Generic You Can Have It All V 1.4

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Generic You Can Have It All

V1.4

Made by The Reddit Community and u/Whole-Series


Name and idea by u/Burkess

Tired of limits, of unnecessary restraints? I will give you a way out.

The most powerful things on offer here are enough to let you take on anything or anyone, short of Jump-Chan
and her siblings.

You start with 1000CP (Control Points). Use them wisely.

Origins, Gender, Age


No origins here. Just keep whatever you have from your last Jump or pick your own gender and your age as
long as it is an adult age. Or don’t, but don’t expect any sort of benefit for that. Just try to keep your age
somewhat reasonable.

Location
You may choose where you arrive or you can roll a d12 dice for some generic location. You’ll get +200CP for
rolling (said roll may influence your setting).

1 – Generic Rural Town


2 – Generic Metropolis
3 – Generic Moonbase
4 – Generic Superhero HQ
5 – Generic Villain Lair
6 – Generic Antarctica
7 – Generic Las Vegas
8 – Generic Tropical Island
9 – Generic Medieval Village
10 – Choose your destination
11 – Generic Magical Town
12 – Choose your destination
Perks

The Jumper gets a 50% discount for one Perk that is worth 1000CP or less. You can also take a perk that is
worth 100CP or less as a freebie.

The Bank (Free)


With how powerful some of this stuff is, it is similarly expensive, and, barring the rarest of circumstances, you
won't be able to afford anything here with the CP of a single jump.

The Bank allows you to store any unspent CP from a jump, including any sections and/or supplements. Any
points stored can then be spent in any other jump/supplement/etc. including this one.

The Bank grants a CP interest of +1CP per month spent in a jump, plus an extra +10CP per month per
1000CP currently in The Bank.

You may also use the Bank to store any Normal Currency(NC), keeping it safe from thieves and the like.

For the sake of convenience, all currency can, regardless of form or origin, be converted to any other currency
at a 1 to 1 rate.

The Bank also grant's interest on NC, with a rate of +10% per 1000NC currently in The Bank, with a permanent
+1% increase per year spent in jump.

This Bank can either reside in your warehouse or a pocket universe that only you and those you allow access
can enter, or something thematically similar, like a cave in the world you are in, the backroom of a bar, or in a
bank, though once placed it can't be moved until after your current jump is over.

Continuity Compliance (Free)


Sometimes Jumps take place within the same universe. If you want to you can decide before a Jump if you
want relationships or your influence (e.g. fame/infamy) within a prior Jump to carry over to a related Jump (e.g.
Dragon Ball – Dragon Ball Z; Chrono Trigger – Chrono Cross; DC related Jumps; etc.) if there isn’t an option to
do so.

Yandere Lure (50 CP)


You draw Yanderes to you like a moth to a flame, expect stalking and creepy love letters from now on...
Yanderes don't handle being ignored well, so you should deal with them one way or another before they take
matters into their own hands. You can toggle this off or on before every Jump.

All Verses/Jumps/Settings/Cyoa Are Separate (50 CP)

No Jump Doc, CYOA, or verse may in anyway subjugate or claim your chain or jumper you are above them all
no matter what the text says for example in the Terra Hypnagogica Jump it claims that you are a native and
that you were always there even the Drop-In implies it. This makes sure that's not true a Jumper is above
everything and is beholden to no setting you exist beyond every verse and are merely a visitor/outsider unless
you say otherwise even if it's a verse that contains everything and is infinite with omnipotent beings you're still
a outsider from beyond it and so is your chain all settings/jumps/Verses are just apart of your chain and your
chain will never be part of a setting unless you will it so no matter what the text says. All Verses are also
separate no matter what the text says and docs cannot interfere with eachother.

Summon Sandwich (50CP)


You gain the ability to summon/create any edible sandwich that can fit into your hand without any cooldown.
That’s about it.

Companion Alignment Suppressor (50CP)


Companions aren't always going to agree with you, Heroes won't want to help villains and villains won't want to
be made to act like do-gooders.That's where this comes in.This Perk prevents Companions from disobeying or
betraying you due to your actions they won't approve of your actions if they are against it but they won't oppose
them either. This does not prevent affection and reputation loss from your actions though so do be careful
Jumper.

