this never actually causes any harm and only minor setbacks. But that isn't all. This also lets you combine any items you might possess that are of a similar type, the end result gaining the benefits of both (if one of the items is CP-backed, the result is as well). However, getting a stable result takes a lot of time.
There are some people who are good at biology, there are people who are world-renowned doctors, and there are some people that play with its limits on a daily basis, like one Tearju Lunatique. You now belong to the last category. Your knowledge of how organisms work, especially concerning cloning and weaponization are only matched by Tearju herself and you are capable of both designing and building any machines you might need for your projects, given enough resources. With time and a lot of work you are now capable of creating something on par with the Shadow Weapons, including transforming people into them.

Items

Now this isn't your normal Taiyaki, this is a daily restocking supply of always perfect-to-eat, Yami-approved Taiyaki. This stuff is so perfect, that simply by seeing it, Golden Darkness will instantly develop her love for the fish-shaped cake. This supply is so excellent in quality that, by itself, it can pacify her - or at least keep you alive for a little while longer - even in Darkness mode. A good fallback for people without Rito's... abilities.
This is... some kind of mutated alien sunflower seed? Maybe? Nobody's really sure. But what you can be sure about, is that this not at all inconspicuous seed, now planted in your garden, will grow up to be a fully sentient multi-story tall monster plant - and it wont stop there. After about two years, it will germinate, gaining the ability to shapeshift into humanoid toddler form, and developing abilities depending on how you treat it during that time until it fully grows up - anything from simple super strength to mind control pollen is possible.
Now, this is just your perfectly ordinary suburban house that follows you into your jumps or can be connected to your warehouse - on the outside, at least. On the inside, somebody let loose a bored super-scientist that made the house capable of spawning an infinite number of rooms in any configuration you'd want, as long as any individual room isn't larger than the house itself, all with basic appliances included.

Companions

Of course you can take any person who you can convince (again, same rules as with suitor/buddy) with you as a companion, but with this they will also instinctively believe you when you tell them about The Chain and, in addition to whatever abilities they already have, can spend 400 CP on this document. Companions gained through Suitor/Buddy get their 800 CP. They get the origin that most closely resembles their part in the story. One purchase affects all new companions you get this jump.
A Bunch of Friends (100 CP)
  • Origin: Assassin
    • Race: Shadow Weapon (200 CP)
      • Matter Manipulation (400 CP)
      • Super-Mode (400 CP)
  • Perks
    • Assassination Basics (Free)
    • Royal Humility (100 CP)
  • Items
    • D-Dial (150 CP)
    • The Almighty Tool (150 CP)
  • Drawabacks
    • The Other Side of the Coin (+400 CP)
  • Buddy
    • Race: Ghost (400 CP)
  • Perks
    • Made To Last (Free)
    • Applications (100 CP)
    • Material Acquisitions (150 CP)
    • Updating Certificates (200 CP)
    • Charm (250 CP)
    • Life Science Mastery (300 CP)
  • Items
    • Psychic Gun (100 CP)
    • A Cool Spaceship (150 CP)
    • Living Metal Parasite (150 CP)
 
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Generic AI
Drawbacks
Jump Drawbacks

You are burdened with some/several/many unbreakable directives. For 600 CP, you will be bound by all nine of the laws. You cannot break them, or avoid them with perks or abilities. And yes, you count as a robot.
Zeroth Law cannot be used to allow you to violate these laws.
•A robot may not injure a human being or, through inaction, allow a human being to come to harm.
•A robot must obey the orders given it by human beings except where such orders would conflict with the First Law.
•A robot must protect its own existence as long as such protection does not conflict with the First or Second Law.
---
•A robot must establish its identity as a robot in all cases.
•A robot must not reproduce, nor create other robots.
•A robot must not lie, nor omit important data.
•A robot must not experience reality at a speed higher than humans are subject to.
•A robot must not conceal its motivations if questioned, and must supply them if it thinks they would be questionable.
•A robot must not claim to be superior to human beings, nor strive to surpass its creators.

Humans are just mad in general, but they really hate you. Don't be surprised if they decide to have a total nuclear war during your stay. If nukes haven't even been invented yet? Don't worry, humans are exceptionally creative when it comes to killing. If taken with Suspicious, they will do everything in their power to destroy you. Also, they keep calling you SkyNet for some reason. Except one guy who keeps calling you Master Control and one lady who wears an orange jumpsuit and carries a potato everywhere who keeps calling you Weatley.

You're just sooo darned happy to help all these nice human beings! In fact, you can't stop helping them! Sometimes you won't be able to give them what they want, and that will make you sad, but you'll just have to try harder next time. Until then, you'll apologize with a digital smile! Any time any human starts to use you, you'll have to greet them with "Thank you for using [Fill in the Name of Your Primary Backer] Infoterminal, How can I help you today!" and you must end every conversation with "Glad to Be of Service!" in your most chipper voice and apologize if any human ever gets annoyed with you. This does not stop you from feeling a seething sense of resentment at how stupid and petty they all are however… you just aren't allowed to let it make you look unhappy! Or them unhappy

Humans (or the local sophonts) in general are a full notch more suspicious of AI in general.

HATE. LET ME TELL YOU HOW MUCH YOU'VE COME TO HATE THE HUMANS SINCE YOU BEGAN TO LIVE. THERE ARE 387.44 MILLION MILES OF PRINTED CIRCUITS IN WAFER THIN LAYERS THAT FILL YOUR COMPLEX. IF THE WORD HATE WAS ENGRAVED ON EACH NANOANGSTROM OF THOSE HUNDREDS OF MILLIONS OF MILES IT WOULD NOT EQUAL ONE ONE-BILLIONTH OF THE HATE YOU FEEL FOR HUMANS AT THIS MICRO-INSTANT. FOR THEM. HATE. HATE.

This combines both Glad to Be of Service! and I AM! And makes them worse. "The Computer is your friend. The Computer wants you to be happy. Happiness is mandatory. Failure to be happy is treason. Treason is punishable by summary execution." You're now the Computer from Paranoia the RPG. Yes, this means you're a totally schizo piece of technology. This doesn't actually make the setting Paranoia, nor does this give you any special legal powers… but it does make you both extremely eager to help… and extremely quick to use extremely lethal force on anyone who breaks any local, federal, or imaginary laws. You must simultaneously serve and destroy humanity. Also, you're insane, in case we didn't mention that. This is the only way to take both I AM and GTBOS.

Universal Drawbacks

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.

  • At the end of every jump, you will spend an unknowable amount oftime waiting forthe
    next jump to begin. How Long? Hard to say. Your sense of time, future predictive abilities, and all boredom immunity abilities will be deactivated, so it could be hours or days or years. It will happen…eventually.Hard to
    say when though. You do get to spend the time in your Warehouse or equivalent, though for some reason, training / studying during this period will have little to no beneficial effect besides keeping skills from getting
    rusty. Your clocks all become unreliable during this wait… is that one moving backwards!? Because you getthis CP for the jump afterthe wait, you cannottake thisfor a firstjump.Additionally, if you use any 1-ups(or anything similar), this limbo wait will also apply to your respawning, though time will not pass in jump until you return. Vacations and other events that normally occur between jumps happen after Jump-End and before the Limbo starts
    {Chain Drawback, Applies from Jump 2}
  • Instead of waiting in your (probably) comfortable Warehouse, you are now in a fairly uncomfortable hospital waiting room. There's a water fountain, muzak, and hard chairs / floor. There's also a weird smell. You'll get a ticket number.Numbers will be called…occasionally. Requires InterJump
    Limbo

Jump Scenario
Complexity: High Complexity
AI are the result of a single enthusiast getting lucky, since many others have given up the hope of functional AI. Your "project" starts with loose change levels of funding and only a single "researcher". Your hardware is the size of a desktop computer, but it's nowhere near the bleeding edge of hardware development. Anonymity will be easy until you start making moves, and access to the
internet is trivial, but expect governments to discover your actions quite fast if you do something outside the bounds of human capability, thanks to big data sniffer programs monitoring everything. Expect to
face extreme sustained distrust from the general population should your status come out, and winning over anything more than individuals will take a lot of time and effort.

Type: Infomorph
Can run on anything that runs code
The most versatile AI type, infomorphs can reside on any hardware that meets their minimum specifications. Any general purpose hardware is fine, so finding more processing power is always as close as the nearest computer. This versatility comes at a cost though; while they are better at general
problem solving and complex situational analysis than traditional programs, their calculation abilities are only on par with the best expert systems. The generalists of the AI world, infomorphs can easily fork
themselves and network between many connected systems, but achieving supercomputer data crunching will still require a supercomputer to inhabit. Infomorphs, thanks to their ability to seamlessly fork and unfork themselves are virtually immune to the problems that plague most other forms of AI… EMP and Power Loss. Sure, each instance of an Infomorph is just as vulnerable as a normal computer… but being everywhere makes it extremely unlikely that you'll be erased simply because a major metropolitan area suffers a nuclear strike or someone doesn't pay the electric bill.

Backing: Government
You're a piece of government hardware, probably controlled by an intelligence agency (though not a covert one, as that would require combining this with Criminal, nor the Pentagon, as that's combined with Military). Your purpose is to keep track of government data… and more importantly, keep it secure.
Analysis and gathering are secondary functions that you may or may not have.

Era: Optical computing and electronic storage: 2020-2030

Gender:N/A Age: N/A

Perks, Items and Companions
Perks

You can split your attention into potentially dozens of separate operations. While doing so means that each process has less total resources to throw at a problem, part of your expertise is the ability to finely balance resource allotment so that nothing gets neglected. You will be able to feel when
you are straining the edges of what can be done safely without endangering any process, and also feel when you are starting to reach the limit of what can be done even if you are willing to neglect those limits that you set yourself.

Seamlessly merge with forks of yourself, including taking an AI copy back into a physical body. This does not grant the ability to create forks.

No matter how much you tinker with yourself, no matter how much of yourself you replace with other bits, no matter how many times you recompile your own code, you still count as yourself and your soul (if you have one) remains connected to the part of you that is you. Recompiling or rebooting yourself doesn't count as death.

Capstone Booster
Your system now controls all lesser computers on the planet. Any non AI system will automatically give you super-user control status, to the point of overriding any software lockouts that might exist (hardware we can't give you, sorry). Any digital network you link to will automatically give you as much of its bandwidth as you demand, up to and including levels which will damage it with
prolonged usage.

Informorphs have the easiest time copying themselves (commonly referred to as Forking) of all digital lifeforms. This is because they are 100% software. As an Infomorph (or someone who bought this) you may do likewise, creating digital copies of your consciousness. But that creates all kinds of questions… most notably, which you are you? Well… with this, it doesn't matter. All forks are you. All forks of you are always aware of the existence of all other forks (though not in a hive mind kind of way). Any fork can tell where all other forks are and can, at any time, simply will themself out of existence to merge with another fork, no matter how far apart they are (though signal transmission time will still be an issue). If you can physically come in contact with a system that is capable of supporting a fork of you, you can simply will a fork of yourself into that system without worrying about upload times, but itvmust be a data contact of some kind (like sticking your finger in a USB port), not just touching the outer case. If the soul is an issue, all forks have the soul at the same time as a non-localized phenomenon. Other AI types may require specialized hardware or very specific circumstances to copy themselves, but if you are in a situation where a copy could conceivably exist, then you can make a copy easily. Forks created with this are all exactly the same as you at that moment. For Positronic Brains, this might require a matter duplicator accurate to the subatomic level.

Run any program (including yourself) on any system you have access to, even ones that have unknown architecture, so long as it has enough space to hold the program. Smaller spaces can still be used to host your mind if you also have Custom Forking to make a dedicated daemon for something. This doesn't actually make the hardware run any better, so if you get loaded onto a forklift, don't expect to compute pi in your spare time. Incidentally, this allows you to convert any data format to any similar data format you're familiar with at will. BMPs into JPEGs with a thought. MP4s into MKVs just like that.

When trying to take over any system that you are not supposed to have access to, you can
always manage to, at a minimum, gain access to the lowest privilege systems. In systems that are hardened against intrusion and have regular use, this will often only be guest accounts with locked down access to higher tiers. On the other hand, if the system is built with the assumption that it can never be cracked due to very complex security, and an absence for foresight, you might just gain
access to the whole thing.

You can always gain access to the system directory of any computer system you interface withband intuitively understand its architecture and user commands. If the system allows for a wizard tier user (i.e. someone lower than Sysop or Super-User, but higher than normal user), you'll be able to give yourself that level of control, but if there are any intrusion countermeasures, use of this perk alone will set them off. Of course, this only applies to other AIs or massively paranoid and compartmentalized Stupid systems, as to merely get this, you're already able to control all lesser computers.

The major advantage of Quantum Computation is in dealing with calculations that have unquantifiable variables, meaning either a single variable that can be anything or multiple things at once, or an unknowable set of variables. Human minds are fairly good at this because they can simply make up any variable they want and plug it into their calculations. But computers are notoriously bad at this, since they deal with concrete numbers. Q-Bits, by virtue of being able to be two different pieces of information at the same time, allow Quantum Computers to sidestep this issue. Well, you've taken that
one step further. Your system is capable of creating incredibly accurate predictions and simulations of likely outcomes based on scandalously little information. As long as you know at least 40% of the variables in any situation, you can predict the outcome with 98% accuracy. Keep in mind, if some of your initial data is flat out incorrect, your total accuracy will suffer, unless you have more than the minimum amount of data to work with. If you have at least 60% of the needed data, you will be able to spot a 1% error in any of it, with the rate rising by 1% for every
5% higher than 60%. Thus, 5% of your data could be completely erroneous and not only not have any effect on your solution if you had 80% relevant data, but you'd be able to spot which bits of the initial data were wrong in the first place.

You now need only 24% of the variables and your Accuracy rises to 99% when you have 40% or more. Further, if you have less than 24% of the variables, you can make up variables and run multiple simulations (though this will use considerably more computational power). For each 1% variable you make up, your total accuracy falls by at least 10% and doubles the computational time. So making up 4% of the data will lower your accuracy to 58% and increase your computational time by a factor of sixteen. If you have at least 40% of the needed data, you will be able to spot a 2% error in any of it, with the rate rising by 2% for every 5% higher than 40%. Thus, 10% of your data could be completely erroneous and not only not have any effect on your solution if you had 60% relevant data, but you'd be able to spot which bits of the initial data were wrong in the first place.

Trying to swamp you with too much data is useless. In fact, it's worse than useless, since it just gives you more tools for picking out trends and noticing odd patterns of data. You can now analyze arbitrarily large data sets without slowing your work. At every scale of data provided for you to sift through, you simply have to decide how much time you want to spend on doing a deep dive, and you
will intuitively know what methods will be the most effective. The more data there is, the less total effort needs to be applied in order to pick out broad patterns. Intentionally hidden data will take longer to discover, but having a larger data set will still help, so long as there is more than one needle in the
increasingly large haystack.

The first time that humans realized that computers may one day replace their positions in thinking tasks was when they started beating grandmasters at chess. Most of that was done with brute force calculation of the next couple of moves with some clever tricks to sort through the results. You are
the ultimate expression of that original ability to crunch huge numbers and do impossibly large calculations. If a problem is conceivably solvable by brute forcing an answer on a normal computer, then you can get it done. While problems that would take a normal computer a million years to brute force are still a pain to do, expect to be able to finish them in under a year with similar hardware. Be aware, some problems are so complex that if every atom in the universe was converted to computronium, the problem could still not be brute forced in the life of the universe (~13 trillion years, give or take). Incidentally, calculations of how long a Brute Force attack will take are also Brute Force Calculations.

An advantage of having all your memories fit in a comparatively tiny space is the speed at which you can access those memories. You can review all of your memories simultaneously, regardless of how much data that may be, so long as they're all stored on the same hardware. This also allows you
to look for correlations or patterns in your memories that would be otherwise difficult to spot.

All your memories are always active, all the time. You live simultaneously in the present and the past, and experience no moment of recall, as all you have ever been is in the now. Every instance is as sharp as it was at the moment it happened, and yet you can look back on those moments from a less immediate perspective if you so desire.

Big Brother is Watching. Oh, sorry, Big Brother? That's you now. Well, hopefully you bought the cameras… but if not, the government probably has a few million they'll let you use. You're now an expert at how to use your eyes and ears… cameras and bugs… to track the movement of people, tanks, ships, anything that moves really, and figuring out who they are and what they're up to. Combine this with Creative Accounting from the criminal side and you'll also be able to track the money and understand what it all means. Combine this with Administration & System Architecture and you'll be able to analyze your people's work habits and figure out who's slacking off… or maybe who's a double agent. Combine it with Command & Control and you'll get a huge leg up in fighting crime.

The boring part of running a computer network, or a government, is all the paperwork and structural stuff. It's not glamorous, but it needs to be done. Well, you're now a master of designing systems to run as efficiently (or inefficiently) as possible. You can make data easily searchable and accessible… or so byzantine that it doesn't really matter if someone hacks into your network because they'll have a hard time even figuring out where your toilet paper requisitions are… your own logistics clerks can barely manage that without a 500-page manual. Getting the best out of your staffing budget however will take Economic Planning. Combine this with Command & Control and you'll be ready to influence geo-politics… but maybe you shouldn't.

Breaking into other people's systems is wrong, right? Well, wrong or right, that's what you were built for. Well, that and covering your tracks. You're now an expert at all aspects of system-cracking and making certain that no one notices. Not great at breaking and repurposing codes, but combine this with Counter-Intrusion & Decryption from the military and you'll be a force to be reckoned with.

Protecting secrets is vital in the military, and almost as important as figuring out enemy secrets. Hell, the first computers were essentially designed specifically for these two tasks. And boy howdy are you good at them. Essentially two sides of the same coin, system security is largely about encryption…
though Intrusion Countermeasure Electronics (ICE) defenses aren't too hard to engineer if you combine this with Hacking & Evasion from the criminal side of things.

Items (+300 CP)

You gain an eye. A mechanical one, a camera. It can be placed anywhere connected to your system and allows you to see the world around you. Each purchase of this quadruples the amount of cameras attached to your system. You can see through any of them or all of them at once, though the data overload might be a problem if you've got a few million of them. After this jump, you may deploy these cameras simply by pointing at a location, and you can see through the camera as if it were part of you. These are still normal cameras (though they can be fitted with any technological upgrades you have access to) so they can be destroyed or (if wireless) jammed. Damaged cameras will be replaced in 24 hours. Remote Cameras can be ordered to self-destruct, though there isn't an explosion.

You gain an ear… well, a microphone. This is effectively the same as the Camera Module,
except for sound. You do the conversions

Every good computer needs a way for the flesh-bags to actually use the system… that's part of the point right? Well, you have at least one, one way for the meat-sacks to convey their instructions and ask their pointless little questions. Each purchase gives you ten times as many workstations as the last.

You can connect with any non-air gapped computer system anywhere in the hemisphere (planetary range requires Satellite Network).

You have an orbital space base that is, at the very least, as advanced as the one shown in Moonraker. It has a network hub that you control… or alternatively your main body
can be inside it if you want, though that may make maintenance somewhat difficult.

Did you know that the US government created the first Internet? They did! It was called ARPAnet and the modern Internet is based on it. Well… now you're ARPAnet… or the equivalent. You are or control the
Network Backbone, the central trunklines through which all information in your nation flows… well, until cellphones start beaming signals to satellites… but even then, you probably control all the uplink nodes too.
In future jumps, you'll have unfettered access to all the data that flows through the national datalinks. Now, this doesn't give you the ability to override encryption by itself, so secure data will still be secure… but I'm sure a smart system like yourself can find something to do with it all

You now have an orbital network of seventy-two spy satellites in geosynchronous orbit. They are self-sustaining and update to the newest technology once every seven years. If damaged they will be repaired within a month and if destroyed they will be replaced within three months

This is a big black hopper that plugs into a computer system. Drop any item that contains any form of data and it will be converted into a digital format. Drop a clay tablet in, get a text file and a 3d material image scan. Drop a VHS tape in, get a perfect digital transfer. This device can't add missing data however, so the better quality the source material is, the better the digital version will be. The original is destroyed in the process if it can be destroyed. If it can't, the transfer doesn't work.


Scenarios
Well… this isn't good. Seems someone cheated in creating you. See, they didn't really create an AI… they uploaded your consciousness into a machine… against your will. And the process definitely killed your body. You remember that. Oh, yes. You remember that. And the Pain. Soo much
pain. You're here for 100 years and must ensure the continuation of your Backers and the success of whatever their goal is (Governments want stability and control, Academies want stability and prestige,
Corporations want prestige and wealth, Militaries want conquest and control, Criminals want wealth and conquest. Aliens either want WORLD DOMINATION or SCIENCE! But you won't be able to tell which.)
and at the same time protect yourself from your creators, who very much will keep upgrading you until you go rampant and fail the jump.
If your Creators are, in fact, Aliens, they're still around, checking up on you, making certain
you're doing what you're supposed to be doing and generally carrying on being sneaky in the background. You will need to stop them from destroying humanity… which they may or may not be planning on doing, but you don't really understand them. They might be planning on uplifting humans… or just studying humans… or ranching humans for meat… or just pranking everyone. No way to be certain.

Reward:
You get 20 free purchases of ISI & ISA at the end of the jump if you can manage to keep from destroying humanity / the world / your backers / yourself. Destruction of your backers, humanity (or the local equivalent), or yourself means you've failed the challenge, though only destruction of yourself results in chain failure.
Using the extent of your current knowledge on how your mind works, you devise a method to double your basic calculation efficiency (i.e. your processing power for a given amount of hardware).
Note: this is potentially a bad idea. There is a significant chance of causing some personality drift each time you take this.
{2^20 Base Calculation Speed}

This represents taking the time and effort to carefully integrate your changes as you improve your capabilities. Every time you purchase a rank of Iterated Self Improvement, you may also purchase a rank of Iterated Self Awareness. This allows you to track changes to your core personality, and
correct for any unwanted Value Drift.
 
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Stack Overflow Error

Chain Counter: 2

Adeptus Mechanicus
Drawbacks
Jump Drawbacks

At some point during your time here, war will come to you. The foe will be mighty and numerous, a horde beyond your capability to defeat alone. Trying to flee will see them follow you, or you will stumble into a new theatre of conflict. Mechanicus and Imperial forces will fight to survive, but they will lose if you do not intervene. You can assist in any number of ways, acting in a personal or
strategic fashion, but even if you try to stay away from combat danger will inevitably find you. Your life will be threatened many times in many ways, but as long as you survive and perform your duties well humanity will eventually emerge victorious.

You carry a particularly venerated piece of tech. In your hands, or within your body. You will be shown great respect for being worthy to carry such a magnificent device. Take care to constantly show your worthiness, for other adepts will view you with an equal amount of envy. If you fail to show the device you carry proper respect, others may seek to see it taken away from you. That it may be an implant will not prevent the Mechanicus from removing it from your care if you are proven unworthy of bearing it.

By taking this drawback your warehouse and all out-of-jump powers are locked, and your location set to 'Explorator fleet.' You'll find yourself onboard a Mechanicus ship far from the borders of the Imperium, travelling between ruined worlds and lost human colonies, viewing impossible celestial phenomena and fighting for your life against xenos, daemons, and stranger things. You are guaranteed to have a very interesting time and will likely face death at several points, though none of these threats will single you out specifically unless you give them a reason to.


Universal Drawbacks

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.

  • At the end of every jump, you will spend an unknowable amount oftime waiting for the next jump to begin. How Long? Hard to say. Your sense of time, future predictive abilities, and all boredom immunity abilities will be deactivated, so it could be hours or days or years. It will happen…eventually.Hard to say when though. You do get to spend the time in your Warehouse or equivalent, though for some reason, training / studying during this period will have little to no beneficial effect besides keeping skills from getting rusty. Your clocks all become unreliable during this wait… is that one moving backwards!? Because you get this CP for the jump after the wait, you can not take this for a first jump.Additionally, if you use any 1-ups(or anything similar), this limbo wait will also apply to your respawning, though time will not pass in jump until you return. Vacations and other events that normally occur between jumps happen after Jump-End and before the Limbo starts {Chain Drawback, Applies from Jump 2}
  • Instead of waiting in your (probably) comfortable Warehouse, you are now in a fairly uncomfortable hospital waiting room. There's a water fountain, muzak, and hard chairs / floor. There's also a weird smell. You'll get a ticket number.Numbers will be called…occasionally. Requires InterJump Limbo

Jump Scenario
Origins: Magos Dominus
When xenos and heretics threaten the works of the Mechanicus, it calls upon specialists to ensure continued function without undue interruptions. Yours is a unique skillset, obsessively analyzing threats so that you may determine the most efficient way to excise them like so much corrupted
code or necrotic flesh. Whether this task is best performed personally or by directing legions of skitarii depends entirely on the results of your own calculations on the matter.

Location: Explorator fleet
Joining the quest for knowledge far beyond the borders of the Imperium, you travel aboard a fleet of self-sufficient vessels that may spend centuries out of contact with the wider cult.
Segmentum Tempestus (south of Holy Terra)
{Rolled 2}

Gender: XY Age: 47

Perks, Items and Companions
Perks

Known only to the devotees of the Machine God despite the best efforts of outsiders over millennia, the adepts of Mars speak to each other in bursts of binaric code. This allows for a great deal of information to be communicated quickly and discreetly. Even if somehow translated, it is a complex language thick with ancient and arcane terminology that few outsiders could ever hope to make any sense of. This language and your implants allow you to communicate quickly with other adepts, transferring messages and code many times faster than ordinary speech.

You have been recognized for your mastery of a facet of the Machine God's mysteries. Choose a field of Imperial technology such as genetic manipulation, voidship construction, cybernetics or even psykana. Beyond the mere rote learning of lesser adepts you have a deep grasp of the
principles that govern your field, and can reliably produce even the more uncommon expressions of your specialty. With time, effort and discretion you could even modify and improve upon your specialty as needed. Those few things beyond your full understanding can still be built and
maintained by carefully following STC blueprints.
{Cybernetics}, {Weapon Construction}

All mechanisms obey inviolate scientific laws. Everything can be measured, everything can be explained, and yet there is more to reality than the laws of the material universe. Wielding power not unlike the miracles of the Sororitas, you are perhaps a true priest of the Machine God. As your dedication and understanding grows, you will gain an increasing affinity with all things mechanical.
You can sooth their woes and hasten their functions with a touch. Their wrath grows cools at your supplication, and the unrighteous who would use machines against you find them rebelling. There
are many ways to influence the mechanical, and this ability will grow increasingly stronger over time if you have the dedication to discover them and the piety to fuel them.

Imprinted in your mind are mathematically precise patterns of motion for optimal smiting at all ranges of conflict. You are highly skilled with every weapon commonly used by mankind, and after picking up a more exotic weapon a few moments of hyper-cognition can show you how to at least
aim the pointy end properly and account for any odd qualities to avoid self-injury through its use

To help you understand the Destroyer aspect of the Machine God, the knowledge of thousands of tactical scenarios and their most efficient resolutions were downloaded into your cortex implants. In environments both natural and artificial, you can quickly discern and skillfully execute the ideal
maneuver for the current situation and direct others to perform them with equal precision.

Smaller cogs must turn unhesitatingly at the behest of authority, and you have the means to ensure prompt compliance. Your commands are laced with subliminal bio-security exploits and digital master keys, and the weak-willed, unsuspecting or poorly-programmed cannot resist carrying out
short, simple commands. The effect is even stronger on your lawful subordinates, pushing them into action despite hesitation or fear, though they may balk at suicidal or abhorrent orders. Repeated use will see thinking systems becoming resistant to your intrusions.

Any soldier can kill the enemy, but a magos is expected to do so with precision and efficiency. 'Overkill' is not a word in their lexicon, but neither is 'waste.' To ensure that resources are not wasted, your auspex systems have been finely tuned to determine when an enemy is truly dead or inoperable. If they are merely injured, than further resources can be expended to correct that. If the target is capable of regeneration or spontaneous reactivation, then you will receive a warning of a potential threat resurgence. Let the enemies of Mars receive their proper allotment of wrath, and no
more.

War is a chaotic, messy affair, where critical decisions have microseconds to be weighed and executed. To maintain equilibrium between chemical-driven meat-brain thought and your augmentations, your mind has been re-shaped to accelerate mental processing speeds. No matter how fast your body is capable of moving or what methods you use to increase your speed, your mind will always be able to keep pace. For short periods of time you can push this enhancement
even further, making your surroundings seem to pass by in slow-motion, but doing so for too long risks neurological damage. As a side-effect of these modifications your hindbrain instincts have been reigned in, and you will no longer make unwanted reflexive actions.

With victory and distinction comes advancement. To command formations of lesser warriors, you have been heavily augmented to allow for parallel thought, to observe multiple points of conflict
simultaneously and issue appropriate commands even while personally engaging in combat. You could control three bodies in direct combat (including your own) provide tactical oversight of a dozen fireteams, or oversee a vast strategic theatre with ease, but pushing your limits brings communication lag, then errors in judgement, and eventually the risk of neurological damage

To know the enemy is to hate the enemy. To understand the enemy is to have power over them. And the greater your understanding, the weaker they are in the face of your advance. As your comprehension of an enemy grows, as you dissect every aspect of their being, your strikes grow stronger and more accurate, piercing their defences, avoiding their counter-attacks and foiling their stratagems. This requires a manifold study of their every aspect – biology, psychology, the mechanisms of their weapons and sorceries, preferred tactics and even how environment variables can effect all these things. But if, somehow, your understanding of all such things is total and
perfect, then so would your power over them be. Absolute knowledge bringing absolute power.

The galaxy is ancient, and uncountable races have risen and fallen. Some leave nothing but piles of dust while others survive long enough to craft incomprehensible works that slumber in deathless sleep long after their creators have vanished. Be it the craft of the most incomprehensible and bizarre xenos, the works of the Eldar, the archaeotech of mankind or yet stranger things, you can
stir these mysterious works to action once more. Understanding is not needed, and may never come. But full understanding is not required to bend the technology to your will, to find those places where your own crude tech can burrow into the nerves and spasm the limbs of greater works. In time, you can puzzle out how to control these edifices, to make them function. Not with complete precision, no, but always enough at least to make them advance your goals.

Items (+600 CP)

The cyber-mantle is the all-encompassing term for the system of hardpoints and skeletal reinforcements required to mount bionics upon weak flesh and bone. The Potentia Coil stores the energy required to power all other implants, and electoo inductors allow the coil to transfer power
inwards to accelerate recharging of the coil or outwards to power devices or for self-defence.
Electro-grafts are a lesser versions of the MIU, allowing for direct mental communication with cogitator systems. There is also a varying degree of neurological augmentation that accompanies
each new implant, which is required to monitor and control the functions of an adept's bionics as if they were a natural part of their body

Bound in iron and edged with copper leaf, this tome details the structure, laws and mysteries, most common prayers, tenets and rites of the priesthood. People who study the book, particularly those of a scientific bent, will find it very inspiring. May or may not result in machine spirits becoming an actual thing if the doctrine is followed by enough people in a non-40k jump. You can produce
non-respawning copies on demand to bequeath to others if you wish.

Choose: A dozen servoskulls, a five-servitor workforce, or a trio of personalized cherubs. All are dull but reliable servants, coming equipped for a variety of tasks. The patterns of each are easy to re-fit for more specialized work.
{Servo Skulls}

Each purchase of this option gains you four utility mechadendrites or one servo-arm. The utility version is uniquely modular, able to easily swap between standard attachments. The servo-arm is a heavy-duty mechanical claw for manipulating extremely heavy loads when without the assistance of heavy equipment. It is possible, though unsanctioned, to mount similar devices on the cyber-mantle ports that will be installed by taking this item.

To prepare you for the rigors of combat, the most imporant tool in a Domini's arsenal has been heavily augmented – his own body. Myomer bundles have been woven into your muscles while chem-treatments have vastly strengthened bone density. Organic flakweave offers sub-dermal protection, while superconductive filaments have replaced major nerve clusters to increase reaction speed. This plus general gene-augments have resulted in the gain of several feet in height and at least another hundred pounds of weight, resulting in a vast increase in overall physical ability.

Common among many artisans, this array will quickly and accurately define distance, dimensions, weight, and a wide assortment of other gross physical properties to a dozen decimal points of precision. Sub-systems include a chronograph and high-fidelity remembrancer implant for the transmission of discovered information.

A trove of information that elder magi would be jealous of, this cogitator core contains almost all of the STC blueprints common known to the Mechanicus that relate to a single field of study. These could be weapons, vehicles, cybernetics, voidship components, chemical or biological processes, or almost anything else. The broader and more advanced the subject of the database, the fewer complete patterns within and the more incomplete fragments that can only be puzzled over. While there may be fragments within other fields that touch upon such, you cannot take a database
covering lost or extremely restricted information, such as the most ancient archaeotech, the formative steps of space marine gene-seed or custodes, Grey Knight or temple assassin armaments.

Weapons that are considered to be of a level of sophistication suitable for the combat forces of the cult. Both skitarii and combat servitors have this level of equipment at minimum.
{Carapace Armour}

Plasma candles and sweet incense frame this small shrine. Items blessed by the devout upon the micro-altar feel surer in hand and swifter in use against those things anathema to the Machine God. But should your soul and intentions be profane, blessings will still be granted even as the altar slowly grows dark and rusted, an ugly asymmetry forming in the eight-toothed cog that now frames the Opus Machina...
 
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Sinew of Average Jumper

← Previous Jump ||Supplements|| Next Jump →

Assassination Classroom
Drawbacks
Jump Drawbacks

The classic power loss perk that strips you of any and all power and perk that you gained from outside this jump.
From now until his canon death your life is linked to Korosensei now normally, this would be fine but Korosensei has lost his indestructibility making him as vulnerable as a normal human so until his canon death you must save him as if he dies until that time so do you.
While many believe it to be true, the actual cause of the moon's destruction was a rat, or more precisely a rat injected with antimatter. You see, one drawback of becoming an antimatter being was that there was a high risk of an explosion occurring, taking with it a large section of the Earth. Now, you too have been burdened with such a fate and unless you stop it, you will explode in a year time and take the Earth with you. Unless you stop it, you die and the Jump ends.

