Let's Jump to It! [Jumpchain Quest]

Harry Potter 7
[] Counter-harass Malfoy. (This means war!)
-[] Plan Unknowable Retribution.
--[] For every act Draco instigates against Hermione, exploit our knowledge of another Universes magics to bring a similar level of discomfort or inconvenience to him shortly after. While he may not conciously have any pattern recognition, Pavlov will prevail eventually!

Rolls: 21(1d100)+30(Wits/Intelligence)+60(home-magic)=111(Crit!)+1(1d100; Botch!)=112(Success);
Malfoy's Rolls: 19(1d100)+10(Wits)+15(Social)+15(cohorts)=59(Failure)
Botch Type: Social (3 rolled)
Botch Mitigation: 48(1d100)+15(manipulation)=63(Minor Success); Req: 50/100/150
GM Evilness: 84
Luck Roll: 91(1d100)
Honestly, it wasn't even remotely fair. Not only do you have the knowledge of another world's magic system, but you have the ability to cast those spells both nonverbaly and without your wand.

At first you keep your retribution relatively mild. A mild electrical shock when Draco was making a move to sabatoge her potions (coming from the direction of his housemates, of course), his belt mysteriously coming loose when he draws his wand to hex her, attempts from him and his minions to spread rumors being overheard by teachers due to talking much louder than they realized. Unfortunately, it seems that a few (dozen) weren't enough to dissuade the young Malfoy.

Whether through a lack of pattern recognition or sheer bull-headed stubbornness, you end up having to step up your game. Accidentally destroying his own homework and turning in Hermione's in Transfiguration (a fairly simple illusion), A new ghost haunting his little group when they're attempting to plan mischief (you may or may not have pulled a bit from slenderman), things like that.

Until today, that is.

---^^^---

It's only a week before Winter Break, and you're sitting in History of Magic with the Slytherins. You turn your head after catching movement to find a certain blond has pulled a snake out of his bag. You watch as he taps it's head with his wand, causing it to start wriggling around, before banishing it in Hermione's direction.

Acting on instinct, you point your hand under your desk and silently summon the snake right back into his face.

His reaction is pretty much what you'd expect; Malfoy shrieks and leaps out of his chair in a panic, before throwing the snake into the air.

This unfortunately causes the panic to spread as several students try to dive out of the way, causing a few desks to tip over as the snake bangs into the side of a chair before landing on the ground.

"What's all the commotion over there? Mr. Malfoy, just what is going on?" Binns finally responds, having missed the whole ordeal.

The snake, which is currently panicking do to everything that's happened (and looks to be bleeding from it's crash) is looking around wildly. You react before anyone else has a chance to and move over to the snake and scoop it up carefully.

/Calm down little one./ You say in a soothing tone as you gently stroke the scared animal while keeping a firm grip with your other hand on it's neck. While you doubt he got his hands on anything poisonous, there's no sense in taking chances. /You're safe now./

"Bloody hell!"

"She's a parseltongue!"

"The prophecy is true!"

You inwardly flinch as you realize what you've just done, but manage to show no outward signs through occlumency and force of will. "Honestly Malfoy, what were you thinking? You hurt this poor girl." It sounds like a girl, anyway; it's not all that coherent right now. /It's okay, it's okay./ You try to assure the poor thing, before a plan for damage-control strikes you.

"Professor?" You call, turning the 'concerned little girl' act up a notch. "May I be excused? I don't know what Malfoy's been doing to this poor snake, but she's injured and looks like she hasn't been fed in weeks."

"Yes, yes. Probably best if you took it to Professor Kettleburn. I'll have one of your classmates collect your homework assignment." The ghostly professor responds

"Thank you Professor." You respond before quickly grabbing your bag and walking out the door.

You can still hear the whispers as you walk out the door.

---^^^--

The bell rings on your way down to the main floor of the castle. Thankfully, you keep your coat and a set of cold-weather clothes in your bag, due to not wanting to have to go all the way back to the Ravenclaw Tower to get them. As you're putting on your winter gear (not an easy trick while keeping an injured snake from escaping, even with the calming spell you'd put on it), you hear a familiar voice speak up from behind you.

"Bloody hell!"

"Language, Mr. Weasley." You respond almost on instinct. As you turn to see the redhead and Mr. Potter dressed in their own wintertime-gear.

"Is that a snake?!"

"Five points to Griffindor for your excellent deduction." You say dryly. "Now if you'll excuse me, I need to get this poor thing to Professor Kettleburn."

"What happened?" Potter asks as he moves to open the door for you.

"Mr. Malfoy and his tomfoolery happened." You answer with a sigh. Carefully keeping the snake under your coat (and subtly casting a small warming spell on it), you step out into the cold December air. The two of them follow.

"What's he done now?" Weasley asks with a disgusted noise.

"In his continuing attempts to harass my friend, he somehow procured this poor thing and tried to banish it into her. He failed, and not only made a fool of himself, but injured the poor snake in the process."

"Sounds like Malfoy, alright."

"I hold out hope that one day he'll either grow up or rid us of himself due to his own childish incompetence." You decide to change the subject. "What brings the two of you out here?"

"We were about to pay a visit to Hagrid." Potter speaks up again. "He's a friend." You nod. You haven't had much interaction with the half-giant (you assume, anyway) but he seems to be a good enough person.

The three of you finally reach the the CoMC classroom (which appears to have been expanded from the castle stables), where Professor Kettleburn is currently feeding what appears to be an aquarium full of snails.

"Professor?"

The man turns around his prosthetic hand still in the aquarium. "Hm? First years? What can I do for you?"