Dessert Discussion (100/300CP)


This perk allows you to summon desserts and other sweet foods as you talk about them (e.g. “having your
cake and eating it too”, “a finger in every pie”, etc.). It can sate your hunger, it can serve as a distraction but
otherwise this is just mundane food. For 300CP this can be expanded into all kinds of mundane food and
drinks (like “I’m on a seafood diet. I see food and I eat it.”).

Species Swap (100CP)


You can now change the dominant species of a Jump to any other race. Humans, Elves, Orcs, Martians and
many more possibilities are available. You could even turn all Jedi and Sith into psychic bunnies if you wanted
to. Go wild! (Please note that some choices may lead to unpredictable circumstances.)

Clean Clothing (100CP)


Are you tired of constantly having to wash your clothes? With this perk every piece of clothing you own gains
self-cleaning properties. While the actual cleaning duration depends on how much your clothing is soiled or
how difficult it usually is to remove, all filth will be removed within eight hours. Even small tears (less than 1
inch or 2,5 cm) will mend themselves within that time period. (You can also choose to not have the perk
active.)

Clone Companion (100CP)


There are quite a few jumps for which you have to convince characters to become Companions (It might be a
deal-breaker for some to leave the original world behind). With this option you can automatically take a clone of
Companion Candidates with you as long as you pay for the Companion and said person would be at least
somewhat interested in joining you (either as your friend or due to their goals). Aside from this the clones are
literally the same person (including memories and powers). It is just a way to avoid any moral or ethical
complications (like forcefully recruiting or manipulating someone away from a happy ending).

Money Back Guarantee (100CP)


Many companion options only grant an opportunity to recruit somebody. With this option the recruitment
chance becomes a 100% possibility of that character joining you as long as you pay 100CP extra (in addition
to the usual cost); even without any prior interaction. (Said new companion might be confused and irritated and
therefore will probably need an explanation.) If you manage to convince that individual without mind control to
join, you’ll get those invested extra CP back (into your Bank).

Efficient Body (100CP)


The users of this perk have a body/bodily systems that are perfectly optimized, totally efficient, with absolutely
no wasted energy or effort on their part. This allows them to make best use of their body/bodily systems,
including metabolism, immune system, temperature regulation, digestion, movement, brain function, etc.,
without having to expend/waste unnecessary effort or energy to make sure it's working the way it's supposed
to.

No Limits to Misery (100CP)


All Drawback limits are removed in future Jumps. This counts for both you and your companions.

No Force (100CP)
You know those Jumps where if you want something like a certain Race/Species or perk or anything else
you're forced to take a drawback well not anymore whenever that happens you can ignore that stipulation and
take whatever it is you want without having to also take a drawback only paying the necessary CP or whatever
other currency that Jump uses.

Tactical Retreat (100CP)


The way this works is simple. Simply yell “Tactical Retreat”, “Run Away” or something similar along the lines.
You and your allies will have at least a few seconds of escape while your enemies simply stand there in
confusion. It is only possible if there is an actual possibility/opportunity to escape.

Flawless Coordination (100CP)


The user's physical abilities are heightened to the point where they can flawlessly perform any physical act
without difficulty. The user can imagine themselves doing the act in their mind, then they're able to perform it
without any problem. Users can perfectly and without a single flaw or mistake perform or replicate any and
every type of movement whenever they want with perfect precision and zero effort, instantly. This could range
from free running, to juggling swords while walking on a tightrope, to doing multiple backflips.

Agelessness (100CP)
You no longer age beyond your prime (about mid-20s for humans). That’s it. If you are above that age you just
stop aging. You may turn this off and on at will.

Skills to pay the bills (100CP, can be taken multiple times)


You can pick any profession an ordinary or employed person may have in a universe. This may be a mundane
profession (e.g. doctor, soldier) or a magical position (e.g. mage, alchemist, magical priest). You gain 100
years of experience in the chosen profession.