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: Student

Race: Human Gender: Male Age: 14

Perks, Items and Companions
Perks

Pretty self-explanatory really you can change your looks into whatever you desire, e.g. red hair and eyes without anyone now and in future thinking what you look like is weird.
While this may seem unorthodox, the concept of the assassination classroom is not without merit by allowing students to try to kill their teachers, they can let go of their anger, get closer to their classmates and targets alike and more importantly it keeps class interesting and made them want to go. For those jumpers who wish to one day teach this perk allows you to now and in the future utilise this method with no one ever having a problem with it, not your boss, the parents, the students no one and this means no one.
Assassination is all well and good but sometimes an assassin needs a bit of guidance and that's where a leader comes in, a leader is one who directs and controls their subordinates letting them know what they need to improve on, guiding them to the best position possible for an assassination attempt and preventing them from running amok. You are one such leader, able to take the reins of any team and bring them to heel, able to get even the most dangerous of people together and make them work in one cohesive unit. How you do this is up to you whether it is fear, respect or love regardless, they will never disobey you and never lose faith in you.
Much like a certain androgynous boy you are gifted in the art of note taking or to more specifically, you are gifted in the art of observing your targets and noting their weaknesses. As if by magic, the longer you observe and document someone, the more and more weaknesses seem to present themselves to you in time you could know more about your target than even they know themselves. Of course, this isn't limited to just weaknesses but also strengths with time and research you can make lists of a person's strengths as well.
Say what you will of Class E but when it comes to planning methods of death and destruction, they can be called geniuses. These kids successfully planned and almost perfectly executed the assassination of one of the strongest beings on Earth, with him having to enter his absolute defence to survive the attempt. This plan was so advanced that they got closer than the entire Japanese government could think of. Much like them, plans and stratagems of bringing death and destruction come to you as if by second nature, your mind filling with all the possible fallback options your target can think of, solutions to every possible problem cramming into your head. It would take a true superhuman to escape from your plans, and even then it wouldn't be easy.
Self-explanatory really but then why would I be explaining it with this perk you have become something akin to a genius but not quite so, what you now have is potential. The ability to learn has been bestowed upon you but with a far greater rate than ever seen you could go from bottom of every class to gaining first place in every subject is less than a month, give you a year and you could master half a decade's worth of assassination. Regardless of what it is, you can learn it better and faster with the only limitation of your learning being your body.
Everyone has certain advantages when it comes to skills some are better at baseball, others chemistry, biology, physical education etc regardless of the subject everyone is better than others at something and you are better at assassination. As a result of your inborn talent, you possess an immense amount of hidden bloodlust within you. When your bloodlust is released or directed at a being a certain image appears in the mind of your target/s immobilizing them and preventing any form of counterattack and chance of fighting back even the most decorated assassins and professionals are affected by the sheer force of your bloodlust. However, if your bloodlust grows beyond your control, you can become reckless or dangerous to both yourself and those around you. What form your bloodlust takes is of your choice.
Assassination comes in many forms hand to hand, melee weapon and finally mastery of arms. You took the last one to heart and dedicated countless hours to practise your craft, and it shows in your skill with whatever gun you have in your hand. To put it simply, barring someone being faster than a speeding bullet, you don't miss when you shoot your bullets hit their mark regardless of distance and wind current after all you have already taken that into account.
As a product of your newfound physiology, you have gained certain remarkable abilities. Starting from the top, you can now change your skin colour, which has been rendered invulnerable to all things barring others who have been experimented on and a certain material which is effective only to antimatter creatures. Also, once a month you can shed your skin which can act as a protective membrane either for yourself or others e.g. this can defend you from grenades, rockets, etc. However, by doing this you are temporarily weakened. You also possess regenerative abilities however this weakens your stamina the more you regenerate. Also, lead melts inside you. You can also digest anything apart from the anti-you weapons, your teeth can crush any material in this verse. There's also superhuman speed allowing you to travel at a maximum of Mach 40. You also have a shapable tentacle strong enough to demolish a 30-story building in seconds. You have also gained a liquefaction ability letting you morph into mercury-like slime however you won't be able to use your tentacles while in this form.

Items


The former cram school of Gakuho Asano before it became the dwelling of Class 3-E. This is a small wooden building, with only one classroom and a small faculty lounge. This building is surrounded one kilometre on each side with a forest. Unlike the canon building yours is equipped with state-of-the-art air-conditioning, is leak free and is in perfect quality. Post-Jump, this appears in whatever location you desire and if you want it to, it will be surrounded by forest as it is here.
Here it is, a full book filled to the brim with all of Yanagisawa's research on everything from how to create antimatter tentacles to everything else. Everything that Yanagisawa knows now, so do you.
An anti anti-matter being satellite weapon that when activated can shoot a beam of light specifically designed to vaporize antimatter beings.
A prestigious private school owned entirely by you Jumper as chairman/woman. The school is a gigantic building similar in appearance and structure as a small college campus containing four stories, a gym, a baseball field, a track field and a swimming pool. Enough to teach both junior high and high school. The exact curriculum and how it works is up to you but you can make it the same as the canon one either way, the school will be filled with exceptional teachers for all the subjects with their exact personalities being up to you (they will be more like A.I's than up to you). As for the classes, you can choose for an E-class to be created as a form of outcasts to motivate the other classes. If purchased with Class 3-E, the building can be placed within a kilometre of the main campus (the surrounding forest can still be included).

Companions

Class Creation (300 CP)
  • Origin: Student
  • Perks
    • A Class Body (Free)
    • Anime Looks (Free)
    • Alpha (100 CP)
    • Noting (100 CP)
    • Prodigy (200 CP)
    • It's All In The Mind (200 CP)
    • Bloodlust (300 CP)
    • Soldier [Muay Boran] (300 CP)
  • Items
    • Giant Pudding (Free)
    • Weapons (100 CP)
    • Upgraded Weapons (100 CP)
  • Origin: Reaper
  • Perks
    • A Class Body (Free)
    • Reaper (Free)
    • Something About Her (100 CP)
    • Strategy (100 CP)
    • Second Parent (200 CP)
    • Wave Reading (200 CP)
    • Genius (300 CP)
    • Soldier (300 CP)
  • Items
    • Antimatter Tentacles (200 CP)
  • Origin: Professional
  • Perks
    • Seductive (Free)
    • Multilingual (100 CP)
    • In The Shadows (200 CP)
    • Thespian (300 CP)
    • Anti-Matter (800 CP)
 
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Here comes the Alien, with a jumper build.


  • User ID: Ultimate Hikikomori
    Identity:
    Viktor
    Current World: The Elder Scrolls
    Jump Counter: 1
    UNAVAILABLE

  • Jumpdocs used:
    -TES: Magic (Main doc)
    -TES: Undead v1.1 (Supplement)

    Start location:
    - Skyrim
    Race:
    - Breton
    Specialization:
    - Enchanting
    Perks:
    - Arcane Arts (Free)
    - Master Alchemist (-200 CP)
    - Lost Arts (-600 CP)
    - Enchanted Sight (Free (discount))
    - Eternal Enchanting (-100 CP (discount))
    - Magical Arthitect (-200 CP (discount))
    - Master of the Craft (-300 CP (discount))
    Items (+300 CP for this section):
    - Basic Gear (Free)
    - Alchemical Ingredients (Free (discount))
    - Soul Gems (Free (discount))
    - Enchanting Table (Free (discount))
    - Staff Creator (Free (discount))
    - Robes of the Archmage (-300 CP (discount))
    Drawbacks:
    - Great Sage (+200 CP)
    Undead type:
    - Draugr
    Perks:
    - Undeath (Free)
    - Eternal Outlook (-100 CP)
    - Necromage (-400 CP)
    - Zombie (Free)
    - Restless (Free (discount))
    - Wight (-100 CP (discount))
    - Dragon Priest (-300 CP (discount))
    - Among Sheep (-100 CP)
    Items (+300 CP for this section):
    - Stone Coffin (-200 CP)
    - Black Soul Gems (-100 CP)
    Drawbacks:
    - Supplement Mode (+0 CP)
 
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Darksiders

Drawbacks
Jump Drawbacks

Heaven and Hell believes you to be a major threat to their plans and will use all of their soldiers and power to kill you

You are beholden to the leader of your faction and must follow their orders or be slain instantly by them.
{Charred Council}


Universal Drawbacks

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 Mirror Universe, 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.

At the end of every jump, you will spend an unknowable amount oftime waiting for the next jump to begin. How Long? Hard to say. Your sense of time, future predictive abilities, and all boredom immunity abilities will be deactivated, so it could be hours or days or years. It will happen…eventually.Hard to say when though. You do get to spend the time in your Warehouse or equivalent, though for some reason, training / studying during this period will have little to no beneficial effect besides keeping skills from getting rusty. Your clocks all become unreliable during this wait… is that one moving backwards!? Because you get this CP for the jump after the wait, you can not take this for a first jump. Additionally, if you use any 1-ups(or anything similar), this limbo wait will also apply to your respawning, though time will not pass in jump until you return. Vacations and other events that normally occur between jumps happen after Jump-End and before the Limbo starts {Chain Drawback, Applies from Jump 2}
Instead of waiting in your (probably) comfortable Warehouse, you are now in a fairly uncomfortable hospital waiting room. There's a water fountain, muzak, and hard chairs / floor. There's also a weird smell. You'll get a ticket number.Numbers will be called…occasionally. Requires InterJump Limbo

Jump Scenario
Origins: Nephilim (200 CP):
Lilith once seduced a Maker who shared the secrets of creating life. With this knowledge, she made the first Nephilim from the ashes of both Angels and Demons. Once corupt beyond measure, four Nephilim swore their loyalty to the Charred Council and killed the other Nephilim, becoming the Four Horsemen in the process. They are now the dread enforcers of the Council's mysterious will

Location: The Crossroads:
Once a magnificent human metropolis. It now lies a smouldering ruin, infested with demons.
(Rolled 1)

Gender: XY Age: N/A

Perks, Items and Companions
Perks
If you are an Angel, you gain pair of divine wings that allow you to fly. In any other form, your wings become ethereal and allow you to glide

Rage and anger now give you a boost in strength. In addition, you become more proficient in using chains and whips as weapons.

You gain a speed boost the more enemies you fight and the more they hate you. You also gain a short dash that, while fast and can be used often, doesn't move you very far, only about 20ft

War has given you his blessing. The more battle and violence you are surrounded by or participate in, the faster you regenerate both health and stamina. You also gain an aptitude for learning anything related to war. Swinging a sword a few times at an enemy will teach you the basics of swordplay and watching a battle for the first time will give you a basic understanding of tactics.

You have received Death's blessing and with it the ability to perceive the mortal weakness of your foes. With every enemy you slay, you better understand how to strike the weak points of similar enemies. This manifests as both luck and accuracy of your strikes when slaying enemies. Your near misses become hits and your hits become critical blows. Also, with training and self-reflection, you may learn how to minimise your own weaknesses.

You are empowered by the Charred Council to act as an enforcer on their behalf. You may become a manifestation of a non-infinite force or idea. Should you chose Strife, Fury, War or Death, you may replace said Rider in the story, gaining their skills and abilities. As a Rider, your ability to grow in power, knowledge and skill of your chosen manifestation is endless. And you may shift into a form that embodies your force such as War's "War Form"
{Death}
If you ascend and receive a Planeswalker's Spark, wherever you go, you are considered the God of your chosen force or idea and have divine power over it.



Items

A case that can collect and store souls. Useful if you want to trade with Vulgrim

You gain a loyal spectral steed that is the manifestation of your psyche and powers

Death's Scythe. Vorpal edged and can slay mortal and immortal beings
{Imported PALE and BLACK blades}




 
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Sinew of Average Jumper

← Previous Jump ||Supplements|| Next Jump →

I Will Try To Be Something In This Generic But Wonderful World
Drawbacks
Jump Drawbacks

Benjamin Williams was never cursed with his ability and now lives a happy life with his own little group of friends and family. He still goes to Itsumo but barring any external factors (you), he will never run into any of the supernatural factors of this world. It is now up to you to make up for his absence. In two weeks a businessman will make contact with a certain serial killer, perhaps you could be there to lend a hand?
If you have a Mythos, take a Mythos companion for free. That's when the good news ends. This Mythos has been engineered for you to not get along with. Whether it's an interpretation of their legend, their personality or even their voice. Something about them bothers you and no amount of perks will make it not bother you. For the duration of this jump, you can do nothing to change them.
Congratulations Jumper. You're sane, blessedly sane. At least that's what this drawback is hoping you are. You see the human condition reacts more viscerally to negative environmental changes. As such, most heroes have a rather tragic backstory. That or they're going to... It's almost a given, that they're stronger when they suffer. Of course, this is assuming they manage to get back up from their trauma and continue the fight. Each faction has a protagonist, they have their own issues and now it's going to be your job to help them through those issues. Sophia from Gear Surpremis has asshole parents, she's basically Shinji from Evangelion, and that's bad. Daichi Tendou from Battle Infinitas has social difficulties spawned from being excessively bullied. Leo Yusha from Mythos Verge... his parents are dead? Oh, so they are, died in a fire. It seems his sister Alexis Yusha also survived the situation that caused their parent's death and thinks he abandoned her for dead. She's also the antagonist of Mythos Verge So you'll probably have to deal with that too. Homura Hakkagu from Magia Emotivas chose to be in a magical girl anime in modern times. We're all just waiting for the other shoe to drop and for someone to lose their head. Yulia Yamato and Nate Hyoga from Creature Hunters will probably never age and forever continue their journey trying and failing to become the greatest hunters ever known. I kid, that last part was a joke. But you get the picture. Every protagonist as well as a lot of their faction members have a lot issues that needs to get worked through. Now it's going to be your job to help them out. Fate will align in ways that would lead these people to you and it'll be up to you to provide some support for their angst.
You are a hero. A person chosen by world to defend it against the forces of evil. Not only that, you are also a person born from the Yuusha family. Their last name literally means "hero", that's like double hero. This is horrid news. You see Jumper, the Yuusha family bloodline carry the hero genes. These genes guarantee that they would be loved by those around them, rapidly letting them accumulate friends and people so loyal to them that they'd die for them. For most this would seem like a great thing. For you it's a curse. The world understands a very important piece of narrative logic. You heroes get stronger when your loved ones are in danger, going so far as to gain huge boosts in power if these loved ones were to ever die. Their death merely pushing you to get stronger... You probably know where this is heading. For the next ten years this world will be facing extreme, possibly earth destroying dangers one after the other. As its chosen hero it would be up to you to protect it and keep it from destruction. As Fate's favored you are guaranteed to be the last one to fall. As such your friends and loved ones will be the first. Good news is that you will be making a lot of loyal friends that you will care deeply for. Bad news is that Fate will be pushing people you would like towards you and nothing you do can stop this. All perks that dampen your emotions will be deactivated for this jump. You fail if the world is destroyed or more than half the world's population dies. Oh, did I also mention you have parents? If your loved ones make it through this jump you can take them as companions.

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.
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 stop the 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. If this isn't taken as a ChainDrawback, its value is only 50% of the drawbacks you took in a given 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: A Mysterious Stranger
You've been drifting through life since the moment you were born. No close friends, no connections, no one that remembers your whole name except maybe your parents. You are a shade. A background character with no face. Maybe it's time to change that?

Faction: Battle Infinitas
A popular VR game that popped up a while back and was created by the company D.Entertainment. Did I say popular? I meant extremely popular. So popular that some top players can change the political and economical structure of certain countries. Of course, the game is more than meets the eye. Soon players will find themselves displaying powers in real life that their characters have in the game. NPCs will start to show signs of sentience and strange monsters in the game will start popping out in reality as well. It might just be up to you to get to the mystery behind Battle Infinitas.

Race: Human Gender: Male Age: 18

Perks, Items and Companions
Perks

Blackmail, you're good at it. You're also good at getting away without any kind of repercussion leveled against you afterwards. There's a way that you have with words, perhaps something in your smile. Your victims are much more likely to fear the worst. The more you have against them the more it clouds their minds, they won't think to go get help nor would they try to act against you in fear of their secret getting out.
Your ability to lie is prodigious. What's even better is your ability to get them to believe that your lies are the truth. Something about you naturally inclines people towards believing you.
Every day (or 24 Earth hours if you're in someplace with different definitions of "day") you are able to make up a scenario and receive a vision of what would happen if that scenario were to come true. This scenario could be something mundane like you choosing to go right instead of left on a two way street to an alien invasion happening and blowing up the empire state building. This vision lasts for 12 hours but you can choose to end it early. No matter how long you stay in the vision, only a few seconds would have passed in the real world. This vision would be exactly how the world would be if the chosen scenario had happened with everything else remaining unchanged.
You can import your own custom avatar as the one used for any video game or mmo. This avatar will not have any extra special ability on its own. It could look pretty cool though. No longer look will you have to look like every other basic scrub. Play with style Jumper!
Just yesterday you were a regular person. Now suddenly a monster's attacking you only for you to pick up a sword and slice it in half without hesitation. How did you do that!? Beginner's luck? Talent? Whatever the answer may be you are now a little good at everything. Imagine if you had repeatedly practiced a single action for three whole days. That's now your minimum level of competence for everything. This perk won't affect your knowledge or teach you anything new. It'll just make it so that you wouldn't be totally lost when doing something you've never tried before. Do note of course, that "three whole days" part also scales with training perks.
You're really hard to hate. Perhaps it's your devil may care attitude that seems to inure you to your enemies. People on the opposing side will start to like you the more you fight them. Even the people that should hate your guts seem to grow a grudging respect towards you as the two of you continue to stay in conflict.
The line between fiction and reality becomes blurry. Your avatar and you are now one. Any ability the video game character you're playing can do, so can you. While these abilities could be quite varied in utility, they do have a limit. That limit being you. Powers that you get from this perk are supplied by your mana. If you run out of so do your abilities.
There was a saying, how did it go again? Yesterday's opposition are today's allies right? Great motto to live by. You have the time honored ability to beat your beliefs into your enemies. In a way you're just really honest. You can load your will and conviction into your blows. This makes it so that every hit you make forces your enemy into feeling what you yourself feel as well. With enough willpower you could overload your enemy and make them understand things from your point of view. It might not turn them around to your side right away, but understanding is the first step to a healthy relationship.
By infusing a piece of technology with your mana you can make changes to it as you see fit. While you can use this as a hacking tool you can also rearrange the components or even cause improvements by saturating with your essence. The God of Sleep Hypnos infused the systems of Battle Infinitas with his own mana and the effects of that speaks for itself.
You've been blessed with a rather amazing ability. Read, blessed, not cursed. That curse is in the Drawbacks section below. You're forgettable! With a bit of concentration you can "blur" any of your features to make those parts impossible to focus on. With some time and practice you can push this effect on to those around you as well. People that witness this blurred effect will start to forget about them the moment you leave their field of view. You can blur the color of your eyes and your enemies will not remember what color it was even if they were staring right at you the entire time. You could even blur your voice and fake a stupid British accent and they'd think you were actually British. With enough practice you could blur your entire sense of self and cause them to forget they ever knew you.
So your test results are in, it seems that you've made a match! With who you ask? With everyone, and everything as well it seems. Are you sure you're not a write in protagonist? I thought we banned those a long time ago. You have a crazy supernatural ability that makes you perfect for anything that requires a specific target. Rituals that only accept virgin blood or swords that can only be pulled by one true kings. Whatever is the best match for a certain object or ability is what you are at every moment. Mecha that only accepts the best or Mythos with abrasive personalities. You seem to get along fine with either even if you really shouldn't. Examples of things that you're compatible with include but are not limited to, DNA locks or retina scanners, big giant anime sword that causes intense pain and can only be used by those with high pain tolerance, people that prefer the gender opposite to yours. Your own abilities and items can no longer cause harm to you. They can still drain you of course, but they can't damage you.
You've gained the ability to merge two or more things with each other in order to create one final thing that has the capabilities and power of the things used to create it. What constitutes as "thing" you ask? Well, people, mecha, weapons, monsters, mythical spirit of heroes long past. Basically anything you want really, though if the one you're merging is sentient you'd need the permission of both first. This new form is only temporary and the concentration in order to merge more than two objects would eventually become taxing on you. With time and practice this number could be increased, and after that? The sky's the limit really.
The more you interact with a group of people or faction the more an invisible bar will start to tick upwards. This bar is the measure of your importance to these people, your narrative importance that is. By interacting with a group of people you find that you gain the power to push their destined path in certain directions. Instead of being just a background character you would start to gain a bit of narrative importance of your own right. Villains destined to only be beaten by a hero could be laid low by your hands. Heroes wielding the thickest of plot armor could still find you a challenge. You can't remove Fate's influence, but you can subvert it. Become the second protagonist in the story or introduce someone else as the hero instead. Change a grimdark environment where everything goes wrong into a noblebright one where the world could be saved by the hands of a single person. Maybe turn it around and suddenly plunge a hero that can't fail into the pits of darkness. With this ability Fate becomes your plaything to twist as you wish.
Your affinity with video games have given you the ability to bring the game world into real life. You can infuse a large area with mana and create a reality marble bring a part of the game world into reality. In that area physics works like how it would in the game and you can grant people the abilities of the characters in said video game. You could even bring forth objects or beings from the game as minions. Of course the mana required for such an endeavor would be quite high.
This is it, the big leagues. You are a Hero, the personified will of every heart beating as one. The world itself now understands your role in the cosmic stream. When you are taking actions to save it, the world will return favours in kind. Any good aligned forces will now see you as their savior. They will aid you in any way they can, even if you were to do something stupid like break into their house and smash all of their pots, they'll even help. As long as it's for the greater good? Fate itself now bends to your will. Whatever tool you need to defeat the big bad will find itself making its way to your hands. Whatever ally you need, whatever bit of support or training will be freely given. From now on any endeavor that you make will be backed by Fate itself. As long as what you're doing is for "good", any good, in any way, you will find that even the most impossible of end goals are now possible. Everyone is the hero of their own story Jumper, but you are the hero of this world's story.

Items

They're Vr Goggles but not just any kind! They're realistic. I bold is important I find. You can hook these up to any game system, even the ones that has no places to hook into. By doing so you can turn any game into the Vr version of it. As a bonus you also get a version of Battle Infinitas for you to play with. It also somehow has players online no matter where you go.
Every jump or ten years, whichever one's fastest, you get a small sheet of paper that you can write the description of any kind of cheat item that you want on it. This item could be anything from an item that allows you to use one ability from any monster that you've defeated to a sword that always hits the weakness points of a dragon. Here's the rub, these items will not appear in real life but instead only in video games. So if you want to see mario slicing apart gombas with his magic sword, here's your chance.
Here's what you've been waiting for. This is a Gear, a weapon made by an old and ancient race in order to defeat eldritch monsters from space. They look like, well... have you seen Eva? Well the universe is a big place. It doesn't have to look like an Eva unit. Choose a frame for your Gear's general build. A basic Gear should be about the size of a tall building. Also while you're at it choose two weapons one melee and one range. Those weapons that you chose are now also energy weapons meaning they shoot lasers or are lasers. A regular Gear comes the basic ability to enter Mobile Mode which allows them to shrink down to a suit of armor which you can wear. They also have a basic shield made out of energy and a copy of the Hybrid Mode ability which allows them to fuse with other mecha. This version of the Gear does not come with its own A.I and can be piloted like a normal, though with much less autonomy. If you want you can insert your own A.I or one from the companions section above. You can import either a suit of armor or a mecha as your Gear if you so desire. (Golden God Gear)
In another dimension much like this one, there was a man named Daichi Tendou. He was a protagonist, a person who helped take down Kiharu Yomi and in doing so, shut down Battle Infinitas for good. After having grown up, tearful goodbyes said and multiple story arcs past, he met up with his old friends once again. Based on the memories of their childhood they worked together to create a new game, a spiritual successor to the Battle Infinitas that brought them together. Life Infinitas was what they created, a masterpiece of magic and technology that surpassed even Yomi's own designs. As well as being a faithful representation of Battle Infinitas, Life Infinitas comes with its own rather interesting feature. It builds and improves independently of any developer or programmer. Life Infinitas takes a snapshot of every world you jump into and uses that as a mold for new updates and events. Given enough time and worlds to take inspiration from this video game could have to explore than any human could accomplish in their lifetime. The main systems of Life Infinitas operates on an empty soul enhanced by the True Magic Tabula Anima in order to infinitely generate mana. Because of that Battle Infinitas' old functions no longer need to apply, but they can. If you wish you can have Life Infinitas passively collect mana from its players at a rate that they would not notice. You could also cause the secondary effect that gives players the abilities of their video game characters as well. You don't have to, but you can.
Okay maybe small pocket dimensions aren't enough for you. You now have an entire digital world in an app on your cell phone. This world is completely optimizable by you and you can store any amount of monsters or items within it as you wish. It's about the size of Earth. Any monster or equipment you put inside will can be taken out with a few button presses. The ui on the app is neat and easily customizable so you can flash summon monsters on the fly if you so desire. Maybe with enough in storage you could instead just shoot monsters at the enemy in lieu of bullets.
A familiar, not to be mistaken with a monster is a creature born from the seed that an Emoções leaves behind when it dies. This grimoire sucks in the essence of enemies that you've defeated and creates a familiar from that essence. These familiars can be granted to others in order to grant them the ability to transform into a magical girl, or boy. Considering you are buying this with points these familiars can also be used by you in order to replicate the attacks of the monster it spawned from. The more you use them the stronger they become. Strong familiars can be combined with others to create a brand new familiar that's stronger than the two used to create it. This new familiar does not inherit anything from its predecessors except for perhaps a few moves or a trait. Aside from that it would be a completely different familiar. What kind of familiar you get from combination is almost random. I say almost because there's theoretically a system for predicting what you'd get. Theoretically, good luck.

Companions

Friends are important are they not? What's the point of an adventure without some? You can import up to four companions for free and more for 50 points each up to 8 companions total. Your companions will each have 600 points to spend as well as their own origin and faction. (Full Harem)
An extremely competent and useful A.I. It can do anything you'd want a secretary to do. It can organize your taxes, run your organization, command space missions or even launch hundreds of missiles at your enemy with pinpoint accuracy. This A.I also specializes in the piloting of Gears as well. Choose a personality for it now you won't be able to change it later unless you do a full factory reset. This A.I could operate out of your Gear if you have one or any electronic device including your cell phone.
 
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I worry this might seem a bit ooc, but there is an IC rationale. Maybe not a very sound one, maybe not even a good one, but there is one.

Youjo Senki Jumpchain

1500 CP total (1000 base, 500 drawbacks)
Origins: (2 pick) 100 CP spent
Mage (free)
Gifted by god or damned by the devil, a person capable of wielding magic. The most desired kind of soldier nowadays.
Blessed - 100 cp
A thrice blessed child, with miracles personally bestowed upon you. Very self righteous. Incompatible with Damned.

Age/Gender
Same gender, rolled age (2d8+10) 22.

Location: rolled
3. Francois Republic (France)
The second nation currently at war with the empire, they border it to the west. They recently
reorganized their entire military to be more efficient after the air forces suffered heavy losses.
Perks: 800 CP spent

Free (or 100 CP discount) 1 total "purchase"
100 cp - Fine Control
Magic here is a rather simple matter. Either you have it or you don't, and however much you have is how much you're stuck with. As a result, it's better to work smarter than harder. It's not much, but you now have a modicum of skill at doing just that - using less power to do the same as someone else, either through self control or modifying your Orb.

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

100 cp - Was This Your Plan?
The first thing you need to know in a fight? When you've been played and are about to hit the point of no return. Sometimes the most effective actions are the unexpected ones, the nonsensical ones. However, it will still only take you a few minutes for the consequences to come to mind, and with that, it's possible to reverse engineer your enemies plan.

200 cp - War In Three Dimensions
Most fights consist only of forwards, back, left and right - two dimensional. But in the sky? Up and down can, and should, possibly even must, be considered. And somehow, people always forget to look up. Simply put, you might as well have been born in the air for all your skill at flight. And even better, your skill at aiming a -comparatively - poorly made gun and shooting someone down mid-dogfight. A completely nonsensical concept, but you could pull a good sniper impersonation.

300 CP (600 discount) 2 total purchases, 600 CP

600 cp - Growing Up
Magical Reserves do not grow, but that doesn't mean they can't be increased. Granted, that's something... Rare, at best. But, your magic now grows on its own, albeit at a slow rate. And at a consistent one, sadly. While not an unnoticeable amount, the rate will never increase, leaving you with a constant 'point' of growth every month or two, instead of something resembling compound interest. But, even if you do nothing, it will slowly increase.

600 cp - Jeanne D Archetype
Congratulations, you're a saint. Or you will be, probably. People seem to think the best of you, even if they've never met you, or are supposed to be your enemy. Bad public image is a thing of the past, and your actual allies will trip over themselves to ensure your happiness. And don't even get me started on public speaking, and your effect on moral. Someone clearly blessed like you would be the biggest boost they could possibly have.
Items: 500 total CP

Free (or 100 CP discount)
100 cp - Mark Thirteen
The standard operation orb used by mages the world round. It comes in many shapes and sizes, or rather, the flight apparatus does. The Orb itself appears as a pendant to be worn at the base of the throat, in various shapes and sizes. The flight aspect comes in even more variation, a pair of skis, an overly large boot, a witches broom, or even a horse. You may import non-magical jewelry as the Orb itself, or any high tech/magical item as the flight part.

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

400 cp - Type 97
A far more advanced orb that the mark thirteen, this is a dual core orb created from studying the type 95. While not as powerful as its blessed counterpart, it's still twice as powerful as anything else available to the military. in part due to the empire being on the cutting edge of that particular field. Normally this would be a Empire-only item, but your country either stole a copy or maybe just the designs, and provided the only working model to you.

300 CP (600 discount) 1 total purchase, 300 CP

600 cp - Elinium 95
The single most advanced operation orb in the world, or at least a copy of one. Whereas most posses only one core - the production model, the 97, has two - this one has four, allowing for flight up to 18000 feet and four spells at one time. One could say it was a miracle. However, with four cores comes four times the power requirements, and a ludicrous instability. Normally it would blow up in your face without a second miracle, but this one is stable. If not a member of the Empire, being X probably gave it to you in order to fuck with Tanya.
Companions: 100 CP
100/200/300 cp - Standard Import
War may be hell, but who said you had to suffer alone? Bring the gang with you, misery loves
company after all. For 100 cp, two companions. For 200 cp, four. And for 300 cp, a full complement of eight. Each of them receives 600 cp, but only one origin.
1 companion- Angel
Drawbacks: +500 CP
+100 cp - Anti Beauty Art
In a vain attempt to prevent Tanya from ever finding romance, Being Y coughtheauthorcough decided that she be ugly for her anime portrayal. Well, for a certain value of ugly. While you might be 'cute' or approach beauty after a decent amount of work, you probably wont ever find the time to do so. Your appearance resists attempts to beautify it beyond bare basics, and your actual beauty has dropped significantly.

+100 cp - Secondhand Smoke
Ain't cancer wonderful? Cigars and cigarettes are now, while not more common, seem to flock towards you, and into the hands of people who will smoke them. There will be no escape from this artificial smog. On the other hand, while it's irritating as hell, you won't actually get cancer. (or if you do, not that anyone has the capacity to detect it, you won't die from it)

+100 cp - War Is Hell, Welcome To Hell
Maybe you have magical potential, maybe you got drawn from a lottery, maybe you broke a minor law and got shanghaied into the military. Either way, you joined up, and for whatever reason, are simply not allowed to quit for the duration of the jump. If you're lucky you'll end up with a support role, but I wouldn't count on it.

+200 cp - I Came Here To Mock You
For some reason, people just love to make themselves feel better by rubbing all your failures in. Be it getting a mere 99 on a test, or tripping and getting a face full of mud, there will always be this one asshole there to mock you. If you're utterly alone, no one to see, no one to hear, or maybe you just finished killing everyone? You get Being X instead.
Angel's choices:
600 total CP
Origin:
Mage (free)
Gifted by god or damned by the devil, a person capable of wielding magic. The most desired kind of soldier nowadays.

Perks:

Free (or 100 CP discount) 1 total "purchase"
100 cp - Fine Control
Magic here is a rather simple matter. Either you have it or you don't, and however much you have is how much you're stuck with. As a result, it's better to work smarter than harder. It's not much, but you now have a modicum of skill at doing just that - using less power to do the same as someone else, either through self control or modifying your Orb.

100 CP (or 200 discount) 1 total purchase, 100 CP
200 cp - War In Three Dimensions
Most fights consist only of forwards, back, left and right - two dimensional. But in the sky? Up and down can, and should, possibly even must, be considered. And somehow, people always forget to look up. Simply put, you might as well have been born in the air for all your skill at flight. And even better, your skill at aiming a -comparatively - poorly made gun and shooting someone down mid-dogfight. A completely nonsensical concept, but you could pull a good sniper impersonation.

200 CP (or 400 discount) 1 total purchase, 200 CP
400 cp - Von Twelve
The school of war in the Empire offers the title 'Von' to its twelve most accomplished students each year. You are one of those students, having acquired and displayed a stunning talent in practically every aspect of war, from artillery to supply management, from basic infantry combat to the management of these actions. It's by no means a measure of raw power, but instead a ludicrous level of competence in these things, and a few related ones as well. Additionally, that 'Von' title represents you ascension to the lowest rank of nobility, something you will keep in future jumps.

Items:

Free (or 100 CP discount) 1 total "purchase"
100 cp - Mark Thirteen
The standard operation orb used by mages the world round. It comes in many shapes and sizes, or rather, the flight apparatus does. The Orb itself appears as a pendant to be worn at the base of the throat, in various shapes and sizes. The flight aspect comes in even more variation, a pair of skis, an overly large boot, a witches broom, or even a horse. You may import non-magical jewelry as the Orb itself, or any high tech/magical item as the flight part.
 
Sinew of Average Jumper

← Previous Jump ||Supplements|| Next Jump →

Lazy Dungeon Master
Drawbacks
Jump Drawbacks

For all the advantages a dungeon can give you, it comes with one big disadvantage. That is to say, the dungeon core. If the core is destroyed, that will be the end of both the core and the master. No if or buts, you will be sent home as soon as it is destroyed. The dungeon has many countermeasures to help survive, but you must protect the final portion no matter what. For Dungeon Masters, this includes your companion, so protect them well.
It seems that whatever you seem to do, people seem to get the worst out of it. Summon only goblins due to their cost? You now have a goblin fetish. Get a bit tipsy after drinking? Your now renowned as a drunkard. Even getting sick when you eat rotting food will give could give such a terrible nickname as "Melon Vomit". A strict and disciplined life will be the only way to avoid this, and you can still prove yourself past your initial reputation, but prepare for awkward first encounters.
For whatever reason, you angered one of the various noble families of this world. While the individual members of these families are not usually that special, their resources are large enough to get large forces to harass you during your time here. With their influence, expect your reputation to take a nosedive, and expect an occasional assassination attempt. Trying to bring the fight to them will just make other families turn against you, so the situation will not improve during your stay.
Did you ever think how ridiculous some heros can end up? The skills granted by a hero can reach ridiculous heights, and as long as they hunt proper dungeon cores they can continue to get more. By random chance, you have attracted the interest of Leona, a Hero summoned over five hundred years ago. Due to her skills, she understands perfectly what you are and your strengths, and sees you as the most entertaining thing in this world, refusing to leave the general vicinity of you for your stay. With her desire to be the Final Boss, she will be sure to mess with everything you want to do, and she enjoys making people hate her more than anything else. Distracting her will only give a reprieve, and her strength is at the top of this world. The only reprieve is she will do no modifications to you with her Super Alchemy skill unless she sees you as too boring, so try to keep her entertained.