"I'm afraid we have a patient for you." You say as you carefully pull said patient out of your coat. /There's no need to worry./ You studiously ignore the gasp that Weasley makes. /This man is just going to take a look at you, and hopefully heal your injury./

/I'll try, but he better be gentle./ She answers back.

"I say, that's a most extraordinary talent there, Miss Majere." The professor says, shooting you a look before moving his wand to check up on the snake. "Perhaps you'd be willing to assist me in some of my classes?"

"Talent, Professor?" Potter asks, his head cocked to one side, as if confused.

"She's a Parseltongue, mate; she can speak to snakes." The redhead seems a bit mollified by the professor's acceptance, but is still looking at you like you're the snake in the room.

"Is that what it's called? I thought that it was normal." This earns him sharp looks from all three of you. "Did I say something wrong?"

Explain to him about the stigma around parseltongues?
[] Sure. It'd probably be best to hear it from another parseltongue.
[] Ask Professor Kettleburn to explain it. He sounds like he has a unique take on the subect.
[] Let Weasley do it. Might as well rip the proverbial bandage off now.

Voting will begin . Feel free to discuss your options until then.

GM's note: I'd planned skipping ahead again, but then that botch happened and things snowballed.
 
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Harry Potter 8
[X] Ask Professor Kettleburn to explain it. He sounds like he has a unique take on the subject.

"Would you care to answer, professor? I'm afraid my own take on the matter is a bit biased."

"Probably for the best." Your magical, cyborg teacher admits.

"Excuse me Pro-" A familiar voice calls from the doorway. From her shortness of breath, you'd wager that Hermione had run to Ravenclaw Tower to grab her coat in order to follow you.

You idly note that, despite her obvious physical exertion and speed at which she must have dressed, her hair is still flawless and she looks immaculately dressed. You can't help but feel a surge of pride.

"Sorry, am I interrupting?"

"Not at all, I was just about to explain about about parseltongues, if you're interested Miss... Oh! I'm terribly sorry. While I'm famillar with Miss Majere and Mr. Potter by reputation," You and Harry share a long-suffering look at this. "and Mr. Weasely due to have taught his family," Ronald's Turn. "I don't believe any of us have been formally introduced." He pauses and idly adjusts his coat with his wooden arm, before bowing formally. "My name is Professor Silvanus Kettleburn, Professor or Care of Magical Creatures here at Hogwarts." He ends with a cheerful grin and wink.

"A pleasure to meet you, Professor." Hermione says with a small bow in return (while trying to suppress a giggle). "My name is Hermione Granger. Muggleborn, and first year student here at Hogwarts." You and the two boys exchange pleasantries as well.
Prof Knowledge=88+45+94(!)+11=228; Req:70/140/210
"Now, where was I?" He says as he goes back to waving his wand over your scaled companion. "Oh yes: Witches and Wizards capable of conversing with specific types of animals can be found throughout the magical world. While said talents are not common, they are hardly a rare occurrence. While no one knows for sure, it's believed that the talent developed due to an ancestor's close ties with the type of creatue in question imprinting, for lack of a better word, onto their magic."

Here he pauses as it appears something occurs to him. "It should be noted that these abilities only develop with animals that have at least a little magic in them. Cats, owls, ravens, and foxes as an example, all tend to have a bit of magic in them and have speakers who can understand them, whereas there have never been any record of animals like pigeons or pigs, who are noticably un-magical, have never been know to have associated speakers."

"The ability itself simple; the witch or wizard can understand the the animals' attempts to commuinicate, and attempting to speak to the animals will result in a mystical language that both sounds like the animal in question and the animals can understand."

Here, he takes a deep breath before letting it out. "All that said; I'm afraid those who are capable of speaking to snakes, known as parselmouthes in English, have something of a bad reputation in Wizarding Europe. There was a famous dark wizard in Ancient Greece known as Herpo the foul, who was responsible for several dark curses and the creation of the Basalisk. Salazar Slytherin; one of the founders of this very school, was known far and wide for his talent with serpents. And more recently; You Know Who, was a known parseltongue, and more than a couple of the casualties during the war were due to venomous bites."

All of you grimace at that thought.

"Still, there have been a number of light wizards and witches who also have also been parselmouthes. For example: Paraclesus is considered to be one of the fathers of modern medicine, both magical and mundane, was a renowned alchemist, and dabbled in magical theory." Moving over to a nearby cabinet, he rustles around inside before pulling out a couple of potion flasks.

"I think I have his Chocolate Frog Card." Harry comments with a thoughtful expression. Which earned him a small grin from the professor.

"It's been theorized by more than one person that, due to the association of snakes with both death and healing, that those capable of speaking to them are destined for lives involving one or the other. A theory that history seems to support, as most known parselmouthes were either saved or ended the lives of many."

"Does that mean that I might make a good mediwizard, Professor?"

"It's certainly possible." He allowed. "It's also possible you might make a good Auror."

"Auror?"

"Magical bobbies." Hermione explains.

"Anyway, would one of you mind explaining to our friend here that I'm going to need her to take these potions, and that they'll help her feel better?"

What is your response?:
[] Offer to tell her yourself (you brought her here, after all).
[] Let Harry do it (he could use the practice).

Afterwards, you have the rest of the day free [it's about 4:00pm].

What would you like to do?:
[] Get to know Harry and Ron. (you've already got a lot in common)
-[] What do you talk about? [write-in]
[] Do some of your own research about parselmouthes. (maybe there's more to it)
-[] Check the school library. (the Hogwarts library is quite expansive, if a bit out of date)
-[] Write home and ask your grandmother to send you some books from the family library. (likely more dark than light, gets your grandmother involved)
-[] Other. [write-in]
[] Skip ahead.

