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Example Tutorial Jumpchain V1-04

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0% found this document useful (0 votes)
320 views30 pages

Example Tutorial Jumpchain V1-04

Uploaded by

sammspooderman
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Example Tutorial Jumpchain

Jumpchain CYOA
Version 1.04
Created By DeverosSphere and Ursine The Mad Bear

The Who and the Why

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.

+1000 CP ​(​Choice Points)​

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 Randomised​option 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.

10. Science Fiction


These Jumps explore a new world, in a distant future or another planet entirely, often requiring
the Jumper to grapple with new technologies, new societies, or new frontiers in Outer Space.
Examples include: Cowboy Bebop, Buzz Lightyear of Star Command, Mass Effect, Invader
Zim, Dragon Ball Z, The Surge.
Age and Gender:
This category is personal to each Jumper often offering the Jumper to choose what their age
and gender is, for this Jump and most others you can choose to be whatever gender you want
to be, though your age may be altered to fit the identity granted by the specific Level you are in.

Origins:
Your Origin, also known as a Background, provides you with a history and memories from the
setting unless you become a Drop-In.

Choosing to be a Drop-In either through a specific Origin or as a separate choice makes it so


that you appear at the start of the Jump unknown to the rest of the world.

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:

Basic Requirements​(Free to All)


This perk provides an in-universe personal history, as well as a basic adult education and
memories which all fit the identity you acquire for that Jump.
This perk should also grant Supernatural Skills, Traits and Abilities required for basic
participation in the Level/Jump which are NOT Fiat Backed or retained post Level/Jump.
Additionally should you not have a Spirit, Soul, or other essence this perk will grant you one.

A Jumper​‘s Body (Free for All)


This Perk improves the Jumpers physical fitness so they are above the average physical
fitness for their selected Race or Species.

A Jumper​‘s Mind (Free for All)


At the start of each Jump this perk will repair any psychological issues or brain damage so that
the Jumper is not hindered by mental problems.

Tutorialise (Free for All)


This Narrative Perk allows the Jumper to Toggle a Jump before it starts so that the world
within the Jump functions as a Tutorial Jump.
By activating this Perk you alter the Jump so that the Jump world and those within it are
advanced physical simulations instead of real locations or people, in a similar way to a futuristic
interactive RPG video game. If this perk has been toggled on, dying does not end your life or
your chain and instead will restart the Jump requiring you start from the beginning.
This can also be used to Toggle a Tutorial’s Level so its inhabitants are not Simulations.
Skin Deep​(Free/50cp)
This makes the Jumper beautiful by the standards of anyone who sees it. These are often a
graded Perk with multiple options, in this example the Free option would make them appear to
be a 7/10 by anyone who sees them and the -50cp would make them a 10/10.

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.

Calm and Collected (100cp)


This perk allows you to keep control over your emotions and remain calm regardless of the
situation though you will be aware of the emotions you would otherwise be feeling.

Comfortable with your Confidence (100cp)


With this perk you have gained a form of charisma that aids you in speaking with others, this
does not change you or what you would say but instead helps you to bring the right words to the
forefront and make you more comfortable in saying them.

Irrelevant Friends (200cp)


With this perk no one will mind who you're related to or who you are in a relationship with as
they will find those details irrelevant to your interactions, allowing you to be in a close
relationship with the leaders of both sides of a war and no one considering it an issue.

Alternative Energy (200cp)


All forms of natural and supernatural energy within your body including fat and blood sugar are
automatically converted into a singular intangible energy source that can be used in place of
any energy type you have previously converted. Your body will automatically store and distribute
this energy to optimise your development and longevity but can be altered as you see fit.

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

Protagonist (100cp, Free for Protagonist)


You are unmistakably Important, anyone who meets you can immediately sense that being your
ally would be a better idea than being your enemy so expect people to go out of their way in
order to gain your favour.

Friend (100cp, Free for Friend)


You gain an instinctive boost that lets you feel how possible it is for you to become friends with
someone. Using this sense you can feel when your friends are nearby and if anything is wrong
with them, even when they are hiding it and dont want anyone to notice.

