Example Tutorial Jumpchain V1-04
Example Tutorial Jumpchain V1-04
Jumpchain CYOA
Version 1.04
Created By DeverosSphere and Ursine The Mad Bear
Welcome Jumper which is what you now are, normally this would mean you were a human
from the planet Earth but not always.
Your Benefactor is a powerful entity that may be referred to as “Jump-Chan”, they will be
sending you out to go on adventures through what you once thought to be fictional universes.
By default you will be in that universe for 10 year stints referred to as a Jump, before continuing
onto another Jump in another fictional universe, creating a chain, hence the term “Jumpchain”.
The Tutorials
This Jump Document is a safety net for new Jumpers who may want to rush off to their
favourite settings, not thinking how dangerous those places are to actually live in and
prematurely ending their chains.
In order to properly prepare new Jumpers for the wide variety of environments and settings
they will eventually have to interact with, instead of a single setting, you will spend one year in
each of ten different Levels that give the Jumper the basic necessities and experience for the
real deal.
The main feature of this category of Jumpchain is that dying does not end your life or your
chain.
Instead, you will have the choice of trying again with no penalty, returning home and ending your
chain or skipping the Tutorial and going directly into a Full Jump though this is not advised if
you could not survive the Tutorial.
If you prematurely end the Tutorial Jump you will lose all of the purchases and things collected
from this document, only retaining your memories and any skills that could have been learned in
the real world.
If you do start again after dying, you do not have to repeat any Level that you have already
completed.
Additionally, if this Jump is done as your first Jump additional options and rewards will be
provided.
Jump Mechanisms:
As a Jumper you will be expected to take on new identities in each world you visit, gaining
access to resources native to that jump through CP, a non-transferable non-bankable
meta-currency that can be used to purchase from the Jump-Catalog also known as the Jump
Document.
The Jump-Catalog contains various useful perks, items, and companions which are native to
that universe, you gain them in exchange for CP making them Fiat Backed, a state that retains
its universal laws allowing it to function even when the laws of physics are completely different.
Local Abilities can be learned and Items could be stored within your Warehouse to be taken into
future Jumps however unless they are supported by the local universal laws or something that
is Fiat Backed they will not function correctly if at all.
Typically 1000 CP is given to the Jumper by their Benefactor at the beginning of each new
Jump though the amount and naming conventions may be different depending on the Jump
that is being entered.
Unique (Optional)
If this is your first Jump you may select to be the one and only version of yourself to exist
across the infinite Omniverse with exception of any intentional imitations, replications or copies
of you.
Level Selection:
These are the ten different Levels you will visit in the course of this Jump.
Each Level is a simulation of a distinct universe from a popular genre or setting under the same
umbrella term used as the theme of the Jump.
Unlike normal Jumps the people, animals and even gods met during this Jump will not really
be alive and will instead be advanced physical simulations who function through distinct
movement patterns, in-Jump events dependent on the Jumpers input and self generating
dialogue trees similar to a character from an interactive RPG video game.
In this document the Anime Tutorial, Disney Plus Tutorial, EA Tutorial, Nickelodeon Tutorial,
Shonen Tutorial and Soulslike Tutorial will be used as examples.
You may choose to go to a specific time and location within the Level or go to an auto generated
version created using all canon media from that universe.
If you go to a Jump in Future that a Level is based off you will not be able to import the events of
the level into that setting.
You may choose to do these Levels in any order or take the Randomisedoption in the
Drawback section for extra CP.
In each Level, you acquire an identity that fits the setting, with all appropriate memories.
1. Slice of Life
These types of Jumps are mundane experiences similar to the real world, that focus on
day-to-day happenings with no clear central plot, often taking place in a world that mirrors our
own, though they sometimes take in more fantasy oriented worlds.
Examples include: Lucky Star, Phineas and Ferb, The Sims, Doug, Nisekoi, Code Vein.
2. Survival
These types of Jumps are worlds where you are constantly threatened with danger or death
from the very environment in which they live.
Whether through starvation, dehydration, asphyxiation, the power of the elements, the threat of
attack from deadly wildlife, or fantastic environmental circumstances, the world around the cast
poses at least as much of a threat to life as does any humanoid enemy.
Examples include: Danganronpa, The Walking Dead, Spore, The Wild Thornberrys, Dr
Stone, Outward.