Live From Jumper’s Habitat (100/200/300CP)


Did you ever want to have a documentary of your Jumps? With this perk you gain 2 videos of your Jumps. One
is an uncut version and the other contains highlights of said Jump. For 100CP the commentary is mostly
neutral but may contain slight praise for your actions. For 200CP your highlight-video contains commentary
which shows nothing but praise for your actions and it has a therapeutic effect if you or your
companions/followers watch it. For 300CP the videos not only praise your best moments but also mentions
your mistakes (tactics and strategies) and how they can be avoided. Furthermore it can suggest training
methods or alternate usages for shown but not fully utilized powers.

You Can Have It All (200CP)


You can now take as many origins, species/races, power's abilities, and perks as you want.They will blend
seamlessly with each other, stack where necessary and never work to harm you in any way shape or form.The
Species/Races you take can merge becoming a hybrid of them with you deciding which species/races will be
merged to create the hybrid wether that will be all of them or only two or more of them and in which way they
will be merged or if you don't want that then you can take only one race/species as your main in Jump one and
the other Species/Races will instead become alternate forms you can access and transform into as per usual.
Any origins, powers, abilities, and perks will work in similar fashion as the Species/Races with you deciding
how they merge or if they merge at all or if they will be kept separate. Regardless of what you decide they will
work together in perfect harmony and balance without any flaws, instability or downsides in any way shape or
form on any level whatsoever.

AH! Shakespearean he is (200CP)


You are SARCASTIC. You could get in a battle with the Omnipotent God of Sarcasm and win. Without even
trying. You could kill somebody with such burning words. You can speak all languages and even Eldritch
tongue. You can fit in with any world’s slang and can seem to just burn people alive with these words.

Maximum Bodily Capacity (200CP)


Users are able to use 100% of all their bodily systems and functions, making them smarter, stronger, faster,
more agile, durable, etc. in every way in regards to what the body is capable of. This includes the neural
system, the skeletal system, the muscular system, the brain, etc.This power is different from Peak Condition
since that involves pushing one's body and mind to the highest limit they can reach, while Maximum Bodily
Capacity focuses on accessing your full physiological potential all at once.

Fat Fiat backing (200CP)


Tired of your items that you either purchased or built not working in other dimensions because the physics are
different. Now everything you own or create will work in other dimensions regardless of the local physics.You
also gain absolute Fiat backing for all powers and abilities past, present and future no matter how you got or
will get them. To put it simply, anything you currently have or will obtain in the future no matter what it is or how
you obtain it will gain absolute Fiat Backing.
CP Share (200CP)
Most Jumps have restrictions on how many CP Companions get. With this perk you can transfer your CP to a
companion at a 1:4 rate (you spend 100CP, 1 Companion gets 400CP). With CP Share everyone can be a
winner! (Only available to the Jumper, not Companions)

Unlimited Soundtrack (200CP)


Are you tired of having to pay every jump for some music? Now you have access to all music regardless if it is
OST, fan-made remixes, some priceless antiques or even some product of your imagination. You could also
imitate simple sound effects as well. Use it for your own enjoyment, cruise it with your friends and abuse it by
making everyone in the city, the country or even the whole planet hear it at once for as long as you want! It can
be all in their heads or it can be real sounds.

Genetic Perfection (200CP)


Users of this perk are biologically and genetically perfect in every respect, they have attained the pinnacle of
biological and genetic enhancement. As such, their genome is totally flawless, making their entire biology
perfect, which grants them any/all powers activated/hidden within their genetic code/genome to their maximum
capacity and potential immunity to any/all kinds of outside genetic alteration and/or change caused by genetic
access, cutting, disintegration, etc., because users have total access to all of their genetic capabilities.

Refining (200CP)
Users of this perk can refine anything to its purest potential, refining ore into metal, removing illness from a
body, removing impurities in an illness to make it stronger, etc. Refining something means it can become a
much stronger variant, or all together progress into a new, pristine form.

True Self Recognition (200CP)


The users of this perk can see/perceive the true, inner self of themselves and others, what they truly wish,
what they need, without the masks and personas that a recipient wears due to societal pressures. Even
knowing things that they themselves do/did not know. Even though this power may seem harmless at first, it
must be noted that it gives the user full and unrestricted insight into anyone's greatest fears, dreams, memories
and aspirations, etc

Fantastic Fuel Fountain (200CP)


Your vehicles, generators and items that you build or buy via CP now all have infinite fuel regardless of how
exotic it might be.

