Let's do the Jumpchain again! (Jumpchain Quest. Yes, another one!)

[X] Dusty Klye
[X] Short red hair, pale skin, above average looks
[X] A single night, most likely, of puzzling mystery and paranormal events.

No clue what this quest is or is about, but it seems weird enough to be fun!

Anyone wanna do a mobile assist for the invisitext?
 
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Alright, now that the voting period's ended, I will tally it up! (Honestly, I'm just glad someone voted for Ghost Trick)

But first, I'll reveal the invisitext in the update!

I have 3 options for you to choose from. Take as long as you need to decide. I have a few things to set up anyways, for later. Just in case. And I do have to set up some sheets... And for those of you curious, the Gauntlets not chosen can be chosen at another point, so just go with your gut!

[] A single night, most likely, of puzzling mystery and paranormal events. Oh boy, this is a Gauntlet from where you can pick up some incredible tricks. But you've got a nasty time limit hanging over you, even without that one drawback. I wonder if you're really up for it?

[] Walk your way out of colorful nightmares. Don't worry, you'll be set to your MC's age instead of the default given for this Gauntlet. Just be careful to not run. But, hey, even if you don't succeed, the exhibit's quite nice!

[] After this, you must remember not to sleep on train rides. DO YOU HAVE A DEATH WISH?! WHY WOULD YOU CHOOSE THIS, ALL YOU'LL HAVE TO GET YOU THROUGH SHOULD YOU FAIL IS MY PROMISE OF A SWIFT DEATH INSTEAD OF WHAT WOULD HAPPEN OTHERWISE! This is even more of a gamble than the first, with, in my view, less rewards to its' name than either of the others. Please don't choose this.
Adhoc vote count started by Anya Homura on Oct 3, 2018 at 12:03 PM, finished with 28 posts and 7 votes.
 
Alright, so it is set.

Our first stop is the Ib Gauntlet.

Our other options were the Ghost Trick Gauntlet, or the Mogeko Castle Gauntlet.

Yeah. Mogeko Castle. See why I didn't want you going there?

Our name, right now, is Dusty Klye. We have short red hair, pale skin, and what could be considered above average looks.

The update where we vote for the loadout prior to the Gauntlet will be out soon.

Thank you for voting in the first round.
 
Prelude(???): 2
[Name: Dusty Klye]
[Looks: Short red hair, pale skin, eye color to be decided when I hunt down a good image for her]

You think over the three options given to you.

The night of mystery... while you bet it'd sound appealing to you another time, you just don't feel like it.

And something about the the train ride... you just don't trust it. The other two descriptions were blunt about what you may be able to expect, but that one? Nothing.

Which leaves you with only one choice. Sure, it outright mentions nightmares but... it was honest about it being nightmarish. That's gotta count for something, right?

"Hey, mind showing me that form or whatever it was for the second option?"

The second option? Well, I'd say that's a pretty good choice, myself!

The girl nods approvingly as something appears before you.

Look over that carefully. If you want to gain something besides the Win gain stated at the end, or the free stuff, you'll have to make it harder on yourself using the Drawbacks.

You read it, coming to a pause when it gets to something called "Companions".

Doesn't feel very comfy, does it? Well, the actual reason for it is to ensure you have the odds in your favor for getting them to come along with you. And you won't remember getting the odds on your side for that, anyways. Or even reading the section in depth at all! Best to learn about the people in this jump as you go, I'd say!

Hmmm, okay, sure. Why not?

You narrow your eyes a little when you get to the ending reward. "Hmm, seems kinda pointless to have a gallery and soundtrack dispenser with only the selection from one video game on it."

I'll actually provide a bonus for that, make it so that it updates with any new artwork you come across, and the soundtracks of new Jumps and Gauntlets.

"Oh, cool."

When you finish reading the form, the girl coughs.

Do you know what you want to do? Tell me your game-plan.

[] Write-In Gauntlet Plan

Hello, yes, this is to explain what I want y'all to do for the jump plans for here and future reference.

Summarize what Perks, Drawbacks, Companions, and Items you want, as well as Backstory and other such nonsense. If it is a Jump where you must roll for starting location and age, I will do that prior to the plan-making phase for you.

When you have a game-plan, list it out in your post, and come up with a name for it. Then put an x in that vote and let it fly off into the world.

Here's an example, made by moi for the Gauntlet you are about to attempt. This does not have to be your/Dusty's plan, this is just what I, myself, alone, without an audience, would do for a fun time.

Ib Gauntlet Plan:

Starting CP = 0

Background-- Drop In
(CP = -100)

Perks--

Master of the Arts
(CP = -100)

Reclamation
(CP = -200)

Help From Afar
(CP = -400)

Fascinated With the World Where the Dream Continues
(CP = -800)


Items--

Lemon Candy
(CP = -800)

Art Supplies
(CP = -800)



Drawbacks--

One Way Out [Mandatory.]
(CP = -800)

Fair Play [Mandatory if Art beyond Measure is not taken.]
(CP = -800)

Sealed Warehouse ["Start of the Chain, silly! How can we have a Warehouse?" aka Free Points!]
(CP = -500)

No Attack Option [Isn't this also just part of the game? Why would we need it?]
(CP = 0)


Final CP Total: 0


Plan Name: Half-Arty, Half-Random Bullshit that looks cool

[] Plan Half-Arty, Half-Random Bullshit that looks cool

Also, for those among us unfamiliar with Jumpchain, your CP (choice points) total at the end must be 0 or greater. You cannot stockpile CP, either.
 
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Here's my plan. Note that I am entirely unfamiliar with the setting.

