Let's Jump to It! [Jumpchain Quest]

Voting is now closed.

Looks like Plan True Ancient Magician Teacher, is the winner.

I should have a chapter out shortly.

Question for you guys: would you prefer longer updates every week, or shorter, but more-frequent updates?
Shorter and more frequent. What's short for ya however? Near but less than a ~1k words?
 
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So playing the quiet mage girl, not my first choice but thems the breaks

Shorter but more frequent updates has my informal vote.

Edit: Also i don't think the plan included a name for our character
 
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Voting is now closed.

I disagree with having a vote that stays open for four hours -- not everybody lives in North America, you know. For somebody who lives in Beijing, this vote was held between three in the morning and seven AM. For somebody who lived in Konigsberg, this vote just went from 9 PM to 1 AM. As you would imagine, neither is particularly conductive towards actually having people from those areas vote.

As for updates, I think that longer updates are a good idea. More actual reading involved, and a good way to actually slow the pace down a bit so it isn't "have five new updates in the span of falling asleep at your desk".
 
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I disagree with having a vote that stays open for four hours -- not everybody lives in North America, you know. For somebody who lives in Beijing, this vote was held between three in the morning and seven AM. For somebody who lived in Konigsberg, this vote just went from 9 PM to 1 AM. As you would imagine, neither is particularly conductive towards actually having people from those areas vote.

As for updates, I think that longer updates are a good idea. More actual reading involved, and a good way to actually slow the pace down a bit so it isn't "have five new updates in the span of falling asleep at your desk".
Hm... I suppose that even with the extra time for making plans, 4 hours is still a bit on the short side.

I'll leave it up for longer in the future, but there's only so long the voting can take if you guys want regular updates.
 
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I'll leave it up for longer in the future, but there's only so long the voting can take if you guys want regular updates.
How frequent is "regular"? I mean, if you're doing more than two updates a week that's a good way to burn out really quickly after you eventually have That Update that really fights you and misses the schedule.

It might be a good idea to leave things open for at least twenty-four hours so as to allow people on the other side of the planet, otherwise occupied, or both to read the previous post and work on it. If you can keep this one open for a bit longer, that'd be quite nice as well, but I wouldn't go so far as to demand that be the case due to conflict of interest.
 
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Pre-Jump: Harry Potter


Your name is
[] Write-In
and you are a scholar.

Sure, some refer to you as other things (magician, witch, etc.), and you certainly know some magic, but you've always considered yourself to be a scholar first and a mage second.

Truthfully, you understand where their confusion might spring from. While mages might seem scholarly at first glance, most mages see little use for scholarly pursuits with the exception of that which they can use to gain more power.

To put it another way: the purpose of studying for most mages is either to enhance their magical abilities, or use their magic to enhance their lifestyle. You wish to understand magic, and using magic, mastering magic, is part of understanding it.

As a result of your studies, you were able to create a refined system of magic greatly improved from what is normally taught:
[] Runic Magic: It takes time and effort to use runic magic to do anything remotely complex, and mistakes can be dangerous; however when used correctly, runic magic is capable of amazing feats.
Note: this mainly involves writing glyphs that embody concepts into a 'program'. This can be used to write in the air to cast spells (although the process can be quite slow), used with magic circles to achieve complex effects, or carved into objects to enhance or alter them directly. This option is probably the most dependent on non-magical knowledge. Can eventually lead to magi-tech.
[] Artifice: Imbuing mundane objects with magic power is nothing new. Nor are foci to assist mages in their casting. You, however, have managed to create magic items that, when fed their users magic, are capable of far more than what 'normal' magical items can accomplish.
Note: The results can be quite powerful, but they tend to require expensive reagents to create; limiting you on what you can make. Basically, the things you make using this can grant people with the ability to use magic powers that would normally be outside their reach. Think artifacts from Exalted (3E).
[] Arcane Magic: Also known as Aetherial magic, Arcane magic is the art of interacting with raw magic directly. The practice is poorly understood at the best of times, and is considered little more than mysticism by many, but you feel that you've mad significant progress, and you can go even further.
Note: This is probably the weakest from the starting gate, but mastering this will make all of your magic much more powerful and versatile. Get far enough down this path, and you'll be able to start mixing different magic systems with much greater ease than you normally would.
[] Write-In:
Note: Must be okayed by the GM.