3. Horror
These Jumps are often mundane for the most part but contain hostile monsters, apocalyptic
events, and religious or folk beliefs will inevitably target the Jumper or those around the Jumper.
Examples include: Another, The Haunted Mansion, Dead Space, Aaahh!!! Real Monsters,
Jujutsu Kaisen, Dark Souls.
4. Military
These Jumps are focused on a heavily armed, highly organised force primarily intended for
warfare with an active conflict between two or more factions taking place on a number of scales.
Examples include: The Saga of Tanya the Evil, Captain America: The First Avenger,
Command and Conquer, Robot Wars, Attack on Titan, Remnant: From the Ashes.
5. Modern Adventure
These Jumps focus on a near-modern time period with the driving force requiring travel to many
places and meeting new people, often encountering hardships along the way, or discovering
strengths and weaknesses about themselves that are revealed throughout the adventure.
Examples include: Street Fighter, Kim Possible, Call of Duty®: Modern Warfare, Dora the
Explorer, JoJo’s Bizarre Adventure, Let It Die.
6. Super Hero
These Jumps are focused on Heroes and Villains that have special abilities that arise from
genetic differences, random accidents, or exposure to strange phenomena.
Examples include: Voltron, Big Hero Six, Marvel Nemesis, TMNT, My Hero Academy,
Parahuman.
7. Modern Occult
These Jumps focus on the modern world but with many supernatural factors including magic,
demons and outer realm entities who are often secret and considered dangerous.
Examples include: High school DXD, Gravity Falls, Shadows of the Damned, Danny
Phantom, Bleach, BloodBorne.
8. Historical/Alt-Historical/Lost World
These Jumps portray the lifestyles, societies, and technologies of past periods and peoples
accurately or believably can vary greatly between the different Jump settings.
Examples include: Code Geass, Pirates Of the Caribbean, Battlefield 1942, Avatar The Last
Airbender, FullMetal Alchemist, Nioh.
9. Fantasy
These Jumps are set in a broad range of settings influenced by mythologies, legends, or
popular and defining works of the genre. These Jumps tend to feature magic or other
extraordinary abilities, strange or mysterious creatures, or humanoid races which coexist with
humanity or inhabit their own separate lands.
Examples include: Overlord, The Owl House, Kingdoms of Amalur reckoning, Fairly Odd
Parents, Naruto, Elden Ring.
Origins:
Your Origin, also known as a Background, provides you with a history and memories from the
setting unless you become a Drop-In.
Your Origin provides a discount on particular perks, items, Companions, and other things
available for purchase with CP.
The provided Origins should come with a quick summary containing information that explains
the background and mentality of the type of Jumper who might pick it.
In this Example we will use Sub-Origins as the Prime-Origin is an example of Origin types
and the Sub-Origins are examples of what would normally be the Origin for those types.
Sub-Origins are an optional rule that allows for further customisation as the Jump is able to
select Sub-Origins which will give the Jumper any labelled discounts for both that Sub-Origin
and its corresponding Prime-Origin.
Relationship
This style of origin decision is all about how the main characters see you.
Protagonist: With this Origin everyone views you as important in both good and bad ways.
Friend: This makes it so that you have a history of being trustworthy.
Rival: This leads to others thinking of you as kind of a Jerk but a helpful one.
Antagonist: This gives you some kind of background issue with the main characters making
them suspicious of your actions.
Position
This is determined by your narrative significance, it is similar to the relationship style of origin
but it doesn’t give any connections to the main characters beyond whose side you're on.
Hero: You're a great light, the one who will help everyone and end the threat.
Villain: You are a big bad, a part of the evil threat but just because you are the Bad Guy does
not mean you are a Bad Guy.
Outsider: You don’t care about the Good, Evil dynamic and are instead looking for something
else, maybe peace, perhaps profit, both sides could see you as a benefit or a hindrance.
Civilian: You are a small part in this whole thing, something that both sides would overlook as
little more than a statistic.
Intentions
This is completely personal to the Jumper as it is determined by what the Jumper wants out of
the story and what they are looking to do.
Wanderer: The jumper just wants to look around the world, experience its sights and find new
things.
Hunter: This jumper is looking to go after specific people and creatures either for materials or
just to get rid of something that always wound them up.
Seeker: This jumper wants to get things whether this is power, knowledge, magic, love or a nice
collection of rocks.
Saviour: This jumper is taking the bad guys down. They want everyone to know that they don’t
need to be afraid of the things in the dark.