This plan has two central conceits. The first is that with the perk Friends in the Gallery none of the paintings want to attack us unless we attack them. This makes various Drawbacks entirely harmless, paying for itself multiple times over. (If there are paintings that ignore this effect, it would be great if someone could point them out - I've included Drawbacks that make defending ourselves very difficult, if it comes to that.) This leads into the second conceit - one of the Drawbacks made harmless by the first is Open Doors, as it doesn't release anything dangerous. This means that we can take any Drawbacks related to doors being closed, like Let Me In! and Careless Jumper.

It doesn't take any companions as they will not be kept safe by Friends in the Gallery, and we should be alright for companionship within the gauntlet from talking to friendly paintings. This also means we don't really need to worry about losing our memories of the Gauntlet - no one's coming with us, so we aren't losing any friends. (If we do somehow make strong bonds with the inhabitants, not remembering is also probably a benefit.)

The plan also takes Blank Rose and Eternal Blessing, since it seems strictly better than the perk Rose ~ Embodiment of Spirit*. We get the benefits for cheaper (by "giving" ourselves the Rose) and carry unlimited free healing around with us, and we can choose to give the Rose away later if that's helpful. @Anya Homura is this valid? It seems unintended, but is very much valid bu the rules as written.

[X] Plan Pacifism
-[X] Drop-In (100 CP)
-[X] Master of the Arts (100 CP, Free Drop-In)
-[X] Reclamation (200 CP, Discount Drop-In)
-[X] Paint to Life (300 CP, Discount Drop-In)
-[X] Claimed for Posterity (400 CP, Discount Drop-In)
-[X] Fabricated World (600 CP, Discount Drop-In)
-[X] No Running (100 CP)
-[X] Help From Afar (200 CP)
-[X] Fascinated With the World Where the Dream Continues (400)
-[X] Possessive Predator (200 CP)
-[X] Friends in the Gallery (400 CP)
-[X] Candy (Free)
-[X] Music Box (50 CP)
-[X] Art Supplies (50 CP, Free Drop-In)
-[X] Balls of Paint (300 CP)
-[X] Blank Rose (200 CP) [To "give to self"]
-[X] Eternal Blessing (300 CP)
-[X] One Way Out (+0 CP, Mandatory)
-[X] Fair Play (+0 CP, Mandatory if Art Beyond Measure is not taken)
-[X] Let Me In! (+100 CP)
-[X] What Does It Say? (+100 CP)
-[X] Stopped Watch (+100 CP)
-[X] World of Mystery (+100)
-[X] Liars' Room (+300 CP)
-[X] Careless Jumper and the Galette de Rois (+300 CP)
-[X] Find the Key! (+300 CP)
-[X] Open Doors (+300 CP)
-[X] Sealed Warehouse (+300 CP)
-[X] No Attack Option (+500)
-[X] Bonus Dungeon (+600 CP)


The gauntlet's reward is... very cool and something I could see a character in a jumpchain wanting down the line, but pretty useless unless we can find paintings that are enchanted to help us just by owning them, which I can't think of existing in any setting (except Dorian Grey, but that has its own issues.) It's pretty much ideal if the intent is for us to remain mostly a squishy human for a while - which is fair, there are things you can do with that from an authorial standpoint - but I hope the next jumps aren't expecting us to be above baseline! We can pick up some nifty tricks from the Perks (assuming we keep those?) but nothing really stands out except maybe the Rose and the paint balls, but having not played the game I'm not clear on how useful those are.
 
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@Deathbybunnies

Hmm, this seems kinda overkill by my standards (I like making things harder on myself with more reasonable rewards for character growth reasons), but you put effort into coming up with the plan so I'll happily allow it!

And yes, all the perks and items carry through the jumps. Drawbacks don't unless specified.

Also, real talk, the paint balls did nothing afaik. You couldn't use them to attack shit in game. Not even entirely sure what path they opened...

But hey, ya got free magic so taking them's a fun bonus!
 
@Deathbybunnies

Hmm, this seems kinda overkill by my standards (I like making things harder on myself with more reasonable rewards for character growth reasons), but you put effort into coming up with the plan so I'll happily allow it!

And yes, all the perks and items carry through the jumps. Drawbacks don't unless specified.

Also, real talk, the paint balls did nothing afaik. You couldn't use them to attack shit in game. Not even entirely sure what path they opened...

But hey, ya got free magic so taking them's a fun bonus!
Neat! For me personally, half the fun is figuring out how to get as much out of each run as possible by playing different choices off of one another. If you take the view that the character is choosing the build, then it's hard to imagine them doing anything else, either. As a player in a quest rather than the author, getting what we can out of each jump seems like a good idea too :V

I don't think you have to worry about us getting overpowered though - whilst I did forget I took the perks for drawing our own minions/personal gallery world, I stand by my statement that we didn't really get anything particularly "powerful" as applied to other jumps, so much as a bunch of nifty utility options. If you were aiming for a slow ramp up in power for character growth reasons, I honestly think you probably picked the ideal jump for it.

EDIT: I have just realised that taking both Memory's Crannies and Liar's Room is likely to get us killed, so I'm going to replace Memory's Crannies with What Does It Say?, since we should be able to ask the friendly paintings for vocabulary help.
 
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Yeah, it was a bit of a blunder - playing options off of one another like using Open Doors to beat Where's The Key? and Careless Jumper is fun, but when you're taking that many options you've got to look out for unintended interactions too. (Where's The Key and Careless Jumper would be even more lethal, were it not for Open Doors.)
 
[X] Plan Pacifism

I'm not really familiar with jumpchains, but this does intrigue me. Honestly though, I'm really happy someone else has a similar idea about handling the "fourth wall" (ie imperfect awareness of multiple universes watching them).
 
Hmm, barring unplanned changes, what's the rough estimate for the first jump's length?
 
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