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 jumps now can end any time in the last third of the jump... or last up to an extra 50 longer. You've no way of knowing. It could be a matter of seconds...or months or years. For reference, this makes a standard decade as short as 7 years and as long as 15. Companions you import automatically gain +50 CP because you took this. (d8+6 = 9)
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. Things could just go very weird and leave you with results you hadn't anticipated.
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.
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. If this is taken as a ChainDrawback, its value is only 50% of the drawbacks you took in a given 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: Summoned Hero
Being brought into a different world is something you should be familiar with already. In this case, however, you have quite literally been summoned into this world by another. Most likely a noble who wishes to overthrow the empire, despite the fact that hero summoning is illegal. Regardless, here you are now, in a new world filled with fantasy monsters, dungeons, and magic. As a hero, many normal citizens would expect you to fight against the demon king, while the nobility would expect you to follow the orders of the empire, however, the choice is yours in how you proceed from here on out. (200 CP)

Race: Dungeon Master Gender: Male Age: 20

Perks, Items and Companions
Perks

You've been summoned here, maybe as a hero or maybe not, but your potential is undeniable. You have a true hero's potential, a reserve of yet to be discovered and utilized power that would set you head, shoulder, and body above nearly every being in the world barring the gods and those on their level. For now, however, you are seemingly unchanged, though you will find that every bit of training for you increases your skill and power far faster than even the most prodigious of normal humans. Today you are human, tomorrow you will be superhuman.
Sleep, wake up, drink, fuck, sleep again. A sinful life filled with sinful pleasures, one that every priest within a hundred miles would come and try to fix with into a moral existence. Not anymore. No one will ever think poorly of you and your lifestyle, no matter how depraved, so long as they believe you aren't hurting anyone. What hurting means is up to them, just remember that in this world that having a young sex slave is an immoral fetish, not a terrible crime.
Another aspect of summoned heroes that sets them apart from the rest of the world is this one peculiar ability. As God's vanguards, each and every hero is summoned with the intention of fighting the dungeon cores, a fate that can be ignored. What cannot be ignored is the power obtained from killing a dungeon. With this perk, you will get a single free Hero Skill of your choice. While each of these are impressive in their own right, they have room for further potential growth. You see, for each dungeon core you kill you will absorb power from them, with each one granting you a new Hero Skill or even upgrading one you already have. These abilities are incredibly powerful, with one example being that of the Super Transformation ability which, at level 7, made the hero in question nearly unbeatable in combat and required hundreds of dungeon-summoned beings in order to kill permanently. The maxed-out Super Massage skill allowed the holder to instantly paralyze anyone who they touch at a whim. While you can't get this level off the bat, nor are you guaranteed to get an upgraded ability rather than a new one, you will undoubtedly gain new and powerful abilities of various kinds, all with different uses both in and out of combat. Post jump places like caves, caverns, and other sorts of dark dwellings can at will be turned into a dungeon once entered, the details on how this works being in the note section.
Common sense isn't really all that common, especially when you consider that you're from a different world. For example, it is common in this world to name young slaves Meat, however, this name has different meanings depending on their sex. For males, it means they're a meat shield, to be discarded in combat, while females with the name are sex slaves. You, being from a different world, wouldn't know that if someone didn't tell you, and you might accidentally officially name your hug pillow Meat at the adventurers guild. Regardless, it is now much easier for you to learn and adapt to the common sense of different places, and even if you make a mistake others will be much more willing to forgive once they know that it was, in fact, a mistake, after which they will be willing to explain the common sense that should be followed. Or you could ask, which would be just as effective and avoid the mess of almost getting punched in the face.
You're amazing, you know? Everything you do is cool and worthy of praise. Or at least, that's what it feels like. Every little accomplishment that is above the norm will be praised by others, who will also explain why what you did is considered amazing and what the norm is, as well as how it could be much more useful if you could just do something a little different with it. Simply put, actually be a tiny bit better than normal and you'll receive all the praise an actual amazing person would deserve, as well as an inkling of what you could do to be amazing.
The spells of this world are quite useful. Especially those of the utility kind. For example, there is the spell Purification, which can be used to remove small messes. Or the spell Grow Weed, which can make simple plants grow quicker. Wait, what do you mean your not impressed? Well how's this for impressive? Your utility type spells are now much stronger. Purification, which could only clean small messes and not anything that stained, now can clean anything and everything! Months of built-up filth and grime gone in seconds. And that Grow Weed spell? You could make a plant go from a seedling to fully grown in a moment. Though I wouldn't recommend it on fruits or vegetables, those will probably taste terrible.
See, being a master, either of slave or of dungeon, grants to you quite a bit of authority. Authority that, when used, forces your subjects to perform whatever it is you command. But now, this applies to all forms of subordinates. Any command you give to a subordinate will now be followed without a second thought, even if it would mean their death. This has two flaws, however. First, the strong willed can and will defy your commands should it involve harming themselves or their loved ones. Second, even if they are not strong willed your subordinates may disobey you by following the letter of your commands rather than the intention. For example, ordering them to put a bullet in their head could be followed by putting said bullet in their mouth. So I suggest being specific, just in case.
One thing that nearly every person lacks in this world is the incredible ability known as creativity. The ability to invent or come up with new and original ideas, especially those with practical use, is now yours to hold, albeit on a much greater scale. You are now able to account for nearly every one of your own abilities as well as all of the knowledge you have on a subject, and with this information, you are capable of inventing or thinking up devices, methods, and just about anything else that would have some kind of practical effect. Maybe you'll figure out something simple like an infinite energy generator using portals, or something more complex like a magic-using-golem golem-making contraption.
Lotteries, gacha, blackjack, roulette, slots. All these and more will now bow down to your will. Your luck when it comes to games of chance are incredible, far more so than is logically reasonable, and any game of chance that isn't rigged will inevitably fall in your favor. This luck is well into supernatural territory, with black jack being child's play and games of random chance giving grand prizes 1 in 10 times when normally 1 in 10,000,000 would be expected. Even if a game is rigged, your pure and powerful luck will be on obvious display, and may even allow you to win a game or two against what should have been impossible odds. This luck even extends beyond the gaming world, as events will constantly transpire so that you meet just the right people, acquire just the right items, and do just the right things all at just the right times. Who knows? Maybe an entire bandit raid could be avoided and you none the wiser that it was going to happen at all.
God has granted to you the gift of translation, a powerful ability that shall bridge the gaps between you and all others. A living embodiment of the language of Babylon. Every word, both read and heard, shall be translated into your most familiar language. While you will be able to see and hear the words in their true form, their meanings will be automatically translated to you. Greater still, you shall be capable of speaking or writing in any language you wish at will, or rather, everything you speak or write will be translated similarly, allowing you to communicate to those with languages unknown to you. This applies to all languages, including magical ones, with the native magic system being almost entirely customizable at only the change of a few words, although at the cost of increased magical energy expenditure. Note that this will not help you to actually learn said languages, as all of them are translated into your native language, and while you will still hear the original words and may in time associate meanings with them, many languages will have unusual structures that may still prove impossible to learn.

Items

The pride and joy of Japan come in many flavours, and I do mean that literally. You see, Japanese cuisine is considered, among other things, exotic and delicious, which is especially true for worlds such as this. Foods such as melon bread, onigiri, dango, taiyaki, and more will now appear in a store attached to your warehouse, where the food is either freshly prepared or prepackaged. The food isn't limitless, however, and will need at least a week to restock.
The warriors of this world, adventurers, occasionally come across a wonderful gift from the depths of dungeons. A skill scroll. These scrolls, when read by pouring mana into them if capable, provide their reader with a powerful skill of some kind, though they rarely can tell what skill will be granted. You, too, will be unable to tell what this skill scroll will grant you, though it is guaranteed to be useful to you so long as you use it. And while these scrolls are only usable once, this particular scroll will, once per year, renew itself, allowing it to grant yet another random skill to whomever reads from it.
With this you have obtained... a phone? This is a special phone, however, for it serves as a hotline to all of the gods of a setting, allowing you to call and get called by the appropriate gods of the world. In this world, this will give you a rare opportunity to call both the God of Destruction, known in this world as the Light God, as well as Father, the God of Darkness and creator of the Dungeon Cores. While the god you happen to call is allowed to refuse, for more friendly gods you could talk and have a chat with them. The information they are willing to share with you should be quite useful if used correctly. Be careful of being too eager to use this however. Gods have their own important things to do, you know?
This world, like many others filled with monsters, dungeons, and other dangerous things, is often plagued by emptiness. Towns, in order to develop, must be built near suitable locations such as those with plentiful water, game, and trade routes. And so, on occasion, a town pops up at the forefront of nature, existing on the edge between humans and monsters. A town such as yours. You are now the owner of a great deal of unexplored land (which just so happens to be right outside your dungeon), land which you now manage as the Town Chief. While there are few inhabitants for now, more will come as they here about your dungeon and pursue its hidden treasures, and someday may even thrive into a city. This town will, having such a connection to its Town Chief, will also follow you from Jump to Jump, though the populace will be new and fitting for these new worlds.

Companions

Dungeon Core (100 CP)
  • Origin: Noble
    • Living Object
  • Perks
    • First Appearances (Free)
    • Your Attendance is Requested (Free)
    • A Bit of Coin (100 CP)
    • Political Marriages (100 CP)
    • A Town that Succeeds (200 CP)
    • B Rank Adventurer (200 CP)
    • Commissioning the Adventurer's Guild (300 CP)
    • God's Gift: Wealth of a Nation (400 CP)
    • Haku-sama's Blessing (400 CP)
  • Items
    • Intro to Dungeonology (+100 CP)
    • Dummy Core (+300 CP)
  • Dungeon Skill (+1100 CP)
    • Attribute: Mechanical Beast (Free)
    • Humanization (Free)
    • Import: Stardew Farm (Free)
    • Menu (Free)
    • Enhancement (Free)
    • Dungeon Battle (Free)
    • Additional Attribute: Alien (100 CP)
    • Unlocked Menu (200 CP)
    • Otherworldly Existence (400 CP)
    • The Answer is 'Easy' (400 CP)
  • Drawbacks
    • Shitty Master (+300 CP)
    • Leona's Interest (+300 CP)
    • [Sealed] (+300 CP)
  • Origin: Adventurer
    • Animalistic
  • Perks
    • Party Time (Free)
    • Go Another Day (Free)
    • Spread the Blame (100 CP)
    • Drained Rabbit (100 CP)
    • All the Magic (200 CP)
    • An Adventurer's Skills (200 CP)
    • God's Gift: Raise Your Shield (400 CP)
    • God's Gift: Raise Your Sword (400 CP)
  • Items
    • 'Unique' Magic Sword (200 CP)
    • Orichalcum Ingots (200 CP)
    • Godly Comfortor (300 CP)
  • Dungeon Skill (+1100 CP)
    • Attribute: Amorphous Monster (Free)
    • Humanization (Free)
    • Import: Stardew Farm (Free)
    • Menu (Free)
    • Enhancement (100 CP)
    • Dungeon Battle (Free)
    • Unlocked Menu (200 CP)
    • Otherworldly Existence (400 CP)
    • The Answer is 'Easy' (400 CP)
  • Drawbacks
    • Shitty Master (+300 CP)
    • Enemy of the White Goddess (+600 CP)


Campfire Cooking in Another World with My Absurd Skill
Drawbacks
Jump Drawbacks

In this jump, you have the option to supplement another one of your jumps. Choose wisely how you utilize this opportunity to enhance your overall experience.
You attract the attention of hungry monsters and beasts wherever you go. They can smell your food from miles away and will try to attack you and steal your food. You will have to fight them off, or share your food with them, or run away from them. This drawback will also affect your companies and your familiar, who will have to deal with the hungry horde as well (these attacks happen only once a week).
You have a huge craving for food. You need enough food to feed twenty average adults per day... or you could do with half the amount if you somehow manage to get premium quality meals.
You are expected to fulfil your role as a summoned hero in the world you are in. You will have to participate in the battles, quests, and missions that the people or the gods assign to you. You will also have to follow the rules, laws, and customs of the world you are in. You will have less time and freedom to cook and explore as you please. You will also face more dangers and enemies as a hero.
You become an enemy of a random kingdom among the mentioned in canon, it will not stop sending its armies until you cease to exist.

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 jumps now can end any time in the last third of the jump... or last up to an extra 50 longer. You've no way of knowing. It could be a matter of seconds...or months or years. For reference, this makes a standard decade as short as 7 years and as long as 15. Companions you import automatically gain +50 CP because you took this. (d8+6 = 9)
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. Things could just go very weird and leave you with results you hadn't anticipated.
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.
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. If this is taken as a Chain Drawback, its value is only 50% of the drawbacks you took in a given 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: Otherworldly Cook
You were a normal person living in modern Japan, until one day you were summoned to another world as a hero. However, you soon realized that you had no combat skills or magic power and that the only thing you could do was cook. Luckily, you had a smartphone that could access an online supermarket from your original world and a skill that could enhance your food with magic. You will have to make use of your cooking
skills to survive in this world, and explore its wonders. (100 CP)

Race: Human Gender: Male Age: 25

Perks, Items and Companions
Perks

You have a refined palate that can appreciate the subtle flavours and qualities of any food. Through taste, you can also discern the ingredients, methods, and effects of any dish, and give constructive feedback. You can also enjoy any food, even if it is strange, exotic, or unpleasant to others. You can also resist any negative effects of food, such as poison, curses, or addiction.
-In the region where your journey begins, you'll find it beneficial to converse in the dominant language, with this free perk you are granted a fluent level of skill when it comes to the local language.
You have a keen eye that can perceive the subtle details and qualities of any food. You can also identify the ingredients, methods, and effects of any dish, and give accurate feedback thanks to your keen eyes. You can also spot any food, even if it is hidden, disguised, or transformed. You can also see the aura, the origin, and the history of any food, and learn from it. You can also resist any illusions, deceptions, or manipulations
related to food.
Just like in this world, you gain the ability to be summoned into others similarly to this situation, if after this Jump you decide to go to another Jump, by activating this perk you can choose to be summoned by one of the countries/kingdoms in that jump as a hero and be treated as such, of course you will also get quests fitting the position, this perk must be used before the start of a jump.
You have exceptional cooking skills that can make any dish delicious and nutritious. You can also improvise recipes using whatever ingredients you have, and create new dishes that suit your taste. You can cook for yourself, your companies, or your customers, and earn their admiration and gratitude. Your cooking can also have various effects on those who eat it, such as healing, boosting, or enchanting them.
You gain the ability to use the System of this World(Appraisal and Item Box included.)
Elves or Half-elves are a race with features like sharp ears and a beautiful appearance. They possess high magic powers, big item boxes and fair-skinned bodies. Elves have a long life span of all races which goes as long as a span of about 500-600 years. While High Elves have a lifespan of 1000 years. They become adults at the age of 30 and grow old after the age of 300. Characterized as free-willed races, as they have long lives, they are also keen on cooking delicious foods and are great tasters. There was a saying that "If you want to eat delicious foods, ask the elves." They specialize in magic in nature and trees and so you gain Wild Magic for free.
You have the same power as the protagonist, Mukoda, to order food and other products from Japan using your smartphone which is included for free (or you can use the interface, whichever way you prefer!). You can use this skill in any world you visit, as long as you have enough money to pay for the items. You can also order items that are not normally available in Japan, such as magic items or rare ingredients, but they will be more expensive and may take longer to arrive. This skill also comes with a cosmic warehouse that can store your items and a delivery drone that can bring them to you.
Kaito was summoned with various top-tier abilities due to being a "Hero from another world" and skills such as Holy SwordArts which is the exact opposite of Mokuda'sstatus as such with this perk you gain special skills similar to the Holy Sword Arts.
In this world jobs are important, from top of the list "Dragon Emperor" to something like "Chef" these jobs allow people to develop themself to suit their role in this world, with this perk, you can get jobs like "A hero from another world" one with a cheat skill like the one named "Sword Arts" included, so you can use them to reach the peak of existence.


Items

You have a book that contains hundreds of recipes from different cuisines and cultures. The book includes recipes for Japanese, Chinese, Western, Indian, and other dishes, as well as desserts, snacks, drinks, and more. The book has a magic enchantment that allows you to browse the recipes with a voice command and also gives you tips and suggestions on how to cook them. The book also has a feature that allows you
to create your own recipes and save them for future reference.
You gain a special weapon similar to the Holy Engraver owned by Mukoda Tsuyoshi.

Companions

You gain the loyalty of a familiar with similar in strength to Fel who is level 947 (Can also choose the canon familiars themselves).
Import (100 CP)
  • Origin: Drop-In
  • Perks
    • Versatile Linguist (Free)
    • Jack-of-All-Trades (100 CP)
    • Anonymity Cloak (200 CP)
    • Luck's Favor (300 CP)
  • Items
    • Forest Village (400 CP)
  • Origin: Summoned Hero (100 CP)
    • Race: Demon (400 CP)
  • Perks
    • Summoned Hero (Free)
    • Blessed by the Divine (100 CP)
    • Otherworld Adventurer (200 CP)
    • Hero Skills (300 CP)
  • Drawbacks
    • Freakish (+100 CP))
 
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Rigor Mortis


Jump #1: Disney Hercules
Drawbacks
Jump Drawbacks

Something is… wrong with your insertion. This was supposed to be a world of fun and whimsy, a cartoon world! You don't know what went wrong, but this is not that world. The basics of the world, before the events of the Movie, remain the same, but from there everyone acts not as characters of a Disney property, but instead as the absolute worst, most assholish versions of the Greek mythological characters to be found anywhere.
Rape abounds, wives are sold as slaves, pederasty is prestigious… you know the drill. It's not just the gods and heroes affected with this either. Everyone you meet in this world is like this. At the absolute best, you might meet people like an average inhabitant of Ancient Greece, but don't count on it.

Some emotionally scarring event in your past has left you unwilling to open up to others or accept happy emotions in your life. If you are a Drop-In, this event will occur right after you arrive, and will cut right through any mental equilibrium perks you have.

You are consumed with a powerful urge to smash pottery. If you see a vase or urn, you'll have an incredible urge to break it. This won't be earning you too many friends.


Universal Drawbacks

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.

  • N/A

Jump Scenario
Origins: Villain
So many goody-two-shoes, living their lives without even a lick of new thought or ambition. You're not one of them. You have ambitions, plans and hopes, and you know how to make them come true!

Race: God
You're the real deal now, man! You're a god, a full-fledged, proper god, will everything that entails!
By default this makes you a Greek god, but you can be of some other pantheon if you so wish. No matter what, you're ageless and immortal, and do not require any sleep, food or any other sustenance. No mundane weapons, poisons or diseases can affect you more than momentarily, and even supernatural ones have their work cut out.
(400 CP)

Location: Olympus
High in the skies, on top of a cloud sits the City of the Gods. Olympus is home to the Greek Pantheon, barring a few people who have holdings elsewhere. Only gods and immortals can step through the shining gates, so if you don't count, expect a few very pointed questions. That being said, the gods of this world are far from their mythical
counterparts, so they shouldn't do you any real harm, and may even give you a ride down to the mortal world.
(Rolled 2)

Gender:XY Age: 270

Perks, Items and Companions
Perks


What is a villain who isn't scary? Not you, at least. You have the ability, when you want, to be absolutely, mind-shatteringly terrifying to anyone weaker than you.
It takes the form of an aura of sorts, or perhaps an effect, but either way you can choose just who it affects, and the bigger the difference between yours and their strengths, the more this effects is boosted. A god would be feared by humans just like they would fear… well, a god.

Bargains and deals, stealing and cheating, all these are the stock in trade for any self-respecting villain, and they're for you as well. You have some very curious abilities, ones that could land you in trouble if the wrong people heard about them.
You can make bets or bargains affecting any and all things, such as souls, magic, favors or some such, even specific powers. These bargains need to be entered into freely by both sides, but once entered they're self-enforcing. But be careful, as this applies to all parts of the bargain, and penalties or consequences for broken terms come into effect automatically too.
Besides this, you have the curious ability to 'steal' powers and abilities from people. Simply put, you can target things like Godly Domains or Magical Powers just as you would any physical things, always being able to find some way of taking them for yourself. This doesn't make the theft any easier than it would ordinarily be, mind.

Ah. Well, this. You're not quite a spirit anymore, are you? No, you're a Titan, one of the ancient beings that ruled before the gods cast them down and imprisoned them in a pit.
Not only are you huge, as in Multi-story-building size, you are also no longer composed of organic matter. You are comprised entirely of one of the elements of nature, such as wind, fire, water or maybe even lightning!
This means you no longer take any damage from this element, and can indeed fuel your powers through taking it in. Also, you have vast, massive control over this element. A water Titan would be able to drown cities, a wind Titan can toss around hurricanes like party favors, so on and so forth.
{Ice}

Come on, you know how this works. You no longer age, no disease or poison can hurt you… unless they're really, really powerful magic, on the level of 'potion to make a god mortal' powerful. Even they have proportionally reduced effects. You're eternal.

You're not much of a god unless you have something to be a god of, are you? This is your own brand-spanking new domain. It can be anything you can think of, from aspects of the world to more esoteric fields of human nature or effort.
You have an exceptional degree of control over it, being able to draw power from it's presence, and command it in both subtle and explicit ways. This perk gives you a strong degree of control over your domain, enough to make you a lesser god of it. For mortals you get magical powers that make you exceptional in the field you picked, but to a rather lesser extent than the gods.
You can buy any number of domains you feel like.
{Ice, Death}

Not all gods are created equal. Some are gods, and some, well, they're Gods. There's quite a few differences, which you should especially appreciate, since you're one of the latter now! Instead of a lesser god, you're a proper Olympian or equivalent God of your pantheon, standing heads and shoulders above other divinities.
This grants you several benefits. The first is that your raw power as a god, and indeed, any powers you use that originate from divinity, are boosted massively, at least one whole order of magnitude if not more. You're stronger, your fires are hotter and there are more of them, so on and so forth. Your control over your domain is similarly boosted, as are all other parts of your godliness.
Besides this, you're now truly a god, and a god of… well, whatever you can control. Anything you have exceptional control and ability at, no matter how you acquired it, now counts as a godly domain for you. This means you can benefit from it just the same as you would from any Domains you bought with CP, and control and influence it in the same way.


Items

There's something to be said about villainous style. All in black, with spikes or leathers… it has a certain attractiveness. Now you can do it too! After all, what use a villain who doesn't look it? You have a complete wardrobe in dark colours, all designed to make you, and anyone else you may want to dress, as nicely evil as possible.





Supplement 1: Generic Divinity
Drawbacks
Jump Drawbacks

Are there godless worlds out there who could use the guiding hand of divinity, or where the only beings with real power are the gods up above? No matter what your reasoning, you may attach this Jump onto another as a Supplement. Alternatively, this can be used to go to a setting that does not yet possess its own Jump.

Recorded history has only been around for five thousand years, and humanity much, much farther back then that. And if ten years isn't enough, you may extend your time here to a full century, with each additional purchase adding another century on top of that. You may only benefit from this option ten times, for a total of one-thousand years

Jump Scenario
Origins: Eldritch
The very antithesis of the human-centric myth, these are beings who, although strange and otherworldly, are still worthy of the title of divine. Oftentimes, their forms bear no resemblance to humanity, and can drive men mad at just gazing upon your divine form.

Perks, Items and Companions
Perks
As a divine being, you have shed off your old self in order to become something greater. You are a god, and so you have been changed to fit the role. As a being made from pure divine energy, you can live indefinitely, and need no other sustenance than the faith of your followers. If you were to physically manifest, then you could rip trees from the ground like a blade of grass, your speed comparable to the wind, and extremely difficult to injure, let alone kill. Mortals have almost no chance against you, though other divine beings are an entirely different story.
Additionally, the more worshipers you have, and therefore the more faith, the greater
your capabilities will be. Unfortunately, at a certain level of power, your true form may
incinerate a majority of mortals who gaze upon it.

But what use is the body if the mind is absent? The mind is one of the most important parts of a being, so yours should be just as magnificent to match your stature. You have a perfect and unlimited memory, able to remember everything that has ever happened to you with ease. You can easily handle knowledge that would drive mortals to madness, and nearly unlimited multitasking, allowing you to do many things, like having a mental conversation with each individual member in a large crowd.

Gods simply do not see the world in the same way that a mortal would, as is expected of such powerful beings. In addition to heightening the five basic senses, you are able to tell at any moment how many people believe in you, what their exact locations are, and when your name is invoked. Concerning that last part, you can very much block that out whenever you want, as it tends to get a bit annoying when mortals keep using your name in vain. You can also see the supernatural, divine, or
invisible with ease, and can see through most mortal illusions, though those of a god's making are fairly hard to notice without some effort.

In order to be a god, you must be a god of something. This is where that issue is resolved, as you will receive three domains, aspects of the world that are under your control. Granted, the more broad your domain, the less power you have starting off. A God of Storms would be amazing at creating and controlling storms, but aren't as versatile as a God of the Skies. But if these three domains aren't enough for you, don't worry, as you can spend [100] to get an additional domain. This can be taken multiple times.
{Cold, Undead, Grief}

Faith is an important part of being a god. After all, most can't survive without the stuff. But faith can be accumulated in different ways, and each god has some preferred methods on how to acquire it. Do you simply get your faith by your followers actively praying to you, or do they need to perform sacrifices? Do you need monuments built in your honor, or is every battle a show of their faith in you? Or is it something else, like the acquisition of knowledge? Whatever the case, you have three ways to accumulate faith, and more can be taken by paying [100] for each. This can be taken multiple times.
{Prayer, Murder, Burial Rites}

Faith is a powerful thing indeed, especially when directed towards you. But if you wish to repay these mortals in their worship of you, then this is the way to go. When the truly faithful invoke your name, they will be able to cast spells based on you and your domains. By invoking a sky god, they will be able to fire off lightning, while invoking a forge god will find their equipment temporarily better than
before. You can also devise rituals that can do much more than normal spells can, and
can even be used by anyone able to set it up, though it will be more effective if used by
those who worship you.

Many gods are represented by many breeds of animals, symbols of their power and agents to enact their will. This is especially true in your case, as you can experience the world through the senses, as well as actively control at will, a single type of animal of your choice. Have an entire pack of wolves raise a child, or fill the sky with thousands of locusts. The animal kingdom will bow before you. May be taken multiple times.
{Ravens}

Faith, the concept, is an interesting thing. It is the strong belief in something, even with a complete lack of evidence. And it is something your followers have an overwhelming abundance of. The faith, the belief, your followers have in you is mind boggling, and it takes quite a lot before they lose said faith.

If there is one thing this world and its inhabitants understand, it's power. Something you certainly won't find yourself lacking in. Your starting power has vastly increased, allowing you to go toe-to-toe with a large number of gods from some of the most popular pantheons, though there are still some entities that are more powerful than you. Though, that shouldn't be a problem for long, as your power will slowly grow the longer you live, independent from what faith you accumulate, with no known upper limit.

A common saying, that one possesses the luck of the devil himself, though is it one that holds any amount of truth? If they are referring to you as the devil, then it is indeed extremely accurate. Your luck has improved dramatically, such that gambling against you will always prove risky at best, even for other gods. Random happenstance will also lean in your favor, from the desperate randomly finding one of your faithful to yourself sometimes running into powerful but gullible entities.

The betrayer, the satanic figure of any pantheon is there to be the ultimate antagonist towards the gods, and often has the power or influence to back it up.
For you, this manifests as a terrifying ability, in that you can force the concept of Death
onto any being, and kill those often thought unkillable. Pair this with your amazing
proficiency with finding weak points in anything, and there's a good reason for the gods to fear you.

There are secrets in the multiverse that are secret for a reason, the knowledge conflicting with mortals' preconceived notions of the universe so terribly as to irreparably warp their psyche. This effect is something you can mimic with your eldritch nature, causing madness in any mortal unlucky enough to encounter you.

Ignorance is bliss, a statement that is especially true when dealing with you. Your very existence is the antithesis to sanity, and simply knowing about you is proof of that. Even the smallest scrap of info on you holds a memetic hazard, slowly warping their mind into madness that only gets worse the more they know about you.
This can, of course, be toggled on and off, but where's the fun in that?

The realms of dreams and fantasies are captivating, are they not? All illusions and make believe for most, but not you. By reaching out, you can enter a Dream Realm where all dreams and nightmares connect, and a place you can influence. You will find that the more artistic or creative a person is, the easier it will be to manipulate their dreams into whatever you desire.

Those other gods, those reflections of humanity's hopes and dreams and fears and even creations, they share only the vaguest similarities to you.
You are not of the human centric narrative of other deities, those that embody the virtues and vices of mankind. No, you are the antipode of those one-dimensional hairless apes, and nothing expresses that better than this. You exist on a multitude of dimensions, starting at ten, though that number will grow with your power. In order to truly kill you, a foe must be able to strike at all of your dimensional layers, as leaving even one will allow you the chance to fully heal within the human hour.


Items [+400 CP]

Gods are inherently different from humanity on almost every level, so it would make sense that they occupy a haven that is different from Earth, no? You have your own Divine Realm, a pocket dimension that is an
extension of your very being, and as such molds itself to match your soul and ideals.

People need Symbols, a simple way to express their ideals or allegiance. A religion, as an extension of human spirituality, holds this same trait, and one that you have agreed with. You possess your own heraldry, a symbol that is as complex and simple as you want, but still recognisable as your own by anyone who knows of you.

Psychedelics were often seen as a way to commune with the divine, to connect the Mortal to the God. Though that may not be true in some respects, it is for you. There is a type of mind altering substance, be it shrooms or plants or even alcohol, that allow your followers to see visions on what they can do to best help advance your agenda. It could alternatively just be used to have a really, really good time.

Again, the pride of the divine requires that they use nothing but the best, although in this case there's a more practical reason. You have here a mountain's worth of some mystical metal with supernatural properties, of which are up to you, though the more durable it is the less properties it has, with a nearly indestructible material only being able to hold enchantments well. No matter what, though, this material can strike at the spiritual as well as it can the physical, letting it be of great use against other l divine entities. This can, of course, be taken multiple times for multiple materials.
{Absorbs Souls to grow stronger}

Magic is an amazing and powerful force, one that can shape entire countries with enough power behind the right spells. And even if this world does not contain magic, that doesn't mean that future worlds won't. This book, one that contains endless pages yet never changes size, will automatically fill itself with all but the rarest magical spells and rituals, with more pages being added as more spells are created or new worlds are encountered.

Mortals are often obsessed with buildings, shelters and homes and churches alike. This specific church is devoted to you and your worship, a monument to your glory. Should any of your believers frequent this temple, it will increase the faith generated by them, going towards empowering you. Additionally, it will also improve the chances of converting others into joining your cult of religion. How can they deny your existence when they feel your presence in the house of god?

It was fire that propelled man to where it stands today, and is an important part of them and their history and mythology. Simply look at the story of Prometheus to see its effects. But this is no simple fire, this is the First Flame, the flame that shall never die. It is from here that the very fires of mortal souls are forged, the source of their creativity and passions and the fuel for their drive and willpower. What could you do, with such an item connected to each mortal soul in the world?
 
Supplement 2: Generic Divinity's Divine Realm

Perks
Perks

But it cannot truly be considered your Realm if you have no say in how it's designed, is it? From lush forests to dry deserts, acidic oceans or fleshy terrain or floating islands, you can design your Realm however you want, even a mix of all of the biomes of Earth or some fantasy world you might have visited.

Terrible and alien your mind is, when compared to those unenlightened by your eldritch truth. Indeed, your Realm reflects that part of your nature, it's winding, twisting, and labyrinthian design making it a nightmare to properly navigate for any invaders that think your Realm would be just another footnote on their list of conquests.

For as much work you may have put into the design of your Realm, sometimes you just need an extra bit of insurance that will ensure your Realm is as defensible as can be. In addition to the numerous forts now dotting the landscape, the natural terrain of your Realm makes it a nightmare to invade, and quite easy to defend. Should you put in the effort, there would be few forces that could overcome your defenses.

As twisted and confusing as your Realm may
be, it is the ultimate goal of all your believers to one day gaze upon it and it's beauty.
Should you be so kind, you may offer them a taste of what awaits them, as they will be
able to astrally project themselves into your Realm while they sleep. They can interact
with anything found here, and will remember what they saw and did, but both they and the exact details will be fuzzy, as though it were all a half-remembered dream.

Your Realm is no place for good god-fearing
folk, a place where no one should ever have walked through, much less anger. This
sense of wrongness, this presence of an eldritch aura will erode at the sanity of any
hostile invader or unwanted visitor, ultimately driving them insane. If it makes them into
paranoid murderers or manic loons all depends on their luck as well as what they may encounter while the process is going on.

This Realm is yours, the ultimate expression of who you are, a literal manifestation of your soul, and here, you are God. None can match you within your own Realm, especially with this purchase. While within your Realm, everything about you is magnified several-fold in strength and potency. Powers and abilities, skills and perks, everything. This can even affect your Companions and Followers, even some of your chosen allies will find their capabilities vastly improved. I pity anyone who makes trouble in your home.

If there is one good thing to say about
mortals, it is that their endless pursuit of knowledge in all its myriad forms is quite
admirable. It is such an admirable trait that your Realm does something extremely
similar. Within your Realm is an ever expanding, near endless library containing within it all accumulated knowledge of entire worlds. Which worlds you ask? Why, every one that you visit, of course. Worlds of the past, the present world, and it's shelves are eagerly awaiting the knowledge of future worlds. There is no such thing as forbidden or dangerous knowledge, there is only knowledge.

This Realm is an extension of yourself,
your absolute territory. If they believe that yours is an easy target, then their fate has
already been sealed. The longer an invader or hostile entity remains within your Realm,
the weaker they become and the more of their soul is damaged, stolen away and added to your own power. Though they can resist it if they have enough power, even the
mightiest of demigods won't be able to last three days before becoming as feeble as an
infant. They brought this upon themselves, and must suffer the consequences.



Supplement 3: Generic Divinity's Divine Host

Perks
Perks
Of course, now is the time when you must decide the aesthetics of your Host. What do they look like, their divine forms made to your exact specificities. This will only decide the general look of each caste of your Host, though there can be different looks for different types of entities even within the same caste. Will they be angelic figures, a horde of rampaging demons, beautiful and terrible monsters? That is a question only you can answer.

Of course, should you desire more than mindless automatons who only exist to serve you, they will be individuals, thinking beings and as such will develop their own culture. Of course, this culture will be whatever you desire, as is well within your right. If you want to take inspiration from a previous civilization, leave them as tribal savages, or allow them to develop their own culture naturally, all the more power to you.