You're ahead in your schoolwork, why not do some extra-curricular studying?
[] Write-in

---^^^---

GM's note: Sorry again about the delay, everyone. :oops:

Anyway: Voting will begin

Feel free to make plans and ask questions until then.
 
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Harry Potter 9
GM's Note: Apologies for the shortness of this chapter; I'm still feeling under the weather.

[X] Offer to tell her yourself (you brought her here, after all).
[X] Get to know Harry and Ron. (you've already got a lot in common)
-[X] Family geneologies, how all the pureblood wizarding families are interconnected. Hermione would probably be pretty happy to show off what she'd read up so far as well.
-[X] Segue from that into where and who Harry was raised by, since it doesn't seem that he's been seen anywhere in the Wizarding World until he entered Hogwarts.
[X] Work on protection charm enchanted items. Something small like a brooch or bracelet to keep you and your friends from being harmed by the next stunt Malfoy pulls. Work with Hermione on this.
persuasion=74+30+(!)10=114; Req: 60/120/180
You share a quick glance with Harry briefly before you decide to step forward. "Certainly, Professor."

/Alright, little one; the big man is going to feed you some potions. They likely won't taste very good, but they'll make you feel much better./

The snake gives you what you assume is a perplexed look. /How can something that tastes bad be good for you?/

You do your best to keep a straight face, although you're pretty sure you hear a snort from the other parselmouth. /That's just how their magic works. Potions are strange, that way./

Despite her reluctance, you manage to convince the snake to take the potions, and you leave her in the care of Professor Kettleburn.

After all is said and done, the Griffindors continue onto their meeting with Hagrid, and you head with Hermione back to Ravenclaw Tower.

You all had a lot to think about.

---
Damage Control: 42(!)+45(Man+Soc)+76(!)+35=298; Req: 90/180/270
The next week surprisingly goes better for you than you'd hoped. After hearing about the incident with Malfoy and the snake, opinions about you where somewhat mixed. On the one hand, not only had you 'confirmed' the fact that you were the one spoken about in the prophecy, but you did it by proving that you were a parselmouth. On the other hand, you did so by 'helping an innocent creature that was harassed by a known bully (Malfoy). You had to put in a lot of effort to reinforce that point of view, but it seems to have payed off quite well.

You'd even go as far as to say the entire ordeal was a net gain for you.

Sure, there were still some students that decried you as the next Dark Lady, but they tended to be in the minority. The Hufflepuffs were impressed with your caring nature and willingness to stand up to a bully (Malfoy's actions and attitude hadn't won him any favors there), The Griffindors were a bit leery, but you were a Ravenclaw, and Harry and Ron were spreading the information you'd recieved from Professor Kettleburn, which made them look at you in a different light. The Slytherins... well, a lot of them had figured out what you'd done, and that seemed to have earned you a lot of respect from the house of the cunning.

As for your own house, there was a brief return to people freaking out when you entered the room. Then an idea struck you.

There were a few (mostly older years) who approached you due to being curious about your abilities. This gave you the idea of having a question and answer session in the common room where people could ask you questions about being a parselmouth. The fact that Professor Flitwick was there to help mediate things (and share his own knowledge on the subject), helped keep things calm and allay the most of their fears.

Rolls: 43(1d100)+10(social)+20(friendship)=73
Req: 60/120/180
Result: Moderate Success.

Your interactions with Potter and Weasley have been a bit friendlier, as well. While Weasley was still a bit leery around Hermione and yourself, your interactions around them were noticeably less tense and awkward then they had been before.

Still, after a week went by, it was time for Christmas Break. While you're not exactly thrilled to be heading back to Majere Manor, this would at least give you some time to work on your projects and look through the family library. Hopefully you'll be able to get those protective amulets made in time for Christmas.

No voting this time. I'll have the second part of this up tomorrow.
 
CRASH 1
Author's Notes: I'm back! Sorry for being away for so long. A combination of health problems (I have a negative Con score :(), work problems, and family issues drained me of all my drive to write. My health still isn't great, but it's better than it was, and most of the other stuff has been resolved.

For those of you wondering about this chapter's contents; I'd been planning on waiting until further in the jump before doing this. I was originally going to wait until the prophecies started causing trouble. However, my author's sense (read: plot bunnies and writer's block) combined with some meta-voting (which I suppose is partially my fault) convinced me to speed things up. But yes, I was planning on doing this from the beginning.

---

CRASH 1:

You awaken in the medbay of your Warehouse.

You Hurt.

Not your body, mind you. Honestly, by all accounts you should be feeling fine.

And yet, there is a soreness; a deep ache that you just can't put into words.

"Um..." Jump-chan's voice starts from behind you. "Soooo, I've got bad news, and I've got good news."

You let out a soft groan before moving into a sitting position, idly noting that you seem to once again be in your adult body. You shoot your benefactor (who's currently sitting on top of a crate with a ROB-COtm​ logo on it's side) a Look. She seems oddly sheepish. "Okay, what happened?"

"So, as you know, you grabbed the 'Oblivious' drawback, which should have made you forget all your 'out-of-context' knowledge of the Potterverse."
Int roll: 91+15(Int)=106; Req: 50; CRIT!
You think back to how your jump was going. On first glance, everything seems to be in order. Once you start thinking about some of your choices however, you realized that your insights and intuitions were a little too spot-on. "I was somehow subconsciously calling on my memories of the setting. Enough to influence things, anyway."

