Let's Jump to It! [Jumpchain Quest]

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I know this has been done before with varying degrees of success, but part of me has been...
OP: The Pitch

Jack of Olives

Rolled a '3' on their Con score
Location
The land of fruits and nuts (California)
I know this has been done before with varying degrees of success, but part of me has been itching to do this for a while now, so I'm giving it a try.

Some notes for this quest:
  • This will likely update once a week. Likely on Tuesdays or Wednesdays every other day when schedule and muse permit (to prevent burnout and sub-quality content).
  • I'm going to be trying out a d100 method of determining how successful you are. If it doesn't work out, I'll switch to something else.
  • Unless otherwise noted; after each post with voting options, I'll give you ~12hrs to talk over what you want to do before I open the voting up. I will not accept votes from this period of time.
  • Asking me questions is perfectly fine, but I'm usually not going to tell you anything that you character wouldn't know, unless it's too late to do anything with it.
  • Omakes are encouraged. I'll even grant bonuses to future rolls depending on an Omake's length and quality. If they're good enough, I may even be 'canonize' them. :D
  • While I encourage active discussion, please keep it civil.
  • 'Plans' for voting are perfectly fine.
Houserules & Supplements:
cliffc999's Long-Haul Mode
  • In Long-Haul Mode any and all jumps, scenarios, Drawbacks, and anything else that says "your chain ends" does not, repeat not, end your chain.
  • Nothing can end your chain except the Jumper's successful Ascension, their choosing the "Stay Here" or "Go Home" option at the end of a jump, or the will of Jump-Chan.
  • Jump-Chan will not end your chain against your will unless you really piss her off or get really really boring.
  • Instead, dying or triggering any other jump-failure condition in any jump simply ends the jump immediately and forfeits all purchases you made and items you obtained in that particular jump, just like dying in a Gauntlet does. You still keep memories and whatever value your experiences there are still capable of providing now that you've had to give back everything you bought with CP in the jump that you failed.
    GM's Houserule: Friends that you've made (and companions you've purchased if you've met them) will still be given the option to join you as per the Companion Houserules (see below). Abusing this will make The GM Jump-chan... upset.
  • 1-ups, Horcruxes, Tower of Naraka, etc., all work to prevent jump-failure as normal.
  • Successfully completing your required 10 years (or other time period as specified by jump-doc, Drawbacks, etc.) is considered the same as successful completion of a scenario. Any death or other jump-failure that occurs after that point simply ends your jump but does not trigger the loss condition. You may postpone your exit from the jump after successfully completing the scenario at your discretion. Jump-Chan requests that you please not use this to constantly 'time abyss' everything.
  • You may use an individual jump-doc repeatedly, whether you failed the jump the last time or not. Any 'repeated' jump starts all over again from scratch in a fresh timeline unrelated to any prior jumps you may have done there.
  • Jumps repeated using this rule give 1000 CP + Drawbacks + all freebies and etc. as per normal. The intent is that each individual jump-timeline, even if being done in another iteration of the same jump-doc, is treated as a separate jump.
    • Clarification: Any stuff you bought a prior time you used that same jump-doc is still on your character sheet, as if you had bought it in an earlier and separate jump. Because that's exactly what you did.
    • Clarification: By the will of Jump-Chan you may not use local-multiverse travel powers, CP-backed or not, to try and cheese this or crossover between different jumps that you've done, whether in the same setting or not. If you want to revisit a particular jump timeline you've already been 'inside of', then use the Return option. That's what its there for.
    • Exception: The Return option and any individual jump's +0 Switches for retaining continuity effects from other related jumps still work as written and do not fall under this rule. The Return option may be used once per other jump completed.
  • Gauntlets still use their normal rules and/or my optional Gauntlet Interaction rules at your discretion. For purposes of this rule, any jump that normally has a +0 CP starting allowance is a Gauntlet.
  • Gauntlets may be repeated but any perks purchased in a prior iteration of that Gauntlet are considered as being from a separate jump and do not import again unless you pay for them again. Gauntlets are intended to be unusually difficult and on a limited budget.
cliffc999's Gauntlet Rules
  • For purposes of Gauntlets, any skill or ability you have obtained from any jump remains with you if it is something that a 'mundane' human being could theoretically accomplish in a 'mundane' world.
    • For example, since even 'normal' human beings can potentially be epically smart or strong-willed your perks for those would still work unless it was something biologically impossible for an unaugmented human brain (such as thinking at beyond lightspeed or multitasking dozens of separate processes).
    • Luck or plot armor perks do not work in Gauntlet mode unless they were actually purchased in that particular Gauntlet, such as Just A Little Luck in the Distant Sky Gauntlet.
    • Your skills still work, whether granted by perks or not, just so long as they're something you could imagine a human being still pulling off in real life with a natural 20.
    • If a given perk gives you stats superior to this limit, the Gauntlet will temporarily soft-cap them at the limit as opposed to simply ignoring them entirely. So if you take Apostle from GATE and then enter a Gauntlet, you are reduced to a physically peak human with an ideal 'normal human' healing rate as opposed to having your Apostle perk completely negated all the way back to your basic body.
  • If an individual Gauntlet's text specifically forbids something, that prohibition still stands.
  • If an individual Gauntlet's text specifically allows something, superhuman or not, that permission still stands.
  • For purposes of these rules, any jump with a 0 CP starting allowance is considered a 'Gauntlet'.
TLDR: perks are softcapped to max-human potential; luck/plot armor don't work; a gauntlet's rules override these within reason
cliffc999's Companion Houserules
  • Existing Companions may be taken along into any jump without using the Import option simply by having them exit the Warehouse/housing area. Paying CP for the import option in a given Jump only guarantees that Companions have an in-world backstory and/or allows them to spend CP to improve themselves as specified in the individual jump document. '0 CP' imports are basically Drop-Ins without ID papers who don't get perks, items, or freebies. If a specific jump says that 0 CP imports do get such things, then they still get them in that jump.
  • A 'generic' import option may be used for 50 CP per Companion, or a bulk rate of 200 CP to import up to 8 Companions. If a given Jump does specify different CP values or terms for a Companion import, then those options may be used instead at the Jumper's discretion.
  • No 'new recruit' Companion can cost more than 200 CP a head unless they are considered OP/game-breaker status by the standards of their native jump. This is intended to help redress point-balance problems from earlier jump docs before a community set of standards started to be informally adopted, please don't cheese it. If a specific Jump-doc (like Touhou) already lets you recruit an OP/game-breaker NPC for 200 CP or less, that still works.
  • Any Companion imported via a 'paid CP' option, whether specific or generic, receives a minimum of 600 CP to spend. This particular proviso does supersede Jump-document specifics. If the Jump-document already specifies that they get more than 600 CP then use the higher amount.
  • Imported Companions receive all freebies and discounts appropriate to their Race, Origin, Background, etc., unless the specific Jump-document says otherwise. If a given Race, Origin, Background etc. would cost CP to take then the Companion must still spend that CP unless the specific Jump-document says otherwise.
  • Stasis Pods don't exist. The only thing necessary to recruit a Companion is to inform them of the Jumpchain and its opportunities and risks, and have them agree to come with you when the current jump ends. Jump-Chan will take it from there.
    • An 'emergency medevac' recruitment, where a would-be Companion is being yoinked into the Warehouse Medbay under fire at the end of a jump and is in no condition to hear the explanation or make decisions before jump-end, must be first brought to consciousness in the Warehouse and given a fair chance to hear and decide on the recruitment pitch before the next Jump is allowed to begin. Should the prospective recruit refuse to come along, Jump-Chan will give them a free trip home.
  • The Jumpchain is a metaphysical multiversal adventure of epic scope, and not to be taken lightly. Every Companion must accept that status of their own informed consent, or else Jump-Chan won't add them to your party. By Jump-Fiat things like charisma perks, Perfect Communication, etc., have a much lower effect, or no effect at all, during the Companion recruitment pitch. Deciding to come along on the Jump is the most important decision the Companion will ever make in their lives; its not polite to cheat.
  • A 'new recruit' companion that is paid for with CP, if the option exists in a jump, is considered an automatically successful recruitment. The main purpose of spending CP is if a Companion would otherwise have no in-character reason to abandon their life and come with you, but you want them anyway.
  • At the end of every jump Companions may choose among the Ending options for themselves, separately from the Jumper. So if they want to go home or stay in a jump while the Jumper wants to go on, they can... but barring the Jumper's successful ascension or a use of the Warehouse Return option they will never see the Jumper again, and if they choose to remain in a jump not their native jump then barring a post-Spark Jumper returning to give them a lift they will never see their home jump again.
TLDR: Anyone can be a companion if you can convince them, but must know the rules & agree of their own free will; purchased companions are guaranteed unless you're an absolute a-hole to them; max cost for companions is 200cp unless they're game-breakingly powerful in-setting
Body Mod: cliffc999's Basic Jumper Package
Basic Jumper Package - Body Mod Replacement