Rival (100cp, Free for Rival)


You are used to the taunts of others making it so that you are no longer bothered by the insults
of others, this allows you to give better than you get responding with the perfect comeback and
if you wish to insult them this allows you to narrow down on the things that they are being
hypocritical about and what they are most insecure about.

Antagonist (100cp, Free for Antagonist)


You understand the importance of a common enemy and are always able to unite your enemies
under a common course.Through this you are able to work with your foes without fear of being
betrayed and so long as you do not strike first there will be a grace period after your alliance
where your enemy will not target you.

Always a part of the story (200cp, Discount for Relationship​​)


This Narrative Perk allows you to alter events so that a character from canon, extended
universe or additional media get involved in the story at a point of your choosing.
You are also able to dictate the narrative changes that resulted in them getting involved.

More than two faced (400cp, Discount for Relationship​​)


You are a master of controlling how you show yourself to others, through this you can easily
convince them that your personality and character matches what you want them to believe it is.
Should contradictions to this image appear you will easily be able to explain it away.
Position

Hero (100cp, Free for Hero)


You are a bastion of honour and a righteous defender. Whenever you are protecting others or
fighting in a one on one duel, your durability and physical strength will increase proportionally to
your will power, you will also become more aware of those around you and their actions should
they intend to act with dishonourable intent.

Villain (100cp, Free for Villain)


You have a certain way of twisting the morality of your actions when talking people around to
your way of thinking, as this perk removes the discomfort from any unsavoury ideas and cold
decisions that you discuss with them, making otherwise intolerable notions easier for the other
person to come to terms with and horrid choices seem justifiable or even a necessary decision
that someone had to make.

Outsider (100cp, Free for Outsider)


You have the gift of Neutrality allowing you to act as a perfect and impartial mediator when two
or more opposing parties need mediation. This perk allows you to think of several equally
beneficial options for all parties involved for every point of contention and when you present
these options neither side will think or even suggest that you are playing favourites.

Civilian (100cp, Free for Civilian)


Many people like to cause trouble for anyone who crosses their path but with this perk these
thugs seem not to be able to notice you.
So long as you are not being specifically targeted you won’t be bothered by those trying to start
problems or cause issues for whoever they can.

Plot Magnet (200cp, Discount for Position)


You gain an extra sense that guides you into events that are relevant to the story whether
canon, FanFic or self constructed, helping you find where events of interest will happen large or
small.

Selective Plot​(400cp, Discount for Position)


With this Narrative Perk you are able to selective control whether canon or semi-canon events
occur, this can be preset at the start of the Jump or chosen during the Jump, forcing those
events to proceed as expected even in the absence of key factors, adjusting and making
changes to the plot so that are needed for the event to be possible such as redirecting or
replacing a dead character with a narratively identical character.
Intention

Wanderer (100cp, Free for Wanderer)


Whenever you visit a world you almost instantly learn any languages, local customs and the
cultural norms for any areas that you interact with allowing you to deal with foreign cultures,
without making any social mistakes or accidently committing any crimes.

Hunter (100cp, Free for Hunter)


What is a hunter who doesn't know how to hunt with this perk you gain considerable hunting,
trapping and tracking skills that aid you in following trails that most would not be able to find and
aids you in determining what you are following regardless of if it's a person or beast.

Seeker (100cp, Free for Seeker)


These are your voyages and you know what you're searching for. With this perk you will gain a
sense of where you can get what you're seeking for as well as the activities that will aid you in
gaining what you want plus a general sense of how dangerous it would be for you specifically to
go after.

Savior (100cp, Free for Savior)


Some worlds are desperate for help with people suffering in the dark while the vile and evil pose
as the righteous. With this perk you gain an additional sense to guide you to those in need and
who the Jump continuity would be better off without.
Though this does not show you the full story behind the situation, it does show you who needs
help, who doesn't, it grants you a notion towards what needs to be done and vaguely why.