Photo Frenzy (200CP)


This perk makes you extremely photogenic (whenever you want to be) and grants you the ability to take perfect
photos. People as well as animals will try to avoid disrupting you (unless you are taking them in an active
crisis). Vice versa they will not be averse to you taking pictures of them unless you have ill intentions towards
them (nude and similar photos count as ill intent unless you have explicit permission). Sometimes your camera
will even take pictures on its own if they depict something you are interested in.

Origami King/Queen (200CP)


You can summon an infinite amount of paper and gain innate knowledge on how to craft origami figures of all
kinds (conventional as well as of any other being). You can bring these origami figures to life and they will be
loyal to you. They also gain some abilities based on their form and can be as smart as a regular human being.
The only downside is that they aren’t that tough. They are about as durable as a sheet of rubber. (It is paper,
what did you expect? If you found a way to make their components more durable it would be a different story.)

I know, you know (300CP)


Precognitive abilities are a hassle. Whenever somebody uses supernatural or technological (like computer
calculations, divination, prophecies, etc.) abilities to predict your moves, tactics and so on, you not only know
who is using these specific abilities but you also know what that person or these persons will do in response to
this analysis. In other words: You know that they know everything that you are going to do. But that is not
helping them since you know everything they are going to do. Strange, isn’t it?

The Stacking Effect (300CP)


Any and all origins, perks, abilities, powers, essences that are similar such as Peak Body, Essences, learning
ability, blessings, porn logic, immortality, alternate forms and whatever else you have or ever will have in any
way shape or form stacks together additively and where it applies they not just normally stack together but they
increase far beyond what they should do in power and ability in the same way Gogeta/Vegito's power level is
far more than just Goku and Vegeta's power added together. Stacking abilities, perks, etc. do so in complete
and utter harmony and balance without any instability of any kind.

Importation Creation (300CP)


You can import the effects of any item into an Item of your choice. Meaning you can import the effects of a
sword into even a castle if you owned one. Or a gun into a sword. You can choose if the import changes the
weapon in any way but you can now have a castle with all the effects of any other pieces of land. Or a sword
that is the amalgamation of all weapons.

Thorough Theft (300CP)


Anything you successfully steal and maintain possession of for an unbroken period of 24 hours becomes yours
permanently. This gives the item(s) and/or vehicles(s) you steal fiat-backing and in-universe paperwork (and for
future jumps) including any permits necessary to own whatever it is. The item will also not harm you in any way
and any curses upon it won’t negatively affect you or present you from removing it. If the stolen item or vehicle
is sapient then its loyalty will also be transferred over to you.

Barista License (300CP)


Are you tired of having to look up recipes? Well, no longer! With this perk you automatically know all recipes for
drinks (alcoholic or non-alcoholic), potions, poisons or any other liquid. You also instantly know what
refreshments, potions or poisons you can create with your materials on hand (including requirements).

Ultimate Cook (300CP)


You now know every (magical and mundane) recipe regardless whether it is from cooking, baking, grilling etc.
as long as it’s done in a kitchen. You could make pancakes, the Wonder Tart or Soul Melter Curry. You can also
easily invent, improvise or improve on recipes. Last but not least everything you make has twice as much
flavor, nutritional value and other beneficial effects than usual while you only have to spend half as much time
cooking (if you want to).

Getting a Promotion (300CP)


For anyone who has many Followers it can be a hassle having to pay to make them Companions. Now you
can turn any Follower into a Companion at any time. While you (usually) still have to pay to insert them into a
Jump they gain perks worth 600CP from their home Jump to commemorate their promotion.

Equip Inventory (300/500CP)


You gain a special inventory for wearable/portable equipment (e.g. armor and accessories). While it only has
room for 20 pieces (a set of gloves, boots, etc. count as 1 piece) all beneficial effects (like toughness) apply as
if you actually wore those items on your person. For 500CP you can keep 50 pieces of equipment in this
special inventory.