Unfortunately, you weren't the only one impressed by your innovations.

A local mage had been stopping by over the past couple of years to confer with you on a number of subjects. You thought they seemed friendly enough, until a few hours ago. Then your 'friend' was making off with your research notes while you were bled out on the floor and your library burnt around you.

If it weren't for the being that introduced herself as Jump-chan, you'd be dead right now.

But that's not something you want to think about right now. You have an Opportunity.

The random pseudo-omnipotent being that introduced herself as 'Jump-chan' has offered to take you to a new world every 10 years (as long as you don't die anyway), with no strings attached.

You Imagine this must be what if feels like to win a place on one of those game-shows; the ones where you can win fantastic prizes if you do well.

Not that you've watched much Television; aside from some fascinating documentaries (and even then you were usually reading a book at the same time) and the occasional show that caught your interest, you're usually more interested in your studies.

Anyway, the first place you're jumping to is the Harry Potter-universe.

While you haven't read much of modern literature, you've always had something of a soft-spot for that series... Or you just want to knock some sense into those idiotic wizards; you're not sure which.

As you look through the glowing screen that is the 'CYOA' form for the Harry Potter Jump, your mind is a whirl with the possibilities.

Now, how do you want to go about this?

Jump-build:
[] Write-In

The Harry Potter Jump

GM's Note: Same Rules as before. You guys have until 1200 PDT tomorrow (Wednesday) to come up with and discuss plans, then the voting will begin.

Edit: Added a bit at the end.
Edit 2: Clarified the time.
 
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How frequent is "regular"? I mean, if you're doing more than two updates a week that's a good way to burn out really quickly after you eventually have That Update that really fights you and misses the schedule.

It might be a good idea to leave things open for at least twenty-four hours so as to allow people on the other side of the planet, otherwise occupied, or both to read the previous post and work on it. If you can keep this one open for a bit longer, that'd be quite nice as well, but I wouldn't go so far as to demand that be the case due to conflict of interest.
By regular, I mean 3x a week.

I'll slow it down if that gets to be too much, but I currently don't have any scheduling issues and I've done so before.

What I'm going for right now is: 12 hours to let people come up with plans, and then another 12 for voting.

If it turns out that the above schedule doesn't work, I may just remove the planing stage, but I'd like to give it a try.

Edit: In theory; this gives me 24 hours to write for each post, and 24 hours of flex each week.
 
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Ok, so when we create the build is our Character, Who I'm making my plan to be called Sophie btw, is she making it or for all she knows this is the random things she was granted?
 
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Ok, so when we create the build is our Character, Who I'm making my plan to be called Sophie btw, is she making it or for all she knows this is the random things she was granted?
She's making these decisions.

Hm... perhaps I should be a bit more clear about that in the post.
 
[] Plan Wise Teacher
-[] Vivian Majere
-[] Arcane Magic
-[](Origin) Drop in
-[](Family) Impoverished +50
-[](House) Ravenclaw
-[](Abilities) Wit beyond measure. FREE
-[](Abilities) Clean Blooded. -100CP
-[](Abilities) Occlumency. -100CP
-[](Abilities) Wandlore. Discounted -150CP
-[](Abilities) Fiendfyre Master. Discounted 200CP
-[](Abilities) Wandless Magic. -500CP.
-[](Gear) Dragon Hide Jacket. -100CP
-[](Gear) Dark Arts Cache. -100CP
-[](Scenario) All was well - Teacher
-[](Flaw) Oblivious +200CP

I took Arcane Magic it may be weak now but it has a lot of potential and will become strong quickly.
 
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So, with the longhaul supplement we don't have to worry about chain failure and can actually take the same jumps more than once.

My basic idea is to go pureblood, wealthy, Ravenclaw for the earliest access to magical knowledge and pick up some nice perks, and try to stay by the sidelines while we learn as much as we can about both the plot and magic in general-- and then we do a fix-it jump as either Half-Blood or Drop-In.

Main things I want for the first jump are: Wandless, Occlumency, Legilimency, Dark Arts Cache.