"Bingo. Although admittedly, part of that was aggravated by some weird luck on your part that seemed to keep 'jogging' your memory. Anyway, Drawbacks are supposed to overwrite any effect. They can be circumvented, and some can even be partially mitigated, but they're designed to be practically absolute in their power. They have to be; they're reinforcements (for lack of a better term) to the Jumpchain so that you can obtain more power."

It isn't hard for you to make the connection. "When it started to... fray, the chain crashed, right?"

She nods. "Got it in one. Thankfully, we found what caused the bug and fixed it, so it shouldn't happen again."

"So what's the good news, or is that it?"

"Not done with the bad news yet." Even though you can't make out the details of her face, you can see the frustration on it. "The crash damaged part of your soul in the process." A Surge of adrenaline shoots through you at that statement. Before you can do more than gasp in shock though, Jump-chan continues. "Thankfully, it wasn't a vital part for survival or anything." You sigh in relief. "The bad news is that it's one that's kinda important for the whole Jumpchain process, as it's the part that I attach Perks to."

You swear (you're not normally one for doing so, but this feels like an appropriate response), before flopping back onto the bed. "So what does this mean for me?"

"Well, that brings us to the good news." She seems to perk up a bit at the thought. "While I can't heal the damage myself, it should heal by itself should you achieve your planeswalker spark, and until then there are some ways to circumvent it."

You sit up again so you can look at her. "Oh?"

"I've got two options for you on how you can keep going." As two screens appear floating in front of you.

Option 1:
Perkless Challenge

After filling out your Warehouse and Body Mod CYOAs, Jump-chan starts getting you ready for your first jump. Unfortunately, she messes something up, and something in your soul breaks.Something in your soul has broken. Luckily, it wasn't anything too important. Unluckily, it's the part of your soul that she hooks perks up to. Now, the only things that you can buy are items, Companions, and perks for your Companions.
  • As stated above, the only things that you can spend your CP on are items, Companions, and perks for your Companions. This includes things like powers, from the X-Men Movies jump or the Young Justice jump.
  • You don't get free perks/powers, such as Chakra, from Naruto, or magic, from Harry Potter.
  • Items that give you powers, such as the Master Scroll, from Avatar: The Last Airbender, or the Apple of Life, from The Chronicles of Narnia, still work for you. So do things like nanobots and cybernetic implants. You can still learn skills, as long as you have the intelligence to do so. Things like programming AIs would be out of your reach, unless you found a way to increase your intelligence.
  • Perks that give you items/augmentations/etc, such as "Smiling Goddess Leaves," from Tenchi Muyo, "Give Me Deus Ex," from Deus Ex: Human Revolution, and "Nanobots," from Red Dwarf are allowed, as long as they only give you items/augmentations/etc. If it gives you an item and the knowledge to use it, or something like that, then you only get the item.
  • The part of your soul that Jump-chan attaches perks to is also the part that she attaches drawbacks to. The only drawbacks that you can take are ones that affect other people. For example, a drawback that makes people hate you would be fine, while a perk that gives you horrible nightmares or prevents you from lying wouldn't be.
  • While Jump-chan can change your age, heal any injuries that you got in the last jump, and give you a background, she can't change your species.
  • If an item has a negative effect that you're immune to via jump fiat, you're no longer immune to said negative effect. However, if said negative effect was removed by jump fiat, it's fine. An example of the former would be Anubis, from JoJo's Bizarre Adventure. An example of the latter would be the Apple of Life, from The Chronicles of Narnia.
  • If you take a drawback that gives you points for losing your powers, you instead lose all of your items and Companions.
  • If a jump doesn't have an option to import a Companion, you can pay 100 CP to import a Companion with 400 CP, with any background, with a limit of 8 Companions. In addition, you can convert your CP to CP for them, at a rate of 1:2, unless the jump in question has its own rules for CP conversion. They can only spend their CP on perks and powers, though they can still get any free items that come with their background. Items and weapons that are explicitly just for the buyer, such as Keyblades, are allowed. Companion Houserules are still in effect. (see front page)
  • After your Spark ignites, the damage to your soul is healed. As an apology for the trouble that you went through, Jump-chan allows you to spend an extra 1000 CP in every jump that you've been to, so you can buy any of the powers that you wanted, with all perks and items discounted, regardless of origin, even if they normally wouldn't be.
  • Optional: If you feel that you need it, the jump that you were being sent to, in the opening, can be The Road to El Dorado, and Jump-chan gave you "The More I Learn, The More I See," before the accident occurred.
  • When she realized what happened, she pulled you back into the Void Between Worlds, and told you what happened. After you decide that you still want to be a Jumper, she lets you fill out the CYOA, again, or choose another CYOA, since the options that you originally chose are no longer possible for you. (Perk description: You never grow tired of what the world has to offer, you can still feel the wonder of something you have done a million times as if it was the first time granting you the ability to never truly grow bored of your adventures.)
  • Optional(approved): If you can convince them to come with you, you can take any canon character (or OC) as a Companion.
EDIT: Something to remember; You're not a One Piece human or a Ranma 1/2 human. You can't train yourself to become a super-human. If you want to learn techniques from those universes, I suggest finding ways to enhance your body. Tampering with your genetics, cybernetic enhancements, etc. If you have any questions about this, feel free to ask the GM.
TLDR: Can't purchase perks/powers/species-changes from the Jump-documents, or drawbacks that directly affect you; but powers you obtain in-jump work fine. Munchkinry Option.
Edit: Also always considered to be a 'Drop-In' no matter what background you take for discounts.