Heroes Reward (400 CP)


When you act the part of the hero, people will believe it necessary to give you the 'Heroes Reward'. If the deed
affects an area like a town or a specific group, it could be any woman from that group. If it affects a single
person it will be that person, or if they are male it will be a woman connected to them, Their Mother, Sister,
Childhood Friend, Girlfriend, Etc.The importance of the deed will affect the reward, helping a lady carry her
groceries will get you a kiss on the cheek, maybe a bit more if it was a long walk, but nothing more. Saving a
Kingdom will get you the Princess's hand in marriage. If there isn't a princess then you'll just have to take the
Queen instead, the King will understand. (You may switch this to the other gender if you want to.)

Drawback Flashback (400CP)


Do you have “favorite” drawbacks? With this Perk you can take any Drawback you have taken in a past Jump
and apply it in the current Jump (and also gain the CP bonus along with it). You may only apply up to 5 past
drawbacks in a Jump (any other persisting drawback limits in new Jumps still apply).

I dunno how this works let's just run with it (400CP)


You can now be whatever race you want and still be born to human parents or whatever race they are. So long
as you paid for it you can be a vampire dragon hybrid and have two human parents. So yeah. Have fun with
that.

Power Naps (400CP)


From now on you only need one hour of sleep. Within this one hour all your wounds heal and your stamina and
magic energy is fully restored. Should anyone attack you while you are asleep, you will subconsciously react
and start attacking said person(s) while sleepwalking/-attacking. While you can only utilize 80% of your power
while you are asleep and the need for sleep resets at the end of the fight enemies will think twice about
attacking someone who can fight back. (Synergy bonus: Sleeping Terror – You can fall asleep any time you
want almost instantly.)

Captive Audience (400CP)


In the media there seems to be a rule that awesome speeches and transformations must never be disrupted.
Now you too can have that protection. Whenever you do something awesome (speeches, transformations,
power-ups, dances) people tend to just sit right there and let you do it. As long as you do not directly threaten
their health and lives with said action (e.g. blatantly charging an attack or aura directly harming them) or you
stupidly remind them that said action is bad for them or that they are on a timer they will do nothing to stop
you.

Infinite Ammo Code (400CP)


Are you tired of ammo running out in a crisis? Not any more! With this purchase you have infinite ammunition
for all weapons. You don’t even have to reload. Even if these (thrown) weapons are physical you receive
another one instantly. If said projectile or ammunition is unique then it will simply be teleported back to you.
You also don’t have to worry about guns or other long-range weapons overheating, jamming or having other
malfunctions while in combat.

Long Distance Call (400CP)


Any perks, powers or other abilities with a specific range now have twice as much range as before. Any of
those without a specific range now have a minimum range of line of sight. Furthermore you gain the ability to
use your abilities by using monitors, cameras and or satellites as a range extender (if you are aware of their
existence and they are in range). Who wouldn’t like to (idk) be capable of brainwashing someone via
satellite?

Gutted Gauntlet (400/1000CP)


Everybody knows how hard some Gauntlets are. With this perk you get some extra CP (or their local
equivalent) at the start of a Gauntlet. For 400CP you get an extra 100CP budget for Gauntlets. For 1000CP
you get 300 extra CP for Gauntlets.

Ritual Reduction (400CP)


Are you tired of having your rituals disrupted or have your magic/charged attacks cut off just before the end of
the countdown? Now you can utilize these despite the lacking time to finish. Keep in mind that due to the
sudden interruption the attack/magic/ritual loses potency directly proportional to the lacking time (e.g. 1%
before end leads to 1% less power). It doesn’t reduce the time or resources needed for the full results but this
is way more desirable than having all of your hard work be in vain.

Repeat Performance (400/600CP)


There is an ironclad rule that prohibits you from reusing the same Jumpchain document. With this perk you will
be able to circumvent that rule. From now on you can take any Jump you have already visited a second time.
This takes place in an alternate timeline/universe. The downside is that you must take a different origin and/or
race if one is available. You may also get a third Jump but not only do the above restrictions apply but you will
not get any starting CP or CP stipends (regardless of Perk, Power or Item stipends) for this third Jump.
Furthermore you may not use any Perks or Items (outside body-mod) that you haven’t gotten from this reused
Jump document for the third Jump. (Money doesn’t count as an Item but out of setting money will be
disregarded) After all, repeat performances tend to get stale after a while. For 600CP this malus is reduced to
Perks and Items from the same series or their crossovers (e.g. Dragon Ball Jumps, Mario Jumps, Sonic
Jumps, Star Wars vs. Warhammer 40K for Star Wars etc.).