I'm open for other things as well. As a side note, we also get some nice free items just for being 'Wealthy'.
 
[X] Plan Wise Teacher

Arcane magic looks to be the best option given the fact that we're starting off with a low risk setting
 
[] Plan Magical Researcher
-[x] Vivian Majere
-[x] Arcane Magic
-[x](Origin) Pureblood -100CP
-[x](Family) Wealthy -100CP
-[x](House) Ravenclaw
-[x](Abilities) Wit beyond measure. FREE
-[x](Abilities) Clean Blooded. FREE
-[x](Abilities) Occlumency. -100CP
-[x](Abilities) Legilimency. Discounted -100CP
-[x](Abilities) Fiendfyre Master. -400CP
-[x](Abilities) Wandless Magic. Discounted -250CP.
-[x](Gear) Nimbus 2000. FREE
-[x](Gear) Dragon Hide Jacket. FREE
-[x](Gear) Pet Owl. FREE
-[x](Gear) Dark Arts Cache. -50CP
-[x](Gear) House Elf. Discounted -100CP
-[x](Scenario) None
-[x](Flaw) Oblivious +200CP

CP left: 0.

Cache for knowledge of rare/forbidden magic so we can further our research into ALL magic (and potential IC knowledge of Horcruxes and how to be rid of them). Loyal House Elf companion to take care of our basic needs if/when we're busy researching and learning new magic, and also just for the sheer utility.

I am willing to potentially add the Prophecy drawback if someone wants to add anything else into this plan.

Also, I shamelessly stole your name @Terran Imperium because it fits and I like it.
 
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[] Plan Magical Researcher
-[] Vivian Majere
-[] Arcane Magic
-[](Origin) Pureblood -100CP
-[](Family) Wealthy -100CP
-[](House) Ravenclaw
-[](Abilities) Wit beyond measure. FREE
-[](Abilities) Clean Blooded. FREE
-[](Abilities) Occlumency. -100CP
-[](Abilities) Legilimency. Discounted -100CP
-[](Abilities) Fiendfyre Master. -400CP
-[](Abilities) Wandless Magic. Discounted -250CP.
-[](Gear) Nimbus 2000. FREE
-[](Gear) Dragon Hide Jacket. FREE
-[](Gear) Pet Owl. FREE
-[](Gear) Dark Arts Cache. -50CP
-[](Gear) House Elf. Discounted -100CP
-[](Scenario) None
-[](Flaw) Oblivious +200CP

CP left: 0.

Cache for knowledge of rare/forbidden magic so we can further our research into ALL magic (and potential IC knowledge of Horcruxes and how to be rid of them). Loyal House Elf companion to take care of our basic needs if/when we're busy researching and learning new magic, and also just for the sheer utility.

I am willing to potentially add the Prophecy drawback if someone wants to add anything else into this plan.

Also, I shamelessly stole your name @Terran Imperium because it fits and I like it.
how about animgus? you can take Prophecy to get it
 
how about animgus? you can take Prophecy to get it

I'm not completely certain I want to take that as a perk rather than learning how to do it naturally in-jump or even post-jump. It would be cool to learn and find out what animal most represents us, rather than choosing one outright with the perk.

Most of the things that I chose perk-wise that could be eventually learned were chosen because they have fiat-backed additions attached to them. Fiendfyre is more sentient, loyal, and controllable. Occlumency states that no one would be able to tell we're lying. Legilimency grants us the ability to tell when others are lying and even 'easily' read minds and etc.
 
Tentative plan:
[] Plan Angel With an AK-74M
-[] Info:
--[] Name: Sophia Hoffmann
--[] Arcane Magic
--[] Half-blood: -100
--[] Middle Class: Free
--[] All was well
-[]Maluses:
--[] Prizoner of Azkaban: +300
--[] Oblivious: +200
--[] Bully Teacher: +100
-[] Stuff:
--[] Assault Rifle: -100
--[] Marauder's Map: -100
--[] Invisibility Cloak: -200
--[] Time Turner: -500
--[] Comet-260: -25
--[] Extended Mokeskin Pouch: -100
-[] Perks:
--[] Setup Wizard: -200
--[] Occlumency: Free
--[] Muggle Dueling: -100
--[] Clean-Blooded: -100
 
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