Style
This type of origin tends to focus on the way the Jumper does things and how they would
handle conflict.
Warrior: This Jumper would go straight for a fight taking the target down in as simple a matter
as they can.
Researcher: This kind of Jumper would take to the books in order to find out what caused the
issues and what can be done to solve it.
Diplomat: This kind of jumper would try to talk out any issues and reduce the hostilities so that
everyone gets to a place where they can all work together to fix the problem.
Commander: This kind of jumper would know how to organise others and create a greater
whole to acquire and use whatever is needed and get those most capable to do it.
Perks:
Perk is a blanket term for powers, skills, and abilities that have been unified into a singular
section but some Jump Documents will have sections for purchasing powers, skills, or abilities
separately from the Perks in these situations they are considered distinct from Perks when
Meta-Perks are applied.
Meta-Perks are perks that alter or affect the functionality of a Jump Document such as
increasing the initial CP, gaining an extra Origin or granting Free Perks.
Narrative-Perks are activated before a Jump begins in order and sometimes during in order to
give the Jumper control over the continuity of the Jump. This allows them to alter people or
events within the Jump such as including AU/Fanfic Options that otherwise exist in that Jump.
In a tutorial Jump the perks should be mainly for support, cost no more than -400 CP and
should be worded so that they are in line with the umbrella term for the tutorial.
The perks in this document are not mandatory but are a good archetype for the kind of perks
you may make.
General Perks:
Alternative Form(Free/50cp)
An Alternative Form (Alt-Form) is a preset body that you can switch to and from, for Free you
gain an Alt-Form at the start of each Jump that matches your Jump purchases. You can switch
between Alt-Forms at will though the transformation may take a few seconds. With each
purchase of this you will gain 1 new customisable Alt-Form that may range between ¼ and 1½
your base form’s total body mass. Although by default this would be an organic hominid form
you may choose to design it to match the structure and composition of other beings however
they will not retain any special features of that type of being without being supported by perks or
visiting that setting to gain setting data which will function like a Non-Bodymod Perk.
Lucky Duck(Free/50cp/100cp)
Perks relating to luck will increase the Jumper’s luck and can be set as another graded Perk,
these grade examples are all using two sided coins with 0% chance of landing on the edge.
For Free this makes a coin toss 50/50 removing any inert bad luck.
For -50cp this makes a coin toss 65/35 in your favour.
For -100cp this makes a coin toss 80/20 in your favour.
Common Sense(50cp)
This perk will grant you a simple awareness of obvious issues and simple solutions.
Motivated (50cp)
This perk will keep you motivated and will prevent you from procrastinating.
Self Care(50cp)
You gain all the skills required to take care of yourself including cooking and cleaning.
Common Knowledge(50cp/100cp)
This graded perk will grant the Jumper knowledge relevant to the Jump they are going to and
update each Jump.
For -50cp the Jumper will gain the same level of knowledge as an average person in the
location they arrive at.
For -100cp the Jumper will gain the combined level of knowledge as a newscaster and
historian even if they do not exist in Jump.
Boredom Immunity(100cp)
This perk prevents the Jumper from getting bored and allows them to retain their enthusiasm.
Moral Malleability(100cp)
Through this perk you can control how flexible your morals and beliefs are.
Social Butterfly(100cp)
Charisma boosting perks grant the Jumper the in Jump knowledge and social skill required to
become popular making them capable of entertaining and placating most people.
1-UP(400cp)
This Perk can be purchased multiple times with each one granting you an extra 1-UP.
1-UP’s are a fiat-backed “extra life” which prevent the Jumper from Failing a Chain if they die
during the Jump by bringing you back to life, the individual mechanics of how you return to life
may differ between 1-UP’s, this 1-UP when activated will resurrect the Jumper at the nearest
safe location from where they died.
Each 1-UP’s recharges once per 10 years or at the start of each Jump whichever is first.
Origin Perks:
These Perks are discounted by 50% for their Origin with their 100cp perks being Free.
Origin Perks relate thematically or mechanically to their origin, sometimes this requires a
creative interpretation of the origins meaning.
As this Example uses Sub-Origins the 100cp Perk for that Sub-Origin will be Free with all other
Sub-Origins 100cp Perks within the same Prime-Origin discounted to 50cp.
In a normal Jump each Origin will traditionally have four perks priced as 100cp, 200cp, 400cp
and 600cp which will act as a Capstone Perk that can often be improved or gain additional
abilities through a General Perk that is called a Capstone Booster.