The following is intended as a replacement for the Body Mod or any other supplements that would substitute for the Body Mod. Instead of taking a Body Mod, you get the following perks free. The Basic Jumper Package counts as being part of the Body Mod for purposes of all perk, Drawback, and Gauntlet interactions.

You obtain your Basic Jumper Package as soon as you agree to start your Jumpchain.

Free Perks:

Basic Fitness - You are cured of any physical ailments or disabilities you may have at the time you obtain this. You become as physically fit as an average healthy athletic person would be. Your physical fitness will never deteroriate unless you wish it to do so, as long as you have sufficient food and water to survive. You also possess perfect fiat-backed fertility control.

Additionally, you are aware of any mental illness, disorders, disabilities or other conditions you may be suffering from at the time you obtain this and may choose to have any or all of them be removed. This does not make you immune to these things, it just removes pre-existing conditions.

Perfect Memory - You gain a fully eidetic memory, with instant recall, unlimited storage, tamper-proofing, and perfect indexing. This perfect memory is fully retroactive.

Total Efficiency - You can make incredible leaps and bounds in training and personal development at speeds that are outright astonishing. You can master skills and improve abilities, attributes, and anything else that could potentially be improved by training much faster than you would normally be able to, and your rate of improvement will never slow down until or unless you hit a softcap.