"Option 2:
SJ's Dr. Watson Challenge
  1. Take one jump, in which you gain 3000 CP but can recruit no companions. Gain one(1) free Generic Harry Potter Fanfic Front-Load due to sympathetic settings.
  2. Use the Body Mod with +1 to all stats. Already body-modded.
  3. Take a second jump, in which you gain 1500 CP and must recruit a cannon companion. Note: this isn't as simple as purchasing them from the document; you have to explain the Jumpchain to them and convince them to do it of their own free will. Finding a particularly adventurous/ambitious candidate is recommended.
  4. Do the Warehouse. It comes with the House and Utilities free.
  5. From then on, you are Dr. Watson to this Companion (Sherlock). You pick the mission (jump) and the load out, and the difficulties... but they get all the CP. You can always import, are never affected by Amnesia or drawbacks that impair the Jumper/Sherlock (aside from powerlessness or sealed Warehouse), and always get your choice of 300 CP or cheaper Origin/Race, 300CP to spend on perks, and 300CP to spend on items. You don't count against the Sherlock's companion limit.
  6. If you take this challenge, any jumplog past the 2nd, must be written about the Sherlock's adventures. ^_^
  7. You control the Warehouse.
  8. The Sherlock gets to invite new companions to join you, and can dismiss them... you can't... unless you have pods, which you control, and your podded companions don't count against the companion limit either.
  9. The Sherlock cannot dismiss you.
  10. You must keep the Sherlock from getting killed, they have no plot armor (without perks that grant such things, anyway). However, as you are now the sidekick, you do. You will respawn 2 hours after you are killed, in your House inside the Warehouse.
  11. If you can guide your Sherlock to victory in an end jump, they get a New Spark, you get an Old Spark. (as well as having the damage to your soul healed)
TLDR: A quick patch job folowed by piggybacking off of another 'Jumper'. Character shenanigans Option.

"I'll give you some time to look them over and think about what you'd rather do."

Which one do you think sounds better?:
[] Perkless Jumpchain
[] Dr. Watson Jumpchain

---

I'm going to give you guys 24 (until ) hours to talk things over before the voting begins. Votes cast before then will not be counted.
 
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CRASH 2
CRASH 2:

It doesn't take you long to make your choice, you're here for knowledge; to expand your horizons, not raw-power.

Not that there's anything wrong with raw-power, mind you. Power gives you options; which is exactly what tying your jumping experience to someone else isn't.

You relay your answer to Jump-chan, and she nods in acceptance. "No problem. And sorry again about the inconvenience." She says sheepishly.

"So," She says as another screen appears in front of you.

"Any thoughts where you want to jump to?"

[] Write In

---

Author's Notes: Time for the big question, again. Keep in mind that you're going into this only unable to purchase powers/skills unless they come from some kind of object (and even that has limitations)

Here are some Examples:
Generic Pathfinder RPG:
-Pros: flexible magic systems that anyone (in-setting) can learn, resurrection magic!
-Cons: low-tech/dangerous setting, partial action-movie physics (which you don't have).
-Note: magic like a Wish spell can be employed to help you adapt some
Hyperdimension Neptunia
-Pros: can become a CPU/goddess fairly easily.
-Cons: sanity hazard? (the fourth wall is watching you)
-Note: using a purchased a CPU Memory won't grant you any of the actual perks; they'd be innate powers instead
Exalted (any)
-Pros: phenomenal cosmic power
-Cons: dangerous setting,
-Note: while exaltations are technically objects, you'd better hope that you qualify for the one you purchase, or it won't take.
High School DxD
-Pros: can 'reincarnate' as a devil/angel/other in-setting
-Cons: shonen(ish) setting
-Note: if you can learn how the 'piece' system works, you might be able to use it in future jumps; good luck accomplishing that in 10 years, though.

If you have any questions about potential jumps, feel free to ping me.

Edit:
Also, as the GM, I reserve the right to Veto any jump due to:
a) not being able to research the setting/source quickly in the case I'm unfamiliar with it.
b) don't believe the jump would be able to stay within SV's rules. (Things like outright hentai jumps and the like)

Edit 2: Not putting a strict time limit on this one, once you guys come to something resembling a consensus, I'll call it.
 
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Lyrical Nanoha 1
Lyrical Nanoha 1:

To be perfectly honest, you've always hated the magical systems in most anime and manga. If they weren't all about throwing ungodly amounts of power around, then they seemed to make up whatever rules they wanted on the fly, or didn't tell you anything except that it exists.

There were exceptions, mind you; Fullmetal Alchemist being a prime example of a well-built (if simplistic) magical system.

And then there was the occasional anime that you saw that just sparked your imagination; that you wished they'd tell you more.

The Magical Girl Lyrical Nanoha series was one of the latter. It was magic that so well understood that it was just another aspect of physics.

As you press the button on your screen to confirm your build, a duplicate of the glowing panel appears in a small flash in front of Jump-chan.

"Huh. You're braver than I thought." She says as she taps the Drawback section. "Well, let's get your age and starting location taken care of." She snaps her fingers before casino-table appears between you, and she throws three six-sided dice (one green, two blue) onto the table.

As the dice roll to a stop, your screen updates.

Starting Age: 16 (5 & 5)
Starting Location: Mid-Childa (7)


There's a brief glow as your body shrinks slightly; losing some of your womanly curves and a bit of height. Thankfully, your clothes have changed to fit your new (old?) sizes.

You're barely finished giving yourself a quick once-over before a vial with a clear liquid appears on the table in front of you.

"Just drink that, and you can be on your way." She says with her usual cheerful voice. "I'd hurry, by the way; I can only pause the conversion for so long~."

Not that you need much encouragement. You pop the top off the vial and down it in one go.