In a Tutorial Jump Origin’s will not have a Capstone Perk or a Capstone Booster.
Relationship
Slice of Life
Passively Pleasant (100cp)
You have something special about you that is so broadly appealing that everyone you meet has
a passive appreciation for you regardless of the details about you and their preferences making
it so that everyone is favourably disposed to you unless they dislike you specifically.
Survival
Hunter Gatherer (100cp)
You are talented when it comes to gathering natural resources as you can easily locate edible or
medicinal plants and the natural habitats of compatible prey.
With this perk you can also instantly tell if a plant or animal has useful or harmful characteristics
and how to use or consume it.
Horror
Last Survivor(100cp)
Congratulations you have gained the survivability of the main character of a multi-movie
franchise, letting you know the tropes, know when to run, when to hide, and when you need to
fight back. This should make you aware before you make cliched horror movie mistakes that will
result in your death.
Modern Adventure
Silent but Deadly(100cp)
You are a dab hand with a firearm as you are not only able to effectively fire a pistol or rifle while
running and keeping cover, you also have a knack for staying out of sight and keeping silent
while sneaking around, you are also actively aware of all potential lines of sight for any given
location you find yourself in.
Super Hero
The Amazing Bagman (100cp)
You won't always have your costume available but with this perk you will always be able to
make quick disguises and quick excuses to cover up for your absence.
Your excuses will always be enough to wave people without being suspicious and even though
not all of your makeshift costumes will be stylish they will be enough to hide your notable
features.
Self Support(100cp)
Sometimes the powers you gain cause more harm to your body than good, fire that burns your
body or strength that rips your muscles apart. Through this perk every power and perk you gain
comes with a sub power to support and protect your body from the harm it causes.
Modern Occult
Always Watching (100cp)
Congratulations through this perk you have gained a subconscious paranoia which makes you
passively aware of the potential dangers around you and how best you can respond to each
one.
This awareness will be active regardless of your conscious state so that when danger strikes,
you’ll be as able to respond as if you were awake and alert. Remember you're only paranoid if
you're proven wrong.
I AM ME(100cp)
Through this perk the core of yourself is isolated from any external corruption, through any form
of mutilation or sculpting of body, mind and soul, your core will remain you.
This also means that should you be reassembled into another entity or be forcefully made
undead your mind will remain in the body and count as alive for any relevant perks.
Should another mind take control over your body you will still control a “Kill Switch” that can
forcefully lock up your body making it impossible for the usurper to move.
Historical/Alt-Historical/Lost World
Nobel Education (100cp)
Nobility aren’t just people with titles and land, they should have had a great deal of education
about how to act as a nobel.
Through this perk at the beginning of each Jump you gain the in-Jump education expected of
moderate nobility including how to act within social situations, how to run a province and the
local standards of political honour.
Science Fiction
Another Type of Lifeform (100cp)
When using this perk anything you explain yourself to be so long as it's vaguely true will be
accepted without question, however those involved may attempt to explain it in terms they are
comfortable using such as explaining a ghost as an energy based non-corporeal being.
Warehouse (Free)
You gain a “warehouse”, a pocket dimension which is separate from any Jump, and is tethered
to you allowing you to call upon the entrance wherever you are.
This area is designed to hold your possessions and provide a homebase and while the entrance
is closed it is protected from any threats in a setting barring specific drawbacks.
An unfortunate safety feature of this is that the entrance cannot be disconnected from the reality
whilst the Jumper is inside of the warehouse as doing so would leave the pocket dimension
adrift in the Omniverse like a child’s balloon let loose into a stormy night.
General Items:
Cash(Free/50cp)
Going into otherworlds with nothing but the clothes on your back can be problematic and no one
wants to do menial labour so with this item your warehouse will have a freshly minted local
currency equivalent of £60 appear in a bundle on the floor.
This money is legal, with all taxes paid and all documentation needed. No one will question
where it comes from.
For 50cp, you will instead gain the local equivalent of £600 per day.
Each time you purchase the upgrade, the amount will be multiplied by ten.
Mementos (50cp)
At the end of each Jump or Level you will receive a nick nack, or collectable based on the level
or Jumps you just completed such as a custom bobblehead, Snowglobe or teddy bear.