Furthermore, your skills or abilities of any kind will never degrade from time or disuse. A skill you haven't used for centuries will still be executed as crisply as the day you first learned it, and while you still age normally (barring other perks or abilities) you'll stay in peak condition right up until the Grim Reaper comes to fetch you.

The exact rate of improvement granted may be fanwanked to be anywhere between a mild improvement to fully equalling other training boosters available on the jumpchain.

TLDR: no physical ailments/disabilities; body is equivalent to an average healthy/athletic person; physical fitness can improve, but not deteriorate; fiat-backed fertility control; perfect memory; super-learning/training; & no skill/fitness loss from lack of use
Warehouse: cliffc999's The Storage Facility
The Fortress of Jumper replaces the Cosmic Warehouse supplement. It is incompatible with other Warehouse replacers.

Items:

The Fortress of Jumper - This extradimensional residence comes with living quarters, a fully-equipped workshop and medbay, storage areas, and all the utilities. It comes with automated housekeeping, automatically restocking food supplies and household consumables, and a cosmic garbage disposal. It also provides storage, maintenance, and fueling facilities for all the Jumper's in-atmosphere vehicles.

For storage of your space vehicles you may use whatever spacedock supplement you prefer -- the Bay, the Dock, the author's own Shipyard, whichever -- and it will connect to and be part of the Fortress as it would normally do for the Warehouse.

The Fortress is as large as it needs to be at any given time and rests outside the bounds of the multiverse, and would remain intact even if all of Creation were cast into oblivion. The Jumper may open a dimensional portal to any room in the Fortress with a moment's concentration, but when leaving the Fortress may only return to the same exterior point the portal was originally opened from. Only the Jumper, their Companions, and invited guests can enter the Fortress and guests may be ejected at any time.

The Fortress has a cosmic wi-fi connection that provides a secure link to the Internet or equivalent of the jump are you currently in (presuming, of course, that the jump in question has an internet). Connecting and syncing your wireless-capable devices and computers to your Fortress' wi-fi hotspot is always a snap. The Fortress' LAN and wi-fi have an internal bandwidth of "yes", with connection speeds limited only by the capacity of the devices being used. The external connection is equivalent to whatever a platinum-grade high-speed commercial internet connection for that particular setting would be. Cabled connections and plug-in jacks for your hardware are also available on request.

The Fortress' router, wi-fi hotspot, and hardware firewall have fiat-backed immunity to malware and hacking. Your individual devices, however, are no more robust than they ordinarily would be. If you deliberately download and execute something that then frags your hard drive, well, learn better next time.

The Fortress' internet connection is not proof vs. tracing unless you take other perks, items, or skills that provide such. However, they can only trace it as far as the unique IP address for the Fortress' internet gateway and no further. IOW, repeated hacks can be identified as all coming from the same source, but they cannot actually physically locate your Fortress exit.

If your particular Jumpchain uses Stasis Pods then the Fortress can provide them at your discretion, on up to whatever limit for Companions you are using. If your Jumpchain uses the Return option then it is a feature of the Fortress that functions once per new jump completed. You may not 'bank' uses of the Return option for later.
GM's Note: Return is in effect, Stasis Pods aren't (see Companion Houserules)

For purposes of all other rules or supplements that interact with the Cosmic Warehouse, the Fortress of Jumper will be considered equivalent to the Cosmic Warehouse.

TLDR: Warehouse w/ all the bells & whistles except Gravlink, Exosuit, and Link

Question 1: What is your starting gender?
[] Male
[] Female

Question 2: What do you look like? (pictures welcome)
[] Write-in
Note: Keep it SFW, please.

Question 3: What is your background and personality like? (this will determine your starting skill-set and non-voted actions)
[] Write-In
Notes: The GM reserves the right to veto backgrounds. The character's personality can change over time, due to experiences.

Question 4: How long do you want each Jump to take?
[] Skip most of the boring stuff, please.
Note: ~1-5 posts per Jump. Most of the posts will be the written as a journal with a few flashbacks of dialogue.
[] Keep things interesting, but still give us some details.
Note: ~5-15 posts per jump. Journal-format covering the time-skips with scenes covering the
[] Take your time; no need to rush.
Note: ~15+ posts per Jump.
[] Other
Note: Ping me with your request, and I'll consider adding it to the options.

Question 5: Where do you want to go first?
[] Pokemon (The Classic)
Notes: This setting is closer to the game world then the anime in tone. Pokemon are non-sapient, for the most part. You're still forcing animals to fight for you, though. It's dangerous to go alone. Here, take this.
[] The Legend of Zelda: Breath of the Wild
Notes: Fallout: Fantasy Edition. Now 70% Lighter and Softer! Help save the kingdom... or just do your own thing and let Link do all the hard work. Your choice.
[] Harry Potter
Notes: Ah, the HP-verse; proving that, even with Sparkly Magical BS, people are still people. Good luck with that.
[] Write-In See Note.
Note: If you want to request a particular Jump, ping me with your request and I'll let you know. While I am a geek, there are over a thousand jumps, and I've only seen/read so many of the series they're based on.