... It doesn't taste like anything. Not even water.

Still, you feel a warmth flow through you. Followed shortly by an energy.

It feels a bit like your normal magic, but you can't quite put the differences into words.

Also, your body is glowing softly.

The color of your magic is:
[] Write-in

Linker Core Obtained.

"Okay! Now for the upgrades." There's another snap of her fingers, and the world seems to flicker for a few seconds while your body goes numb. When reality returns to normal, you notice that you have a heads-up-display in your head. It's mostly telling you things like your body's status, and pointing out estimated distance to certain objects. You can't help but feeling excited as you give it a quick examination.

Combat-Cyborg Enhancements: Online.

As you turn your attention away from your new upgrades, you realize that Jump-chan looks exhausted.

...Well, as exhausted as some sort of weird, energy-being can.

"Are you okay?" You can't help but ask.

"Whew. I'm fine Vivi." She waves off. "It was my fault for not doing my research ahead of time. Don't worry about it."

"Anyway!" She says as she once again snaps her fingers. A small object falls into your hand. "Here's your new device."

They're Standby Form is a:
[] Jewel
-[] Details [write-in]
[] Card
-[] Details [write-in]


You feel a tug on your new magic, as the device in front of you quickly transforms into...

They're gender is:
[] Male
[] Female

Their overall appearance is:

[] Cute
-[] Details [write-in]
[] Elegant
-[] Details [write-in]
[] Sexy
-[] Details [write-in]
[] Other [write-in]

Note: pictures are fine, but make sure they're spoiler-ed.

Personality-wise:
[] Passive [happy to sit back and offer their quiet support; others rarely realize they're around]
[] Active [eager to step in and let their opinion be heard, both for yourself and others]
Note: Further personality will develop from here. They're a newly made/born Unison device.

Their Name:
[] Write-in

Device/Companion obtained.

---

Unfortunately, you don't have time for much besides introductions and namings before Jump-chan interrupts again.

"So, now that your all set-up, it's time for your new adventure!"

A portal opens up in the space behind you, and before you can so much as protest, you're gently but firmly pushed through it.
Wits Roll: 80(Roll)+15(Wits)=95; Req: 75; Success!
... And into a war-zone. Large, misshapen monsters (like the unholy spawn gorillas and pit-bulls decided they needed more spikes) are prowling the local streets and smashing things left and right. Some people are attempting to fight these monsters, including several flying individuals in uniforms with staves (that you're guessing are Bureau-mages) and several ground-bound figures wielding various weapons (Belkan?), while other people are fleeing in terror.

Off in the distance, a large beam of energy lights up the night-sky like a beacon. It appears to be stationary, and doesn't look like it's going away any time soon.

What will you do:
[] Get to safety [you don't know how to use the local magic yet, you'll just get in the way]
-[] Plan [write-in]
[] Assist with your home-world's magics [you may not be a combat-mage, but you know enough tricks to make yourself useful]
-[] Plan [write-in]
[] Unison! [Nanoha managed (will manage?) to do something similar, and she didn't have the benefit of a Unison Device]
-[] Plan [write-in]

Note: plans don't have to be anything specific, just a general statement of intent works.

---

Author's Notes: Lots of voting in this one. As usual, if you have any questions, feel free to ask.

Voting will end
 
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Lyrical Nanoha 2
Lyrical Nanoha 2:

"Master!"

[Wits check(awareness): 66(roll) + 15(Wits) = 81; Req: 40/60/80/100/120; Lvl-3 Success.]

The moment it takes for you to catch your bearings is all that it takes for one of the Monsters to notice you. Thankfully, these things are neither subtle nor smart, and you manage to dive out of the way as it comes charging at you.

Before you can retaliate, a beam of olive magic originating from your fairy-companion blasts into it. You watch as it resists for a few seconds, before falling to the ground unconscious.

"Eliza?" You ask with deceptive calm.

"Yes, Master?" You idly make a note to adjust her permissions and protocols after this is all over; you're not sure you like being called 'master' from someone who isn't your apprentice.

"I think it's time to Unison."

"Right away Master. Unison!"

As the lightshow from your merging dies down, you take a moment to admire your new Knight Armor.

[] (Knight Armor) Write-in.

You idly note that your hair has lightened some; more lavender than your usual color. You idly chide yourself over such thoughts; an emergency situation is not the time for fashion. You'll admire yourself later.

[Wits check(learning on the fly): 3(roll)93(re-roll{Eliza}) + 15(Wits) + 15(Arcane Magic)= 123; Req: 40/60/80/100/120; Lvl-5 Success (no crit due to re-roll)]

'Okay, let's start by clearing this area of these things.' You send to your partner, before leveling your rifle at the nearest (conscious) monstrosity. You begin pulling power from where you feel your new linker core is-

-And almost cause a short in your Knight Armor before you feel Eliza gently, but firmly push your control aside and step in. 'Master, one does not 'pull' their linker core like that. It's unhealthy, and tends to cause surges.'

You pause in your thought process (firmly crushing any embarrassment you may be feeling). You were so used to drawing from external magic that, in the heat of the moment, you'd forgotten that mages here had linker cores to gather mana for them.

'Perhaps it's best if you walk me through it from the begining.' You concede.

The entire process was fascinating, and you manage to grasp the system fairly quickly. Surprisingly enough, your innovations in arcane magic seem to have helped quite a bit in transitioning between styles.