If it ain’t broke?​(200cp, Discount for Intention)


Whenever your perks, powers and other abilities are disabled such as being in a Gauntlet or
taking a perk removal Drawback, the historical applications of your Fiat-Backed abilities remain
in effect.
This makes it so that any alterations or creations such as magical seals, magi-tech and clones
in previous Jumps which would normally be sustained by your Fiat-Backed abilities will have
the effects remain even without you.

Balance and Acceptance (400cp, Discount for Intention)


Using this perk you have found how to balance and wield opposing and otherwise mutually
exclusive abilities allowing you to safely use both the Purifying Light and Corrupting Darkness
without them conflicting or negatively affecting you.
Any broadly defined requirements you would normally be required to meet such as alignment or
affinity are no longer necessary for you nor will they be able to harm, corrupt, or alter you
against your will.
Style

Warrior (100cp, Free for Warrior)


Through this perk you gain a passive knowledge of how to effectively use both your own body
and any weapon you touch in combat with this perk also boosting your physical capabilities and
fighting instincts to that of a professional mixed martial artist.

Researcher (100cp, Free for Researcher)


You are an expert at doing your research with you always knowing the best way to find the
correct information within any collection of knowledge and instantly understanding how it
connects to anything you already know.

Diplomat (100cp, Free for Diplomat)


You have learned how to wield your words as a lever in order to manipulate others. Through this
perk you are able to convince most who do not have issues with you or what they think you are
into believing that you have their best interests at heart and that you're on their side, even when
something you do is clearly to their detriment they will at least give you a chance to give an
explanation before attacking you.

Commander (100cp, Free for Commander)


In a combat situation clarity of instructions and clear line of communications is vital, with this
perk any instructions you give so long as it is theoretically possible for your subordinates to hear
them will be fully understood, even if they could not hear them completely.

Titanium Trap Mind (200cp, Discount for Style)


This perk improves your memory so that anything you learn will be retained forever and will be
passively called upon when relevant or wanted.
Should you learn any info hazards they will be either removed from your mind or trapped off and
isolated until you are able to safely remember them.

Retained Effort (400cp, Discount for Style)


Any form of training you do will now be at its maximum efficiency helping you to develop far
faster than you otherwise would be able to, meaning that the time and effort you require for your
training to pay off is far less than what other people would require.
Additionally this perk prevents any abilities you gained through training from ever fading or
deteriorating from time or disuse allowing you to use a skill as effectively if not more so that the
last time you used it.
Level Perks:
These Perks are specific to the Level they come from with some granting the low level powers
and abilities of their specific continuity such as action posing in a Specifical Fighter however as
the levels for this Example Tutorial are all generic topics the perks in this section will be generic.

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.

Well Rounded (100cp)


With this toggleable perk active you will find it at least as satisfying to spend time with and as
easy to connect emotionally with ordinary people as you did before starting your Jumpchain
journey, no matter how inhuman your abilities or nature becomes.

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.

Solitude and Sustenance (100cp)


Your mind and body are now better able to survive without stimulation as you are no longer
negatively affected by isolation or boredom, additionally you are able to survive off only a third of
the normally needed food, drink and sleep without it negatively affecting you.

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.

Silenced Fear (100cp)


Through this perk you can separate your fear from all external factors so that you do not show
any signs of panic or terror unless you want to. This also gives you a gauge for how frightened
you should be in your situation even if you are unaware of what you should be frightened of.
Military
Self-Maintenance (100 CP)
Your training has granted you an incredible tolerance against pain, mental trauma and physical
strain as well as practical knowledge on battlefield medicine, first aid and psychological
restoration techniques and.

Leading from the Front (100cp)


At the start of each Jump you gain the same knowledge and skills that you would have gained if
you had been through Basic Training for a military organisation of your choice that is native to
the setting of the Jump.

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.

Screws and Bubblegum​(100cp)


You're quite the mechanic as you can work out how to repair virtually anything and know exactly
what tools and components available can be used to Macgyver missing components or commit
makeshift repairs.

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.