Question #6; The Most Difficult Question of All: What Is Your Name? What? I have trouble with names, alright.
[] Write-In

Edit: As a reminder, I'll be opening up voting tomorrow, for now, just suggest and debate different options.
Edit 2: Forgot a rather important question. :oops:[/COLOR]
 
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Character Sheet
Vivian Majere:
  • Gender: Female
  • Total Age: 200+
  • Species: Combat Cyborg [Lyrical Nanoha]
  • Current Physical Age: 16
  • Personality Traits: Studious, Determined, Practical.
  • Psychological State/Sanity: Sane
  • History:
  • Core Themes:

Attributes:
Physical:

  • Strength(Power): S (+45 to rolls involving attribute)
  • Dexterity(Finesse): A+ (+35 to rolls involving attribute)
  • Stamina(Resistance): S (+45 to rolls involving attribute)
Mental:
  • Intelligence(Power): B (+15 to rolls involving attribute)
  • Wits(Finesse): B (+15 to rolls involving attribute; +30 when in combat or danger)
  • Resolve(Resistance): B (+15 to rolls involving attribute)
Social:
  • Charisma(Power): B- (+10 to rolls involving attribute)
  • Manipulation(Finesse): B- (+10 to rolls involving attribute)
  • Composure(Resistance): B (+15 to rolls involving attribute)
Willpower:
Permanent Willpower:
7
-Note: Not quite green-lantern level, but pretty good.
Temporary Willpower: 7/7
-Notes: Can be used to grant a +15 to a roll by spending 1 point of temporary willpower. Can also be used to resist certain mental influences. Social attacks can be mitigated by burning willpower. Willpower regeneration is dependent on Resolve.

Skills & P̸͞ę̀͘͜͠r̡̢̀͠͝k̨̧͝͞s̵̷̡͡͝:

Attribute Enhancing P̸͞ę̀͘͜͠r̡̢̀͠͝k̨̧͝͞s̵̷̡͡͝ Effects:
⦁ Powers:


Magic:
⦁ Magical Systems:

  • Skill: Native-Earth A+ (+60 to cast magic from your home-world)
    -Note: The magic of your home-world. Shares strong similarities with the magic from the Elder Scrolls universe(s).
  • Skill: Arcane Magic D+ (+15 to cast magic of this school; +5 to casting other magics; +5 to learning new magical systems/schools)
    -Note: A school of magic that you developed before you started Jumping. Specializes in the observation and manipulation of magical forces.
  • S͡k̸̸͞i̧͜͢͟͡l̛͘͟l̸̷̀͢:҉̶̸͘͢ ̷̵̧P̧͠o̕͞҉t̷͘͢t̡͏̢͜҉e͘͢r͢͟҉̸̨v̡̕͞e̵̡̨͝͝r̸͟͠s̴e̢̛ ̨͢M҉͏ą̡̧͢͡g҉̀i̴̵c̸̨̢ ̶͜͡҉[̀͡Ǫ͡F̶̨̨͞F͠҉̀͢͡L̴̢͘͟͞I҉̴N͜͏̵E̷̸҉͜]̶̴̴͢͝
  • Attribute: Linker-core (serum-granted) [power-level: unknown]
  • Belkan Magic (Lyrical Nanoha) C [+25 to cast magic of this school)
  • Midchildan Magic (Lyrical Nanoha) C- [+20 to cast magic of this school)
⦁ Artifice and Enchanting:
  • Native-Earth Artifice: D (+15 to create magic items using your home-world's magics)
    -Note: A long, involved process that creates magic items not dissimilar from the ones found in the various D&D worlds.
⦁ Potions & Brewing:
  • Native-Earth Potions: C (+30 to brew potions from your home-world)
    -Note: Potions created using this method are similar to the ones found in the Elder Scrolls universes.
    -Note 2: -15 penalty when using ingredients from other universes, due to the different magical natures. Removed after some practice w/ the local materials.
⦁ Theoretical Magics:
  • Skill: C (+30 to understand how new magic/magical systems works)

Science:
⦁ Technology and Engineering:

  • Skill (Earth-1980): C (+25 to rolls involving technology and engineering from 2000 and before)
⦁ Biochemistry and Anatomy:
  • Skill (Earth-1980): C- (+20 to rolls involving biochemistry and anatomy from 2000 and before)
  • Skill (Earth-1980): D+ (+15 to rolls involving information technology from 2000 and before)

Combinations:
⦁ Magitech:

  • Skill: D+ (+15 to combine technology and magic)
  • Skill Specialty [Home-world's magic]: C (+25 to combine technology and the magic from your world-of-origin)
  • Skill Specialty: Magitech (Nanoha-verse) B+ (+45 to combine technology and the magic from MSLN)
  • Skill Specialty: Magitech (Device Meistry) S-(+65 to design and create Nanoha-verse 'devices' {magical foci})
  • Skill Specialty: Lost Logia B- (+35 to examine/disable Lost-Logia)
  • Skill Specialty: Xeno-magitech D+ (+15 to examine/disable foreign magitech)

The Mind:


Combat:
⦁ Skill: Tactics C- (+20 to rolls)
⦁ Skill: Melee Weaponry D (+10 to rolls)
⦁ Skill: Martial Arts D+ (+15 to rolls)
⦁ Skill: Modern Weaponry C- (+20 to rolls)
⦁ Skill: Situational Awareness C- (+20 to rolls)

The Body:
⦁ General Physical Boosts:

  • Combat Cyborg: Strength and Stamina set to S+ due to magical reinforcement; Dexterity set to A+ due to optimization; +15 to Wits in situations involving combat or danger)
⦁ Physical Fitness:
  • Body-Mod Perk: Basic Fitness (Your physical fitness will never deteriorate unless you wish it to do so, as long as you have sufficient food and water to survive.)
⦁ Other:
  • Body-Mod Perk: Basic Fitness (You possess perfect fiat-backed fertility control.)