New Skill: Belkan Magic (Lyrical Nanoah) D [+10 to cast magic of this school)
Skill Evolution: Arcane Magic D+ (+15 to cast magic of this school; +5 to casting other magics; +5 to learning new magical systems/schools)


By the end, you're zipping through the air assisting the Bureau and civilian mages and sniping dozens of the beasts while simultaneously protecting civilians with tactically-placed shield spells.
Luck roll: 62
Once the civilians are out of danger, the seeming leader of the TSAB squad walks up to you. A tall man with a goatee, he seems to radiate a sense of dignity, despite his heavy breathing from all the running around he'd been doing before. "Thanks for the help, miss. I don't suppose you'd be willing to go back up our troops near the impact site?" He said as he motions to where the beam of energy was still lighting up the night. It appears to have gotten bigger since you've arrived. "They need all the high-ranking mages they can get, considering how undermanned we are right now."

Help out the TSAB forces at the 'Impact Site':
[] Head out right away. (They need our help before this spreads further.)
-Pros: Get there ASAP to help the Bureau mages deal with the problem before they're potentially overwhelmed.
-Cons: Rushing into an unknown situation.
-Note: Assuming this is some kind of Lost Logia (a safe bet), you are well-equipped for helping out with Eliza's sealing mode.
[] Question him about the situation. (Going in blind is just asking for trouble.)
-[] What questions? (write-in)

-Pros: Know more about what's going on, so you can plan accordingly.
-Cons: The people 'on-site' might know more about what's going on; potentially wasting time.
-Note: The more you ask, the longer it'll take.
[] Refuse. (You're still new at this, you know; this isn't your job.)
-Pros: It'd be safer?
-Cons: Didn't that drawback say that you'd be key to stopping these incidents?

---

Author's Note: Minor change to the dice-rolling system. I may change it back as you get more powerups.

On another note: Vivian's going to get a reputation before long. Whether she want's one or not. :grin:

Edit: Almost Forgot: Voting will end .
 
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Lyrical Nanoha 3
Lyrical Nanoha 3

[Presence check: 6(roll) + 0(Charisma) +25(Presence)= 31; req: 20/40/60/80/100; Lvl-1 Success.]

"What the heck are we dealing with, anyway?" You wince internally a bit at your words. Apparently being thrust into a combat situation, combined with losing those social perks from the Harry Potter jump, affected you more than you realized.

"Some sort of Lost Logia reaction. A Belkan-era siege device or something. Now either help out or get to safety." He says, before flying off.

'Well, at least we know more than we did before.' You idly send to Eliza as you begin flying in the direction of the beacon.

She seems to agree.

---

What you find when you arrive is... disturbing.

As old as you may be, you've tried your best to keep up with modern culture. As such, you uncomfortably note how much the... object in front of you looks like a Zerg hive from the Starcraft series. The fact that there are more mutated beasts than just those freaky dog-gorilla monsters, certainly doesn't help. You spot beasts that look like humongous spiked rhinos charging through the battlefield and mutant dragonflies that are harassing flyers and shooting glowing globs of what you're guessing is acid at targets of opportunity.

[Wits check: 59(roll) + 15(Wits) = 74; Req: 40/60/80/100/120; Lvl-2 Success.]

A quick glance around the battlefield shows that the monsters that are attacking the Bureau forces seem to be coordinating with each-other with worrisome skill. Which means there's likely some sort of central intelligence guiding these things.
Enemy observation: 92(roll) + 60 (hivemind) = 150
'Master, some of the flying enemies have broken off from the fight and are heading in our direction.' Turning to look, you see half-a-dozen of dragonfly monstrosities have broken off from the fighting, and are heading in your direction.

[combat round 1: 99(roll) + 15(Wits/Dex) + 10 (Belkan magic) + 5 (Arcane) +30 (Eliza's assistance) = 159; Req: 80/100/120/140/160; Lvl-4 Success/CRIT!]

Seeing the threat coming, a sense of calm overtakes you. Almost on auto-pilot, you mentally calculate their trajectories, their likely ability to maneuver at their current speed, and their likely methods of attack.

Then you move.

As the first zips past you, you almost casually raise your rifle and blast it's head odd with a shooting-type spell.

Name Your shooting-class [energy bullet] spell:
[] Write-in

The Next two meet a similar fate.

In the meantime, the other four have positioned themselves a bit away, and attempt to lob their acidic attacks at you while you were (theoretically) distracted. You dodge to the side, and pick of the (now stationary) targets with little trouble.

Skill: Belkan Magic D -> D+

'Well done, master!' You get the impression of pride from your parnter.

'Thank you, Eliza.' You idly send back, as you survey your Surroundings.

Having taken care of the immediate threats, you re-examine the battlefield.
Tactics check: 50(roll) +15(intelligence) + 10(tactics) = 75; Req: 40/60/80/100/120; Lvl-2 Success.
The TSAB is doing a bit better, now that you've taken out some of the flyers, but they probably wouldn't mind some more direct assistance.

Alternatively, you could attempt to bombard the 'hive' directly; which might interfere with it's ability to spawn more of these monstrosities.

Lastly, you seem to have gotten the attention of whatever intelligence is powering this thing. Perhaps you could distract it to let the TSAB accomplish their original plan.

What will you do?:
[] Assist the TSAB.
-[] Clear the air of flyers.
-[] Take out the rhino things.
-[] Hunt down all the gorilla-dogs.
[] Attack the Hive directly.
-[] Take out the spawning areas.
-[] See if you can get the core.
[] Play Decoy.
-[] How? (write-in)

---

Author's Note: I meant to have a vote about naming the spell last update, but I totally spaced. :oops:

Voting will be open until .
 
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Lyrical Nanoha 4
Lyrical Nanoha 4:

After a moment of consideration, you decide that you're better off treating the cause of this crisis rather than the symptoms.