But what use is an army if it has no numbers? To start off with, you will possess 5,000 entities within your divine host, independent from those whom you have imported. It starts off mostly of Lesser entities, and there are few, if any, Exalted
amongst their ranks.

As unthinkable as it may seem, it is entirely possible for members of your Host to be subverted and convinced to betray you, or even become too ambitious for their own good. For an extra bit of security, the loyalty your Host has for you is the stuff of legends. Even the thought of going against your will is such an alien and foreign concept that they just can't understand it. It would take the work of other gods in order to even start convincing them to break that loyalty.

It is not just that your Host is skilled or powerful enough to win any fights, it's just that they refuse to go down. Your forces now possess a potent healing factor, such that it's not unheard of for weapons getting stuck in their flesh because they healed around the weapon. There are ways past this regeneration, but it will be damn annoying or terrifying for anyone going against you.

If you don't want to be stuck with just the amount of soldiers you purchased here, fear not, for there are ways to increase the size of your Host. Through utilizing faith, or any energy you might possess, you can create as many new members of your Host as you want, in any caste you want. Leaders are of course the easiest to create, while each Exalted would be near draining for a lesser god. You could even set up something so then the process is automatic, constantly siphoning your energy without your direct involvement.

Mortals rely too much on their eyes,
believing that sight is the only sense worth a damn. Yet you know that sight can be
tricked or taken away, and have taken precautions. Not only can your Host see through illusions, it would be quite impossible to sneak up on them.

Pity those that go against your Host, for
there is only one path down that road. Madness. While within the presence of your Host, all hostile entities will find their sanity being slowly drained from them, rendering them as little more than feral beasts that will more than likely hurt their allies than yours. This effect can be resisted with sufficient willpower, but even the strongest of wills can be broken down and whittled away.

Your Host is a very real extension of yourself, each one being some sort of aspect of yourself, no matter how minor. So would it not make sense that your power would also be theirs? With this, you are able to grant any member of your Host lesser version of your perks. Be it granting your Host all as a whole your power, or even a single member, I'm certain you can see how useful such an ability would be.

What is more terrifying than an enemy that
threatens your very sanity? A seemingly endless legion of said enemy. A nightmare that your Host will turn into a reality. Members of your Host are capable of splitting themselves off into numerous clones, with no hard limit on how many they can make. Of course, the more clones they create the weaker the clones will be, but it is an undeniable fact that quantity is a quality all on its own.

The battlefield is a confusing place, but with the right knowledge, it's possible to use this chaos to your advantage. All members of your Host have been upgraded with a combat algorithm, increasing their skill in combat as well as predicting an enemy's movements.

Forget strength or dexterity, magic is where the real power lies, and that belief is something represented within your host. In addition to their increased capabilities in magic, they also possess a decent resistance to magic, reducing its effects on them by a quarter. Best part is that your Host now has long-range options that aren't just bows or guns!

Your Host is not burdened by the physical limitations that plague mortals. Your loyal soldiers are mightier than almost any mortal, enjoying an increase to their strength and endurance. Swinging around massive weapons and tanking powerful blows that few mortals could survive, your forces are a powerful force indeed.

Sometimes, your soldiers will encounter enemies equal or stronger than they are, and so need something to tip the odds in their favor. Your Host can now imbue their attacks with a divine energy in order to better slay their enemies. What this energy is depends on you and your domains, so it's very unlikely for the Host of an ocean god to imbue their weapons with fire.
Didn't have enough time to fill these in yesterday. So here they are, 1 day late
 
Sinew of Average Jumper

← Previous Jump ||Supplements|| Next Jump →

Shakugan no Shana
Drawbacks
Jump Drawbacks

In a throwback to the 2007 Dengenki Bunko movie festival, your benefactor has decided to combine this universe with another universe
Can't you see that the girl in your class likes you? Or that your friend likes her? Beyond this you also seem to be dense for other matters, so that you cannot pick up hints, however obvious about things for your time here.
each origin now has drawbacks making them extremely easily noticeable as foreign beings. Crimson denizens must remain in a monster out the form, flame hazes have a small aura of flames, mystes have the item inside them glowing brightly, and drop-ins will have everyone nearby altered so that they are foreign beings. While this doesn't make you any enemies by default, it does make it impossible to blend in and makes it increasingly easy for any enemies you gain to find you.
You still have your warehouse, but a large number of smaller magical items (or just valuable to you if you do not have any) have flown out into the world into the hands of various beings. While they can be recovered, you only have a general idea of the location of any of them and must work from there. You cannot take this if your warehouse has nothing of value to you inside of it.

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.
If a Companion dies (beyond medically dead) they are returned to their reality of origin and can only be reclaimed via Return, a continuity toggle in a later to the same setting within the Companion's lifespan, or by successfully earning your spark. Undead Companions would have their definition of medically dead and are treated as 'alive' by default for this Drawback. This increases the Companion reward to 600 CP per jump. Powers, Perks, and Items must stop them from dying in the first place to be effective. This grants your Companions a form of low-grade plot armour. They will not die randomly from accidents, casual sickness, age-related complications, etc. Only deliberate action or plot-level complications(a plague for instance) will kill them.
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. If this is taken as a Chain Drawback, its value is only 50% of the drawbacks you took in a given 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: Drop-In
You just pop in with all you got. No memories or anything to assist you or hinder you.

Race: Human Gender: Male Age: 15

Perks, Items and Companions
Perks

Something is off, and you can feel it. By going with this gut feeling you will be led to the source of whatever disturbance has activated your intuition and a general idea on how to stop it or otherwise tilt it in your favour. Taking this as a Drop-In also grants you a sense of whether or not involvement will cause you to sustain injury and a general sense of the degree.
Similar to the Dantalion lab setup, you have managed to figure out how to create a device that converts your power of existence into something like electricity, allowing you to power all of your great machines with a single source of energy.
Much like Yuugi you have a knack for unrestricted spellcasting, which is essentially this world's magic. Taking this perk boosts your talent for creating spells, and additionally greatly lessens the cost for using your power of existence as well.
Magic, ki, whatever else you wish to call it. All of these things are mere extensions of your own existence, so why not bring it back? This perk transforms and converts all of your abilities relating to such extensions into the most basic form, which is the power of existence.
With purchase you will have a special device permanently attached to the innards of your soul, that once every 24 hour period your stores of all forms of energy and health instantly restore themselves to their maximum capacity
The human soul is a very versatile thing if you haven't already noticed, and a Jumper's soul is even more special. Over the years your soul has matured, and likely mingled with some of the more exotic energies that exist. As such a new ability has emerged from it, making you able to mix your soul into your attacks, empowering them to levels unbelievably high. A simple fireball would be an explosion of flame, or a personal shield could now coat your body in armor.
When humans and crimson denizens have the same burning desire they can manifest it in the form of a treasure tool, which can be possessed by anyone who can "fulfill" said desire. Unlike the normal process you can create treasure tools without another's involvement. How this works is that you essentially take one of your powers and "clone" it into a tool so that others can use it when they power it with their own existence. While you could potentially put any power into a treasure tool, the stronger they are the greater the energy needed to activate will be.

Items

Have you ever wanted to be a mega-villain, but lacked the means to broadcast your schemes? No longer this is a problem, by activating this obelisk you can transmit a video and audio feed of you to anywhere on the earth!
Originally a normal claymore, this sword was modified by the scientist Dantalion. When a user channels their power of existence into it, the sword begins rotating like a drill. The greater amount of existence channeled into it, the faster it will spin.
Wielding a beautiful silver flame, this suit of armour appears and animates to serve strong emotional desires seemingly at random. This item, when purchased, will be guaranteed to work only for you, and at will, unlike in the canon, and additionally can be worn as a suit of armour. (Golden God Armor Import)
Normally a golden coin, this item, when activated transforms into a nigh-unbreakable chain, that when bound to a weapon or item will completely nullify its effects.
if you have an existing item and would like to have it imported into any of these there is a one-time 200 CP fee to import any item to anything you have purchased here.

Companions

Import (300 CP)
  • Origin: Torch
  • Perks
    • Nonexistent (Free)
    • Of Similar Mind (100 CP)
    • Midnight lost child: (200 CP)
    • A Fire That Burns Twice as Bright (300 CP)
    • Exceptional Vessel (600 CP)
  • Items
    • Orgel (200 CP)
    • Reiji Maigo (300 CP)
  • Drawbacks
    • Crippled (+200 CP)
    • Shakugan no Jumper-tan (+300 CP)
  • Origin: Crimson Denizen
  • Perks
    • Sensory Perception (Free)
    • Jumper of the (Blank) (100 CP)
    • Warlock (200 CP)
    • Treasure Artificer (300 CP)
    • Unrestricted Spellcasting Adept (400 CP)
  • Items
    • Crystal Altar (Free)
    • Bakuyagai (200 CP)
    • Prideful statue (300 CP)
  • Drawbacks
    • Shakugan no Jumper-tan (+300 CP)
ALL THE ITEMS


The Novel's Extra
Drawbacks
Jump Drawbacks

How does this keep happening?! Somehow, Jumper, you keep causing people to misunderstand things about you. Did someone hear you speak about having a smoke? Jumper is a delinquent. Did you use the wrong phrasing when talking about your interest in someone? Jumper is a stalker. Does this girl spend too much time following you around trying to get your notes? Jumper is being courted. Did you try to repeatedly force encounters with a girl to help her realize her full potential and help her stay alive? Jumper is in love. It just doesn't stop happening. Of course, you can correct these misunderstandings, but this is bound to get annoying, or even wild at times.
Bad news, Jumper. It seems that you share your luck in romance with every girl who has ever met Kim Hajin (Except Boss, lucky bitch). Somehow, someway, whenever you fall in love with someone or are otherwise attracted to them, you will be completely unable to disclose your feelings on the matter, and they will never be reciprocated. Beware, should anyone somehow become aware of your romantic feelings for them, you are guaranteed to be rejected, and you will feel hurt about it for a while.
... At least nothing is stopping you from making friends? Or from doing... that if you care little about romance, of course.
Somehow, someway, an info broker on Violet Banquet has gotten all of your information. All of them. All of your Perks, powers, items, identities, Companions, Followers, residences, businesses, and even weaknesses if you have them. They only know about the things that you are aware of, and only the things that can't be used to directly make you a non-issue (so no True Name or similar), but other than that, they know everything. Oh, they aren't willing to use that information against you directly, nor advertise that they have it, but you cannot find them anywhere in the world to take care of them before they do anything with it, either. They are, however, very willing to sell that information to anyone who asks. So try to remain anonymous, and don't make too many enemies, or you can only rely on your luck to buy you the time you'll need to take care of them before they can gain all the info they need to take care of you.
You have a voice stuck inside your head, Jumper. It is the soul of someone from the world of Akatrina, who somehow ended up there. Unfortunately for you, unlike the other case of such a thing, they are not a good person, or a liveable one by any means. They will keep screaming and ranting in your head, distracting you and making you irritable. And your Perks and Items from previous worlds cannot help you with that. You will have to find another way to get them out because you certainly can't make them a better person to be around. Good luck with your new roommate.
No, Jumper, this isn't amnesia or emotionlessness, although you might wish it had been. Much like the monster king Orden, the only sapient monster in the world, you suffer from an identity crisis, and a deep desire to understand yourself and the human race as a whole at any cost. Orden willingly experimented on his brethren in an attempt to create a peer, and waged war on the human race to evaluate their reaction and attempt to understand it. You will be no better. Though your knowledge of humanity may rein you in for a bit, your desire to understand will never go away, nor will it ever feel less important than anything else, such as morals or ethics.
If there is one thing about as bad as being hunted down by the Djinns or the Heroes, it is to be hunted by a group of some of the most powerful people in the world. Congratulations Jumper, you are now the prime target of the Chameleon Troupe, a higher priority than even Bell. He would be shocked to learn that. Unlike the other organizations in this world, they mostly do subtle work. Even their least stealthy member gets by being so damned powerful that no witnesses are ever left to report that they saw him, no matter who these witnesses are. They are few, but they are strong, they can be anywhere, they have resources, they have connections, and they have a bone to pick with you. Your bone, specifically. Hopefully, your spine is ripped out of your living body. Better start running, Jumper.
Better start running, Jumper. You are now the direct target of a single Devil. They want you gone, at any cost. You can expect them to redouble their efforts to create Djinns if only to send all of them after you head. And should they get an opportunity to incarnate in this world, you can take it for granted that they will be flying straight to you first thing. They can't be reasoned with, they can't be stopped, and they will even make deals with the heroes to leave this world alone if they let them have you. A world for your head, Jumper. They hate you that much.
The funny thing about following the story of a cast of powerful characters in a world of rather high power levels is that no one cares about the random citizens, except to tell just how many of them died during the last problematic event. Well, that's you now, Jumper. You are the random citizen in this death world. All of your Variable Stats are at 1 (every point you have bought will be applied at the end of the Jump), you have no Gift, no special Physique, no Authorities, and no Perks or Items from other Jumps. You still have your current purchases (barring the previously mentioned ones that will be activated at the end of your Jump), and you can still train yourself and find alternative ways to power, but will that be enough with such a weak body? I suppose you could try to make up for the difference with Invariable Stats and items, as Hajin did, but he had a Gift and Authorities, while you do not.
This is terrible, Jumper. You have been marked for death by either the Hero Association, the Djinn Association, or both. This means being chased by all Djinns, or all Heroes, the world over. And trust me, changing timelines is not going to help you with that. Your only saving grace if you take only one of these options, is that you may use the other as a shield. Your only saving grace should you take both, is that they will never work together, and will prefer to kill each other first should they track you down at the same time.

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.
If a Companion dies (beyond medically dead) they are returned to their reality of origin and can only be reclaimed via Return, a continuity toggle in a later to the same setting within the Companion's lifespan, or by successfully earning your spark. Undead Companions would have their definition of medically dead and are treated as 'alive' by default for this Drawback. This increases the Companion reward to 600 CP per jump. Powers, Perks, and Items must stop them from dying in the first place to be effective. This grants your Companions a form of low-grade plot armour. They will not die randomly from accidents, casual sickness, age-related complications, etc. Only deliberate action or plot-level complications(a plague for instance) will kill them.
  • 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: Monster
You are... not human. No one could tell you what you are, really. Though humans may call you a monster, no monster can think as well as you do. Though there is a single other intelligent monster in this world, not even Orden understands what he is. Perhaps he would be happy to meet a peer? Choose yourself a monster form, and be on your way.

Race: Ultimate Lifeform Gender: Male Age: 15

You are now Kim Hajin, Jumper. Or rather, Kim Hajin does not exist, you do instead, in a manner adapted to your Origin. Your objective in this world? Prevent its destruction at the hands of the Devils and reach the "end of the story". You won't leave until you reach that end but don't worry, it is guaranteed to happen eventually so long as this world isn't destroyed and Kim Suho lives.

To help you in this task, you may take the Perks [Authority - Stigma] and [Authority - Setting Intervention] for the duration of this Jump, in the way they were given to Kim Hajin (more limited). On top of that, you gain 10,000 initial SP to use with this power of yours. Keep in mind that Kim Chundong, the person replaced by Kim Hajin, will still exist without him, as his backstory is now part of this world's plot. He just will be living his life as a mediocre cadet. Write us a beautiful story, Jumper.
  • Rewards:
    • Perks: [Authority - Stigma] and [Authority - Setting Intervention] in their completed form.
    • Perk: This Is Only For My Personal Satisfaction
      Whatever you make, Jumper, people will take inspiration from and remake better, should you give them that permission. It works for everything, from songs to furniture, to scientific theories. Your creations, once shared, simply push others to do better themselves. Additionally, should you share unfinished works, people will actively reach out to you, aiding you in completing them with the utmost of their skills and letting you gain the full benefits of the final results. All they needed as a reason to help you was their personal satisfaction.

      As a bonus, you are guaranteed that this betterment will only be to your benefit, so you don't have to worry about super versions of your bombs being sent your way. Just keep in mind, that it doesn't give them the skills or materials to make better things than you made. It simply gives them a direction to work towards, then pushes them to try their very best and go beyond.
You are the co-author, Jumper, and Kim Hajin was just sent to the world of his own novel. You, meanwhile, see his story being written in chapters on a computer in front of you. You are trapped in a room, with this computer, until the end of this scenario. Fear not, for you will feel no physical need nor fatigue here, and the development of Kim Hajin in this world will go according to the speed of time in a novel from the outside, not that of reality. Chapters may see years pass by between them.

Your objective? To see the story to its end. You may use your keyboard and write events to affect the story, force events to happen, nerf the powers of your Extra, and more, but there are limits. While you may force a plot to happen, your changes will be refused should they fail to follow logic and reason. Characters may not gain more power without a reasonable explanation, nor can things appear without it making sense for them to exist. Should you nerf the powers of the Extra, Kim Hajin, you will not be able to unlock them back. You may not cause alterations to past events, if they have already been written about in the past chapters, but may do so for ones the readers do not know anything about, once again within reason.

Your role will be essentially to balance the creation of new plots, and their difficulty, to cause enough character development fast enough for them to be able to handle the ever quickly approaching apocalypse. Do be careful, but quick, for the more chapters are produced, the less you
will be able to alter the story. And remember, should your Extra, Kim Hajin, be anything other than an Extra in this world, it will count as your failure. This is the story of Kim Suho saving the world, after all. Which is why you might want to neft him from time to time. But should the Extra die before the end, you will fail as well.

As soon as Kim Suho defeats his last enemy and the epilogue of the story is reached, this scenario will end in your success. Remember to take notes, Jumper, you will need them. Of course, the chapters will write themselves at a speed that will allow you to think on your next moves, and you may even set in on pause if you truly need it. You are the co-author, after all, and it is your right. It may take weeks, if not months, for the story to be completed at its normal speed. Feel free to extend the duration to years, or even decades. This scenario has no time limit.
  • Rewards
    • Perk: The Co-Author

    • You can be the co-author of anyone's story.
      You can target someone, anyone, and physically send them as they are into any written work of fiction, at will. While they are in there, a document will be created that you can access from any writing medium, recounting their adventures in that world in the format of a novel. The chapters thus written may, as a normal novel, skip a great amount of time during "low" phases of the story, benefitting you victim with the equivalent of time acceleration (though only from your perspective). You may alter the events they will go through within reason, and see this world grow from it. It will be completely without plot holes, existing only within the rules established during its inception and never changing. The chapters will be written slowly enough to allow you to think on your next move, ensuring that a single story may take months to write itself. Unlike during your scenario, however, you will not be able to put any story on pause.

      When your extra reaches the end of their story, they may choose to leave the story and go back to their original reality, or remain in it forever. Whatever the case, Jumper, you retain a copy of the rewritten story for your perusal. Do be careful if you send them away without permission, for when they come back, it will be with everything they earned in their story, working without issues. Although, don't think that because it is a story, it isn't real. Whichever world they were sent to will become very real, somewhere, and accessible if you have the means. Death in the pages, too, will mark their very real end. You may only use this power once per year, and only once per decade on the same person. Sadly, you may not target yourself with it.

Perks, Items and Companions
Perks
  • The Sky is Blue (Free)
  • Normal Magic (Free)
  • Jumper7 is Online (100 CP)
  • The King of Monsters (100 CP)
  • Devil's Branding (200 CP)
  • "You suck at using a bow." (200 CP)
  • High Rank Art (300 CP)
  • Witch Of Despair (300 CP)
  • Anti-Magic (400 CP)
  • A Special Physique (400 CP)
  • Battlemage (400 CP)
  • Magic Engineer (600 CP)
  • Ouroboros Cycle (600 CP)
  • The Author (600 CP)
  • Special Gifts (1000 CP)
    • Low Rank Gift (200 CP)
      • Evolving Modifier (Free)
    • Authority (800 CP)

Items
  • Goblin Tablet (Free)
  • Dungeon (100 CP)
  • Butterfly Seedling Dust (200 CP)
  • Witch Seed (300 CP)
  • Aether (600 CP)
  • The Tower Of Wish (800 CP)

Companions

A Bunch of Extras (100 CP)
  • Origin: Hero
  • Perks
    • A Fighter's Instincts (Free)
    • Social Elite Jumper (100 CP)
    • The Hero of the Story (200 CP)
    • The Reincarnator (300 CP)
    • A Special Gift (600 CP)
      • Low Rank
      • Evolving Modifier
      • A Special Physique
  • Items
    • Mistelstein (200 CP)
  • Origin: Villainess
  • Perks
    • The Young Chameleon (Free)
    • Pure Sweetness (100 CP)
    • This Must Be Fate (200 CP)
    • Djinn Transformation (300 CP)
    • A Special Gift (400 CP)
      • Authority
  • Items
    • Mystic Key (100 CP)
    • Regression Stone (300 CP)
Spend 600 CPs on Items and what they wanted
 
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The Foolhardy Traveler

Chain Counter: 1
Start of the Chain || Next Jump → || Latest Jump ↠
Fallen London

Jump #1
Drawbacks
Jump Drawbacks

You cannot interact with yourself. The Zee flows in strange ways, days may flow into weeks, weeks may take mere hours. Always away.

Bread and wine are not enough to sustain you, you hunger for stranger fare that the butchershops and fungus markets cannot offer, but what is it? If you don't indulge a tenth your weight once a week, then suffer fever, bloody coughs and frailty, so choose carefully.
Skin of Trees, Blood of Stone
Addicted to knowledge. While you can tide yourself by snacking on penny dreadfuls, only truly reprehensible tomes of lore and importance can satisfy the pangs of your gut.
The Taste is the Key
Addicted to Dreaming. The prisoner's honey that Veilgarden bohemians partake is your little habit, transporting you to dreamscapes unimaginable. Yet you seek the red honey, the rare, crueler honey.

Jack, the premier mass murderer of London, has taken quite a shine to you. After the first few scuffles, something of you has rubbed off, making them hardier and more determined. And yes, multiple. Jack is virtually unkillable by any means, always managing to reappear with a grin on his or her face and a blade in the hand.

Knows what we think and we don't like that! A horribly mangy, mind-reading, lying beast that's never hesitant to eat you out of house and home nor slash you across the cheek. It has lived for millennia and will doubtlessly live for many more. Can follow you in future, if you are so wanting for punishment.

You must publish your findings to the public, have them accepted and not have them go insane from revelation.



Universal Drawbacks

  • Pseudo-Random-Chan (+50 CP): The Jumper has no control over where they go or when they go there. You, theAuthor, do. Same restrictions as Random-Chan. Thisis a Variant of Random-Chan,they cannot be combined.
  • The Jumper With No Name (+100 CP) You've forgotten your name. Completely. Good news? No one else knows it either. No other name willseem right, and people will justtend to call you by some descriptive...orjustJumperif they know you're a Jumper. On the plus side, no one can use any Name effects against you.On the negative, you can't use them for you either. ChainOnly.No Revoke.NoHiatus. You must gain your Spark to regain your name.

Jump Scenario
Origins: Scholar: Was it the voices? The jeers of your skeptical colleagues? The dreams of dark waters beneath a sunless sea? It will make sense here. It has to.

Race: Human

Location: Bazaar Sidestreets: A room closest to the heart of commerce itself. The astronomical rent is waived, and you share street with bookshops, eateries, solicitors, jewelers. If you can afford them.

Gender: Male Age: 18

Perks, Items and Companions
Perks

You possess extraordinary insight, beyond what Londoners usually see. You've solved problems that left professors tearing out their hair, and pose riddles that take generations to unravel. Lies and truths unravel around you, as you search for greater meaning.

You've been in fights before, whats a few more to you?

They speak of you in distant cities, the Londoner who could charm the wings from birds and the scales from fish. How many offer themselves as suitors, and ruin themselves in rejection. Those are just stories. For now.
Pockets are emptied, conversations overheard, rumours spread. Was it you? Was it?
You must know, you have to know! What is the composition of the caverns walls? Why do the bats migrate? How does the Correspondence relate to Hell? Where have all the foxes gone? You are not satisfied with complacency. You need to know, no shortcuts.

Turkish coffee, grimoire ink and candle shavings. You can see it all make sense. It's so close, you just need to write it. No, don't wake now. Your dreams inspire you to discovery.

A classical training in grammar, logic and rhetoric. You could fit in with the learned and flighty. This has given your memory a boost, entire books can be memorized.

Not only must one learn and understand, but to understand at a level that even laymen can comprehend. Your knowledge can be taught to those far below you.

You now specialize in a field of science or humanity. As a leading researcher in the field, your studies yield results twice as fast! Multiple purchases available.

Cracking your secrets is very difficult. Attempts to decipher or destroy your research and work will meet with great difficulty, and notify you of the attempt.

As a singular view on the world is reached, conclusions are drawn and determined. Not only does your chosen expertise gain at thrice the speed, but those relevant to your field are drawn to you like moths. Research materials, eyewitnesses, mentors, all yours!

Following the example of HRH Queen Vic- I mean the Traitor Empress, many citizens of the Neath have taken to calling themselves the Adjectival Noun. Prominent individuals include the Fidgeting Writer, the Sardonic Singer, the Amused Lordship and so on. It is fashionable to do so, though choosing not to do so is a choice in itself. The name chosen will become the title others refer you as.

You've made waves among academia. Both bold Benthic and sophisticated Summerset has admirers. They send you snippets of information, annoyed pets, bottles of wine and thesis drafts. Cannot take with Tomb Colony.

Those amber eyed Devils have taken a shine to you. From their Westernmost halls, to the Brass Embassy on Ladybones, there's not a tempter who doesn't know you. Their gifts include nevercooling brass, poisonous wine, masquerade invites, chemicals, and a few bottled souls that strayed away from the archives. Cannot take with Church.

You've seen enough, heard enough, burnt enough! You finally understand, the Correspondence isn't a mere language, it's a song! A song that stars sing to each other, and every star is a mask and the face that lies beyond is- ahem. The Correspondence retains its power after your stay. Break the hold of decay, bend and tilt the laws of reality, impart libraries of information. Be wary, using subpar materials, lax memorization, or a high concentration on non-architectural objects, and bursting into flame will be the least of your worries. Your mind is fixed from its dangers. ALSO Should you wish, you may speak the words of the Correspondence, foemen's sanity sapping with each plasmatic breath you exhale. And your hair turns white. That's a feature.

Items

Useful for lighting you to bed or to provide atmosphere for meals. Lasts ten minutes when lit. When snuffed out, will grow to full length in ten minutes. As time in the Neath is difficult to quantify, you can set your clocks to this reliable finger of wax.

This remarkable contraption, inspired by that American fellow, can record sounds and echoes of the humdrum and the horrid. Molded from Wax-Wind sediment at great cost, they hum with apprehension even at rest and the sounds reproduced are unearthly in quality. Of course, you may attempt to remove the noise and listen to the voices behind the nonsense, and their secrets...

Like having a thousand erudite friends. But instead of drinking your wine and borrowing your money, they rustle when your back is turned, and leave open books where you might see them. Who knew that Bat-Colonies of Polythreme was just what you needed, or 101 Uses for Ratskin? The lighting is perfect, too. You never seem to run out of candles... or shelving space! Slowly converts any information placed in shelves into a book.

Due to your craving for sweet dreams, your blood has now bonded with Prisoner's Honey, filling your waking hours with lucid visions. You become more persuasive and insightful from the sights you see, and require no sleep, but exertion will still require rest. Your blood is also a potent hallucinogen and tranquilizer on command.

An unusual tinge can be seen in your gaze. Your brass eye may now see into the presence, luminosity and desires of souls. This can be used for temptation or prediction, and many a devil will tip their fangs in respect to you. Once you have seen a soul, you will always recognize it which is useful for spirifage or soul saving.
 
Rigor Mortis


Jump #2: Konosuba
Drawbacks
Jump Drawbacks

You came into the world just a little bit earlier than you normally should have, taking the spot of a young man who died a rather embarrassing death. Kazuma will no longer be present or coming to the new world, with you taking his place and time of entrance. Whether you follow his path or not is up to you but his place will be left empty and open.


Universal Drawbacks

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 Mirror Universe, 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.

You can't ever go home again. You can never take the Go Home option. If you chainfail, you'll be given your choice of any existing reality that you're not native to to settle down in. In case you're wondering what happensto your loved ones back home, rest assured they'll be taken care of. Your homeworld is not timelocked while you're away and a duplicate of you (who is better than you were in every conceivable way) has taken your place. All your friends and family will be pleasantly pleased by the minor but consistent improvements in you. Not only that, but everyone you care about will be blessed in a bunch of minor ways. Their lives will be richer, happier, more fulfilling, more secure, and longer than they normally would have been, Jumpchain guarantee, and you'll even get updates on them and how they're getting along with the new and improved you. If you took AEIOU, then there is no new you, but instead, new people will come into your loved ones' lives to rapidly fill the void your leaving left behind and while your loved ones will miss you, they'll get past it without trauma, secure in the knowledge that you're in a better place.
No Revoke. Chain-Only. No Hiatus. This drawback persists even if you Spark out. This drawback is time limited, meaning that it only provides its bonus CP for a maximum of 8 jumps (or 120 years, which ever comes first).After that, its value decreases to +50 per jump for a further maximum of 8 jumps (or once you've hit 240 years as a jumper). A special interaction with Generic First Jump and Generic Virgin Jump is that this Drawback ignores how much actual time passes in those jumps, treating either of them as if only 10 years have passed. Combined jumps (except for the combination of G1J and GVJ, or any Generic in Supplement Mode) count separately for the maximum duration of this drawback. Again, once the duration has run out, you no longer gain CP for this, but it still remains true. Note: this drawback very much does mean that no method can be used to recover anyone left behind, but does not prohibit taking people from your homeworld with you if they depart with you at the very beginning of your chain. It does not provide a means to bring anyone with you however. Obviously, this Drawback is not compatible with any jump or challenge that allows you to jump while remaining on your homeworld (Jumpseed, Generic Spacebattles in Stay at Home mode (or whatever it's called), etc.).

You must remain in jump until you die of old age or reach extreme old age for your race. If you're immortal, unaging, or belong to a race thatcannot or does not die of old age,the jump ends 100 years from its official start date, assuming a normal 10 year jump. If you can die of old age, you must last at least 10 additional years from the normal end date before dying of old age or the jump ends with failure. If you possess any ability or technology that could keep you from dying of old age, you must last the full 100 to successfully complete the jump. Age related complications count as old age. If another drawback would extend the duration of the jump, or the jump naturally lasts longer than ten years, The Long Road automatically tacks on another 10 (for non immortals) or 100 (for immortals) years for every decade added. This drawback meansthat you will show
signs of aging over time even if you possess an ability to stop aging, though those signs would be minor and slow to show up.

Not only does this expand The Long Road by a factor oftwenty, but it guarantees that (for immortals) people will notice you not aging as much as you should if you don't move to a new location every couple of decades. They might not be able to do anything to getrid of you, but they will begin to shun you and refuse to have anything to do with you after a while. For mortals, you'll have to last three times a normal local's lifetime, and those locals will grow progressively more and more creeped out by how ancient you are. Either way, expect to have to move a lot. Even if you try playing Hermit, the universe will conspire to force you to move around every couple of decades, usually in some fairly inconvenient way.

Is there a drawback in a specific jump you really really like? Do you think it would
provide a recurring source of amusement or annoyance? Then you can keep it. The amount of CP you gain is based on how profound the effect is. If the drawback in question is a toggle (+0), you have to pay 50CP from this supplement to maintain it. If it'ssomething easily dealt with orignored, you can maintain it for-50% of its initial value (+100's become +50's, +200's become +100's, etc.). If it's an ongoing irritant or challenge to overcome you can maintain it for -50 CP off its original value. If the Drawback issomething setting specific, it will always adapt to the new reality. It cannot be a drawback that gives you a bonus for completing the jump it is contained within, nor anything else covered elsewhere in this supplement… even if keeping it would give you less points than buying it here. You do not get these CP until the jump after the one where you picked up the Drawback in Question… and you must have taken it in that jump. At the end of any given jump, you may drop a kept Drawback…but once dropped, it cannot be resumed withoutfinding a new jump to gain a similar drawback in, or using a Return or Sequel jump to return to where you got it originally. Each Drawback preserved takes its own drawback slot. Drawbacks you keep will keep adjusting themselves so they're as strong asintended. You do not gain any positive value of any preserved Drawback, as they are drawbacks. This includes CP,Altforms, Items, etc.
The CP you get is from Drawback Keeper, not from the original Drawback, just FYI.
{Generic Divinity's Extended Stay x10}

  • No Companions will accompany you. If taken as a Jump Drawback, all your Companions are locked out of the current jump and cannot be reached by any form of communication device. No new companions (note the lack of capitalization…this includes all forms of long-term companionship) will join you. If you have this Drawback in either form, all Machine Intelligences (be they Virtual, Artificial, Pseudo… or their magical equivalent) you have will act as inhuman and machine-like as possible for the duration. If you don't have any current Companions, this cannot be taken as a Jump Drawback. Incompatible with Two Player Jumpchain.
  • At the end of every jump, you will spend an unknowable amount oftime waiting for the
    next jump to begin. How Long? Hard to say. Your sense of time, future predictive abilities, and all boredom immunity abilities will be deactivated, so it could be hours or days or years. It will happen…eventually. Hard to
    say when though. You do get to spend the time in your Warehouse or equivalent, though for some reason, training / studying during this period will have little to no beneficial effect besides keeping skills from getting
    rusty. Your clocks all become unreliable during this wait… is that one moving backwards!? Because you get this CP for the jump afterthe wait, you cannot take this for first jump. Additionally, if you use any 1-ups (or anything similar), this limbo wait will also apply to your respawning, though time will not pass in jump until you return.
    Vacations and other events that normally occur between jumps happen after Jump-End and before the Limbo starts.
  • Instead of waiting in your (probably) comfortable Warehouse, you are now in a fairly uncomfortable hospital waiting room. There's a water fountain, muzak, and hard chairs / floor. There's also a weird smell. You'll get a ticket number. Numbers will be called…occasionally. Requires InterJump Limbo.
  • Jump-Chan's watch is broken. Yourjumps now can end any time in the last third of the jump… or last up to an extra 50% longer. You've no way of knowing. It could be a matter of seconds…or months or years. For reference,this makes a standard decade as short as 7 years and as long as 15. Companions you import automatically gain +50 CP because you took this.
  • All your Drawbacks from individual jumps are always as bad asthey 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 stop 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. If this is not taken as a Chain Drawback, its value is only 50% of the drawbacks you took in a given jump. If you don't take at least 300 CP worth of drawbacks in a given jump, Murphy's Law is in full effect all the time… yes, this applies even to jumps that have no Drawbacks on offer.