Training:
⦁ Body-Mod Perk: Total Efficiency (+50 to rolls involving training and/or learning)
⦁ Body-Mod Perk: Perfect Memory (automatic critical-success on attempts to remember information, +50 to rolls involving learning through reading or memorization)

Interaction:
⦁ Presence:

  • Skill: C (+25 to applicable rolls)
⦁ Socializing:
  • Skill: General Socializing C- (+20 to rolls using this skill)
  • Skill: Teaching D+ (+15 to applicable rolls)
  • Skill: Friendship C- (+20 to applicable rolls)
  • Skill: Seduction D (+10 to applicable rolls)
  • Skill: Appearance/Style C (+25 to applicable rolls)

Hobbies:
⦁ Studying Magic
⦁ Anime/Manga

Inventory:

Infinite Library-card [Fiat-backed] - a library card for the biggest repository of knowledge in TSAB-space.
Magical Sealing Box [Fiat-backed] - a box for sealing dangerous magical objects in; objects are completely nullified while closed
Lost Logia Detector [Fiat-backed] - a magic-scanner; sensitive, but can be overpowered
Cartridges [58] - cartridges used by Elisa in her weapon/device-mode
Cartridge Kit [Fiat-backed]
Box of Magazines [Fiat-backed] - a box containing various weapon/device magazines; will always have a magazine for the weapon/device you need it for; the last cartridge of each magazine will duplicate itself, granting effectively-unlimited ammo; any attempt to remove said cartridge will negate this effect.
Mysterious Serum [7 left] - a clear serum in a vial; drinking 'awakens' a Linker Core in the imbiber.
-Recipe [undeciphered] - the recipie for the Mysterious Serum; heavily encrypted; you've recently gained information on where the cypher is located.
Unlimited Pizza Hut Papa Murphy's Pizzas [Warehouse service] - the Warehouse now spawns freshly-cooked pizza for you at-will. Is there a limit?
Belkan Cultural Artifacts - a box full of old Belkan knickknacks and books
699,900 Mid-childan credits - currency used throughout the TSAB
Sacred Gear - Nemesis Ether [Fiat-backed] - allows you to create/use magics/energies antithetical to a target's; can also be used to 'poison' a target with these energies
Sacred Gear - Cassandra Calling [600] - speeds up your perception and thought-speed & allows you to see into the immediate future; sight-based
Renewable Demonic Contract [Fiat-backed] - a contract that allows you to summon a low-level, non-combatant devil to do menial tasks for you; haven't used it yet.
Tattered Journal [Fiat-backed] - a mysterious journal written by an unknown fallen angel; contains information about sacred gears and how to make them; encoded & written in an unknown language
 
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Companions
Eliza:
Species:
Unison Device
Personality: Loyal and devoted. Tends to be professional and analytical in combat situations, and quiet and shy in social ones. Has a crush on you.
Hobbies: Novels and shows (animated or live-action), tending to prefer space-operas and mecha with romantic sub-plots (or vice-versa)
Traits:
  • Attribute: Linker-core [A-rank; artificial]
  • Belkan Magic (Lyrical Nanoah) A [+55 to cast magic of this school)
  • Attribute: Unison Device [can merge with others to enhance the casting of Nanoha-verse magics]

Beatrice:
Species:
Human (Forcefully de-ascended ROB)
Personality: From what you can tell, something of a ditz and a slacker.
Hobbies: Foodie(?)
Traits:
  • Attribute: Linker-core [A-rank]
 
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[X] Plan True Ancient Magician Teacher
-[X] Female
-[X]
-[X] She doesn't have a very proactive personality, but rather always walks her own path to reach her goal. However, she's always interested where knowledge is concerned and will pro-actively go and try to acquire it and master it completely. To her without absolute mastery pure knowledge is useless. She is very pragmatic but compassionate to those who truly need it, but still makes a lot of mistakes, but she always remember those mistakes so that she does not repeat in future. In her eyes nothing in this world that is truly 'perfect'. She detest 'perfection'. To be 'perfect' is to be unable to improve any further. There would be no scope for 'creation', not a single gap in one's knowledge or one's ability. In her eyes 'perfection' is tantamount to 'despair'. So to her progress and improvement is far more importent that any sort of static ideal like perfection. She is ruthless towards those who truly evil or stand in her way. She's also described as very dark and taciturn, which in this case means she is introverted and silent in expression and manner, more interested in contemplation and self-reflection. In her original world she is a very well known hundreds of years old magician that dedicated her life to magical research. However that does not mean she lack knowledge in science, it is her innermost wish is to merge both of those disciplines together as one, because she considers each of them is a valid way to view universe, thus vitally important if one wishes to understand hidden mysteries of multiverse.
-[X] Take your time; no need to rush.
-[X] Harry Potter

This seems cool. Color me interested.
 
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[X] Plan: Stirring the Pot.