Relationship
Quest Compass (100cp, Free for Protagonist)
When open this Brass Compass produces a glowing line of light visible only to the one holding it
which leads to their current objective, quest or target. If you have multiple objectives this
Compass shows the closest one.
Position
Sacred Sword (100cp, Free for Hero)
This Sacred Sword is golden and overly decorated but possesses the quality to damage or kill
those who have no physical form while also being able to purify or weaken corruption and evil.
Style
Slice of Life
Lunchables(100cp)
You gain a lunchbox that whenever opened will contain a supply of lunch foods, which could be
any appropriate food, including crisps, chocolate, sandwiches and cans of pop. You can
summon this food at will by simply closing and opening the lunchbox.
Survival
Basic Backpack (100cp)
This brown backpack will contain a stock of items that will refill themself once per day.
The items contained within this backpack are a bedroll, ten pieces of chalk, a flint and steel, fifty
feet of rope, two bread rolls, six granola bars, soap, five torches, and a full waterskin.
Horror
Ouija Board (100cp)
This magical board can be used to contact any consciousness within the afterlife allowing you to
gain answers and knowledge from the dead and ethereal. Unlike a regular ouija board this one
is awarded so that only the information you wish for the other being to learn will be transmitted.
Military
Bandana Bandoleer (100cp)
This bandana is embroidered with the symbol for infinity while wearing the Bandana it gives the
user an infinite amount of ammunition for whatever weapon they are wielding.
Modern Adventure
Identification Papers (100cp)
At the start of any Jumpchain you will gain a basic ID and supporting documentation that gives
you any supporting documentation needed to prove your identity and qualifications.
Super Hero
Cape and Cowl(100cp)
You gain a self repairing Super Suit which can withstand the use of your powers and perfectly
hides your identity, as long as the mask is not removed.
Modern Occult
Paper Doll(100cp)
Once per day you will receive a paper doll which can take any curse in the place of whoever’s
hair is tied around its neck.
Historical/Alt-Historical/Lost World
Superior Bathroom(100cp)
Not every world has the modern amenities that we are used to having, with this purchase your
warehouse gains a fully stocked bathroom including water and power, with a self refiling stock of
shampoo, toothpaste and toilet paper.
Fantasy
Magical Focus (100cp)
This item can be used as a wand, staff or any other type of focus required for magic or any other
supernatural ability. While still being one item you are able to summon as many different copies
of this item as you can hold.
Science Fiction
Universal Translator(100cp)
This small badge can connect to someone's mind in order to allow you to understand, speak,
read, write, and think any language you come across or have ever encountered, even if you do
not have the anatomy necessary to communicate in that way.
Companions:
This section is for creating or gaining A non-Jumper character who accompanies you in your
chain. Companions can be imported into a jump, which provides them with some amount of CP
to spend on that jump’s build. The standard limit for active Companions accompanying the
Jumper in a given jump is 8, though this is not a hard limit. Some companions can have
pre-existing import options, fiction as a group companion or can be imported as if they were
Followers thereby not getting CP. Companions who die during a Jump unless otherwise stated
are returned to life after a year or at the end of the jump whichever comes first.
Followers (Free)
At the end of the Jump you may select any NPC’s from this Tutorial to become followers who
will gain true sentience and be able to follow you into other Jumpchains.
General Drawbacks:
Randomised(+100cp)
Your level choice is out of your hands. Roll a d10. Check the list to see which level that
number corresponds to. That’s your first level. Survived it? Good. Keep rolling and completing
levels until all 10 are completed. You re-roll if you roll a level you have already faced.
Drawback Keeper(+50cp)
This makes what would be a Level specific drawback into a General drawback. This can
be taken up to once for each Level specific drawback you have taken.
Drop In(+200cp)
You do not receive the Basic Requirements perk. Good luck.
Power Loss(+200cp)
For the duration of this Jump, any Level perks you have purchased are now only available in
that Level.
Item Loss(+200cp)
For the duration of this Jump, any Level items you have purchased are now only available in
that Level.
Amnesia(+200cp)
Until the end of this Jump, you can not remember the events of any Levels except the
one you are in.
Total Amnesia(+200cp)
You have no memories of your time before entering the first Level and explicitly no
memories of Jumpchain. You are probably very confused.
Level Drawbacks:
These Drawbacks are specific to when you are playing that level and will not occur on any of the
other levels.