A Foreign Novelty (100cp)


With this Perk your irregularities and strange behaviours are not as noticeably out of place as
they may otherwise be expected to be.
Your most notable regulations such as clothing and equipment not native to the setting may
instead be considered interesting or amusing with the possibility of approximations being made
and being considered fashionable.
Fantasy
Caster (100cp)
This perk grants you a tiny amount of the lowest tier of the magical abilities available to the
fantasy world you have selected to enter.
If it is possible for the people in Jump to improve this magical ability through training and study
then you are also capable of doing so but only as far as your bodymod is capable of supporting.
This perk can be purchased once per distinct type of magical ability but cannot be used to
access an in-universe system.

Fraudulent History (100cp)


One of the biggest threats to a new Jumper is thousands with power becoming obsessed with
stealing their position as a Jumper.
With this perk no matter what method they use or how they might try, should you not want them
to see your true information, they will only be able to see the information about your in-universe
Background with no one being able to tell that it is fraudulent.

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.

Academic Specialty (100cp)


You may purchase this Perk multiple times and must choose a specialist subject.
At the start of each Jump you will gain an in-universe education based on your specialist
subject at the level of knowledge that you would be able to gain if you had attended a course at
an in-universe educational facility.
Items:
If these items are lost, stolen, or destroyed, new ones will be in the Warehouse 24 hours later.
You can combine similar items purchased from this Jump at no additional cost.
You receive a ​+200cp​stipend for this section.

First Jump Only


This section is only available to you If this tutorial is your first jump.
If this is not your first it is assumed you already have a Warehouse.

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.

Personal Possessions (Free)


All of your Pre-Jump belongings will be put in the warehouse.

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.

Mundane Clothing ​(50cp)


At the start of each week you will gain five sets of clothing that fit you perfectly and are
appropriate to the Jump setting, in the designs of your choice.

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.

Jumper the Movie ​(50cp)


At the end of each you will receive a movie, tv show or cartoon depicting your adventure within
the Jump you completed in a media format of your choice.
Origin Items:
These Items are discounted to 50CP within their Prime-Origin and their Sub-Origin is Free.

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.

Friendship Bracelets (100cp, Free for Friend)


You are able to give a copy of this multi-colored decorated bracelet to any other person as a
symbol of friendship. Through this you will have an imperceptible connection to them which will
always let you know if your friends are in danger or need help, you can also use this to
determine direction they are from you and how far away.

Cool Jacket (100cp, Free for Rival)


This Jacket is always stylish, is self cleaning, self repairing and acts as a form of supernatural
armour increasing your resistances against heat, cold, physical damage, and magical damage.

Measuring Throne (100cp, Free for Antagonist)


This sturdy throne can measure every form of strength that anyone who sits in it possesses, this
can be used to show them where their power lies and force others to feel the difference in
strength between them.The forms of power shown include every form of supernatural power
they can wield.

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.

Black Rings (100cp, Free for Villain)


You are able to bestow one of these black rings to any of your companions, followers and
supporters which will allow you to know if they betray you in any way and allows them to
communicate with you wherever you or they wish.

Clearsky Umbrella (100cp, Free for Outsider)


While under this umbrella you will not be affected by any of the conditions of the natural weather
around you making a downpour of rain, a powerful snowstorm, a lightning strike and even a
hurricane feel as though it were a pleasant summer's day.

A Box of Rocks (100cp, Free for Civilian)


This large wooden box contains a random selection of raw metals, ores and minerals with the
quality and quantity of these randomly varying from day to day.
Intention
Walking Stick (100cp, Free for Wanderer)
This ornate staff-like walking stick aids in the surefootedness and stamina of whoever is holding
it allowing them to walk without discomfort or tiring themself out.
Using this you could comfortably walk for years only needing to stop for digestive and sleep
related needs without taking harm such as boils, strains or tearing any muscles in your body.

Focused Bow (100cp, Free for Hunter)


This bow is capable of turning any wood that is put against it into a compatible arrow when
targeting someone with this bow your perception will focus on the target allowing you to better
see them.