[X] Male

[X]

[X] He is an odd but grim combination of an aggressive and burly fighter and a curious and observant sciencist/intellectual. He always done things just to see what will happen,and make to shit very interesting. Like mutating the heroes into much greater monsters than the villans,twisting divine prophecies,and so much more.
[X] Take your time; no need to rush.
Note: ~15+ posts per Jump.
[X] The Legend of Zelda: Breath of the Wild

Do you know little witch academia and Kill la Kill.
 
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[X] Plan: Path to the Strongest Hero
[X] Male
[X] Appearance
[X] our hero is a depressed would be salaryman in his mid-twenties who has been ground down by life and is unable to find work, he desperately wants to escape the drudgery of day to day life and become a strong hero.
[X] Take your time; no need to rush.
[X] Harry Potter

For one of our jumps, would you be willing to consider the Star Wars Legends EU?
 
YES, let's go with Not!Saitama because he deserves some actual excitement to go along with his power!
 
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I know right

It's a fucking crime. God damn yukkuris.
Yes, God Damn Yukkuris
I pretty much ignored that part with them. And Patchouli's experiments with them, it kept delaying it too with the other side quests(Remilia and Koakuma's rampage in the past) really.

It just came up in my mind. I'm really interested on how the QM will write such a cool premise.
Adhoc vote count started by Terran Imperium on Jun 11, 2018 at 8:22 PM, finished with 14 posts and 7 votes.

  • [X] Plan True Ancient Magician Teacher
    -[X] Female
    -[X]
    -[X] She doesn't have a very proactive personality, but rather always walks her own path. However, she's always interested where knowledge is concerned and will proactively go and try to acquire it. She does everything by the book, but still makes a lot of mistakes. She's also described as very dark and taciturn, which in this case means she is introverted and silent in expression and manner. In her original world she is a very well known hundreds of years old magician that dedicated her life to magical research.
    [X] Plan True Ancient Magician Teacher
    -[X] Female
    -[X]
    -[X] She doesn't have a very proactive personality, but rather always walks her own path. However, she's always interested where knowledge is concerned and will proactively go and try to acquire it. She does everything by the book, but still makes a lot of mistakes. She's also described as very dark and taciturn, which in this case means she is introverted and silent in expression and manner. In her original world she is a very well known hundreds of years old magician that dedicated her life to magical research.
    [X] Take your time; no need to rush.
    [X] Harry Potter
    [X] Plan: Stirring the Pot.
    [X] Male
    [X]
    [X] He is an odd combination of an aggressive and burly bully and a curious and observant nerd. He always done things just to see what will happen,and make to shit very interesting. Like mutating the heroes into much greater monsters than the villans,twisting divine objects,and so much more.
    [X] Take your time; no need to rush.
    [X] The Legend of Zelda: Breath of the Wild
    [X] Plan: Path to the Strongest Hero
    [X] Male
    [X] Appearance
    [X] our hero is a depressed would be salaryman in his mid-twenties who has been ground down by life and is unable to find work, he desperately wants to escape the drudgery of day to day life and become a strong hero.
    [X] Take your time; no need to rush.
    [X] Harry Potter
    [X] Plan: Path to the Strongest Hero

Adhoc vote count started by Terran Imperium on Jun 11, 2018 at 8:23 PM, finished with 14 posts and 7 votes.

  • [X] Plan True Ancient Magician Teacher
    -[X] Female
    -[X]
    -[X] She doesn't have a very proactive personality, but rather always walks her own path. However, she's always interested where knowledge is concerned and will proactively go and try to acquire it. She does everything by the book, but still makes a lot of mistakes. She's also described as very dark and taciturn, which in this case means she is introverted and silent in expression and manner. In her original world she is a very well known hundreds of years old magician that dedicated her life to magical research.
    [X] Take your time; no need to rush.
    [X] Harry Potter
    [X] Plan: Stirring the Pot.
    [X] Plan: Path to the Strongest Hero
    [X] Male
    [X]
    [X] He is an odd combination of an aggressive and burly bully and a curious and observant nerd. He always done things just to see what will happen,and make to shit very interesting. Like mutating the heroes into much greater monsters than the villans,twisting divine objects,and so much more.
    [X] Take your time; no need to rush.
    [X] The Legend of Zelda: Breath of the Wild
    [X] Male
    [X] Appearance
    [X] our hero is a depressed would be salaryman in his mid-twenties who has been ground down by life and is unable to find work, he desperately wants to escape the drudgery of day to day life and become a strong hero.
    [X] Take your time; no need to rush.
    [X] Harry Potter

Adhoc vote count started by Terran Imperium on Jun 11, 2018 at 8:24 PM, finished with 14 posts and 7 votes.