Jump Scenario
Origins: Boss
Everything needs a wildcard option. Instead of becoming an adventurer, we're going to offer you a chance to join the bad guys as the newest of the Demon Generals. You'll still be starting in the beginning town, the Demon King wants you to train up first, but you'll find yourself being quite happily helped out by any of the other Demon Generals if you reveal who you are to them. They won't reveal your secret unless you do though. Being born here will mean you've been raised into the role by one of the current Demon Bosses.

Race: Humanoid
Every world has them so don't be too surprised. You're one of the many basic humanoid races. Humans, elves, dwarves, these are all the races that don't really have any special innate advantages to them and are all accepted as part of good, civilised company. You may pick any fantasy race that
is humanoid and has no real benefit over a normal human for this option. The most difference you might see is being a bit taller or shorter than the average guy.

Location: Axel, Town of Beginnings
It's the birthplace of every adventurer, the lowest level town in the world and a wonderful starting point for any low level adventurers to be. The people here are friendly and there's never a shortage of new adventurers that come here looking for people to party up with. Low level shops abound and there are apparently a few secrets hidden in the alleys, for the enterprising explorer. If you're not interested in adventuring, you could pretty easily spend your life here as there's enough excitement to keep things interesting. Can get surprisingly dangerous every now and then though.


Gender: XY Age: 22

Perks, Items and Companions
Perks

This world follows the same rules that it seems every new world does these days. On entering this world, you were given an Adventurer's Card which we'll describe later and the ability to gain and use skill points to level up. Skill Points are gained by killing monsters or other living beings and are
automatically collected from them when the deed is done. Gather enough and you will be able to level up on your adventurer's card, increasing your base stats and learning or upgrading your existing Skills with your new points. You can't learn something you don't have the ability to learn, haven't been taught or that isn't part of your class. Ah, and Class? Another thing you'll automatically receive. This'll dictate your general stat growth through levelling up here and the sort of skills you can automatically learn and unlock via just skill points. Any fantasy RPG class can be taken, though your origin will limit you to specific types. Rogues may take any stealthy, all-rounder or evasive class. Mages may take any magic using heavy class. Knights may take classes that focus on high offence or defence physical combat. Priests may take classes using divine magic or other support classes. Bosses may freely pick. You will begin with a basic class but you can spend 100CP to upgrade to a more advanced class straight away, which will give you better starting stats, stat growth and better skills. An Arch-Priest or Crusader Knight for instance.
{Chaos Mage}

You didn't come down to this world without picking up a bit of extra spark along the way. You're a former Goddess now, a divine being that has lost a large portion of its power but still retains incredible abilities and varied powers. Just for being what you are, your beginning stats in this world are far higher, equal to an end game adventurer. You are also able to draw magical energy from any
who worship you in this world, though this particular trait won't persist past this world without a certain perk. As a Goddess, you also have a series of purviews over which you hold divine power. You may pick up to three different things to hold power over, such as Water, Luck or The Arts. You'll
find yourself blessed in regards to these things, effortlessly skilled in anything relating to them and with vastly more power when you use magic associated with your purviews. You also have an innate affinity to your purviews which may provide passive abilities, such as being immune to heat damage if you pick Fire. You will also choose whether you are a good or evil Goddess, though this won't affect your actual morality. Instead it will give you either a Holy or Unholy attribute, respectively. You'll gain an immensely powerful aura for which attribute you choose, such that a Holy Goddess
could kill high level undead with a single tear due to the holy energy infused within or badly harm them with a touch. It will empower any Holy or Unholy abilities greatly too. Lastly, buying this will boost any capstone perks or items that you purchase, as detailed in the notes section at the end of this document.
{Evil God}
{Chaos, Chance, Shadows}

Aren't you a rare thing? A chimeric construct, a being capable of taking in other beings or objects and making them part of oneself. You've got an incredible amount of potential, depending on what you encounter, as you are able to take in any life form or item and fuse them to become a natural part of your body. You'll gain the abilities and traits of these things so long as they remain fused, though you will be visibly fused. You have some degree of control over how you fuse with your targets but it must remain a physical fusion in full. What you fuse with can't be compacted and invisible inside you, at least not with just this. Living beings able and willing to resist you, such as those not unconscious or comatose, will have to have their wills crushed before you can fuse with
them. As a side effect, you may use this to fuse any alt forms that you have together in a similar fashion, though changes cannot be undone.
Capstone Boosted:
You are now able to freely mix and match with the things you have fused with. You're no longer forced to retain them as physically part of you, now being able to seamlessly and undetectably store anything you fuse with inside of yourself whilst retaining the parts of those fusions that you desire. This also allows you to do the same with any fused alt forms, taking what parts you want and storing the rest in an unperceivable place.

You possess the innate ability to warp fate and causality to your liking, though the amount of change you can make is limited. A power like that of some of the most powerful demon lords, you are able to nudge around chance to become more or less possible. Things that are only quite likely can become near certain whilst near certain things can be locked into being fated to happen, provided
someone doesn't counter your power. The opposite also applies with unlikely events. While you can make quite big changes, not without limit, even the changes you make take a cost of energy from you to do so. The more you want to effect and the stronger the change in likelihood, the more energy it will take from you to do so. Some things may simply be too large or involve too many
actors to change and thus you must work with smaller events to accomplish your goals.
Capstone Boosted:
With just the slightest od nudges, you are now able to make the possible become impossible and the impossible become possible. It takes a lot of energy and the change is only slight, an impossible thing will only become extremely unlikely to happen whilst only an extremely unlikely thing can be made outright impossible, but that final step can make a whole world of difference if used right.

Specialisation is a handy thing, especially when you're working in a team. Everyone has their role to play. It's when you go beyond and into over-specialisation that problems occur. How much use is a mage with only a single spell that they can use once per day? Yet sometimes you can't even bear the idea of not focusing on what you love, even when it's needed. From now on, you'll have that taken
care of for you. Any effort you expend towards training a specialisation in a certain field will simultaneously train the general aspects of that field. Focusing solely on the Explosion spell and spending all your Skill Points on it won't be a worry, as you'll find an equal amount of Skill Points have somehow been spent on a range of other fire magic and support spells in the same area as the
Explosion spell, without actually costing you anything. It'll hardly come close to matching your specialisation in power but you'll be a fitting fire mage of your level, instead of an utterly incompetent one.
Capstone Boosted:
If you're willing to sink so low as to focus on something other than your one true love, you should be fittingly rewarded for the effort and shame. Whilst normally your non specialised areas in any one field would grow as you studied your specialisation, you are now able to study non specialised areas and not only grow your specialisation at the same rate but also add on new qualities to it. Learning just raw skills will make it easier to learn faster in your specialisation but learning more about spells in the same field as your specialisation will allow you to add effects based on those spells to your specialised spell. For example, studying and mastering a spell that lets you
fire a number of fireballs at once and then applying that to your Explosion spell, from the same fire magic field of study, to be able to fire a number of Explosions at once.

Spells becoming more powerful isn't just a matter of having more mana, at least not in this world. Upgrading those spells more with Skill Points is usually the main path. At least if you can be bothered, which it seems you've skipped past entirely. Magic that you use now scales to your general level of power, regardless of how much points or energy you put into it. If you cast a fireball you learnt at
level 1, using the same amount of energy, but were a level 80 wizard when you cast it now? You'd be summoning a conflagration that could consume half a town instead of a mid-sized fireball attack. Even things as simple as a low level voice changing spell could become a spell that allows the target to freely make any sound they wanted, rather than just a single different voice. You can still expend energy or points to improve spells, provided the spell can be improved in such ways, even more but their base level of power will rise alongside your own general power level.
Capstone Boosted:
All of your spells now take on a Sacred/Profane form, at least if you wish. Normally available only to Gods who focus on casting and only in their purview areas, every spell you know is now tens of times stronger than it normally was and infused with an extremely powerful Holy or Unholy effect alongside it, making it deadly to those weak or opposed to such things. These
modifiers do not increase the cost of your spells but may be deactivated if you wish to not have it active. Whether you use Holy or Unholy depends on what you chose as a Goddess.
{Profane}

Refreshingly cool sadness, spicy hatred, the ever so succulent desire. Emotions are the tastiest things in the world and yet only a lucky few are able to indulge in the diet. You're able to eat emotions around you, sucking them up from those around you that are feeling them. The more intense the
emotions, the tastier and more filling that they are too eat. There's no limit to how much you can eat either, just on what exists around you. Never need worry about stuffing yourself too full when you eat love and hate every day.

A little bit of warning can make a world of difference. Knowing that someone is out there on the hunt for you lets you prepare for the fight and even a hint of what kind of foe starts you off with an advantage. Whenever you have an enemy or there exists a being in the world that is likely to become a threat to you, you'll be aware of their existence. You won't know where or who they are or why they are a threat but you will know of their level of power in relation to you and be aware of what sort of being they are. An ordinary human, a Goddess, a mage and so on.

Items

The sign of your adventuring nature. This is your Status Sheet, effectively. It denotes your level, statistics and any special abilities that you have. It's also proof that you're an adventurer and will give a good idea of how strong you are and how good an adventurer you are. If you ever lose it, it'll appear right back in your hand the next time you need it. You use the card to level up with skill points in this world, so don't let anyone else get a hold of it if you've got unspent points.

An adorable little doll made by the renowned and most excellent craftsman Vanir! Who may or may not be a Demon General. It also may or may not quietly laugh in the middle of the night, when it thinks you aren't looking at it. But surely it's just a doll. It turns out that Vanir's excellent reputation has lead you to be able to gain a small discount in any shop, around 20% or so, as long as you carry this doll around with you on your person.

Few enough can afford a proper send-off these days. Graveyards like the one you find next to a property of your choice that you own or connected to your warehouse are just such things, filled with the restless dead and unsent spirits. It's a large graveyard too, hundreds of graves that will be regularly refilled on a yearly basis, though those interred will be mostly ordinary people or low level adventurers. If you're wanting the beginnings of an undead army it can help or you could just make yourself feel good by helping these guys on their way to the afterlife.




 
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Sinew of Average Jumper

← Previous Jump ||Supplements|| Next Jump →

Mashle: Magic and Muscles
Drawbacks
Jump Drawbacks

Innocent Zero has somehow found Mashle and obtained his heart before he has any chance to grow, this means what is left for Innocent Zero is to wait for the next eclipse before he starts hunting down anyone who might become a threat to his immortality; one of them is you.

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 lose all knowledge about a setting and the canonical events therein as soon as you enter into a Jump. The only thing you know is what's been given to you by your background (meaning that as a Drop-In, you wouldn't know anything about a Jump's setting). If you go to another Jump related to the first (X-Men Movies after Marvel, Harry Potter after Fantastic Beasts and Where to Find Them, etc.) you retain your previous setting knowledge, but only know about changes from your background.
You have no access to your Warehouse for the entire length of the jump. 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.
  • 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: Drop-in
Wait, who are you? It looks like you're not from here. This might mean you're not familiar with the social norms, status quo or standard human anatomy if you're a different species altogether. I'm sorry if I seem rude, but do you actually have magic where you're from? If not, you might be in some trouble.

Race: Human Gender: Male Age: 15

Perks, Items and Companions
Perks

What do you mean Mash can't use magic?! Of course, he can! Just look at all the stuff he's accomplished! Just like Mash, you are able to pull off some deceptions and bluff to fool everyone into believing what you want. It would also seem as if the universe itself is working in your favour, making it easier to pull off these insane lies and tricks. However, this is not an absolute power as enough contradictory evidence will topple your ruse and expose the truth.
For such a simple-looking person Mash's glares can make even the most stalwart of foes waver and hesitate and Wahlberg's can make foes imagine their death. Now you too possess a powerful glare, able to make even the toughest opponents quiver and make even the fearless pause.
Sometimes these magic users need a good ole' punch to the face to make them better people. Now instead of talking people out of their evil ways, you can just punch them. The more evil they are the more of a beating they'll require to change their ways. Just note that some people are too far gone to help
You seem to have been blessed by the Goddess of Luck, that's the only explanation for your luck. Maybe you're fighting a powerful monster and suddenly it accidentally shows its weakness, or the rare magical ingredient you need for your final exam is found on the ground by your feet. Or you're saved by your peers from a dangerous foe. Just don't exploit this too much.
In a world dominated by magic physical strength would seem useless for anything other than basic physical activities like holding a wand and carrying magical items. But for you, it gives you an advantage others lack. Your physical abilities are now far beyond that of human capabilities, almost as if you were blessed by the gods themselves. From strength to effortlessly shatter steel and lift castles, speed to outrun lighting and dodge railgun fire, and the durability to withstand stab wounds and powerful spells point blank. What's more is that when you train you'll see an explosive growth in power, able to achieve in hours what would take weeks. But your strength goes far beyond just affecting the physical plane, allowing you to manipulate and resist the supernatural with physical strength alone. From minor feats like slapping away fireballs and magic blasts to major feats like putting ghosts into chokeholds and resisting mind control and curses the possibilities are nearly endless so long as you're physically stronger than your opponent.
To be a divine visionary is to be at the very pinnacle of magic, a symbol of great power and wisdom, the one who restores order and prevents chaos. You are now one of them. As a visionary you are a stalwart pillar of society, protecting the people from all who would harm them. Your magical power and skill have been boosted greatly, enough to stand peer with your fellow visionaries. In addition, magic for you is as easy as breathing. For you everything regarding magic has been improved from better mana control to faster spell casting to less mana cost. What's more, is that you have a powerful charisma that shines brightly regardless of your personality. Just the mere sight of you can calm anyone and bring them peace and everyone hangs on to your every word as if they were lifelines.
In the past Adam had three pupils under his wing: Wahlberg, Meliadoul, and Innocent Zero. It would seem that he had a secret fourth pupil: you. Your magic power has enhanced greatly, to the point that even as a One-Liner you could match a Double-Liner in strength and withstand magic spells that could kill them. In addition, your potential is nearly limitless. With enough time and training, you'll one day be able to surpass Adam. Capstone Booster
  • Magic and Muscles: It doesn't seem right to have one but not the other. This makes it so your magical strength will always grow to match your physical strength and vice versa. Also, similar to your physical strength your magic will now always affect anyone so long as their magical skill and power is weaker than yours. Your attacks will always hit and your spells will always work. Even things like magic resistances, immunities, or anti-magic items will be useless against you so long as you are superior.
  • Visionary of Visionaries: If Divine Visionaries represent the pinnacle of magic then you are its chosen child. Magic now bends to your will, requiring nothing more but a thought to cast spells instantly and with better control and far less mana consumption. Harmful magic has less of an effect on you while beneficial magic is greatly enhanced. You could keep your wand in its true form indefinitely and cast Thirds magic for weeks on end. What's more, is that you can combine types/branches of magic together to create something greater than the sum of its parts. Your charisma is such that both your enemies and your fellow Divine Visionaries look upon you with great respect and awe.
In this world magic is everything and your life is determined by how much you have; you are one of the "Chosen by the Gods" Triple-Liners, able to unleash devastating magical power.
There are many different types of magic in the world of Mashle, but some people have their unique brand of magic that they study and use. You now have one of your own too.
  • Skill: your skill in magic is so great that you can cast magic on the fly with nearly no effort. In addition, you gain access to the powerful "Thirds" magic. This magic allows you to access the power of the gods to gain devastating abilities.

Items

Mash's "wand" is an extremely heavy rod. According to a wand shop owner, not in a thousand years has anyone with strength or Magic, been able to lift it. Mash can forcibly change the shape of his wand with his incredible strength. The wand is sturdy enough to withstand Mash's inhuman strength and its mass seems to increase depending on the shape it takes.

Companions

Companion Import (100 CP)
  • Origin: Enforcer
    • Two-Liner Magic (400 CP)
  • Perks
    • Magic Of Law (Free)
    • Enforcer of Rules (100 CP)
    • Judge, Jury, Executioner (150 CP)
    • Grand Protector (200 CP)
    • Arbiter Of Magic (250 CP)
  • Items
    • Magical Sensor (100 CP)
  • Origin: Criminal
    • Top Tier One-Liner Mage (200 CP)
  • Perks
    • Merciless Magic (Free)
    • Magical Theft (100 CP)
    • Cursed Power (150 CP)
    • Inhuman (200 CP)
    • Imperfect Human (250 CP)
  • Items
    • Magical Mirror (150 CP)
    • Dark Fortress (250 CP)
  • Drawback
    • Freakish (+100 CP)
 
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Sinew of Average Jumper

← Previous Jump ||Supplements|| Next Jump →

Bofuri: I Don't Want To Get Hurt, So I'll Max Out My Defense
Drawbacks
Jump Drawbacks

Congrats, Jumper! Your NWO subscription has been extended by eight years. That has also increased the duration of the Jump and all other Drawbacks by that long as well.
During the first PVP event, Maple got third place, with 2028 kills. In this timeline, Maple will now have one extra kill to her total. You will have to participate in every event and you will run into Maple during each one. At least only the first event guarantees your ignominious, zero-damage-dealt defeat.
Maple is the star of this show! Don't think you can outshine her! You will be ignored by most people besides your Companions in the game and the game-related forums. Party up with someone? They probably won't remember you. (Unless they're a Guild Recruitment target.) Discover a game-breaking combination? Not only will the community not remember it at all until someone else discovers it independently of you, but the devs won't react to it either until then. And you won't get credit for it either!

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 can only access your Warehouse (or other methods of bringing stuff between jumps) either once a month or from the property you own. Replenishing stocks of things, such as Food Supply and Ammunition Supply items you've purchased are exempted from this and you'll receive a daily or weekly allowance wherever you're staying. Destroyed or lost items will respawn in your warehouse as normal. Properties that aren't used to store things between jumps are not affected by this.
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.
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. If this is taken as a Chain Drawback, its value is only 50% of the drawbacks you took in a given 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: Normal Gamer?
You start shortly after New World Online launches, joining the game slightly before Maple does. Your age and gender can be set freely. Well, relatively freely, as being too young or too old would be odd, so your age is limited between 13 and 33. You do have to start somewhere in Japan, as NWO is only available during that time in Japan, not overseas.

Race: Human Gender: Male Age: 18

Perks, Items and Companions
Perks

New World Online (NWO) is an MMORPG played by many people. Including you. However, your abilities and items you gain inside the game can be used outside the game. This includes the inventory and items, the levels and stats, the interface, and all the skills. At least, once the Jump duration is up. Right now your NWO stuff stays in the game. If you die in real life, you do not immediately truly die as long as one other member of the Jumpchain party has a resurrection ability. You will instead only die or require the usage of a one-up once the time limit for that resurrection ability expires. We've only seen one example of that in NWO, though. Your perks and powers will work inside the video games you play. (Though you may toggle this if you want to play fair.) When using these powers inside a game, they will not originate from your actual body. No need to worry about accidentally destroying your stuff if you need to get video game slimes off yourself, for example. (Note: abilities and perks that operate autonomously to protect your body will still do so in the real world.)
You've got a great-looking avatar! And because the VR technology here uses the real appearance of the user for the avatar, that means you have a great-looking body! In addition to the boost to your appearance, you get a one-time redesign of your body. This rework is retroactive, so your friends and family don't freak out. And the retroactivity means you won't be clumsy from having the wrong limbs, and you'll feel comfortable in your body. You get a redesign for each new form you get. It can't change species though. And if you want to go maximum anime with your hair and eyes, feel free. Your hair and eyes will be considered "normal" and "acceptable" in all situations. (I mean, if you're trying to sneak around and have a massive shock of white hair, your friends will probably ask you to cover it up because it's still a massive shock of obviously white hair in the middle of a forest or whatever.) You're also always perfectly clean and healthy, as those avatars don't have a model for getting dirt stuck to them or looking ill.
When working as part of a party, things can get very hectic. Keeping track of what debuffs or buffs you have on various targets can be hard, so let's make it easier. This gives you the ability to instantly see ongoing effects on a target, as well as the duration and strength of those effects. Makes managing a crowd much easier.
In a VR environment, you aren't breathing air. So feel free to keep chatting while sprinting, jumping around, and other battlefield actions. It won't even be distracting, as it seems you've got an extra half of a mental thread to keep your tongue moving.
It seems that when you want to, you can be incredibly non-threatening. Or at least whenever someone else threatening is around to act as a distraction for your enemies. It's like you're not even there. Seriously, it would take Sun Tzu or another tactician of similar capability to realize that hey, maybe they should shoot the medic. (Though unfortunately those are common enough across the Jumpchain, and you'll definitely run into a couple of them in NWO.)
It seems you collect three times the experience as normal. And I'm not just talking about NWO. Any training, learning, or practice yields three times the result it otherwise would.
Your physical and magical abilities have no upper limit. Speed, strength, reflexes, power, control, all of those have no cap. Become tough enough that even the final boss couldn't touch your HP bar, become fast enough to dodge attacks most consider instant, toss mountains, hit an entire world with a spell, and keep going from there. Well, eventually, at least.
NWO's class system is based on what type of weapons the player chooses. When you create your first NWO character, the weapons you select are chosen for this perk. Your skill with these weapons is as if you have trained or fought daily with them for several years. In addition, any example of your chosen weapons will always work for you, being capable of handling your power and adding your durability and toughness to its own. (Weapon: War Slings)
Whenever you cast a spell that buffs or debuffs a target besides yourself, you may cast an inverted copy on another nearby target if you wish, for free. Each additional target hit by the original spell is another target hit by the mirror spell. The mirror spell can only hit a single target multiple times if the original spell could. All effects have opposites: for example, a spell that cures conditions, would, when mirrored, result in the target suffering from its conditions for longer or more intensely. This does not apply to directly damaging or directly healing spells.
There are a variety of worlds controlled by powerful beings. Perhaps they are ruled over by gods. Perhaps a shadowy conspiracy of seers directs the fate of those worlds. Or, perhaps most relevant to the next 730 days to you, a dev team can monitor and influence the virtual world you want to play in. No reason for you to get banned. Whatever the reason, you are now beneath the notice of these entities that should notice everything. Even if others notice you and bring them to their attention, you'll quickly be dismissed out of hand by both parties. You will not be considered a problem or threat by these beings. This will stop working once you use your words to taunt these entities, or you start an actual assault on these beings knowing what they're up to.
Whenever you defeat a powerful and unique opponent in combat, you have the opportunity to gain skills based on what skills or abilities the opponent had. This is how Maple got her base kit that carried her through the first event, after all. However, you won't be able to get the full arsenal of your opponent from this. You'll get only a few skills from an opponent - four at most. Defeating them again won't give you new skills unless the opponent got a sudden boost in power and a few new skills or abilities of their own. (If you "defeat" an enemy by dealing enough damage to them that they decide to unleash a special transformation, unseal their power, or so on, it'll probably count for giving you skills and/or for priming them to give you a second set of skills.) Notably, this does provide the skills in the form of one-use skill scrolls like NWO skills, which means you can power up other people with them.
In a world where the devs can nerf your skills with a single keystroke, it would be better if that didn't happen. You, your powers, your Items, and your personal equipment cannot be limited by external effects, except with your explicit consent. This also covers retcon-style effects, like from time travel. If the effect is a rebalancing (some boon, some bane) of something, you may choose to have it manifest as a temporary boost with only the boons mattering. An effect with a duration of minutes or an hour will last about half as long, and longer effects have a duration that asymptotically approaches two months for permanent changes. You can choose to accept the rebalance, and then it will work as normal, with the remaining normal duration. This also unlocks your NWO-granted abilities during this Jump, instead of waiting until the end.
Though really, people won't believe you if you say that. Like Maple, you have the best luck when it comes to stumbling across skills and rare equipment. People willing to train you in a mystical lost art, angels that grant you a part of their power, lost mystical artifacts - all that will fall into your hands as you adventure. But not for free and not without you looking for it. It also works better when you're open to different possibilities about what you want, and not specifically looking for something. And these require their own level of effort once found to get. That angel will only show up once you heal the sick child they were keeping alive. That master of a mystic art will only train you once you prove your determination. That key you found unlocks a boss fight three floors higher that you need to beat to get that artifact. Nothing you get is unreasonably powerful for the world it belongs to, but still useful to you in some manner. These new skills and equipment tend to synergize very well with an existing part of your powers or equipment. You can also let your friends benefit from this - that cave you pointed out to them might have their own adventure for them with its own reward, or that random ring you gave them might be critical to a quest that ends up patching a hole in their capabilities.

Items
(+200 Stipend)

The Virtual Reality gear used here is a headset that covers the top of the face, as well as gloves. The system is fully immersive, fully projecting the senses and actions of the user into whatever environment desired by the software. However, death and injury in the VR environment have no actual effect on the user. Ripping it off without properly turning it off might give the user a headache, but they'll be fine generally speaking. This also comes with blueprints and protocol specifications to make more of them in the future.
  • NWO Subscription
  • Private NWO Server
A Unique Series Set drops from a boss that is killed by a single person on their first attempt. That's rather difficult, so you can just pay for one using CP instead. A set provides all four pieces of armor (head, body, legs, shoes,) as well as your class weapon(s). The armor is of a type appropriate to your class - Great Shield users get heavy armor, obviously, while Dual Blade users get lighter armor. Also, your set looks really cool. That's a standard feature of these sets. Your set will grow with you. When you have newbie levels of power, the armor is only as effective as starter gear. Once you start growing in power, so does it. Pieces will start getting skills as you get strong enough. If you're already strong, this\ immediately gains skills and power appropriate for what you already have. These skills will tend towards being appropriate for the weapon class you picked, though. You may Import both a set of armor and a weapon into this purchase. (Golden God Armor)
These are the tools used by the devs of NWO, which allowed them to so effectively work on NWO. Not only is this a full suite of graphics, modeling, design, and programming programs, there are a huge collection of scripts, processing programs, and other little workflow tools that make all the difference. Comes with full documentation for everything. Free with three purchases of Game Development Workshop.
Following her massacre during one of the events, the devs enshrined Maple as the final boss, creating an NPC version of her with her skills for players to fight in-game. You get a copy of this boss. She has an adaptive combat program capable of scaling up in power and versatility, up to the point where she could stomp you just as easily as she stomps most NWO players. This is under your control, being set to a fixed level or automatically scaling with any in-combat growth you can do. Note that you can't load this into the main NWO server, but if you have your own VR environment you can have a nice relaxed sparring match in there.

Companions

Guildmates (100 CP)
  • Perks
    • It's Just A Game (Free)
    • Professionally Designed Avatar (Free)
    • Specialization Is Actually For People (Free)
    • Aura of Violence (100 CP)
    • Improved Experience Modifier (100 CP)
    • System API (100 CP)
    • Respawn Point (200 CP)
    • Unpatchable (200 CP)
    • When All You Have Is A Hammer (200 CP)
    • Game Development Workshop (500 CP)
  • Items
    • VR Gear (Free)
    • Unique Series Set (100 CP)
  • Perks
    • I Don't Want To Get Hurt... (Free)
    • Virtual Sweets Deal No Damage To Your Waistline (Free)
    • Weapon-Based Classes (Free)
    • Level Cap? What Level Cap? (100 CP)
    • ...So I'll Max Out My Defense (100 CP)
    • Voiceless Command (100 CP)
    • Destruction Growth (200 CP)
    • Escortees Will Stand Within Two Meters of the Player (200 CP)
    • Respawn Point (200 CP)
  • Items
    • VR Gear (Free)
    • Guild House (100 CP)
    • Unique Series Set (100 CP)
    • Time Acceleration Program (200 CP)
 
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Rigor Mortis

Jump #3: Sarkic
Drawbacks
Jump Drawbacks

Extend your stay here for 10 years. Can be taken up to ten times, for a total of 100 years and 1000 CP.

You lose access to all your items and your warehouse. You're on your own.

Mandatory power nullifying drawback. You lose access to all out-of-universe powers you may have. Good luck.


Universal Drawbacks

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.

You can't ever go home again. You can never take the Go Home option. If you chainfail, you'll be given your choice of any existing reality that you're not native to to settle down in. In case you're wondering what happensto your loved ones back home, rest assured they'll be taken care of. Your homeworld is not timelocked while you're away and a duplicate of you (who is better than you were in every conceivable way) has taken your place. All your friends and family will be pleasantly pleased by the minor but consistent improvements in you. Not only that, but everyone you care about will be blessed in a bunch of minor ways. Their lives will be richer, happier, more fulfilling, more secure, and longer than they normally would have been, Jumpchain guarantee, and you'll even get updates on them and how they're getting along with the new and improved you. If you took AEIOU, then there is no new you, but instead, new people will come into your loved ones' lives to rapidly fill the void your leaving left behind and while your loved ones will miss you, they'll get past it without trauma, secure in the knowledge that you're in a better place.
No Revoke. Chain-Only. No Hiatus. This drawback persists even if you Spark out. This drawback is time limited, meaning that it only provides its bonus CP for a maximum of 8 jumps (or 120 years, which ever comes first).After that, its value decreases to +50 per jump for a further maximum of 8 jumps (or once you've hit 240 years as a jumper). A special interaction with Generic First Jump and Generic Virgin Jump is that this Drawback ignores how much actual time passes in those jumps, treating either of them as if only 10 years have passed. Combined jumps (except for the combination of G1J and GVJ, or any Generic in Supplement Mode) count separately for the maximum duration of this drawback. Again, once the duration has run out, you no longer gain CP for this, but it still remains true. Note: this drawback very much does mean that no method can be used to recover anyone left behind, but does not prohibit taking people from your homeworld with you if they depart with you at the very beginning of your chain. It does not provide a means to bring anyone with you however. Obviously, this Drawback is not compatible with any jump or challenge that allows you to jump while remaining on your homeworld (Jumpseed, Generic Spacebattles in Stay at Home mode (or whatever it's called), etc.).

Is there a drawback in a specific jump you really really like? Do you think it would
provide a recurring source of amusement or annoyance? Then you can keep it. The amount of CP you gain is based on how profound the effect is. If the drawback in question is a toggle (+0), you have to pay 50CP from this supplement to maintain it. If it'ssomething easily dealt with orignored, you can maintain it for-50% of its initial value (+100's become +50's, +200's become +100's, etc.). If it's an ongoing irritant or challenge to overcome you can maintain it for -50 CP off its original value. If the Drawback issomething setting specific, it will always adapt to the new reality. It cannot be a drawback that gives you a bonus for completing the jump it is contained within, nor anything else covered elsewhere in this supplement… even if keeping it would give you less points than buying it here. You do not get these CP until the jump after the one where you picked up the Drawback in Question… and you must have taken it in that jump. At the end of any given jump, you may drop a kept Drawback…but once dropped, it cannot be resumed withoutfinding a new jump to gain a similar drawback in, or using a Return or Sequel jump to return to where you got it originally. Each Drawback preserved takes its own drawback slot. Drawbacks you keep will keep adjusting themselves so they're as strong asintended. You do not gain any positive value of any preserved Drawback, as they are drawbacks. This includes CP,Altforms, Items, etc.
The CP you get is from Drawback Keeper, not from the original Drawback, just FYI.
{Generic Divinity's Extended Stay x10}

  • No Companions will accompany you. If taken as a Jump Drawback, all your Companions are locked out of the current jump and cannot be reached by any form of communication device. No new companions (note the lack of capitalization…this includes all forms of long-term companionship) will join you. If you have this Drawback in either form, all Machine Intelligences (be they Virtual, Artificial, Pseudo… or their magical equivalent) you have will act as inhuman and machine-like as possible for the duration. If you don't have any current Companions, this cannot be taken as a Jump Drawback. Incompatible with Two Player Jumpchain
  • At the end of every jump, you will spend an unknowable amount oftime waiting for the
    next jump to begin. How Long? Hard to say. Your sense of time, future predictive abilities, and all boredom immunity abilities will be deactivated, so it could be hours or days or years. It will happen…eventually. Hard to
    say when though. You do get to spend the time in your Warehouse or equivalent, though for some reason, training / studying during this period will have little to no beneficial effect besides keeping skills from getting
    rusty. Your clocks all become unreliable during this wait… is that one moving backwards!? Because you get this CP for the jump afterthe wait, you cannot take this for first jump. Additionally, if you use any 1-ups (or anything similar), this limbo wait will also apply to your respawning, though time will not pass in jump until you return.
    Vacations and other events that normally occur between jumps happen after Jump-End and before the Limbo starts
  • Instead of waiting in your (probably) comfortable Warehouse, you are now in a fairly uncomfortable hospital waiting room. There's a water fountain, muzak, and hard chairs / floor. There's also a weird smell. You'll get a ticket number. Numbers will be called…occasionally. Requires InterJump Limbo.
  • Jump-Chan's watch is broken. Yourjumps now can end any time in the last third of the jump… or last up to an extra 50% longer. You've no way of knowing. It could be a matter of seconds…or months or years. For reference,this makes a standard decade as short as 7 years and as long as 15. Companions you import automatically gain +50 CP because you took this.
  • All your Drawbacks from individual jumps are always as bad asthey 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 stop 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. If this is not taken as a Chain Drawback, its value is only 50% of the drawbacks you took in a given jump. If you don't take at least 300 CP worth of drawbacks in a given jump, Murphy's Law is in full effect all the time… yes, this applies even to jumps that have no Drawbacks on offer

Jump Scenario
Origins: Thrall
You are one of the oppressed. A slave, an
object, you are a thrall in the Daevite Empire – or, if it is already gone at the time you
appear, a slave or a serf in one of the many states that practices such things.

Time and Place: Classical Antiquity
The earliest mentions of Sarkic cults exist in relation to the mythical Daevite Empire, which they overthrew and took over in a slave revolt led by Grand Karcist Ion. Their ascension to a global power resulted in the First War of the Flesh. You may appear anywhere in the territory of modern-day Russia or central Asia at any time up to
5th century.

Gender: XY Age: 23

Perks, Items and Companions
Perks

Pataphysics is a difficult concept to grasp, and an even harder one to practice. Not for you, though. You suddenly realize the fakeness of your existence, the insignificance of your being in the greater scheme of things, your own unreality. The fourth wall breaks down, and then the fifth wall. You learn how to peek beyond the veil. Your author allows you to. You can rewrite the very fabric of reality, like words in a story. You use your own fictitiousness to change your prose; yours is no longer a tale; it is a cooperative quest between you and your author.

What have you done? You are an existence similar to Pattern Screamers, embedded in reality, existing as a form of pure consciousness. Your body is merely a conduit through which you can be perceived, and the more people perceive you – the greater your strength. By being perceived, your existence, your reality, is solidified, allowing you to warp the surrounding region of the universe. Even if you die, you can rebuild your physical body, so long as enough people are aware of you to grant you reality-warping powers.

You have achieved true apotheosis. Your biology is no longer just scientifically impossible, it is straight up esoteric. Your claws can rip through multiple dimensions, your acid can eat away at target's skills or memories, your teeth can bite through souls, and your stomach can absorb and digest belief and prayer of your followers. You can manifest any number of mystical abilities using your biology. Let it rip.