Background Customisation (500 CP)


This Perk allows you full customisation of your chosen background when it is selected during a Jump-chain,
allowing you to alter it to your will. The backgrounds will be made true, altering the History of the world you are
creating the background in.

Incompatible with NOTHING (500CP)


You can now take races or perks or powers that say they are incompatible with another power with no problem.
Take Demon and Angel together or Hero and Demon Lord. It doesn't matter. You can do whatever you want
now. No problem. How they will mesh together is up to you. Sometimes they make immensely powerful
combinations. Go and do whatever you want. There are no limits on you. This also lets you take as many races
as you want without having to pay extra if there is no hybrid option.

Inaccurate Intelligence (500CP)


There is the good old saying “The rumors of my death were exaggerated.” Every time somebody tries to gain
information about you or your forces they gain at most mixed results. Unless you want them to find out your
data (toggle), they will find themselves with mixed-up numbers (e.g. occasionally missing digits or putting
numbers in wrong places), incorrectly transcribed bits (e.g. mixing up invincibility and invisibility) and only the
completely obvious stuff at best (e.g. “Well, he or she is the Jumper/Companion and their allies are followers”).

Optimal Finesse (500CP)


Users of this perk can utilize anything to their highest potential in the most effective manner possible. This
effectively lowers any chance of failing to complete a set task or risks that may result in an undesirable
outcome. They have complete and utter control over their skills and abilities instinctively knowing which will
best suit any number of situations.They are innately masters of how to make the best of themselves this
includes how to make the best of their abilities, maximize the situation to full effect, making use of what they
have available to them, utilizing their maximum potential, how to get the best results and how to push
themselves to get the best of their abilities.Thus, allowing them to automatically; plan, analyze, and take action
with absolute efficiency.

Self Source (500CP)


By taking this perk you become free of needing any external source for your powers/skills. From magic that
draws in mana from the environment or sword skills that relies on esoteric or strange laws none of your abilities
will require anything outside of yourself.This does not give you more power or skill then you already have
however. If you are only able to draw upon a finite amount of power this will not change that, merely allow you
to use and train it anywhere. How this manifests is largely dependent on the power/skill in question, magic for
example might draw on an internal pool. You no longer rely on external sources for any of your abilities. Your
perks/powers and anything else are now innate to your existence.

Absolute Stamina (500CP)


Users possess a level of stamina and vitality at a maximum and limitless level, breaking all logical and natural
boundaries while transcending the concept itself. Essentially, an absolute stamina entails never getting tired no
matter the circumstance, including conceptual attacks, curses, or divine forces attempting to limit or weaken
the user's endless and boundless stamina. Users would be able to perform an infinite amount of actions and
tasks without feeling the slightest bit of fatigue. In combat situations, users would be able to unleash their
ultimate techniques and attacks continuingly and endlessly. In short, the user will never get tired.

HE’S A F^CKING HACK (500CP)


WHAT THE HELL!!!!!!! THAT'S MINE YOU HACK!!!!! I DEMAND COPYRIGHT!!!!!!!. When you find someone
using something so close to your own power that it's borderline copyright then you have the power to beat the
ever loving sh!t out of them. If they use that ability on you then it wont work and does nothing. Now let's just get
something straight. It has to be something like someone copies Rimuru’s Beelzebub skill and tries to use it
against him it wont work. Or maybe it's a copy of the Gate of Babylon. Well those weapons break against your
skin doing nothing or downright doesn't work. This prevents power copying, stealing and negation as well.

Everyone is here! (500CP)


Are you tired of having to pick between Companions due to limited slots? Now you can take as many
Companions with you as you want as long as a Jump does not offer a method of doing so (including this
Jump). By doing so they gain 600CP or whatever the usual amount for Companions visiting a Jump is
(whatever is higher). They can take personal Drawbacks to increase their CP. Please note that this doesn’t
apply to Gauntlets.