Decision made, you start feeding more power into your flight-equations and begin making your way toward the cause of all this.

The Hive is one of the most disgusting things you've ever observed.

And considering some of the necromancers you've met in your time; that's saying something.

Monstrosities were being spit out of the sides of the... eerily-organic structure at regular intervals, covered in a foul goop that you can smell from a good distance away. Thankfully, Eliza adjusts your barrier Jacket to filter out the smell shortly afterwards, but for a second there you thought you'd lose your lunch.

[combat round 1: 37(roll) + 15(Wits/Dex) + 15 (Belkan magic) + 5 (Arcane) +30 (Eliza's assistance) = 102; Req: 80/100/120/140/160; Lvl-2 Success.]
[fate roll: 86]
Still, you don't necessarily have to get too close to accomplish your objective; you just need to be able to hit it.

'Eliza; Shooting Mode, please.'

'Yes, Master.' Her response is simple, but as the rifle that is the physical-device part of your unison transforms into something more akin to an anti-tank rifle, you can't help but feel an undercurrent of eagerness through the link. 'Shooting Mode; ready.'

Targeting the hive's... spawning orifices(?), a purple Belkan triangle appears in front of the muzzle. You carefully line up your shot as you mentally go through the requisite calculations to cast the spell.

Bombardment Attack name:
[] "Phantom Light,"
[] "(Write-in),"


You say as you finish up with your mental math. "-Fire."

While your aim isn't perfect, you're still quite satisfied at the accuracy of your attack as the beam of purple light shreds one of the openings that had been spawning the monstrosities.

And you haven't even used any cartridges yet.

You line up another shot, this time aiming for the sacks on top that were spawning the flyers, and once again unleash your bombardment spell, with equally impressive results.

As the satisfied feeling from Eliza reaches you, you find yourself somewhat reciprocating the feeling.

Sure, as a scholar you tended to prefer a more... elegant method of dealing with your problems than simply blasting them away; but there was a certain visceral pleasure to annihilating your opposition with overwhelming firepower.

[Perception check: 59(roll) + 15(Perception) + 10 (awareness) + 30(Eliza) = 114; Req: 60/80/100/120/140; Lvl-3 Success.]

'Master!' The feeling of satisfaction you were receiving cuts out, as Eliza makes you aware of what appears to be turtle-like monstrosities with organic-looking cannons on their back, making their way down the streets in your general direction at a rate that was faster than anything tortise-shaped has any right to. They're still a ways off, but you don't know what their effective range is.

What will you do?:
[] They look like they're here for us; take them out ASAP.
[] You have time for a few more shots before dealing with them.
-[] (write-in how many)
[] Time for a change in tactics.
-[] (write-in)

---

GM's note: A bit late on this one;
I didn't like my first draft of this update, so I scrapped it and started over. Still not completely satisfied, but it's better than what it was.

Anyway, Voting will be called
 
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Lyrical Nanoha 5
Lyrical Nanoha 5:

You didn't get to be the age you are by taking needless risks; you're not letting those things get close enough to attack.

'We should take those things out before they become a problem.' You send to Eliza.

[pre-emptive attack: 25(roll) + 15(Wits/Dex) + 15 (Belkan magic) + 5 (Arcane) +30 (Eliza's assistance) = 90; Req: 60/80/100/120/140; Lvl-2 Success.]

She wastes no time acquiring firing solutions. 'Of course, master.'

Taking quick aim, you begin firing off Phantom Light attacks at oncoming tortoise-cannons.

[observation: 69(roll) + 15(Perception) + 10 (Situational Awareness) +30 (Eliza's assistance) = 124; Req: 60/80/100/120/140; Lvl-4 Success.]

The first attack proves surprisingly ineffective, only doing minor damage to the beast. By the second, you've noticed the cause; the space between the 'scales' on it's back seem to be pulling the magic apart as it hits and drawing it away.

The worrrying part is that it appears to be channeling the mana to the cannon-thing on it's back.

'Master!'

Thankfully, you've notice this in time, and manage to dodge the beam of purple and a sickly yellow-green magic that it fires at your former position.

[Tactics: 61(roll) + 15(Intelligence) + 10 (Tactics) + 30 (Eliza assistance) = 116 60/80/100/120/140; Lvl-3 Success.]

These... anti-air monsters seem to be specifically designed to counter Mid-childan aerial mages. You idly wonder if this is why you haven't seen more air-support from the TSAB.

'Is whatever's causing this adapting to tactics?'

'Uncertain, but it seems likely.'

You dodge out of the way as more blasts (these ones just the unpleasant chartreuse in color) are fired at you.

'This isn't working, we need to step things up.'

'By your command, Master. Awaiting your orders.'

New Plan:
[] Your attacks are still damaging them, so it looks like there's a limit to how much they can absorb. Let's load some cartridges and overpower these things!
[] If they're designed to fight flying enemies, then maybe you should land. The Bureau forces should have cleared most of the ground forces, right?
[] It's dangerous, but you need to take out the hive before things get worse. Maybe a Buster-attack at the hive.
[] (Write-in)

Note: You can add sub-votes to any of these options for any stunts you'd like to try. Clever/awesome stunts will get you a bonus to the attempt.
Note 2: If you guys attempt to design a new spell on the fly that's anything more complex than a basic buster, it'll take time while Vivian and Eliza go over the calculations (I'll roll for it, of course). Something to keep in mind for any sub-votes/write-ins.

---

GM's notes: I was kinda hoping to make this one longer, but Vivian is just too smart for me. :p

Anyway: voting will close .
 
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