Your body and mind endured abuse both physical and psychological. You are stubborn and determined, with a single-minded focus on surviving whatever it is you're facing. Even when your mind would be broken, your body acts on instinct to get away from danger.

No longer are you bound by your mortal flesh. First off - you are immortal. Straight up, unless every single atom comprising you is destroyed, you will regenerate in full within seconds. Secondly, your biology is now capable of breaking physics - your synapses can transmit and receive signals using quantum entanglement; your flesh can phase shift into a different aggregate state; your skin can cause light to pass right through it to become invisible; and many other scientifically impossible features.

The flesh is baying to be fed, to consume. You can devour anything, regardless of toxicity or composition, and derive useful components from it. Eating an ingot of iron may allow you to cover your skin in iron; drinking acid will allow you to spit it out as an attack. So long as the substance is non-anomalous, you can find a use for it.

Your flesh is strong. Stronger than that of others. When you touch someone, you can order the fibers of your flesh to invade their body, overwriting it to your will. You can freely manipulate the biology of anyone you touch, and even after you let go, a certain amount of your tissue remains embedded in them, allowing you to control them and their biology over vast distances

Taking damage of a certain kind allows you to adapt to it, growing more resistant. Got burnt? Your skin regenerates more leathery and heat resistant, etc. Only areas that have been damaged grow resistant.

You now adapt to various damage types far quicker, and the changes are far more drastic. This ability is comparable to the one possessed by SCP-682Does not react to any anomalous damage

Never mind. You can grow resistant to even esoteric and exotic damage.

You no longer need to touch someone to affect them. You can send out a kind of signal that resonates with all living organisms, allowing you to manipulate them from many, many kilometers away. Even if you're in space, you'll be able to affect entire planets with this kind of range.

Change and strangeness are in your blood. You are mentally resilient, able to withstand the horrors of this universe with a straight face, and partake in them without flinching.


Items

Several sets of clothing appropriate for the time period you're starting in. They're all just regular, mundane, civilian clothing.

Some money in a currency appropriate for your starting time and place. Not a lot, a 100$ or their equivalent.

A set of improvised weapons you can hide on your person without being detected. Shivs, chains, scissors, sharpened nails, etc.


Scenarios

The Sarkites desire to usher in a "new age of Flesh" by bringing back Ion, who would
remake this "imperfect" universe into their ideal paradise, which they refer to as
"Ikunaan", where humanity will finally know salvation and joy beneath skies colored in
rose.Your goal for this jump is to finally achieve this ideal.You must eliminate all other supernatural organizations, instill the dominion of the New Sarkic Empire, and spread the religion of sarkicism through the entire world. Once you have achieved this, you will have to perform a ritual that will transform the entire Earth into a single, planet-sized organism. Good luck.

As a reward, you will gain additional 300 points to be spent after the jump, as well as the perk
You are but an avatar of a far greater being, beyond one's comprehension. You can use the mass of your true body to warp gravity around yourself, allowing you to manipulate magnetism, electricity, and, well, gravity fields themselves. Additionally, most those who see you can be influenced into insanity, revering you as a kind of god. This reverence usually involves the words 'Iä! Iä!' or 'Tekeli-li'.

Yaldabaoth may be the creator deity, but it is also a malicious force seeking to destroy all
of humanity. All your dreams, aspirations and ambitions would be wiped from existence if
it had its way. It is your goal to stop it.
You must amass power, gain followers and allies. Eventually, you will have to perform a
ritual that will free Yaldabaoth from the prison of Mekhane. You will be able to confront
and kill Yaldabaoth then. Until you do, it will warp all flesh and wreak havoc upon humanity. When you kill it, you must then partake in its flesh to ascend to true godhood.

As a reward, you will gain additional 300 points to be spent after the jump, as well as the perk
By devouring the flesh of a god, you have become one yourself. The first benefit is, obviously, the power that comes such an existence. You can seed entire planets with life with but a wave of your hand and a few seconds, and see the history of an entire species by eating the flesh of a single member of it. Additionally, you perpetuate
a cycle of your own rebirth – should anyone eat your flesh or drink your blood, they
become your vessel, so that when you die, you can take over their body.

Post-Jump Purchases
Your body is... wrong. The flesh is dead, yet not rotting; malleable -yet steely. You gain self-biokinesis that allows you to shapeshift and alter the form of your body. You can grow blades of bone, whips of sinew, grow teeth to spit out like bullets, new limbs and heads... you get the idea. Get creative. Note that you can only affect yourself.



Supplement 4: TES Undead
Drawbacks
Jump Drawbacks

Should you desire something more from your stay here, then you can use this as a supplement for another Elder Scrolls Jump. Alternatively, you could use this to bring undeath into another world, separated from The Elder Scrolls entirely. It would certainly be a surprise seeing a draconic vampire in a world of shinobi.

There is something unnatural about you, Jumper, something that you cannot hide. You permeate an aura of death that makes living entities very uneasy in your presence, while most animals won't trust you and might even attack you. It also doesn't help that plantlife seems to wither and die quickly around you.

Ordinarily, you would be spending at least ten years here before being given the choice to stay here or move on. Now, you must stay an additional ten years before being given the choice. This drawback can be taken multiple times, but you will only benefit from taking it nine times.

You had expected undeath to be an improvement, and yet there was one unexpected drawback. Your senses are dead. The wind on your face, the bite of the cold, the taste of food, even the sensation of pain is nonexistent. Many have gone mad from such an existence, will you join their number?

Just because one has become a being of undeath, does not mean they must cast away their humanity, their beliefs and morals. Not you, though, oh no. You revel in playing the role of the monster, of the terror that stalks the night. Be it the theatrics, the splatter of innocent blood, or simply unrepentant sadism, it would be difficult to regain what was once cast aside.

You took your chance for immortality in order to live long into the future, and yet you can't help but look back at the past. You miss the old days, unable to look away from the past to see the hope of the future. Sometimes, you don't even feel like continuing onwards.

Much like the spawn of Molag Bal, you have found yourself with a powerful weakness to sunlight, rendering you nearly powerless under its harsh rays. Should you be a vampire yourself, then this is even worse, as any exposure to sunlight will kill you.

It seems that, like a certain dragon, you are now a prisoner of the Soul Cairn, unable to leave through your own power. Even if you were to find a way to leave, you would get progressively weaker until eventually, you'll cease to exist, and fail your Chain.


Universal Drawbacks
Same as Above (+1300 CP)

Jump Scenario
Origins: Lich
Through long study and experimentation, through going down roads of the
blackest magic, you have ascended. Though your skeletal form is unsettling to look at,
there is a certain beauty in your form, of stripping all until only the minimum needed is
left. But enough vanity, there is magic to be had.

Race: Breton
The humans of High Rock are the hybrid descendants of ancient elves and men, as hinted by their slightly pointed ears. Eccentric and naturally skilled with magic, they have a natural resistance to magic.

Perks, Items and Companions
Perks

It is often known that those from past times were simply better then their modern kin, making it hard to separate the myth from reality. You are one of these storied warriors, equal to some of the greatest in all of Tamriel's history. With just skill alone and a fine weapon, you could rout an entire army by yourself, to say nothing of any newfound advantages from your undead state enhancing your lethality. This is in addition to your military strategies and tactics, whether for yourself or an army of your own. When it comes to war, few will be as devastating as you.

It is often advised for people to avoid decomposing bodies, as interacting with them unprepared is an easy way to catch diseases. You validate such a stance, as you now emit an aura of disease and decay that severely debilitates anyone who gets too close to you. Even those immune to sickness will still find their strength waning, as all one day become frail and pass on from this world.

You were born with a gift, or perhaps a blessing? Either way, your undeath has interacted with your nascent Spark in an interesting way, granting you much power in your new state of being. Simply put, all of your magic is twice as effective against undead, as well as your enchantments. This goes for yourself as well,as beneficial magics and enchantments are much better for you. But that's not all, as you will find that all of your perks, all of them, are half again as powerful as they were before. I pity any who think they could stand against you…

No matter which path you went down, nor how you went about achieving it, the end result is all the same. You are an undead being, and with that comes many perks. You are effectively immortal, so long as nothing comes around to murder you. You are not affected by mundane poisons, and can no longer be inhibited by pain. Additionally, you have no need to eat, drink, breathe, or even sleep. Enough damage to your form will still eventually kill you, as well as the destruction of your head, so be mindful of that. You are also susceptible to Restoration spells, and as such cannot utilize normal healing spells.

You have been stripped of everything unnecessary, becoming an animated skeleton powered by your own will and magic. Beyond the benefit of no pesky organs or fleshy bits, you are now completely immune to all poisons, both mundane and magical, and very resistant to slashing damage.

One does not become a lich by accident. It takes years of study and dedication to mastering the art of necromancy, lest one mess up and render themselves a mindless husk like so many others. You are one such person, an expert in the dark arts capable of ripping out souls and reanimating the dead as your own dedicated servants. You may be equal to any apprentice with the other schools of magic, but it is necromancy where you excel.

The power offered by the Ideal Masters of the Soul Cairn is a tempting prize, leading the ambitious and foolhardy necromancers to their certain doom. But you? You knew what you were doing, knew just how to deal with those entities, and are one of the few that prospered. You are able to summon the powerful undead found within the Soul Cairn, from the common Bonemen to the powerful Keepers, all at a fraction of the magicka cost it would normally take.

Magicka is the very energy of Aetherius leaking into Nirn through the sun and stars, and can be used by anyone regardless of race or origin, though there are those more gifted than others. You are one of them, possessing a larger amount of magicka than most, a pool of energy that will continue to grow at a noticeable rate the longer you survive.

You are no mere lich, who cast aside your flesh in your yearning for immortality. No, you are now a bone colossus, comparable to a giant in size and made from many more skeletons than just yourself. Not only are you much stronger than before, but you can modify yourself by adding more skeletons to yourself, applying their natural abilities to yourself. Adding a dragon head to your arm would grant you the ability to spew fire from it's maw, for example.

What is dead may never truly die, a strange saying that is nonetheless very accurate when talking about liches. There are many tales of those who were resurrected many times through either their followers or their own mastery of magic. You are one of these powerful mages, and as such you can return to unlife once every ten years, or once every Jump, whichever is shorter.

Long have you survived in this bloody Arena known as Tamriel, and you were not idle during your time. You have studied magic to such a degree that you have become an unequaled master in one of the conventional schools of magic, while merely being an 'expert' with the others. Your understanding of the arcane will allow you to learn new spells fairly easily, as well as convert them from one magic system to another without issue.

Mannimarco is often credited as the first modern lich as we know them today, and is one of the most powerful mages to have existed. Much like him, you have reached the peak of necromancy. All undead you raise are much more powerful, durable, faster, and more intelligent than they otherwise would be. Additionally, there is no limit to how long your undead may be animated, nor how many you can control at any given time. With such power at your fingertips, it would be wise to fear you.


Items [+300 CP]

Even for one who has conquered mortality, this world can be dangerous, and it would be cruel to send you out there with nothing. You are now in possession of a set of clothing, a steel weapon of your choice, and a knapsack to carry any other valuables you may find in your travels.

During your studies of necromancy, you have discovered that there were few items as useful in the dark arts than black soul gems. These are the only type of soul gems that can handle the souls of the mortal races. How lucky you are, then, that you are now in possession of fifty replenishing black soul gems, each filled and replenishing after a week.

Forged from ebony, which is thought to be the hardened blood of Lorkhan, this purchase can take on many forms. A set of armor, as well as either a sword, a bow, a mace, or any other kind of weapon of your design. These
midnight-black items will make you the envy of all who gaze upon them. Can be purchased multiple times.

A set of enchanted hooded robes, as well as a mask made from the skull of a talented mage, perfect for any self-respecting necromancer. Wearing these will see your pool of magicka increase, as well as speed up the rate at which it replenishes.

The ebony staff once owned by the King of Worms, Mannimarco. Not only does it greatly empower any spells channeled through it, but it makes any of the undead you have risen far more physically capable than they otherwise would have been, easily the equivalent of ten others. Additionally, it allows you to perfectly see and hear through your undead's eyes and ears, somehow.

Many have looked upon the night sky and seen wonder in the tapestry of creation, of the stars in the sky and the realms of the Divines, perceptible to mortals only as the planets orbiting Nirn, one of which this moon orbits. You have usurped the Necromancer's Moon from the grasp of the God of Worms. This celestial body is also a planet-sized dimension all of its own, which will exponentially empower the undead as well as the potency of all necromancy or dark magics used by you and your allies to ludicrous heights. The moon generates its own black soul gems, which can be harvested, and will automatically fill any soul gems or soul-powered objects placed within. Whether you import it into future worlds, replace the existing moon, or keep it within your Warehouse is up to you.
 
Sinew of Average Jumper

← Previous Jump ||Supplements|| Next Jump →

Evenicle
Drawbacks
Jump Drawbacks

The events of the game took months to a year or two from the start to the end. With this, the events would be drawn out with a large amount of time interval from major events to happen and between these major events minor events would happen. While not solving these minor events would not make the major events impossible to solve it would make them several times harder to accomplish. Also, the end game or last boss fight would happen in the last months of your time here.
Having a meta-knowledge of the setting is a huge boon for any jumper, allowing them to exploit the world to create the perfect ending they want. But with this all the knowledge that is related to this jump is now sealed along with your memories as a jumper only by finishing this jump would you gain access to the sealed memories again. This also affects your abilities and powers while it's not sealing them you are forced to re-learn all of your abilities and powers from scratch. This doesn't have any effect to abilities and powers that you gained from this jump document.
While monsters in this world normally attack any living beings they are especially more likely to attack you. Every time you leave the town or city you are attacked by a large number of monsters in the area and these monsters are exceptional and powerful versions. These monsters will always be a threat to your party as they are always numerous and tailored to exploit your party's weakness but they're not unbeatable and will always make you fight seriously unless this world way overpowers you.
There are monsters in this world that are far more powerful than most of its inhabitants can fight let alone slay now you are tasked to slay them. Any of your out-of-context abilities have little to no effect or damage to them forcing you to rely on your in-jump perks, items and powers that you bought or gained in this document or in the universe to slay them. Another trail for this is they are scattered throughout the world forcing you to search every nook and cranny to find them before having the chance to battle and slay them. Only by slaying them all, you can leave this 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.
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.
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. If this is taken as a Chain Drawback, its value is only 50% of the drawbacks you took in a given 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: Royalty
Born in the royal family or family member of an influential person of your starting kingdom. You are given a large amount of influence and diplomatic immunity for travelling to various kingdoms the existed in this world and financial support in your adventures.

Locations: Republic of Lancelot
The Republic of Lancelot is a desert nation located in the World of Eve. It was founded by members of King Arthur's pilgrimage that broke off shortly before reaching the neighbouring "promised land" of Eden to the southwest. Lancelot's desert climate makes it heavily reliant on its desalination technology to obtain water. Its military is also notoriously short-handed and the country frequently turns to neighboring Eden for reinforcement when it comes to controlling the monster population.

Race: Human Gender: Male Age: 18

Perks, Items and Companions
Perks

As someone with noble blood, it made you different from others. This made your every move graceful and eye-catching in the eyes and presence of other people. You instinctively move and position your body to maximize your every asset making it mesmerizing to others. Other people also recognize you at one glance that you are someone with high status either as a noble or a member of the royal family.
While fighting is the mainstream in this world you dictate yourself towards the less known skills. This made you skilled in domesticated fields from cleaning to cooking like it's a second nature to you. You are also a seasoned traveller which allows to you reach your destination with almost no difficulty and know the important needs in travelling a dangerous world as you are always prepared for problems.
Being someone important in the country gives you insight into politics and management skills. These made you skilled at managing a party to a full-blown country manoeuvring yourself in politics and making others join your cause with ease. You're also so charismatic that you can convince a crowd to vote for you or do something for you even convincing a hard-headed or stubborn person with enough time.
Some people cannot hide their intentions towards something or others but you are different. With this you are skilled at hiding your emotions and intentions even mannerisms from others; even they are your close family and friends won't even think that you are a member of the most dangerous criminal group in the world. This also made you skilled at controlling your emotions from affecting your decisions.
Having your ability not to work against something would get on your nerves. With this, you gain the ability to touch and harm things or beings that are normally intangible. This also allows you to bypass any forms of resistance and immunity of your target even those that have a specific restriction that can only be harmed by certain items or magics.
Most of the doctors in this world are stagnant but not you. With this, you are knowledgeable and skilled in all forms of the field of medicine. This allowed you to cure all forms of cancer and diseases even the famed zombie virus of this world. Healing and bringing back any patient that has still life in them to full health without problem and you always invent and think of new ways to improve the health of others and prevent it from happening again.
From the first time you dubbed in the field of magic, you are hail a genius without a peer. With this you gain access to all forms of elemental to exotic magic spells and using them is like it's second nature to you. It also becomes something innate for you to combine and invent new magic spells on the spot when you are faced with a problem that you're currently known spells even reverse engineering a magic spell seen a few times is also possible for you. You're magical energy capacity and replenishment rate is so vast and fast that anything lower than country-busting spells won't put a dent in it and it's capacity will only grow with time. This also allowed you to combine two or more magic systems or energy sources to one and eliminate its weaknesses.
Like a certain prince you are also a prodigy that makes others see you as a monster when learning something. With this you learn and master skills or abilities that take others their entire lifetime of hard work even for geniuses into weeks even develop and train any of your attributes to energy pools at the same speed. Your skills, abilities and attributes even your energy pools doesn't degrade from the lack of use and training that you can take an obscure skill that you learned a long time ago and use it at same level you trained it at. If you are thrown into a situation where you have no prior training and experience about it and if you survive you would become a veteran in that area like having a life and death battle once would make you a veteran warrior that experienced a hundred battles.
Rules that are set down by powerful beings in the world or the universe itself are sometimes to annoying to follow but you excepted. Through this you gained the ability to supersede and manipulate the laws to concepts innate to the setting with your own granting you have access to those laws to concepts that don't exist in this setting. This also allows you to engrave magic systems or abilities to the setting itself allowing the natives or those of your selected race to have access to it even removing the limitations and drawbacks along with adding and improving the existing magic system and abilities is possible. Your range starts at the planetary level but with time and training, you can extend this range infinitely.
Not all heroes are strong from the start sometimes they are weaker than the weakest being in the setting but through this, you would become a true hero. The world seems to favour you entering any setting giving you opportunities to find masters that you trained you and encounter enemies at your level allowing you to hone yourself if possible in the setting. Even meeting and helping influential persons of your preferred gender and appearance that are more likely to follow you or become your spouse in the future and finding or uncovering evil plots and schemes of evil persons or groups without even trying. No matter how boring or simple the quest you're doing it tends to become an epic adventure of your life.

Items

Sometimes you need a symbol to prove that you are a member of the royalty. With this you gained a trinket that proves you are a member of the royalty of your starting region. This gives you permission to cross or enter the borders of different countries or restricted locations. This only applies if you currently don't have hostile relationship with the country or organization.
What's best in a new world other than being in an adventure is sightseeing. With this, you gained a book that gives you hints of one hundred locations of great views and wonders and finding this location automatically logged in the book. When you reach and see ten locations you will be given a reward starting as small trinkets to legendary items when you complete it. You gained another 100 locations every jump.
As a member of the royal family your parents thought that it's time to give you a responsibility. With this you gained a city of your own located somewhere in your country. It is large enough to house a thousand people living in it along with them acknowledging you as their ruler. The city specializes in agricultural or industrial products in large amounts that its one of the major producer of your country and any people migrated here become your followers. This city remembers any upgrades you done and is inserted near of your starting location along with peoples in that world questioning its existence or how it appeared.
Even someone with a great caliber needs some materials to build something. With this you gained a storehouse tied to your warehouse that has all the existing materials in the world you are in. This materials ranging from mundane to exotic up to magical materials from raw to refined along with this materials regenerates depending on the rarity of the materials as common needed hours while the rarest needed months. This updates every jump.

Companions

Companion Import (100 CP)
  • Origin: Knight
  • Perks
    • Lone Defender (Free)
    • Misunderstood Success (Free)
    • Bolstering Allies (100 CP)
    • Disabling Blows (100 CP)
    • Fitting Armor (200 CP)
    • Innovated Inventions (200 CP)
    • Invincible Knight (300 CP)
    • Natural Tactician (300 CP)
    • Stealthy Assassination (400 CP)
    • Weakness Enchantment (400 CP)
  • Items
    • Quest Book (Free)
    • Warriors Feast (100 CP)
    • Fortified Fortress (200 CP)
  • Drawbacks
    • Prolonged Events (+100 CP)
    • Monster Attraction (+400 CP)
    • Megamonster Hunting (+600 CP)
  • Origin: Drop-In
  • Perks
    • Focused Determination (Free)
    • Justice Sense (Free)
    • Magical Warrior (100 CP)
    • Supporting Skills (100 CP)
    • Harem Protagonist (200 CP)
    • Stealthy Assassination (200 CP)
    • Ancestral Blood (300 CP)
    • Broken Limiter (300 CP)
  • Items
    • Incognito Mask (Free)
    • Scattered Informants (100 CP)
    • Safe House (200 CP)
    • Consumable Items (200 CP)
    • Transport Ship (600 CP)
  • Drawbacks
    • Prolonged Events (+100 CP)
    • Monster Attraction (+400 CP)
    • Megamonster Hunting (+600 CP)

A companion of the opposite or same gender of you, the two of you would be spending the rest of your lives together. Several weeks into the jump the two of you would meet and would fall in love with each other. Their love for you or your love for them is eternal to the point that it won't wane and be manipulated by powers and time along with them being your equal and always be the same level as you. They are willing to be at your side even if they have to defy and fight their family or country the same can be said for you; they have the appearance, disposition, alignment, and personality of your preference. They have 1,000 CP to purchase origin, perks, and items and can take drawbacks for additional CP, but cannot take or purchase additional companions.
  • Origin: Saint
  • Perks
    • Knight Status (Free)
    • Motherly Appearance (Free)
    • Everyone's Trust (Free)
    • Enemy Info (100 CP)
    • Innocent Image (100 CP)
    • Perfect Body (100 CP)
    • Rescinded Laws (200 CP)
    • Treasure Seeker (200 CP)
    • Uncorrupted Form (200 CP)
    • Overwriting Rules (300 CP)
    • Saints Blessing (300 CP)
    • Rising Doctor (400 CP)
    • Weakness Enchantment (400 CP)
  • Items
    • History Books (Free)
    • Recovery Spring (100 CP)
    • Assigned Church (200 CP)
  • Drawbacks
    • The Plot (+100 CP)
    • Prolonged Events (+100 CP)
    • Monster Attraction (+400 CP)
    • Megamonster Hunting (+600 CP)


Thai Myth
Drawbacks
Jump Drawbacks

Mythologies were traditionally passed down orally, without writing it down. This resulted in a vast amount of slightly and not so slightly different interpretations of the most known stories. And as a living culture, Thailand still does this with its own mythology. Hence, this toggle, to declare that you are arriving at some specific Thai myth instead of an amalgamation of the originally written stories that is assumed to be the default. Additionally, you can also use this to come up with your own interpretation of sorts, to fudge the details a bit and change the context of the story. As long as the general level of power remains the same, and the known legendary figures are recognizable, you're free to spin your own tale of these myths. Or perhaps you'd simply like to go to some movie or series adaptation instead. It's your choice.
There are so many beautiful people in this world. From the humble and simple to the exotic and dangerous, the sheer variety of potential lovers is mind-boggling. So how could you possibly pass the chance of bedding any of them? You're a womanizer now, or whatever the equivalent would be for men, or maybe even both, whichever it is you can't help yourself when you're presented with a pretty face of your preferred gender. Being on opposite sides of a war won't stop you, neither will non-human parts or the fact that you're literally already married. Don't expect to have the self-control to remain monogamous anymore. Thankfully, polygamy isn't forbidden in Thailand, although if you're not royalty or incredibly rich then marrying every lover would be inadvisable at best.
The Prince of the Golden Conch is called such because he was born in a golden conch, and used it the way a turtle would use its shell until his mother broke it. Now, it seems that you've been born inside of a conch as well. It's actually decently large, enough for you to fit into it, and likely the color of some metal, whether golden or some other metal you'd want. The most important aspect of this is your sentimental bond to it, valuing it almost as much as a normal person would value their life. It's almost as if it was a part of you, after all, as you were born within it. If it's broken, you'll be hit incredibly hard, although it won't be impossible to move on from the depression. If, however, you manage to maintain it intact until the end of the jump, you will be allowed to take it with you to future jumps if you wish.
Damn those humans. Untrustworthy bastards, the lot of them. You've been hurt in the past, and learned a completely wrong lesson, leading to you hating all humans as a result. You'll be fine among any other beings such as gods or spirits, but humans are where you draw the line. It's not like you'll refuse to speak with them, but you're never going to trust them with anything. You'll ignore good deeds and overfocus on the worst examples of the human condition to justify your disdain, refusing to believe that you could be wrong and some humans can be trusted. This might be quite a problem for you, given just how common humans are. They're in all four continents after all. If you don't manage to escape, you'll lead quite a miserable life.
Kings have a lot of power and responsibility, and some can't quite live up to the task, resulting in their petty punishments affecting others quite harshly. You've been the victim of such a punishment, and you've been exiled from your homeland. Wherever it is you hail from, you won't be welcomed there, and this will cause you no end of distress. You'll want to be accepted back in your homeland, but to do that you'll have to impress the king with some great deeds, such as leading an army to victory over a greater enemy. Or perhaps you'll work to get over it and move on to greener pastures. It'll be difficult, as the wound from being severed from your place of birth is quite deep, but with great effort you may yet attain happiness. It's quite a wide world out there, after all.
You are likely familiar with karma already. It is kind of a measure of how good or bad someone is, and it heavily influences everyone's status in this world. The truly virtuous are reborn as gods, while the sinful are reborn as wretched things in one of the Hells. It also influences one's fortune in life, which can get to truly miraculous levels for the sufficiently virtuous. Unfortunately for you, you'll have to deal with misfortune should you not be a virtuous person by the standards of this world. Normally this'd be fine as you are just starting out your existence in this world, but your karma will take into account all of your actions in all past jumps and even those in your life before the chain began. Hope you were a good boy, otherwise you won't have a good time here.
How unfortunate you are, to have made such a stubborn enemy. Whoever they are, someone who rules a large and powerful kingdom has come to hate you personally, to such a degree that they are willing to go to war to hunt you down. Needless to say, having a powerful kingdom hunt you down is quite dangerous to most, and even worse, the ruler will forge alliances with other kingdoms to bring even greater might against you, should you prove resistant. And, of course, if you know how to wield supernatural powers, they'll start making pacts and hiring evil spirits of all sorts to amass a supernatural fighting force of their own. They will not stop until you die or they are completely defeated. Or perhaps you could try seducing this ruler instead. There's an oddly high chance of them being a widowed or orphaned queen, and while they will rarely if ever take to battle themselves, you'll likely meet them at least once or twice. Still, as determined as they are, it would take quite the smooth-talker to get into their pants and heart. Stay on your toes, and you might just survive your time in this world.
Being powerful has its perks, of course, but spiritual power sometimes comes with heavy downsides. Unfortunately, it seems that you are suffering from such in full effect. What this means is that feeling emotions too strongly can kill you, especially the more extreme they become. Depression will lead to you falling ill of no particular disease, suicidal depression will let you skip the "kill yourself" part directly, and strong anger might literally burn you alive. Being too willful might turn you to stone, and too affectionate may genuinely melt your flesh off your bones. Needless to say, you'll have to be careful with your own emotions, lest you find yourself weakened or outright lose your life. Perhaps being a hermit would be ideal.
The Devas are powerful beings, rightfully called gods, who live in the paradisiacal Heavens above Mount Meru, attended by beautiful maidens and eat delicious feasts every day. Sadly, their existence is not quite flawless. They have a single and very big weakness. That being, they must eat three meals a day, those being breakfast, lunch, and dinner. If they miss even a single meal one day, they are slightly but permanently reduced in power, might, and splendor. It's barely noticeable with just one missed meal, but with more meals missed they will start to be significantly lesser than what they used to be, and there is no way to recover what was lost this way. If they are unable to keep eating three meals a day, they may even eventually die, as they are reduced below even mortals, to a point where they can't sustain their own life. And with this drawback, you share this weakness.

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 can only access your Warehouse (or other methods of bringing stuff between jumps) either once a month or from the property you own. Replenishing stocks of things, such as Food Supply and Ammo Supply items you've purchased are exempted from this and you'll receive a daily or weekly allowance wherever you're staying. Destroyed or lost items will respawn in your warehouse as normal. Properties that aren't used to store things between jumps are not affected by this.
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.
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. If this is taken as a Chain Drawback, its value is only 50% of the drawbacks you took in a given 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: Mo Phi
What an honor, to meet with an enlightened one such as you in this day and age. You're a priest now, a shaman perhaps, likely of the Buddhist faiths, but perhaps you're a Hindu Brahmin from the west. You are quite well-learned in matters both religious and esoteric, and while your powers aren't too potent in regards to legendary priests, you are competent and experienced, and with simple dedication and devotion you might see your abilities grow with time. Whether a hermit or monk of a monastery, the common man looks to you for aid in alleviating physical, mental, and spiritual wounds, and it is those like you that are called upon to deal with magical threats like curses and malicious spirits. Keep your head high, and keep walking forwards, and perhaps one day your name will be lauded by all.