Slice of Life
Homeless(+100cp)
Regardless of what you’d otherwise have imported into, instead you start out in a
homeless shelter with just the clothes on your back and without a dime to your name. The
shelter will kindly give you a few days’ worth of room and board but soon enough you’ll have to
leave to make room for others. From this point on it’s all up to you.
Accident Prone(+100cp)
You are prone to minor accidents that tend to be inconvenient, painful, or embarrassing,
but will not likely kill you. Expect bad luck to adversely affect any plans you might make.
Odd Jobs(+100cp)
You’ll constantly be gaining and losing your job, having to learn a new minimum wage
task every few weeks. Sometimes you’ll be qualified, others much less so. Still, you’ve got to try
your hardest.
Survival
Resource Shortage(+100cp)
Food, water, and other staples are scarce. You will find it more difficult to acquire
enough resources to live.
Disability(+100cp)
You have a limp, or a missing eye, or a crippled arm or some other physical disability
that hampers your efforts to stay alive.
Scripted Encounters(+100cp)
You’ll run into whatever threat you’re dealing with more often. You will not automatically
become a priority target, but sheer proximity is likely to put you at risk.
Born to be a Victim(+100cp)
Your common sense is going to be slightly impaired for the duration of this Level. You
are going to check out the abandoned house, split the party, or get drunk and decide to skinny
dip in the lake. You are not blatantly suicidal, but you are going to take risks and you are
definitely not going to be genre-savvy.
Military
Modern Adventure
Super Hero
Nemesis(+100cp)
There is this one enemy that you can never seem to get rid of. No matter what, this
enemy, who is dangerous enough in some way to at least require effort to beat, will always
survive or escape anything you do to stop him. You will be dealing with him repeatedly.
PR Nightmare (+100cp)
Public relations never seems to go the way you want it to. You always screw things up,
often presenting the exact opposite of the image you wanted.
Modern Occult
Masquerade (+100cp)
The public is not ready to discover the existence of the supernatural, and part of your job
is ensuring that they don’t. This could be limited to making sure you don’t reveal anything to the
public, or it could extend to having to put down other people attempting to reveal the
supernatural world.
Historical/Alt-Historical/Lost World
Inconveniences(+100cp)
It is the little things that can make life hell. Things like a lack of toilet paper, or bad hygiene, or
scurvy. And you are going to suffer through them, because you cannot bring anything with you,
item or perk, that would exempt you from this suffering.
Modern Sensibilities(+100cp)
You will never adapt culturally to this setting. You will always be surprised and shocked
at the ways your current home differs from what you grew up in. This is going to cause social
problems, and could make you underestimate opponents that you assume are less
sophisticated than you are.
Fantasy
Bandits (+100cp)
No matter where you are going, you will be accosted by bandits, muggers, bullies, or
someone else that wants to beat you down and take your stuff at least once a week. They may
not be powerful, but they will be persistent, and probably ugly.
Siege At Jumper Fortress(+100cp)
At some point in your time in this Level, you will be forced to participate in the kind of
large set battle that fantasy blockbuster movies love. It will be bloody and dangerous, and you
will be there.
Science Fiction
The Glitch(+100cp)
Technology fails around you, usually when you need it most. The airlock is going to
glitch when you are short on air, the powerpack is going to fall out of your blaster when the
cyborg bounty hunter is taking aim on you, or your cybernetic arm is going to lock up when you
need to lift the rubble off yourself. You might be able to jury-rig a quick repair, but you better act
quickly. This will not be instantly fatal, but will make things more dangerous.
Alien Invasion(+100cp)
At some point in your time here, you are going to have to deal with some major event,
like an alien invasion, first contact, a robot uprising, or some other world changing event that will
pose significant challenges or risk to you.
End Choices
You have completed all ten Levels. Congratulations! Now you can choose to Go Home, or
Continue On. There is no staying here option.
Gauntlet Mode
If this is not your first Jump you may choose to take this Jump as a Gauntlet without anything
other than Body Mod’s, if you fail the Gauntlet you will be reverted into standard Jump Mode.
If you succeed in all ten levels on your first go you can receive the Tutorial Rewards as if it were
your first Jump.
Tutorial Rewards
If this is your first Jump you may take this rewards upon the completion of your Tutorial Jump.
Update Log
V1.00: Initial Version
Notes
This style of Jumpchain is inspired by Ursine The Mad Bear’s wonderful Generic First Jump
https://www.reddit.com/r/JumpChain/comments/fcaarx/generic_first_jump_v14/