Encyclopaedia of Items (100cp, Free for Seeker)


At the start of each Jump you will gain a book showing all unique and interesting items that
exist within the setting as well as the general information about the items and how it relates to
the culture that created it.

What They Need (100cp, Free for Savior)


This black leather bag will always be empty unless the one opening it is looking for something to
help someone else, whenever the one opening the bag wants to help others the bag will contain
one or more mundane items that will be exactly what the other person needs sometimes before
they no that they need it

Style

Soul Bound Weapon (100cp, Free for Warrior)


This dynamic and customisable weapon can be summoned to your hand at will and can be
switched between any mundane melee weapon at will while allowing you to customise a
number of preset forms.

Expanding Library (100cp, Free for Researcher)


This warehouse attachment contains a self expanding Library which automatically creates a
mundane clone of any book you touch, adding it to an appropriate section within the library.

Impressive Suit (100cp, Free for Diplomat)


While wearing this set of high-quality clothing you will always make a good first impression with
you appearing to look important and professional without impairing your function and always
makes you feel comfortable.

Medals (100cp, Free for Commander)


Every time you make an accomplishment you will receive a medal that proclaims the importance
of your actions. When these medals are shown to people they will instinctively understand the
importance of your accomplishment even if they do not know what it was.
Level Items:
These Items are specific to the Level they come from however as the levels for this Example
Tutorial are all generic topics the Items in this section will be generic.

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.

Companion Starter Kit ​(100cp)


At the end of the Jump you can select up to 8 NPC’s to become real people with them gaining
true sentience.
In your next Jump they can all be imported for Free with them gaining +600 CP to spend.

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.

First Jump Only


This section is only available to the Jumper If this tutorial is their first jump.

Real World Import ​(100cp)


For each purchase you may import 1 willing origin location person as a companion with them
becoming a Free import in each future jump and they will gain a stipend equivalent to half the
amount you gain in each Jump.
Drawbacks:
You can take as many Drawbacks as you want, without limit on cp gained. If you can handle the
Drawbacks, you can have the reward however unless specifically stated you cannot take the
same drawback twice. Drawbacks that change the world are altering its condition at the start of
the Jump. If you are genuinely capable of changing the nature of the world, fiat will not kick in to
change it back. Drawbacks specific to a particular Level only function in that Level.

General Drawbacks:

Canon Insert (Free)


At the start of each level you may choose to replace a canon character or continue as you are
keep in mind any unique or special abilities gained this way will not be Fiat Backed.

Continuity Selection (Free)


If a jump has multiple options for the continuity such as having multiple versions of the media it
is based on or a customisable protagonist you may choose which one is canon for the level you
are entering.

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.

Bigger Longer Uncut (+50cp)


You may take this once per Level with that Level now lasting a full ten years.

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.

Horrific Weather ​(+100cp)


For the duration of your stay in this Level, you will be plagued with bad weather. It will be
drought when you need rain, rain when you need clear skies, and alternate between blistering
heat and freezing cold.
Horror

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.

Monster Bait ​(+100cp)


They may or may not be supernatural in nature, but there are monsters here, and they
seem to like you an awful lot. Any monster, no matter what its type, will consider you the perfect
prey, and will target you over any other person.

Military

I Have Truly Found Paradise ​(+100cp)


Your chain of command is... sub-optimal. Expect vague orders that are of little help in letting you
or your unit know what you’re supposed to be doing but still stick you with the blame if anything
goes wrong, reinforcements or resupply to be inconveniently scheduled or diverted at the last
minute, a stupid emphasis on spit-and-polish at the expense of combat readiness, or whatever
else would be inconvenient. This will never be to an outright suicidal extent but it will be damned
annoying. Whether you’re on the front line or in the rear with the gear, during wartime or
peacetime, one way or another you’re going to need to game the system and make things
happen despite the best that “channels” can do to fuck things up, or your military service will not
be the thing that recruiting videos are made out of.