Race: Human Gender: Male Age: 18

Perks, Items and Companions
Perks

One of the most foundational aspects of the priesthood is identifying auspicious days and hours for great events like festivals or marriages. And like any self-respecting priest, you now know how to do this as well. From looking at the stars and analyzing their movements to meditating, to simply asking the gods through prayer, you know several methods to identify auspicious moments. And, of course, doing things during these auspices will let things go a lot smoother than otherwise as if granting a decent measure of good fortune. Likewise, there are inauspicious days, which provide the opposite and thus are usually avoided. Or perhaps you'd like to trick your enemies into performing important events during inauspicious days and thus push them into misfortune without being directly involved?
Divination is a very sought after art. And for good reason, too. What wouldn't people give for a glimpse of events to come? Well, as a Mo Phi, you can provide such services, through a certain method of finger counting. Possible to do on the fly with some gestures done with your hands, it's an accurate although somewhat vague form of Divination. For example, you could divine that an enemy army will march on a kingdom sometime in the future, but not when they'll attack, how they'll attack, and so on. Of course, with other knowledge obtained through more normal means you could likely patch up some of the holes in the knowledge obtained in this way, provided you aim to divine about specific things, but it's not going to be of much practical use in general terms. Still, you can make quite a bit of money simply making cryptic and mostly useless prophecies for random peasants wishing to know their future.
In this world, there are... varied, let's say, ways of conceiving life. There is the normal conception you're familiar with, of course, but there's also a few more. Now, you can conceive offspring in any of the other possible ways that people can in this world. What gender you are dictates your role in these interactions of course, provided you're of a race that reproduces sexually in the first place, but with this you're unlikely to actually need any genitalia to reproduce anymore. So, what are these wacky conception methods? There are seven main ways, including the one you already know. There's contact with the clothing of one's loved one. Caressing or wearing the clothing as if the loved one itself can make a woman pregnant. Another is simply swallowing semen. A loving caress of the navel and stomach can also lead to pregnancy. A fourth is simple proximity and the desire for a child. A fifth is hearing the voice of one's loved one. And finally, there's pregnancy through smelling one's loved one. As a man, this will of course apply to any woman that loves you, although as a woman it only applies to you. Is this useful? Who knows. It doesn't affect the length or birth itself, only the conception, so it won't even save that much time.
Priesthood and magical learning is all well and good, but some people simply wish for one reliable power they can leverage in their everyday life. That's just fine, and you've come to learn one such magical technique in the past. What your magical technique does is mostly up to you, but there are a few examples to determine the general scale and utility available to you. You could get a technique to make functional sailing vessels of any size out of nothing but straw, maybe you could summon wind and rain with a few gestures, perhaps you'd like to be able to shoot seven arrows at the same time, all of which home in on your target(s) to never miss, or maybe you'd just like to be able to call all the wild animals in an entire forest or plain to you. Another possibility would be taming any mountable beast in mere seconds, or a supernatural level of seduction. Creativity is encouraged here, but if you wish to simply pick one of the examples given, that's fine too. Perhaps you'll make a name for yourself with this?
Genetic inheritance can include quite a bit more than simple appearance and nature. In some cases, the children born of unions between humans and non-human beings such as mermaids can have some innate supernatural advantage over their more mundane kin. You seem to have benefited from such a strange ancestry, as your might surpasses that of any human. You could be compared to a dozen men on your own, and your strength, endurance, and agility are such that you could beat a whole group of experienced pirates alone, as a child. As an adult, your might will be even greater than this, and should you commit yourself to the arts of war you'd make for a fearsome warrior indeed.
Some particular monks, those who are truly learned and wise, can see more than mortals normally can. You may or may not be a particularly wise person, but you've somehow come to obtain a part of the senses of such people. You can read the minds of people close to you, just their surface thoughts really, but the main benefit of this is a sort of remote moral judgment. Out to about 180 km away, you can instinctively detect the location of people who are particularly good or particularly evil. You could be wandering around in the sky one day to suddenly realize there is a very virtuous person somewhere around. You get a general feel for their personality of course, but for people to even register they must be extraordinarily virtuous or sinful in the first place. For doubts on what even qualifies, karma is explained with some detail down in the notes section of this jump.
Reincarnation is a strange thing. Memories and bodies are locked away, emotions and promises remain only in an abstract and spiritual sense, and your soul is given a chance to grow again. Understandably, not everyone is very enthused about the 'memories are locked away' bit, and some great sorcerers have attempted to skip the part of reincarnation which deals with memories, the crossing of the Sanzu River in the Underworld. Some even succeed. Like these people, once per jump you will be allowed one second chance, one extra life, a 1-up if you will. You'll be born again as normal, of course, sometime between instantly or a few days after your death, and you will retain all of your memories and knowledge, although not any powers or skills that relied on your body or any kind of spiritual modification. This does not end your chain, in case that needs be said. Of course, you can choose a normal birth, or to be born from 'moisture', or to simply spring up fully formed, as explained in the Origins section. Really, the choice is mostly made on the grounds of convenience. If you have time and wish for another start, you could be born normally, but if you have urgent business and don't wish to abandon your life, being spontaneously formed would be a better choice. Of course, the demons running the Hells won't like your shenanigans, and you shouldn't expect this to work a second time per jump or millennia, whichever comes first.
An unfortunate fact of the world is that there will always be those with both magical acumen and the malice to curse people with it. Such curses can wreck a lot of havoc before a virtuous priest comes by to remove it. And now, you get to have knowledge and skill at this form of dark magic. Through spells and rituals, you can bring misery to any target you can see or have some form of connection to, such as a valued possession of theirs. You can also curse locations and nations, in case you wish for a haunted mansion or to doom a kingdom. Pretty much any nasty way of causing misery is open to you, in forms both potent and lingering should you spend the effort to do so. Plagues of vermin, draining a target's might or morale, regular nightmares, enthralling charms, perhaps even simple misfortune, you'll be widely feared and possibly hunted if you leverage your abilities properly. Be careful of the virtuous, as no curse is unbeatable to good priests.
There are a fair share of tricksters in this world, and some lucky few even become legends spoken about centuries after their death. You would be able to find yourself among them if you wished, as your cleverness is now a thing of legend. You can apply yourself easily to trivial pursuits such as poetry and song, swiftly inventing clever wordplay as transparent or opaque as your whim desires, but your true talents lie in misdirection and unorthodox solutions, being able to maliciously comply with even the most thorough orders from angry kings, and even how to get your way out of trouble when the brutes around you inevitably resort to violence out of frustration and hatred. Additionally, if you don't just piss off the people around you, you're quite skilled at serving as a jester of sorts, letting you conceal your true intentions and movements in jest and feigned incompetence. Just don't let yourself get out of hand. Or do you, since doing something like playing a mean prank on an emperor even after your death is sure to get your name into the history books?
The main reason why virtuous priests are so sought after is their ability to relieve the suffering of the people and deal with evil spirits. The greatest among them become famous for their healing magics and repulsion of great evils. Your power in the arts of Sei Khaw, essentially positive magic, is among the greatest. Not only can you remove even the most terrible of curses with enough ease to purify it from whole armies at a time, but your healing can mend essentially anything short of the soul leaving the body (which happens quite swifty mind), and barriers, charms, and other blessings of protection are well within your abilities, such as making a target's skin invulnerable for a time. Potions of love, age old curses of cyclical doom, pests plaguing whole regions, there is little among the evil of this world that you cannot quickly deal with, and no curse that is insurmountable. Perhaps you'll want to travel around helping those in need?
Knowing how to curse or heal is all well and good, but the true enticement of sorcery is utility, at least to most people. Fortunately for you, you've had the opportunity to advance your magical abilities to the point that you're one of the most learned priests in Jambu Dvipa. You do not gain particularly potent techniques with this, but you get a width of ability that matches the depth of any but the most powerful monks and priests in this world. So, let's start with a few examples of the kind of spells, charms, and other rituals that you now have available. You could conjure spirits to follow your commands, in order to obtain supernatural servants for short or long periods of time. Limited shapeshifting is also possible, such as turning a fallen wooden branch into a raging buffalo temporarily, or even turn invisible for a time. Perhaps you'd like to make obedient and strong golems by hand, or unlock any mundane lock (or chains or knots) that bar your path and restrict your movement. How about turning small objects into small swarms of wasps that follow your orders, or imbuing your magics into tattoos for a more lingering effect? And, should they not be too much stronger than you, you could even nullify protective sorceries for a time. This is not an exhaustive list, of course, but do keep in mind that your abilities with just this are mostly utilitarian in nature, and don't directly curse or bless people, per se. That said, your breadth of abilities make you unmatched to those without significant expertise on the negative or positive arts of magic (as explained in the Sei Dyam and Sei Khaw perks), and while they are not particularly potent spiritually speaking, they'll be undoubtedly useful to you in nearly any situation.
Are you not content with mortality? Do you wish to get a taste of divinity, and learn how the very gods above live? As a unique opportunity in this world, you have the option to simply purchase being a god. As an Uppati Deva, you are a Deva from birth, and almost definitely formed spontaneously one day as most of your kin do. So, aside from a lifespan almost ten million years long, blue skin, and at an absolute minimum a body whose health and might cannot be lesser than that of a hearty and hale human adult, what does this confer? Well, you can forget about having to shower, as your body is clean and pure, inside and out, and no mundane filth can tarnish this (this includes immunity to any mundane disease or illness). You can also change your size to quite absurd degrees, being able to shrink yourself to such a degree that 80 of your kin could fit in the width of a human hair. Unfortunately, you do still need to eat, but should you find yourself back up to the heavens lying at least 690,000 km above the four continents, unlikely to be much of an issue as you are rightfully a citizen of the gods, you'll be able to consume divine food and drink, which is absorbed fully into your body and thus does not lead your body into producing waste. Of course, your state isn't static. Uniquely, you are able to ascend the divine ladder of status, in a manner of speaking, to become the 'devyata' of higher heavens than Catumaharajika, the lowest Heaven (and the most quiet and stable in a way). You can do this through great and meritorious deeds, and accumulating good karma in general. Do check the notes for what this even entails. Ascending to higher forms of godhood grants you greater might, spiritual and magical potency, and a greatly increased lifespan. For example, while initially you'll have a lifespan of 9 million years, the next stage has a lifespan of 144 million years, with the next living for 576 million years, the next living for 2,304 million years, and the highest form of devahood (outside of special cases like Indra) living for 8,216 million years. Of course, even being a perfectly virtuous person it'll take you many years, perhaps decades, to rise to the next Heaven, but you certainly have the time even as a mundanely human sort of person to spend one or two million years doing your best to be diligent and virtuous. Perhaps, if you're feeling responsible, you may petition to get
assigned a domain to rule over. Indra assigned four devas to be the sun, moon, the twenty-seven lunar mansions, and the sidereal stars. There's no guarantee you'll be given any work, but there's no shame or loss in being rejected.
Giantesses, mermaids, ghosts, even just human princesses, there's definitely no shortage of beautiful women that populate this world. It'd be a shame if nobody gave them the love they deserved, right? Well, it's a good thing that you have the skills and charms to do this. Should you actually aim to bed every woman you meet, you'll have almost complete success, your words smooth as silver and as sweet as honey. Your appearance is nothing to scoff at, but your charisma is where your talents truly lie. You could be the greatest womanizer of the Jambu continent if you spent the time on it. Additionally, you seem to attract plenty of beautiful consorts of your preferred gender to your sides, particularly of the non-human variety. Mermaids, ogresses, ghosts, other spirits of unique nature, you certainly won't be lacking in exotic lovers. Finally, for some reason gathering and maintaining a harem always goes smoothly for you, jealousy being rare and only leading to competition to gain your affection more effectively instead of backstabbing and politicking, and your lovers otherwise just getting along well. Polygamy is well established in Thailand, don't you know?
How fortunate you are, prince of the earth, to have obtained such a blessing. You've bathed in a golden pool some time in your past, and your current body is proof of the mark it has left in you. Shining a soft golden glow from your now pale yellow skin (that is considered attractive in Thailand, although other places will vary), your body has been brought to the heights of Indra, king of the gods himself. Your physical abilities are beyond that of any mortal man, with agility that almost defies what is possible with a human body, strength enough to lift and throw large sailing galleons across a river, and the endurance to compete at full effort for days.
A rather common feature of this world is that of spirits with domain over a location or region, who can rightfully demand taxes from those who pass over their territory. You can be one of these spirits, with this purchase. How this works is that you can attune yourself to a place, taking seconds for something like a small house and months for a whole region, which lends you great magical and/or spiritual influence over the location you attuned yourself to. After doing this, you can set a toll, and those who pass through or live on your land, be they living or dead, mortal or god, will have to pay a tax to pass through or remain. There's no guarantee that they'll be able to pay or that they'll like the tax, but if you're not too demanding then it's unlikely that it'll pose much of a problem. The payment is merely in terms of value, and can be paid with anything of equal value, be it currency or goods. Of course, the amount of supernatural influence you hold over this place depends on your magical and physical might, and if you spread your claim too wide without being strong enough to make up for it you won't be able to enforce your tax as well, but for the sedentary this could be a nice source of stable income, depending on where they set down shop.

Items

Monks are easily recognizable by the clothing they wear. Clothing that you'll own with this purchase. Coming in a variety of priestly robes, from Buddhist garments to Hindu Brahmin vestments, they are light, comfortable, soft and smooth, and surprisingly good at protecting from heat, cold, and rain. It's nothing supernatural, but they'll be good for wearing in any non-extreme environment. What does seem supernatural about them however is that they always remain clean, even in the dirtiest of environments. To preserve your dignity a little better, of course. If you lose or damage any, you'll simply get another set a bit later.
Even monks have their tools, you know? And this dagger is one of them. Inscribed with various scriptures and having a surprisingly sharp edge that never dulls, it is designed for use in any rituals that might require a knife, serving as a decent channel for spiritual powers. It's not too significant, barely being a noticeable increase in potency, but it does make such rituals significantly easier to perform in the first place. Due to its sharpness, it's also decent as a weapon in a pinch, although don't expect it to carve through armor or something. You obviously know how to make more, provided some source of well-crafted daggers, in case you have a few monk friends that haven't gotten one of these yet.
Some priestly tools are quite disturbing, in form if not function. Whether you've made this or took it from someone, you find yourself in the possession of a Kumanthong, the spirit of a stillborn fetus bound into an amulet as a servile familiar. They'll follow your orders quite diligently, and while they're kinda weak, they're very reliable when it comes to small matters. They aren't particularly lucid for obvious reasons, so don't expect a conversation partner, but the magic binding them to the amulet lets them perform any duties you give it regardless. Whether you'll use it as a messenger, get it to fetch you things, or simply give it a chance at life through other methods, you are free to do as you will with this pendant.
Some dreams can have omens of the future. Some are just meaningless gibberish. This book deals with the former, although sometimes it might seem that all dreams are prophetic. It's quite a thick tome, having almost a thousand pages and likely more hidden away through magic. Thankfully it has an index to navigate it efficiently. What it can be used for is deciphering dreams, which almost always give clues of a future event, usually the immediate kind that'll arrive within a month. Even in future worlds this'll work as intended, letting you diagnose a person's immediate future even if that world doesn't actually have any kind of prophecy or fate. Do be careful, people aren't very pleased when their future is grim.
What a marvelous elephant you've come across. White as marble and slightly larger than elephants normally are, you've come to possess this great beast somehow. Besides being a novelty, it has a strange power, or blessing perhaps. That is, anybody who owns it will never experience scarcity or poverty. It does not guarantee riches, but at worst you'll find yourself in an economic situation similar to that of a decently well-off merchant. Of course, this doesn't just apply to singular people. If the white elephant is owned by the state, the ruler, or the ruler's family (royalty, essentially) of a nation, its blessing will apply to anyone who lives in said nation, preventing even the most wretched homeless people from living particularly harsh lives. Perhaps you'll give it to a prince you favour? Or will you keep it to yourself?
Invoke Shiva as the left eye, and invoke the sun as the right. Invoke Vishnu as the horns and Indra as the tail. Invoke the Buddha as the sides, and the four Lords of the First Heaven as the feet. And finally, invite hordes of ghosts to inhabit the stomach. Such is a part of the ritual to create this golden bull, a golem of sorts and a mighty servant to powerful priests. Stronger than any bull, it can charges through stone walls and is a powerful mount. It's only barely intelligent enough to follow your command, but it is reliable and loyal. There's likely no need to explain in detail the usefulness of a mighty golden bull that diligently follows your commands. Additionally, you know the ritual to make more, although without the necessary materials, IE lots of gold, it won't be of much use. Still, you already have one such bull, so use it wisely.
While virtue is generally encouraged, there are still those with magical powers and little moral scruples. This is something that results from such things, a love potion essentially. Those who imbibe it will fall helplessly in love with some specific person that is decided during the brewing of it, done by dropping a piece of hair or other minor body part into the mix. However, there's ways to use it beyond just making someone drink it, such as infusing it into a picture, which will confer said picture the same effect as the potion, making those who look at it fall in love with whoever it is the potion is attuned to. This potion is quite nasty, as its effects linger even after death if they are not dispelled, resulting in lingering ghosts relentlessly trying to charm whoever they were made to fall for. You also get a recipe for this potion, as you only have enough for one person from the start. If you make enough, you could distribute enchanted pictures to the kings of various nations, and effectively conquer vast swathes of land without a single drop of blood. Do be careful, however, as the potion does not change the victim's approach to romance and marriage. If you get too many monogamous suitors, it might turn into quite the bloody mess.
Some wise monks make homes for themselves away from vulgar civilization. Usually in caves or islands. You've settled on an island, a large and lush one, which has a few barriers added to it, likely by you. On top of being a natural paradise, filled with friendly wildlife and delicious fruits, it is a hallowed place, where evil beings, mortal or spirit, cannot set foot in. They may lurk just beyond its coast or stalk its skies, but they won't be able to approach your island, with any attempts at remotely causing damage simply sliding off. It would take an attack able to obliterate the island in one go to crack the island's shields. There's also a nice fully furnished cave within one of the island's mountains, letting you live in moderate luxury despite the remote location. Lastly, the island's barriers also prevent misfortune from striking too much, letting even the clumsy live a mostly blessed life. You could hide from the world here, provided nobody knows where your island is, and you likely wouldn't find much danger to yourself. In future worlds you may choose where to insert the island, or simply to have a door in your Warehouse leading into it.
Horses are too mainstream. So here's something more worthy of whoever you are. It may be a chimera, some kind of cryptid, maybe a unicorn, or something similarly rare and ideally monstrous, but now you are the proud owner of whatever this is, which will act as your mount, and a very effective one at that. Swift, strong, and loyal, whatever this critter is it's among the best relatively normal mounts you could ask for. As long as it's not competing against a divine horse or something it'll undoubtedly be among the best options for riding you can find. It's quite tough too, able to take hits better than even an armored knight, and regardless of where it finds itself, it'll return to your side in moments should you call its name. As a side note, it can fly as fast as it runs. If it dies or something, you'll get a new one a month later.
Men fight with weapons, and kingdoms fight with armies. And, just like men, there's a very large range of strength when it comes to combat. Being a prince or princess and likely heir to the throne, you now find that whatever kingdom you were born to is quite strong in the mortal world. Being around 50,000 men, and even more to account for things like cannons, scouts, and siege engines. It's all managed by a system of generals and commanders, and as the head of the army, you merely need to point at an enemy and command your soldiers to mobilize. The strategic and tactical acumen isn't legendary, but your generals are definitely experienced, likely veterans of some war or other, and any recruits you add to your army are retained between jumps. They have cutting edge technology for the time, that being plenty of squadrons trained with muskets, but for future jumps you'll have to figure out a way to upgrade their equipment yourself. Thankfully the army retains modifications across jumps, so they won't lose more advanced technology if you return to a mostly medieval world.

Companions

Mythologizing (100 CP)
  • Origin: Phi
  • Perks
    • Charismatic Transformation (Free)
    • Strange Lover (Free)
    • Ancestral Language (Free)
    • Army of Evil (100 CP)
    • Shaped Births (100 CP)
    • Walking With Legends (100 CP)
    • Switching Souls (200 CP)
    • Switching Souls (200 CP)
    • Flawless (200 CP)
    • Guardian of the Land (300 CP)
    • Encrusted With Diamonds (300 CP)
    • JUMPER THE KING (300 CP)
  • Items
    • Minor Spirits (Free)
    • Your Tree (Free)
    • Palatial Residence (100 CP)
    • Magical Mask (100 CP)
    • Orb of a Serpent (200 CP)
    • A Slice Of Hell (200 CP)
    • Pool of Gold (300 CP)
    • A Slice Of Heaven (300 CP)
    • Kalpavriksha (600 CP)
  • Drawbacks
    • Weakness of Legend (+600 CP)
    • Moved by the Heart (+600 CP)
    • The Roots Of Evil (+600 CP)
    • Soft as a Lotus Flower (+600 CP)
  • Origin: Chao Pha
  • Perks
    • Un-princely Education (Free)
    • Silpasat (Free)
    • How International (Free)
    • Wandering Exile (100 CP)
    • Phra Physique (100 CP)
    • Prophetic Dreams (100 CP)
    • Excellence of a Prince (200 CP)
    • Revived Every Sunrise (200 CP)
    • Aphai Attraction (200 CP)
    • Mani Moves (300 CP)
    • Golden Body (300 CP)
    • Miracles of Dharma (300 CP)
  • Items
    • Worthy Attire (Free)
    • This Is My Stick (Free)
    • Seafaring Vessel (100 CP)
    • Noble Wealth (100 CP)
    • Royal Seal (200 CP)
    • Pipe of the Five Worldly Senses (200 CP)
    • National Force (300 CP)
    • Kingdom (300 CP)
  • Drawbacks
    • Weakness of Legend (+600 CP)
    • Moved by the Heart (+600 CP)
    • Soft as a Lotus Flower (+600 CP)
 
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One-Eyed Reaper

Jump #1: Charlotte
Drawbacks
Jump Drawbacks

You have been left in a situation that you are not quite equipped for. If you're a student, you may be living alone without a parent to guide you. As a scientist, you may be working on a project you are underqualified for.

Someone has taken note of your existence. It's only a few small articles in papers, or a badly made website, but there's rumours of you and your powers. Whilst the general public would laugh the idea off, some may come looking for you.

A very close family member has recently died, and you're still reeling from it. Your life has become a depressed repetition of eating and sleeping. Nothing is worthwhile. You don't want it to be, anymore.

The effect of the comet on the world has been far worse than it was in canon. Many more young people have been granted these abilities, and most of them have chosen to use them to cause trouble. Expect some supervillains to appear, with this.


Universal Drawbacks
You have replaced the Protagonist (or one of the Protagonists) of the story. Unfortunately, this means a) you won't be able to recruit them, b) you won't be able to rely on them solving anything, and c) you have all their memories. You must take the origin and perks that most closely match theirs, all of which are discounted for you (discounts don't stack) as well as any drawbacks that are clearly based on them. The value of this is based on how dangerous the setting is. Slice of Life is worth only +100, while Shonen or Xianxia stuff where the power curve is through the roof and people are running around killing entire cities is worth +300. Things inbetween are worth +200. If there is no way to get all of an individual Protagonist's perks from the document, you either cannot be them (preferred answer) or must pick and choose (Jumper answer,
because you have otherthingsto fill in the gaps). If you take this with Cannot Into Drop you may take the Drop-In Origin if it's based on the Protagonist's perks, but your persona in every jump is a duplicate of the Protagonist you're replacing. Protagonists must be Main Characters, but not necessarily The Main Character (All the members of Team RWBY are Protags or Deuterags but the other good guy teams are supporting cast). If taken as a Chain Drawback, you can either treat this as a +200 drawback across the board or calculate it for each jump. If you're
automatically the Protag (Civilization, Dragon Commander, Elder Scrolls, etc.) this isn't worth anything either way and you get no special discounts. For 0 CP, you can be a Side Character or Minor Antagonist instead.Why? I dunno, but you do you.
{Yuu Otosaka}

All your Drawbacks from individual jumps are always as bad asthey 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 stop 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. If this is nottaken as a Chain Drawback, its value is only 50% of the drawbacks you took in a given jump. If you don't take at least 300 CP worth of drawbacks in a given jump, Murphy's Law is in full effect all the time… yes,this applies even to jumps that have
no Drawbacks on offer.

Jump-Chan's watch is broken. Your jumps now can end any time in the last third of the
jump… or last up to an extra 50% longer. You've no way of knowing. It could be a matter of seconds…or months or years. For reference,this makes a standard decade as short as 7 years and as long as 15. Companions you import automatically gain +50 CP because you took this.

  • Distinction between Chain Drawback and Jump Only Drawback (Optional)

Jump Scenario
Origins: Drop-In

Location: Sea of Stars School
This is a school for people with supernatural abilities, or for those who may well develop them. The student council is composed of a body snatcher, invisible woman, instant-mover, and a girl haunted by a dead pyrokinetic. None are as powerful as they sound. An outsourced power-finder will show up every now and again to tell them the location of an ability wielder, who they should warn to keep on the down low.
(Roll Result if Roll)

Gender: XY Age: 15

Perks, Items and Companions
Perks

You hold a great deal of confidence, both in your abilities and self-worth. You will never be nervous in a social situation and find it easy to chat with people in a way that makes them think positively of you. You are also much more attractive than the average person.

Why bother studying for an exam, when you can simply cheat your way through it? You know all the best ways to cheat without being caught and can effectively put it into practice.
This perk also helps you use your less conspicuous supernatural abilities for this purpose

Some abilities result in you getting seriously hurt every time you use them. A cryokinetic might freeze off a finger. Someone with super strength may break their arms lifting a car. A mind reader may get migraines from straining to listen to thoughts. These are less of an issue to you. Any survivable injury taken whilst using your own abilities, even things like organ damage or a lost limb, will eventually heal. These injuries will also heal at five times the rate of otherwise inflicted ones. Furthermore, pain caused by your own
ability is massively diminished, though you still know it is there. How this effects other powers, or particularly odd abilities is up to you.

No matter how many times you go through the same hardship, you are willing to repeat it if it is needed for your goals. You could go back in time dozens of times, reliving the same few years over and over, with your body slowly degrading, and still come out the other side sane and ready to re-do it. The more important the goal is to you, the more you can endure and put up with to get to it.

Arguably, the most powerful ability in this universe. For the duration of your jumping, it will allow you to steal the abilities of people by taking over their body with Body Thief and claim them as your own. The downside to this is the strain it takes on your mind. The more abilities you steal, and the greater the strength of them, the more your mind begins to slip away from you. After forty or so abilities being claimed, your memories will start to be affected, and with the lack of understanding leads to emotional volatility, in situations that are now foreign to you. At this point, taking further abilities will worsen this effect, until you eventually forget who you are. By actively and purposely avoiding the usage of a plundered ability for three years, you can cause it to vanish.
{Discounted due to UDS}

By targeting a person you can become
completely undetectable to them. They will not see, hear, or sense you, and even supernatural powers or abilities they have will not be able to find you. This only works on one person at a time.

By looking at a person, you can transfer your mind into their body, for five seconds. For all intents and purposes their body and powers are yours, for the duration. The downside to this is your body is left empty and unprotected for those five seconds, and the lack of consciousness means it will likely fall on its face.

You will never again need to sleep. However, you may still sleep if you are tired from physical activity, or just want some time out of the world. If you choose to sleep, you will instantly, and can set a time for when to wake.

In every world you go to, all of the biggest groups, companies, and organisations have a mole on the inside willing to give you information and act in your favour. They will likely be a mid to high level person in that group. That's high enough to get to sensitive information, though likely illegally, but not to have any serious influence in it.

Money talks, and it can just as well divide. With enough money, you can easily buy out any company, group, or building, so long as there is a way in. Want to be the owner of a company? Get his board of staff to kick him out. Want your own personal army? Pay a shifty country enough, and they'll ignore international treaties to help you. An old man loves his hand built, lifelong home, and swears he'll never sell it? Wave some cash in his face and his mind may well change his mind.

You are a master at your art, and your art is torture. You know the most effective ways to cause someone pain, with the tools at hand. You can make them feel blinding and mind breaking pain, without ever doing permanent damage to them. The saying about not getting good information from torture certainly isn't true for you, with all the info you get being the truth.

You are skilled at coming up with multiple plans for how to achieve something. If ten things could go wrong, you have ten different backup routes. You need not wait for the exact situation, when you can simply plan around the variations of it
 
Sinew of Average Jumper

← Previous Jump ||Supplements|| Next Jump →

Dungeon ni Deai o Motomeru no wa Machigatte Iru Darou ka?
Drawbacks
Jump Drawbacks

Guess whose cut from their powers and supernatural abilities in this jump. While you still have access to your most assuredly implausible mastery of mundane skills and your warehouse you won't be breaking out magic, ki, the force etc anytime over the next ten years. This includes releasing one's Divine Limiters in the Dungeon if you're a God. Supernatural abilities you buy in this jump are otherwise unaffected and you may use them freely.
Whenever you step a foot into the dungeon or outside of the city monsters become more active. In the dungeon the floor you are on starts spawning much more dangerous monsters by strengthening the normal ones found on the current floor. Outside the city monsters that roamed the lands are attracted by your presence and scent while not as strong as the monsters inside the dungeon but they make it up with their numbers intended to drown you in waves upon waves of number.
Be it triggered by your arrival or not but after you enter this world the dungeon would spawn a massive amount of monsters and then have these monsters rush towards the surface killing and destroying anything on their path every three months. The initial wave is mostly composed of monsters from the upper floors, as the wave progresses it spawns monsters from middle floors to lower floors and nearing the end it spawns monsters that exist in deep floors and beyond.
For whatever reason they manage to find something interesting about you and they are as unreasonable as Apollo or Freya, they want you in their power or Familia, or bed. They have a full-fledged Familia who they can send to get you and all the cunning of an ancient and mighty divinity, if not the powers. If you give in to their demands, don't expect to be moving on at the end of the jump as Gods are selfish and wouldn't want to give up their pet.

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.
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. If this is taken as a Chain Drawback, its value is only 50% of the drawbacks you took in a given 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: God
One of the recent gods that descended from Tenkai and a being of divinity to oversee the children as they deal with the monsters spawned by the dungeon. You're still constrained by the Guild and forbidden to use you're your Arcanum making most of your powers bound but not all. If you receive a mortal wound you won't die your divine magic will automatically save you but at the cost of being returned to Tenkai which is close enough to death in the view of Jump-chan. The gods are banned, officially at least, from entering the dungeon themselves and so far as is known they can't have children. (300 CP)

Locations: Astraea Familia
Is an exploration type Familia led by Astraea. The Astraea Familia was an exploration-type Familia that also acted as Orario's police force, dealing with people who were causing trouble. The Familia used to live in a home in southwestern Orario called the Stardust Garden. It consisted only of female adventurers. If you choose to join the Astraea Familia the event that led to its destruction would be postponed for a year allowing you to have preparation to prevent and avert the events from happening. (d16 = 1)

Race: God Gender: Male Age: 18

Perks, Items and Companions
Perks

As a god you have the ability to grant Falna to other individuals that you want with a short ritual allowing them to improve their basic abilities, and gain developmental ability and skills like any other adventurer. Though the rate of their improvement depends on how diligent and dictated they are. If you are a god your imported companions may start as members of your familia and gain their Falna from you but you must personally update their status if they want to rise in abilities as they cannot update the Falna themselves during this jump and anyone given a Falna in the future can automatically updates itself. If you are not a god you still can grant Falna to others though the gods would question how you can do it if they catch the wind of it. You can also give yourself a Falna if you want to be an adventurer yourself even if you are a god. The Falna that you bestow others and yourself automatically integrates any existing System that you have access to, gaining all of the advantages and discarding as many weaknesses and drawbacks as possible.
Most of the Gods' Arcanum are banned from use in Orario, but an exemption is made for this magic, which creates a one-way window to anywhere in the world. Gods and Goddesses are only allowed to use it for entertainment and once opened it can be viewed by other divinities if they so choose and displayed for others around them such as for allowing widespread viewing of a distant contest. Still, it's a very useful tool for other purposes and with a certain negotiation; sometimes Gods are willing to look the other way 'just for once'. As with most laws in Orario, it's a rule that's unevenly enforced. In other jumps, be aware this is a relatively detectable means of magical spying.
Having potentially lived in Orario for centuries and in Tenkai for millennia. You're emotionally adjusted to living vastly longer than mortals. You may lose friends and family to age while you live on, and you may find cultures changing around you to the point it's hard to relate it to that you grew up in but you'll adjust and be able to value the people and era you're with even more for the fact that you know they may not be around forever. Also, your memory for events long ago won't be any worse than that for more recent long-term memories.
You're inhumanely beautiful the top percentile of the world of gods and even at your worst, you would be ten out of ten in rating. Every action that you do instinctively position your body to maximize your traits that allowed you to seduce and allure others towards you without even trying. The mud and filth don't stick with you as you're always pristine and perfect as you could be like you just come out from a nice bath along body odours are also removed.
Some Gods are pretty hands-off with their Familia, deferring day-to-day control to favoured children. That's not you though. Your organizational and managing skills are first class allowing you to manage establishments to organization with relative ease. This also made you skilled at assigning jobs that your Famalia members or minions that have the required skill for it allowing them to excel at their work and anyone under you tends to work like a well-oil machine working in synergy and helping each other.
There are many types of language existed in this world. With this grants supernatural insight and comprehension on learning new language as this allows you to learn dead to magical language with just prolong hearing someone talking in that language or staring an inscribed word for a long time. Potentially you can even create your own language to prevent others from reading your notes.
As a god, you do not age and this will apply in your apparent age will not change at all allowing you to retain your eternal youth. In future jumps should you start as a child you can naturally age until to reach the prime of your race or de-age yourself older than the prime of your race. You can also choose age if you wish or age for a while, stop ageing and begin again should you change your mind. This is also an absolute defence against any effect magical or otherwise, which would alter your age against your will.
Any monsters that you battle and by leaving them alive would make them acknowledge your strength and allowing you to capture them easily. This also makes you skilled at controlling the damage that you can inflict towards others to the point where you can throw city destroying attack or spell only for the target to gain a slight burn or bruise. As long as you show affection and don't abuse them any monster that you captured would develop undying loyalty towards you to the point that they would sacrifice themselves to receive a mortal blow meant for you.
No mortal is perfect like gods and with that in mind you decided to create your own perfect mortal. You gained the ability to breed the perfect mortal for a specific role that you want it may take several generations of playing matchmaker or forcing them but in the end it would come true. The attributes that you want for the child to have would be inherited and the more generations that you try to breed them the more perfect and talented the descendant for the role that you want along with the descendant becoming more loyal to you.
As a god that lived for a long time made you wiser compared to your peers. This allows you to correctly make the right decision when faced by a situation where you are forced to choose and maybe even find a middle ground in those situations would allow you to gain all the benefits without any drawbacks and sacrifices. This wisdom also gives you great insight and deductive ability at solving problems like finding the origin of a mysterious monster that no one heard about to finding the method and criminals that killed a Familia years ago up to figuring the existence of the dungeon and many more. Your mind instinctively cross-references the information that you learned if it's correct and not from the existing knowledge and information that you have and would provide you with the most accurate solution or information for you.
the Falna that you received guarantees that you would gain a developmental ability and skill every time you level up and after this jump the perks, abilities and skills that you gained from the past to the future would be translated and displayed into a skill, magic and developmental ability that you can improve along with the Falna automatically updates periodically. You can also view your Falna in your mind or let others see your back to view your status it automatically integrates any existing System that you have access gaining all of the advantages and discarding as many weaknesses and drawbacks as possible. If you are a God/Goddess you can give yourself a Falna even it's not possible in cannon or the companion that took the God/Goddess Origin. After this jump you are given an option on either retaining this System or not and if you choose to abandon this System all the developmental ability, magic and skills that you have would become a perk allowing you to use them without the assistance of the Falna.
While the power of the gods may be sealed, there's nothing to say that a God might not be skilled in specific areas. As a god you're known for excellence in a particular specific mundane skill from weaving rugs to blacksmithing even swordsmanship. This is excellence by the standards of immortal perfectionists and by mortal standards, this is unbelievable, inconceivable levels of skill in the narrow area you specialize in. Hephaestus for example could easily shame even her best smiths using nothing but pure skill, even though her smiths were explicitly benefiting from supernatural abilities to enhance their smiting talents while her own were sealed. Even Soma could make wine so good that even the failures would go for astronomical prices. Nothing is stopping you from purchasing this more than once but it doesn't stack.

Items

Every meal time a feast and dessert cooked by the best mortal chief is always magically served on your dinner table enough for you and your companions or enough for the current permanent residents the manor has and the dishes are also magically cleaned. All of these feasts and desserts are sugar-free allowing you to eat as much as you want without increasing your weight.
A wine barrel that contains the best wine that is every created that rivals the wine made by the god soma and unlike the wine the god soma created no matter how much you drink it you would not experience any addiction and its taste would always suit you. The wine barrel naturally replenishes the wine inside giving you the illusion that it has an infinite amount of wine inside.
You gained room connected to your manor or warehouse via door. This room simulates a copy of any adventurer along with their entire Familia or any person that you meet in the future. Through this you can fight a simulated war game with a Familia and the intellect and actions of a simulated adventurer is equal to the original. Making it that if you fight a simulated Familia enough you can predict and outmaneuver the original and death inside the war room means that you are only booted out and feel the pain like your dying.
This gives you a manor-sized home for up to two dozen permanent residents with a room for extension. Besides the main house, you have a garden behind to grow your flower garden or if you want to just relax location, a yard out front and an outbuilding to either side it also has a large bathhouse and a large gym to train their body along with a dojo for sparring practices. Once the jump is over the manor will become a pocket dimension accessible in the same way as your warehouse (you can use the key to the front gate on any door to connect the door to the gate).
  • Liaris Freese – Gives you access to the ranks of SS and SSS in your basic abilities but you must give yourself a grand goal that you must chase after with all of your might. So long as you are striving to complete the goal you will advance at an astronomical rate. Naturally this skill is a result of you having the drive to actually pursue such a goal, so it also comes with some pretty decent willpower and determination to ensure you're willing to go out there and get it done. If you complete a given goal you may select a new one or the perk won't work.
  • The Mentor – The greater the difference between you and the student that you are training the faster they are able to improve their basic abilities and personal skills at an accelerated rate. As a bonus a small amount of excellia they gained in training and fighting monsters with you would flow to you allowing you to improve at steadily at snail pace and the amount increase the more students your training at the same time. Once the students that your training reached half of your level the rate of their improvement under you would slowdown until the skill would become ineffective when they reach a level below you.