  • [X] Plan True Ancient Magician Teacher
    -[X] Female
    -[X]
    -[X] She doesn't have a very proactive personality, but rather always walks her own path. However, she's always interested where knowledge is concerned and will proactively go and try to acquire it. She does everything by the book, but still makes a lot of mistakes. She's also described as very dark and taciturn, which in this case means she is introverted and silent in expression and manner. In her original world she is a very well known hundreds of years old magician that dedicated her life to magical research.
    -[X] Take your time; no need to rush.
    -[X] Harry Potter
    [X] Plan: Stirring the Pot.
    [X] Male
    [X]
    [X] He is an odd combination of an aggressive and burly bully and a curious and observant nerd. He always done things just to see what will happen,and make to shit very interesting. Like mutating the heroes into much greater monsters than the villans,twisting divine objects,and so much more.
    [X] Take your time; no need to rush.
    [X] The Legend of Zelda: Breath of the Wild
    [X] Plan: Path to the Strongest Hero
    [X] Male
    [X] Appearance
    [X] our hero is a depressed would be salaryman in his mid-twenties who has been ground down by life and is unable to find work, he desperately wants to escape the drudgery of day to day life and become a strong hero.
    [X] Take your time; no need to rush.
    [X] Harry Potter

Adhoc vote count started by Terran Imperium on Jun 11, 2018 at 8:25 PM, finished with 15 posts and 7 votes.

  • [X] Plan True Ancient Magician Teacher
    -[X] Female
    -[X]
    -[X] She doesn't have a very proactive personality, but rather always walks her own path. However, she's always interested where knowledge is concerned and will proactively go and try to acquire it. She does everything by the book, but still makes a lot of mistakes. She's also described as very dark and taciturn, which in this case means she is introverted and silent in expression and manner. In her original world she is a very well known hundreds of years old magician that dedicated her life to magical research.
    -[X] Take your time; no need to rush.
    -[X] Harry Potter
    [X] Male
    [X] Take your time; no need to rush.
    [X] Plan: Path to the Strongest Hero
    [X] Plan: Stirring the Pot.
    [X]
    [X] He is an odd combination of an aggressive and burly bully and a curious and observant nerd. He always done things just to see what will happen,and make to shit very interesting. Like mutating the heroes into much greater monsters than the villans,twisting divine objects,and so much more.
    [X] The Legend of Zelda: Breath of the Wild
    [X] our hero is a depressed would be salaryman in his mid-twenties who has been ground down by life and is unable to find work, he desperately wants to escape the drudgery of day to day life and become a strong hero.
    [X] Harry Potter
 
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Hm though with long with the longest number of posts per jump can lead to burn out faster, more content for us but quicker potential burn....
 
[X] Plan: Stirring the Pot.

Sounds more interesting and a bit less generic than the others.
 
[X] Plan: Path to the Strongest Hero
[X] Male
[X] Appearance
[X] our hero is a depressed would be salaryman in his mid-twenties who has been ground down by life and is unable to find work, he desperately wants to escape the drudgery of day to day life and become a strong hero.
I see what you did there. :D
For one of our jumps, would you be willing to consider the Star Wars Legends EU?
My Legends is a bit rusty; I haven't read any of the Starwars EU for probably 15 years. That said, I'd be more than willing to do a Clone Wars/Original Trilogy jump using the Legends setting.

Edit: Btw, forgot to add the MC's name to the questions, before. So feel free to add that to your votes.
 
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Not sure if I'm too late to overcome the bandwagons, but here goes nothing...
[X] Plan Trust me, I'm an engineer:
-[X] Male
-[X] image
-[X]
"This is a man who grew up in the 1960s, in the shadow of the Sputnik Crisis and watching as the space race unfolded before his eyes. As a kid, he vowed to become a rocket scientist, and eventually graduated with honors from MIT as an electrical engineer.

During the eighties, WIlliam Foster worked on the guidance packages on surface to air missiles, one of the best there was in his field. His designs were ultimately used on both the RIM-66 and RIM-67 missiles, and for a brief while he was somewhat famous in his field for his competence.

After the Cold War ended however, defense spending was slashed, and William Foster was laid off by the company he had worked for for the past decade as his services were no longer needed. Struggling to find a meaning in life, he drifted from job to job, never lasting too long in any of them and losing just about everything he held dear to him as his fortunes changed for the worse. His wife left him, taking his kid with her, and he can't even find a job as a taxicab driver now.

From his perspective, William Foster was a man that did everything right. He did what his country asked of him and was one of the best there was in his field, only to be discarded like yesterday's newspaper when he was no longer needed. However, the truth is seldom that simple, and there are often reasons why some people are laid off instead of others: Foster is an irritable and impatient man with an ego the size of a Stratofortress that borders on Steve Jobs levels of arseholery in his infrequent bursts of anger, and is quite unsurprisingly a horrible team player as a result. Now that there isn't a need for such large teams in the field, he was the first out the door. He's mellowed out a bit in the twenty-odd years since being laid off, but he's still a bitter old man with very little patience for idiots."
-[X] He is a man with a dry, sardonic sense of humor, angry at the world and his own impotence, but still hopeful deep down about finding something meaningful to do with his life and willing to help others.
-[X] Take your time; no need to rush.
-[X] Harry Potter
"I did everything they told me to. Did you know I build missiles? I helped to protect America. You should be rewarded for that. But instead they give it to the plastic surgeons, you know they lied to me."
Adhoc vote count started by Michael Lewis on Jun 11, 2018 at 10:09 PM, finished with 21 posts and 11 votes.