The Meat Grinder ​(+100cp)


Welcome to the tip of the spear. This Drawback guarantees that your year in this jump
will be spent not only in wartime but in frequent, gruelling combat. Whether it’s because your
unit is a penal battalion/slave-soldier dumping ground whose job is to catch bullets that would
otherwise hit soldiers who are actually worth something or because your unit is the elite division
that the high command entrusts with all the most important missions, either way it ends up
mostly in the same place; with all war and no play turning Anon into an unhappy grunt. Your
R&R opportunities will be few and far between, your chances to sleep in a proper bunk instead
of a tent or a foxhole likewise. Embrace the suck, soldier.
War Is Hell ​(+100cp)
Any perks that might have helped you deal with combat trauma, overcome fear, or
otherwise make being in a war easier will be disabled for the duration of this Level. You are
going to have to face the worst of humanity without that insurance.

Modern Adventure

Bad Comic Relief​(+100cp)


You have a friend, or comrade, or student, or whatever other reason you might have a
person following you around. The thing is that no matter how much you might like this person,
they are really more trouble than they are worth. They say or do the wrong thing almost
constantly, need rescuing on a regular basis, and seem to be a lot more likely to get you killed
than any of your actual enemies are. Unfortunately, there is just no getting rid of this person.

Secret Society ​(+100cp)


You are being opposed by a powerful and well-entrenched secret society of some sort.
They may be religious, political, corporate, or any other type of group, but they do not like you at
all, and they have a lot of resources to throw against you.

Retired, Extremely Dangerous ​(+100cp)


You have skill, talent, and experience. A little too much experience. The fact is that you
are just plain too old for this shit. Your body is wearing down, you don’t react as fast as you used
to, and the general complaints of old age make “adventures” seem more like torture.

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.

Massive Collateral ​(+100cp)


No matter how careful you are, you somehow seem to always end up destroying
everything around you when you fight.

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.

FBI’s Most Wanted​(+100cp)


Though they may not be aware of the supernatural aspects of the world, the mundane
authorities have discovered enough information, which may or may not be true, about your
activities that they are willing to expend a lot of resources hunting you down.

UPP - Uncontrollable Psychic Phenomenon​(+100cp)


Whatever supernatural abilities you possess, you have great difficulty controlling them in
stressful situations. And if you do not possess any supernatural abilities, you often seem to be
the target of odd occurrences such as hauntings or poltergeists.

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.

Arranged Marriage ​(+100cp)


This may not be a literal arranged marriage, but you have been stuck with someone that is
essentially useless in any high-risk situation, and you have to keep them safe.

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.

Archmage’s Interest ​(+100cp)


A very powerful, well-connected and influential being of some sort has taken an interest
in you. They don’t hate you, but they are not necessarily on your side either. They mostly are
just finding amusement in your antics, and they want to keep things interesting for as long as
possible.

Science Fiction

Three Sea Shells​(+100cp)


The future is full of amazing new technology designed to improve every aspect of life.
The problem is that you have no clue how to use most of it, cannot figure it out for yourself, and
for some reason have difficulty getting anyone to teach you how to use it. This is a quality of life
issue that applies mostly to everyday convenience technology. If your life depends on it, you
have as good a chance to figure it out as you normally would.

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.

Instant Access​(Free for All)


You can now summon any of your possessions from your Warehouse to you, or send
objects directly to the Warehouse. Objects cannot be heavier than you can lift, and will be
properly and safely stored, assuming you have the facilities to store them safely. You always
know what is in the Warehouse and where it is located.

Body Mod Reward​(Free for All)


All perks and items from this Jump (with the exception of ​Basic Requirements​) are now
considered part of your Body Mod. You will still have them, even in Gauntlets or if you take a
Power Loss Drawback.

Update Log
V1.00: Initial Version

V1.01: Text Changes

V1.02: Text Changes


Added “Real World Import”
Changed “Longer Run” to “Bigger Longer Uncut”

V1.03: Text Changes


Added “Continuity Selection”

V1.04: Text Changes


Added “Comfortable with your Confidence”
Added “Irrelevant Friends”

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/

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