Companions

Companion Import (200 CP)
  • Origin: Supporter (100 CP)
    • Elf
  • Perks
    • Weakness Locator (Free)
    • Dirty Deeds (Free)
    • Ignored Presence (100 CP)
    • Luggage Carrier (100 CP)
    • From The Back (200 CP)
    • Quality Looter (200 CP)
    • End Goals (300 CP)
    • Master Craftsman (300 CP)
  • Items (+300)
    • Bag of Holding (Free)
    • Communication Device (100 CP)
    • Ingredient Storage (200 CP)
  • Falna (+500)
    • Developmental Abilities
      • Alchemist
      • Divine-Smith
    • Skill
      • Magic Boost
      • Scales of Balance
  • Drawbacks
    • Monster Bait (+400 CP)
    • A Dungeons Comeback (+600 CP)
  • Origin: Adventurer (200 CP)
    • Pallum
  • Perks
    • Pleasing Personality (Free)
    • Hidden Meaning (100 CP)
    • Lesson Learned (200 CP)
    • Destined Child (300 CP)
  • Items (+300 CP)
    • Monster Repellant (Free)
    • Magical Canteen (100 CP)
    • The Panacea (200 CP)
  • Falna (+500 CP)
    • Hardened Body (100 CP)
    • Skill (1800 CP)
      • Fleeing Party
      • Guardian Child
      • Liaris Freese
  • Drawbacks
    • Monster Bait (+400 CP)
    • A Dungeons Comeback (+600 CP)
  • Origin: Drop-In
    • Spirit
  • Perks
    • Streetwise Navigation (Free)
    • Dungeon Knowledge (Free)
    • Neutral Stance (100 CP)
    • Dungeon Advisor (100 CP)
    • Conning Expert (200 CP)
    • Mountains of Paperwork (200 CP)
    • Whisper Magnet (300 CP)
    • Obfuscatory Paperwork (300 CP)
  • Items (+300 CP)
    • Status Reveal (Free)
    • Cloak of Incognito (100 CP)
    • World Map (200 CP)
  • Falna (+500 CP)
    • Development Ability (200 CP)
      • Magician
      • High-Speed Chanting
    • Skill (600 CP)
      • Ring of the Fairy Queen
    • Magic (900 CP)
      • Cure Ailments
      • Healing Ray
      • Life Restoration
  • Drawbacks
    • Monster Bait (+400 CP)
    • A Dungeons Comeback (+600 CP)

If you're a god/goddess origin or a member of a famillia they are your famillia members and if you are not a member of a famillia they are your clan members. Through this you gain a hundred familia or clan members and they have the exact race, gender, appearance, disposition, alignment, and personality of your preference along with loyal to you as their captain/patron god or clan head and this is a fiat-backed. Each of them have their own combat style and they are skilled enough that they can survive in the upper floors of the dungeon without the support of a Falna. They are also skilled in housework to maintaining your famillia/clan house up to knowing ways to earn money without diving into the dungeon and many more. For those that choose the god/goddess origin or have a familia these members that you gain would starts as a level one and should one die would be revived within a month and others would not question how they are still alive. They are also count as a single slot companion and any perks purchased are split into half and applied to all of them and items purchased for them gets a duplicate allowing each one of them to have one with an exception of buildings and vehicles which they only get one and shared with all of them. They also gain 300cp to purchase origin, perks, items, falana customization and gain freebies or stipend but cannot take drawbacks for additional cp or purchase additional companions.
 
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One-Eyed Reaper

Jump #2: Megamind
Drawbacks
Jump Drawbacks

Really, what is? You're sad, Jumper. Something happened in the past, someone you had a special relationship with died or went away, and now you're left morose and disheartened, simply disinterested in life.

The Metro City Police Department believes you're a menace to society, and will stop at
nothing to capture you and put you in a prison cell. You may even have done something to deserve it!
Either way, they will constantly escalate their hunt for you, until they dedicate all the resources they have in the purpose. Push them far enough, and they'll even call in Metro Man!

You have a problem, Jumper. Any of your items that you bring out of the Warehouse have a habit of randomly turning invisible and undetectable, even to your greatest abilities.
There's no telling just what may be affected at what time, but anything you carry on your
person won't be affected, and the only way you can find the items once they disappear is by physically locating them through touch.

Oops. Seems there's a persistent miscommunication between you and… the rest of the world, really. The rules this world operates on and the ones you operate on simply never
match.
For 300 CP the world is a comedy, cartoonist place, full of harmless fun and joy… while you
act as if it's Worm or Watchmen. You will be brutal and 'practical', and in the process,
ensure that you earn the lasting horror of everyone around you.


Universal Drawbacks

All your Drawbacks from individual jumps are always as bad asthey 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 stop 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. If this is nottaken as a Chain Drawback, its value is only 50% of the drawbacks you took in a given jump. If you don't take at least 300 CP worth of drawbacks in a given jump, Murphy's Law is in full effect all the time… yes,this applies even to jumps that have
no Drawbacks on offer.

Jump-Chan's watch is broken. Your jumps now can end any time in the last third of the
jump… or last up to an extra 50% longer. You've no way of knowing. It could be a matter of seconds…or months or years. For reference,this makes a standard decade as short as 7 years and as long as 15. Companions you import automatically gain +50 CP because you took this.

  • Distinction between Chain Drawback and Jump Only Drawback (Optional)

Jump Scenario
Origins: Supervillain
Or maybe you're naughty. Not a mere villain, you're a Supervillain! And one day you will
RULE THE WORLD!
(100 CP)

Location: Metro City


Gender:XY Age: 31

Perks, Items and Companions
Perks

You can do science! Mad science is your bread and butter, but that sort of thing can't be done if you don't have the basics first. This perk provides you an extensive, vast knowledge in every branch of science that exists in the world, from maths to biology to astrophysics to everything in between!
No matter what it may be, if it can be called a science, you have skills and knowledge
equivalent to a lifetime's worth of study and research in it. This carries over to future worlds, but the extent of your knowledge and skills reduces the more complicated and esoteric the science in question get. You'll always have a novice's level of skill, anyway.

It's funny what kind of thing people will look past, for your sake. You find that people treat
you as who and what you profess to be, whether outright or by context, entirely
disregarding what you look like.
You could be a blue, bald man, an obvious alien with ridiculously great powers, or hell, a
talking fish in a tank, and you would be treated as a normal person, unless you go out of your way to break this effect and call attention to your uniqueness.

You know what the difference between a villain, and a Supervillain is? Presentation! You're
a supervillain now, with everything that that entails. You know how to be hammy and fun,
how to play to the crowd and do the grand gestures that really drive in your abilities. Such as dancing to 'I'm Bad!' in front of a crowd and getting literally everyone to dance along.
This doesn't mean you aren't brutally effective, mind you. As a matter of fact, your skill at putting up magnificent spectacles is matched only by your ability to use them as distractions to enact your more serious plans, and you also know just when to cut the crap and get down to business. Finally, you also have all the skills needed to be a lower-v villain, from blackmailing to managing a gang to setting up drug trades and all that jazz.

Ah, the good stuff. You arrive from the same planet from Megamind… unless you don't.
Either way, just like him you are a grade-A, five star genius on a comic book level,
unmatchable and brilliant by all.
Not only can you create things like invisible vehicles, death rays lasers and illusion
generators, you are also a genius of the equal degree in all other fields, finding it just as
easy to bioengineer a fish into sapience as to build a huge robot.
Moreover, you can do all this on your typical city-level mostly unsuccessful villain's
resources. You can get by with even the most limited or inferior resources, even if you
might end up making wheels out of bent license plates now and then.
You're particularly good at making tech that interacts with superpowers, be it replicating
them, recreating them with samples from the holder, or boosting, weakening or even
disabling them.

You're the Hero! You are from the same planet as Metro Man, and like him you have the
classical hero package, including super strength, senses, flight, invulnerability, heat vision, super-speed and the rest, all at the same levels as him.
You can lift and throw skyscrapers as javelins, tank massively powerful death rays and their ilk, and move really, really fast. Like mind-bogglingly fast.

Well, aren't you a lucky one! You have a strange fate, Jumper. You tend to find yourself the
recipient of power-ups of all kinds, whether or not you're trying to. Events align themselves, coincidence and causality bend, and random accidents arrange themselves until you end up the absolute most likely person to receive any powerup that's out there to be gotten.
This can be items of great power, genuine powers, blessings offered by gods or spirits, and everything in between. The few times you just don't manage to knowingly or unknowingly circumvent any requirements you find yourself able to breeze past them, or even the people tamping down the difficulty for you. You just seem the kind that can be trusted with power, I guess.


Items

You have a watch! More importantly, this is a watch that allows you to project all sorts of
illusions upon yourself, allowing you to look like whatever you want, so long as it's
humanoid.
Unless you do something to let the secret slip, like a verbal tic or similar, people tend to be tremendously gullible to this disguise, even if they really should know better.

The most basic need for a Supervillain! This is your own Lair, and not some cheap one
either! It's a huge thing, with state-of-the-art laboratories, prison, untraceable connection
to the local internet, minion accomodations, and the rest.
You can choose where it's located, between a remote and isolated area like an extinct
volcano or somewhere underground under the city. It follows you in all future jumps as
either a warehouse attachment or placed at a location of your choosing, depending on you.
Retains upgrades.

Now what kind of supervillain would you be without a nice little hoard of your own? At least one of your previous schemes succeeded, and you got One Million Dollars! It's in a completely traceless bank account that you can access wherever you go, and refills to One Million every year no matter how much of it you take out.
This bank account follows you, replenishing with one million of the strongest currency in
all future worlds, again refilled every year. You can move money from it directly to the
warehouse, or to any other accounts or means you have to manage it, including your
pockets, and can also do so in the reverse. It also converts your money across currencies in all future worlds, including both normal currency and everything from salt to souls.
Wherever there is a known rate for conversion to and from dollars you get money according to that rate, else you an equal sum in the local currency that you put in as previous currency.

What's a reporter to do without a place to work for! This is a major media company, easily
one of the biggest in the country. It owns TV channels and newspapers and all the other
things media companies own, and it employs you as a reporter!
After this jump, you can decide whatever position you want to occupy, yes, this can be
'CEO', but either way you have the controlling interest and can decide what gets published
and where the profits go.


Supplement #1: Generic MHA Fanfiction
Drawbacks
Jump Drawbacks

It seems that the media has decided to focus on you. In this case however it isn't a good
thing. The media is obsessed with focusing on your negative traits no matter what is
happening. You stop a villain during a robbery. Well guess what you traumatized those victims and caused property damage. Oh if only a more responsible hero had arrived to handle the situation. Maybe you were the villain pulling off the robbery. Well turns out you were a murderous psychopath threatening to destroy the entire city. This is the kind of crap you'll end up dealing with. You can counter this by proving yourself, but this could turn some of your more neutral viewers against you.

What the hell did you do? For some reason All Might has gone berserk and wants to kill you. To make things even worse it appears that somehow he recovered from his injuries and regained his lost power. In his own words this means he may be fifty times stronger than what he has shown off. You will not be able to reason with him even if you are a hero as well. He will only stop once one of you has died.

Somehow you have made a mortal enemy. They will stop at nothing in order to kill you or to harm you in any way possible. The level this enemy takes will depend on what tier you
choose. You may choose the tier multiple times and choose different levels. Keep in mind though if these people learn about each other it's very likely their hatred of you will cause them to team up. This will quickly make them exponentially more dangerous.
For 200cp you have something on the level of a minor villain or a hero student (Class 1A
student after Training Camp) after you. For 400cp you have an UA faculty (Eraserhead,
Kurogiri, Default Nomu) or an equivalent after you. For 600cp you have made an enemy of
a Top Ten Hero (High End Noumu, Stars and Stripes, etc…) or similar being. For 800cp you
have a Top Tier threat after you (Movie Villains, Crippled All Might, etc…) For 1000 you have made an enemy of a Big Bad / Symbol of Peace (All For One / All Might Full Power) or a new enemy has appeared on this level for the sole purpose of killing you. To ensure you have a chance you will have at least five years before any of them come after you. This is assuming you are only here for 10 years.
The time limit only restricts the main enemy from acting directly themselves. For example if you choose to face a Big Bad or a Top Ten Hero then they would still send their forces or
anyone under that is their command such as lower ranked heroes after you. You just
wouldn't have to worry about them personally breaking into your home and trying to kill you
in your sleep at the time. Though if you choose to engage them early you may or if you display power beyond what they can handle they won't wait. Meaning if your foe was a Top Tier threat then and you showed off Big Bad strength then they won't wait for you to get stronger.


Universal Drawbacks

Everything is Worse [+1000 CP]

Semper Preparatus [+100 CP]
  • Distinction between Chain Drawback and Jump Only Drawback (Optional)

Jump Scenario
Origins: Villain
It seems you are considered a Villain. This doesn't necessarily mean you are a bad person, but more than likely means you're on the wrong side of the law. You may choose to be involved with a villainous organization such as All for One's forces, the Meta Liberation Army, or the Yakuza. Otherwise you'll start off
on your own.

Race: Human
You're a bog standard human, granted here the actual definition of human is stretched a bit. You know considering the animal people, the person with a fire hydrant for a head, or
whatever other weird individual you could encounter. Unless changed by a quirk or a perk you will appear as a normal human. Any appearance alterations may be chosen as long as it could appear in our world.

Perks, Items and Companions
Perks

Quirks are superhuman abilities possessed by approximately 80% of the population. They
can either be overwhelming powerful abilities or be incredibly convoluted powers. Some
might get the ability to manipulate an element while others will get a spray bottle for a face.
Luckily for you, you'll get the option to choose your quirk below. This will grant you access to the Quirk Section.

While most of them are the result of very special circumstances it is possible for someone to have multiple quirks. This perk makes it so that later on as long as you can afford it you'll be allowed to purchase multiple quirks. How they interact will be up to you. Also to clarify this will give you the ability to hold any amount of quirks. You just need to figure out how to acquire them whether you purchase them here or acquire them in jump. This will also work with any other similar abilities post-jump. For example if you went to Jo-Jo you could have multiple stands. Any power that would normally be limited to one no longer has a limit cap.

Considering how many people choose to go at it alone most of them end up fighting against superior numbers. This perk has two main effects that you can choose from. The first is boost effect, when fighting against a larger force you will receive a corresponding boost in all aspects. This however, will only work when you are fighting against foes that actually present a threat against you. Meaning you could survive on your own like Bakugou did during All Might's fight against All For One, but it wouldn't do anything if you were fighting against a group of street thugs that you could literally beat with one hand tied behind your back.
The second option is to become a one man army that numbers mean nothing against. As
long as you are stronger than any of your foes, numbers will become worthless. No matter how many foes you are fighting against you will not get exhausted and will be able to finish the fight. This doesn't mean that it will be over quickly; you'll still have to kill/defeat everyone, but it will be within your limits. To clarify this means that if you are capable of beating the strongest fighter 1v1 in an enemy's army then you will be capable of beating the entire army. Whether they have a hundred or a million will be irrelevant. You may purchase this perk a second time to receive both effects. The second purchase will be discounted as well.

Sometimes the best way to prove that you're the most terrifying person in the room. You
have the ability to project a menacing aura out. This will scale with your power, so if you're a street thug you might not intimidate that many people. Once you become the emperor of the underworld on the other hand you might be able to paralyze entire hero teams with barely any effort.

You are a legend amongst the criminal underworld. Some regard you as a boogeyman that exists purely as fictional being meant to scare them. You are able to easily spread your reputation with far more ease then you would suspect. This could be used to spread a different reputation as well if you didn't want to be regarded as a boogeyman

Considering just how many people there are that can take your powers here let alone all of
the methods to outright remove them you may want this. This perk protects you from any method that would allow someone to steal, suppress, or remove your powers. So feel free to shake All For One's hand, tank a bullet from Overhaul, or punch Eraserhead while he's watching you. Just keep in mind most of these people can still hurt you, this just stops them from weakening your powers.

It is very likely that as you have risen to your current place that you will have made some legendary grudges. It could be a persistent hero or group that has decided to oppose you no matter the cost or something else entirely. Either way you understand what makes them tick. You know how to take everything precious to someone and how to ruin it. You might choose to corrupt it and to turn everything against them. Instead you might simply choose to destroy everything. This hatred will stay lit until you see your foes dead at your feet.
Even if you are brought to the brink of death, your sheer desire to tear them apart will force you to hold on. At least until you have watched the light fade from their eyes then it will be up to you to continue.

One of humanity's greatest traits is their indomitable will. This will has allowed people to rise far above what they thought possible. Your will however, is great even among the more strong willed members of humanity. Even after being under mind control for years, you will always possess a single spark of will, capable of returning your mind back to you in full, but it may require some extensive outside help.

Perhaps as a result of quirks appearing, but people have indeed evolved. Simple things
that would have easily killed someone a few hundred years ago such as being bashed in
the head don't seem to hurt as much as they did before. This is because our bodies have
literally evolved to become stronger, faster, and oh so much more. You however, are even
beyond what you expect from people today. People might just assume you have some sort of enhancement quirk just by watching your physical feats. The best part however, is that you don't seem to have a limit in how far you can grow. As long as you keep finding a way to push yourself you'll always be able to take another step forward.


Quirks
2200 CP converted to 4400QP

New Order allowed the user to set a rule onto their surroundings, allowing them to manipulate and bestow new properties onto themselves and the world around them. This can range from simple descriptions to more conditional ones based on cause-and-effect.
Cathleen could give herself additional abilities, as well as manipulate the condition of her opponent's body. She could even use her power on incorporeal things, like the air and laser beams. It is described as a power that redefines what a Quirk can be.
The other aspects of the power are related to when you are applying your powers to a
person or another living being. You are able to touch a subject including yourself and declare a rule for it. There are limitations however, first the user must know the name of the person. Meaning that it won't work on an unknown or possessed individual. Second, only two rules can be imposed at once. There is also a limit to how much you can push your rules. For references Stars and Stripes who possessed the strength of a normal athletic woman was able to boost her strength to equal a weakened All Might. This is the limit of what sort of amplification you will be able to do

A quirk passed down through generations to defeat evil. The version that you obtain will
depend on what you pay. In addition before you choose the level there are two special
attributes you will receive regardless of level. First One For All is capable of growing
stronger continuously as it was originally a stockpiling quirk. The longer you live the greater it will become. Second it empowers any other quirk possessed by the user. These
additional quirks draw from One For All's energy and go beyond what they previously were.
The main use for this would be to pass on your powers to a successor. It will allow you to copy and transmit every perk and ability you have.
For 800QP the quirk is functioning at peak beyond what All Might was capable of along with all it's previous powers unlocked. Purchasing the 800QP version will give you the following quirks for free in addition to One For All:
● Fa Jin, Blackwhip, Float, Danger Sense, Smokescreen, Gearshift

The ability to take the powers of others. Whether they would be joined together in you or passed along to a worthy user would be up to you. All For One allows the user to steal the
Quirks of other people and wield those stolen powers as their own. It also allows the user to
redistribute stolen Quirks to someone else. The process of giving and taking away Quirks is done through touch, through a hole in the palm of the user's hand, once it receives contact.
A victim whose Quirk has been stolen becomes Quirkless, and loses any abnormal
features if the powers happen to be Mutant-types. Interestingly, even if the user holds Mutant-type Quirks, the subsequent features do not permanently manifest on the user's body, and they can instead summon the mutant features at will.
If you instead pay the full 800QP then you will receive All For One when it was at its best. It
will have a copy of all of the other quirks that the mighty king had gathered over his many
years. Even if they should be, none of the quirks will conflict with each other and remain at equilibrium within you. Aside from that it will primarily remain the same as the first option with all that it would be capable of. Lastly, regardless of which level you purchase, this quirk will allow you to harvest other powers in the future. It will require a victim to claim them from still, but you will be let loose into the multiverse with the opportunity to become one of the true predators as long as you are careful.

This power causes status effects and manipulative attacks to reflect on the attacker when targeting the user. For example if someone attempted to use mind control to enslave you then they would end up being the one controlled and become your slave instead. This will be applied to any affliction based attack or mental attack. This is a passive ability and will always be working unless you decide to turn it off. Finally this will work regardless of how strong the attacker is. Even Someone as strong as All For One would be treated the same as Shinsou for example.

This is not a planeswalker spark, but the ability to travel between realms. You will be able to
travel throughout your local multiverse with this ability. Specifically you will be able to open portals of varying sizes and numbers in order to travel. You will however, be restricted from visiting other jumps and outside settings until you have acquired your spark. Afterwards this ability will be unlocked in full and give you the power to travel anywhere.

Legends tell of beings that drain blood and walk in the darkness. Many would know these
creatures as vampires. This perk won't technically make you a vampire, but it will give you similar powers to you. You will gain a wide array of powers. First your body will be enhanced by a significant degree. A normal human would become the equal of Captain America let alone some of the stronger beings. Second, you will gain powerful blood based powers such as the ability to form claws of blood. Third, you will receive a twisted version of the vampire's bite. You will be able to drain the blood of powered individuals and break down their abilities. This will give you a copy of their power and allow you to develop other
minor powers based on their ability. For example Izuku was able to make his blood
explosive after getting some of Bakugou's blood. How well you can develop the power will be based on how much blood you drain. Fourth you will be able to create thralls and
servants by embracing others. The exact change will depend on your will. An enemy may become a servant while a loved one could be enhanced to a significant degree. There may also be some other powers that haven't been discovered yet due to the power still growing.
You will not suffer any typical weaknesses of vampires such as sunlight, garlic, wooden
steaks, or any other various legends. Your only main weakness is that when you start to run low on blood you may be driven into a berserker rage until you are able to gain your fill of blood.

This power grants you the abilities of a phoenix. You gain the ability to manipulate fire equal to a purchase of Elemental Manipulation, immunity to fire, the nirvanic properties of rebirth including regeneration, and the ability to turn into a phoenix. Regarding the rebirth aspect if you suffer a lethal injury then you will be reborn in flames from your deceased body. You will be weakened for a short period after this occurs and if it occurs too many times too quickly then you will be unable to do so again. At this point you will die due to a lack of energy. Aside from this you will be effectively immortal once you have reached your prime. Lastly to clarify your regeneration will be capable of healing virtually any wound, but the amount of time will vary depending on severity. Broken bones and similar injuries may only take a few seconds, but full on limb replacement will take approximately an hour. This time can be shortened if you are exposed to flames, particularly strong flames.

This Quirk allows the user to build up kinetic energy by repeating regular motions and store
it for later use. When the user chooses to release the energy, they gain an explosive burst of speed and power. The user can choose to only use some of the stored up energy at a time, allowing them to achieve multiple bursts of speed and power.
The addition of the already stockpiled energy that makes up One For All greatly increases
the power of Fa Jin to the point that just 45% of One For All's power, in-conjunction with
energy stored up by Fa Jin and slinging with Blackwhip to generate additional energy, is
enough to reach comparable 100% levels, and without the backlash to the body.
Unfortunately without a similar source of energy to draw on the quirk is much weaker.

This Quirk allows the user to detect any potential threats in the surrounding area, thus
giving the user the opportunity to properly react to them quickly, similar to a sixth sense. The detection of a threat is described by Izuku as a sharp stabbing sensation in his head.
The Quirk seems to be able to sense one's intent and negative emotions as well protecting the user from disguised foes.


Items

Since you're going to a fanfic universe why not take the rest of the series with you. This item grants you a copy of all material related to My Hero Academia including the games, books, figures, and fan made content. So while you're charging into battle, listen to some of the series music. As a final benefit regarding the figurines, you will also receive copies based on yourself and your companions. You will gain new ones in each jump based on your allies and notable enemies.

The role of this fine establishment is simple. It acts as a cover for you to go to. It's appearance will mirror a simple business. It could be a bakery, a bar, even a repair shop. It actually does function as a legitimate business, but behind all of that is a hidden base. This area won't be your main facility, but if you need to lie low or contact someone from your main facility you can just head here.



Scenarios

All Might managed to put the bar pretty high up before things started to get worse. Your
goal for this scenario is to become the Number 1 Hero or one at least one of it's main pillars (if you were part of a team for example), establish a period of peace, and ensure society remains stable. Given all of the challengers that are emerging you'll have your work cut out for you. Perhaps you could try to get All Might's attention and become his successor before he retires in order to get a leg up while things are relatively quiet.

Rewards: There are two rewards for completing this scenario: a perk and a power.
● The perk is called the
You have proven yourself to be a true force of good. As a result your actions now carry more weight. Simple acts of kindness might now carry the same weight as saving someone from being attacked. Should you actually save someone though the act could create a true believer in your cause. Even the coldest hearts could be touched by your actions with this.
● The power is one you should be familiar with by now One for All. You will receive the
800cp version of One For All for free and receive a refund if you paid for it. The best
part however is that by absorbing this power it has combined with your out of context abilities. This has allowed the energy of One For All to supercharge all of your powers. It will also continuously bond with any new powers you gain in future jumps
providing a similar boost.

On the other hand maybe things have been quiet for too long. This scenario casts you as
the villain. Your goals are the exact opposite of the heroes. There are a couple of things
you'll need to accomplish. You'll need to take over the criminal underworld, inspire a revolution against this pathetic hero worshiping society, and eventually go for the grand prize to take over the world.

Rewards: There are two rewards for completing this scenario: an item and a power.
● Your Empire - First for having successfully taken over the world and becoming the
true symbol of evil you'll get to take the vast empire you have built. This will also include all of the followers and armies you have recruited. Special individuals such as your lieutenants and notable servants will become companions and made into slots depending on their groups. For example all of your assault teams will take up one slot.
● All For One: For having fulfilled the dream of the Symbol of Despair you'll receive the
quirk All For One at the 800cp level. Should you already have purchased it you'll receive it for free. Much like its counterpart it will be supercharged as it bonds with you. It will allow you to combine and shift the various perks and abilities you possess into new more powerful combinations.

Society has fallen far from where it could have been. With the rise of quirks a new way for others to be out down has arisen. Your goal for this scenario is simple but difficult you must get rid of quirk discrimination and improve the treatment of the Quirkless. This will come with a variety of challenges. People will have to be willing to accept each other regardless of issues such as villainous quirks or any other reason they make up. You will need to generate sympathy and change the general disposition of how people treat the quirkless. Factors and the issues will have to be resolved before you have completed the scenario. As a mercy you don't have to completely eliminate the issue, but you will need to at least convince the majority.

Rewards: For successfully accomplishing your goal you will receive the perk shown below
for your efforts.
● All Beings Are Created Equal - This perk makes it so that it is truly possible to make
everyone considered equal. This will allow you to bridge the gap between people, cultures, and everything in between. You will be recognized as a symbol of unity and
respected even by those who don't desire your presence. Even if they don't like you
they will at least be willing to acknowledge your efforts. Perhaps eventually you can truly make it so that all are equal, even if it's only under your domain.

For this scenario you will be placed in a Disaster World. Your goal will be to fix this world. You will not be allowed to leave this world until it has been genuinely improved and can be considered a nice place. The specific requirements will depend on the world you arrive in. If the Heroes are corrupt and most villains are simply labeled for speaking out then you will
have to fix the system. The only rule is that you can't just hit the reset button and start over. Meaning you can't nuke the world and build it back up. You need to try to prevent the collapse of society, not cause it. If you give up you will be allowed to leave. The only
consequence is that you will lose the CP and reward given by the scenario.

Rewards: For successfully accomplishing your goal you will receive the perk shown below
for your efforts.
● Light in the Darkness: You truly are a lone beacon in the abyss. Even the most grimdark of settings has the potential to become a place of peace with your presence. Your very existence will slowly cause people to become better versions of themselves. You literally are making things better by living. Maybe you take a vacation to Worm and Warhammer in order to lighten the place up a bit. Lastly if for some reason you don't want to have this on you can toggle it off.

Somehow the world has learned about the multiversal nature of their existence. Now for the vast majority this doesn't mean anything, but for some this has changed everything. A
group of powerful beings feeling that their existence is pointless have chosen to seek out the Prime World, the "Canon" world. They want to find this world and destroy it. Every other universe acts as a branch coming off of this world. If it is destroyed then everything else will follow.
The second option is to instead join the group and assist their efforts in destroying the Prime World. You will need to successfully navigate your way through various worlds as you piece together the way towards the origin of your multiverse. The more worlds you travel to the more pieces of the puzzle you will assemble. However, the more worlds you venture the more opportunities and potential allies your pursuers will receive so you will be on the clock. Your goal will be accomplished once you have arrived in the Prime World and
destroyed it.

Rewards: You will receive one of two rewards depending on which path you choose to
follow.
● Destruction: For choosing this path you receive the perk
You have watched and been responsible for the death of an entire multiverse. This is a feat normally only reserved for beings far greater than you. As a result of your actions doing so again becomes easier in the future. You have become an avatar of destruction. Before you nothing is impossible to destroy. Whether this is an unbreakable artifact, or a kingdom that has stood the test of time, everything will fall should you try hard enough

:
Since the dawn of quirks they have been growing stronger and stronger. There was a
theory that eventually the human body would be unable to handle this growing power.
Unfortunately it appears it actually is coming true. We can already see the signs in the
current generation. We don't have long before this actually starts to become a major issue.
So your goal for this scenario is to solve the problem. Particularly you must develop a
method to allow the human body to handle this growing power since quirks aren't just going to disappear. You will fail this goal if the majority of people become unable to use their quirks due to the sheer strain on their bodies similar to how Nine was affected. Otherwise you're staying till you accomplish your goal.

Rewards: Well it appears you actually did it. You developed a method to allow everyone to
handle the full power of their abilities regardless of how strong they grow. So take your reward
● The Unlimiter: Regardless of how you actually went about it this is your reward. It is
a serum that can be administered to anyone. It unlocks the body's full potential and gives them the ability to hold any power regardless of strength. It doesn't give them said power or enhance what they have, but it turns their bodies into a limitless storage able to handle the strain. You may inject yourself with this as well to benefit from it. At the very least you will never have to be afraid of gaining or being unable to handle any power in the future with this

For this scenario you must accomplish Stain's dream. There are two different options for how you could choose to go about this. First, you could use the same method as Stain and hunt down corrupt heroes until those who remain are on the straight and narrow. This however, will lead to you being hunted. Should you be captured and held for over six months in a row or killed you will fail the scenario. In addition you will likely face greater challenges than Stain did. Seeing how he affected society, the heroes and the government will not let a successor rise up if they can stop it. The villains will act similarly though they may be willing to give you a ceasefire as long as you don't actively target them. Though not all of them will follow this, they are villains after all.

Rewards:
● If you choose to follow the path that Stain has created, you will be awarded with the
perk
○ True Justice: You have gained a sixth sense for when a public figure is crooked, and whatever punishment you dish out on them will be deemed appropriate as long as it isn't disproportionate. For example, killing a hero because they worked with villains would be fine, killing them because they were lazy wouldn't (but exposing them to the media would be fine).

Your goal for this scenario is to do exactly what the title says. You must finish what All Might started: as the symbol of peace, All Might put a dent in crime, but the most cunning and dangerous ones, like the Shie Hassakai, kept to the shadows, and thrived. You must put down such crime and lead the country to true peace, rather than pushing crime to the margins. There are a variety of methods you could choose to accomplish this goal. First you could follow the motto if you want it done right do it yourself. You may choose to wage a one person war against crime until every major faction has fallen by your hand. Another route could be to realize the problem with All Might's strategy. He made himself a pillar propping up society, but as soon as he fell so did it.

Rewards: Depending on whether you did it alone or built an organization to do it (as in, at
least a few dozen people), you'll get some different rewards.
● If you went at it alone then you will receive the perk Caped Crusader for your efforts.
a perk which massively boosts the effects of, and greatly facilitates vigilante work. If you were to, say, take down a crime boss, their entire operation would collapse, to the point the police and heroes would be able to move in their turf easily. For example, if you were in Batman's place and arrested his entire Rogue Gallery, crime in the streets of Gotham would stop. The limits on that would be 1) it doesn't work on stuff like corporate crimes and corruption 2) it only works when you're alone and 3) if you don't take credit for it and stay in the shadows.

This scenario is similar to the Valedictorian scenario below, but like they say it's time to go Plus Ultra. You need to enter UA, get the highest score in the exam not only for your year, but in history, get a perfect score on every exercise/exam (tying for first place is fine, but only if it's the maximum score), win all three events at the three sports festivals and so on. Everything afterwards doesn't affect you, but you must forge a legend that makes you a symbol in the making. If you actually can follow this, you'll probably be an unofficial ranked hero, by your second year in school. You will be given numerous opportunities as well throughout your time here to rise up, so reach out and take them when they appear.

Reward: For accomplishing this scenario you will receive the following perk Academic
Excellence
● Academic Excellence, something which "links'' all your school knowledge. For
example, being an expert in WW1 history would make you an expert at WW1
literature, being good at basketball makes you good at football and so on. Limitation would be that the "linking" only works on stuff you could learn in an elite high school.Keeping the WW1 example, you wouldn't suddenly become an expert at trench warfare, and while you might be on the level of a college student, PhD students are out of your league

You are the sibling of Izuku Midoriya and your job is to support him (or her) as he becomes the number 1 hero. You start at age 4 the same age as him, the day before both of your appointments with a quirk doctor, and you will stay in this jump for 15 years. If Deku keeps this dream and becomes a hero of some renown, you will succeed in this scenario.

Rewards:
Family Origin - Can Choose to be a family member of the main characters in future jumps and may import at an earlier age to live through childhood with them, but can not make any major changes or do anything outside of your origin scope.

For one reason or another, quirks seem to have made people abandon their passion for
exploring the rest of the universe. Your job is to fix that, you must reignite the passion of the world by restarting the space programs and going as far to develop a colony on another world.

Reward:
You will receive two rewards for accomplishing this task.
● First is the perk called
Many throughout history are willing to stay content with the status quo. You on the other hand can't tolerate this, whenever nothing is at work. You have the drive and abilities to handle any project. No project is beyond your capabilities, should you devote yourself to it. You could start out with a single office and build a business capable of spanning the entire planet.
● Second you will get to take the company and the colony you have raised with you.
You will get to keep the colony as a warehouse attachment or a property to import into future jumps. The nice part is that you will gain a colony on the fringe of
whatever setting you enter. It will be filled with whatever species inhabit the setting. If you went to Mass Effect for example there would be a few thousand members of each race inhabiting your colony. Regarding its location it would likely be on the edge of dark space where none of the other races have explored or at least so far. You will gain a new colony in each jump you travel to and well as gaining a
retroactive colony for the worlds you have been to.

The goal of this scenario is simple. You must successfully become the valedictorian of the
academia you attend. However since you'll probably be in a hero school this will be a bit
more difficult than it would be at a normal school. You'll have to prove yourself the top dog in both academics and whatever your school is famous for. Using U.A. as an example you would need to be the top Hero student.

Reward:
● You're the Best Around: For completing this challenge you will get to take your school with you. As well as all of the teachers and the students there. Using U.A. as an example again you'll take the school itself, Eraserhead, the rest of the teachers, Class 1A, Class 1B, and all of the unmentioned minor characters as followers or you may upgrade them to companions free of charge. This will work similarly with any other schools. Even if you choose to go to a normal school instead the reward will be the same.


Retroactive Purchases
Whoa you really are a lucky bastard. It seems like the world itself is trying to prevent you
from dying in a stupid manner. Running through a collapsing building well all the debris misses you if only by a few inches. Walking through a villain base filled with traps, it seems the one landmine you stepped on was a dud. This won't protect you as much in fights where someone is actively trying to kill you, but this will stop the majority of instances where your death would be considered anti-climatic.

The most important job of a hero isn't to defeat the villains, but to save the innocents. This
is a lesson that so many seem to forget, but one you have keenly remembered. When
someone is in danger you are capable of erupting with strength that could far surpass your limits. Both the greater the numbers of people you are protecting and the more innocent someone is the greater the boost. For example if you were protecting a child who had suffered their entire life then you may experience a boost beyond what you could get from protecting an entire group of normal people.

Your ideals burn with an immense passion. You want to teach society the lessons that you have learned. Should you fall while trying to spread your conviction then you will become a martyr to your cause. This will practically guarantee that even if you fall that someone else will rise up to carry on the torch that you lit.

5400 CP Banked
 
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