  • [X] Plan True Ancient Magician Teacher
    -[X] Female
    -[X]
    -[X] She doesn't have a very proactive personality, but rather always walks her own path. However, she's always interested where knowledge is concerned and will proactively go and try to acquire it. She does everything by the book, but still makes a lot of mistakes. She's also described as very dark and taciturn, which in this case means she is introverted and silent in expression and manner. In her original world she is a very well known hundreds of years old magician that dedicated her life to magical research.
    -[X] Take your time; no need to rush.
    -[X] Harry Potter
    [X] Plan: Path to the Strongest Hero
    [X] Plan: Stirring the Pot.
    [X] Male
    [X] Take your time; no need to rush.
    [X]
    [X] He is an odd combination of an aggressive and burly bully and a curious and observant nerd. He always done things just to see what will happen,and make to shit very interesting. Like mutating the heroes into much greater monsters than the villans,twisting divine objects,and so much more.
    [X] The Legend of Zelda: Breath of the Wild
    [X] our hero is a depressed would be salaryman in his mid-twenties who has been ground down by life and is unable to find work, he desperately wants to escape the drudgery of day to day life and become a strong hero.
    [X] Harry Potter
    [X] Plan Trust me, I'm an engineer:
    -[X] Male
    -[X] image
    -[X] "This is a man who grew up in the 1960s, in the shadow of the Sputnik Crisis and watching as the space race unfolded before his eyes. As a kid, he vowed to become a rocket scientist, and eventually graduated with honors from MIT as an electrical engineer.
    -[X] He is a man with a dry, sardonic sense of humor, angry at the world and his own impotence, but still hopeful deep down about finding something meaningful to do with his life and willing to help others.
    -[X] Take your time; no need to rush.
    -[X] Harry Potter
 
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Well, at least somebody took into account the bandwagon effect and helped keep it from becoming "whoever typed the fastest, wins"...

Thanks, @Jack of Olives!

Plans thus far, compiled:
[X] Plan True Ancient Magician Teacher
-[X] Female
-[X]
-[X] She doesn't have a very proactive personality, but rather always walks her own path. However, she's always interested where knowledge is concerned and will proactively go and try to acquire it. She does everything by the book, but still makes a lot of mistakes. She's also described as very dark and taciturn, which in this case means she is introverted and silent in expression and manner. In her original world she is a very well known hundreds of years old magician that dedicated her life to magical research.
-[X] Take your time; no need to rush.
-[X] Harry Potter

This seems cool. Color me interested.

[X] Plan: Stirring the Pot.

[X] Male

[X]

[X] He is an odd combination of an aggressive and burly enforcer and a curious and observant sciencist. He always done things just to see what will happen,and make to shit very interesting. Like mutating the heroes into much greater monsters than the villans,twisting divine prophecies,and so much more.
[X] Take your time; no need to rush.
Note: ~15+ posts per Jump.
[X] The Legend of Zelda: Breath of the Wild

Do you know little witch academia and Kill la Kill.

[X] Plan: Path to the Strongest Hero
[X] Male
[X] Appearance
[X] our hero is a depressed would be salaryman in his mid-twenties who has been ground down by life and is unable to find work, he desperately wants to escape the drudgery of day to day life and become a strong hero.
[X] Take your time; no need to rush.
[X] Harry Potter

For one of our jumps, would you be willing to consider the Star Wars Legends EU?

Not sure if I'm too late to overcome the bandwagons, but here goes nothing...
[X] Plan Trust me, I'm an engineer:
-[X] Male
-[X] image
-[X]
"This is a man who grew up in the 1960s, in the shadow of the Sputnik Crisis and watching as the space race unfolded before his eyes. As a kid, he vowed to become a rocket scientist, and eventually graduated with honors from MIT as an electrical engineer.

During the eighties, WIlliam Foster worked on the guidance packages on surface to air missiles, one of the best there was in his field. His designs were ultimately used on both the RIM-66 and RIM-67 missiles, and for a brief while he was somewhat famous in his field for his competence.

After the Cold War ended however, defense spending was slashed, and William Foster was laid off by the company he had worked for for the past decade as his services were no longer needed. Struggling to find a meaning in life, he drifted from job to job, never lasting too long in any of them and losing just about everything he held dear to him as his fortunes changed for the worse. His wife left him, taking his kid with her, and he can't even find a job as a taxicab driver now.

From his perspective, William Foster was a man that did everything right. He did what his country asked of him and was one of the best there was in his field, only to be discarded like yesterday's newspaper when he was no longer needed. However, the truth is seldom that simple, and there are often reasons why some people are laid off instead of others: Foster is an irritable and impatient man with an ego the size of a Stratofortress that borders on Steve Jobs levels of arseholery in his infrequent bursts of anger, and is quite unsurprisingly a horrible team player as a result. Now that there isn't a need for such large teams in the field, he was the first out the door. He's mellowed out a bit in the twenty-odd years since being laid off, but he's still a bitter old man with very little patience for idiots."
-[X] He is a man with a dry, sardonic sense of humor, angry at the world and his own impotence, but still hopeful deep down about finding something meaningful to do with his life and willing to help others.
-[X] Take your time; no need to rush.
-[X] Harry Potter
"I did everything they told me to. Did you know I build missiles? I helped to protect America. You should be rewarded for that. But instead they give it to the plastic surgeons, you know they lied to me."
 
I will start accepting Votes at 12:00 PST. (about 3 hours from now)
 
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