All the Time in the World (600CP)


People and objects don’t seem to age within your Jumps any more. Everybody just ages to their prime and/or
stops aging once you arrive within this Jump (you can decide which) - there will be simply less childbirths to
compensate for that. Objects and machines won’t deteriorate any more, foods won’t spoil and even stars seem
to have a slightly longer lifespan. Depending on the setting some people might find this suspicious after a while
(e.g. not if this is a setting where nobody gets visually older for 3+ seasons). This can be toggled off and on at
will.

Subliminal Seduction (600CP)


The users of this perk can project seductive thoughts to the minds of others, speak with subliminal seductive
power behind each word, and/or stimulate the brain's pleasure centers by touch, voice, thought. This can be
used to attract and seduce any subject one desires, because the subject receiving the thoughts would believe
they were the ones thinking of them.

Money Back Guarantee (600CP)


Have you ever purchased a perk or item and regretted it two Jumps later? Now you can give the perks and
items you no longer want or need back and get all the CP (or similar points) you invested in those. Be careful
though, once you’ve given them back they’ll be gone for good (unless you back and purchase them once
more).

Unlimited Soundworks (600CP)


Now you have the power to make music and sounds a reality. Imitate gunshots or laser pitching and literal
bullets or laser beams mow down your enemies, Sing “Walking on Sunshine” and you gain the ability to do
you. Regardless of whether you sing or make the sounds or if you use another medium (like the TV or radio)
you can turn them into reality. You could even play the theme (song) of a specific character and gain their
abilities for the whole duration (or even longer if it plays on a loop).

Organic Retention (700CP)


Everybody knows that the loss of an organ means the loss of certain body functions. With this perk your body
still retains most of an organ’s function after losing said organ. (e.g. retaining sight after losing the eyes or
weakened heartbeat after receiving a heart wound) While the remaining functions are slightly weakened (by
about 10-20%) your body can still function almost as usual. A loss of all your vital organs (heart, brain, kidneys,
liver, lungs) will still lead to death. (funny side-effect: if you were decapitated, your remaining body would still
be able to see and hear mostly fine)

As I Recall (800CP)
You now have a perfect memory. Not only can you remember everything without flaw but also everything to the
last details (e.g. sight, taste, even your exact thoughts at those moments). It is even beyond eidetic memory.
Like in Harry Potter (pensieves) you can “revisit” a mental image of this memory and look at these memories
from different angles. That allows you to see details which you couldn’t have noticed before. This memory
boost also increases your learning capacity since you can’t make the same mistake twice (without realizing).
Increased muscle memory also boosts martial arts (and similar motion based) training.

Infinite Resourcefulness (800CP)


Users of this perk can creatively make the most out of all/any resources available (whether tangible or
intangible, external or internal) with the most efficient manner. The resources include mechanical,
technological, natural, environmental, instrumental, social, human, mental, psychological, physical, spiritual,
financial, artistic, knowledge, information, skills, tools, talents, experiences, feelings, energy, time, science,
relationships. Even the circumstances of all kinds (life conditions, social conditions, political conditions, military
conditions, economic conditions).etc, all of which they can use to find a way through anything they face. They
are able to see limitless possibilities in every event, situation or thing, etc. and apply them in creative ways to
get their way out of any situation or overcome any challenge. Users can adapt mentally to any
situation/condition/event/environment, never being caught off guard in sudden changes, and instantly reacting
to new situations.They instantly and automatically analyze and understand any environment or situation, and
deduce the most optimal course of action, allowing them to make the right decision in all situations.

Serene Existence (800CP)


The users of this perk function with a unique form of apathy; users are fully capable of experiencing emotions,
but those feelings do not play a prominent role in their thought processes. Brain waves are very calm, akin to a
zen monk. As such users are immune to depression, mental illness, etc, allowing users to live comfortably
without losing their sanity. The users of this perk are always calm, serene and relaxed regardless of the
situation(s) they are in or what happens to themselves or to others around them. Their body, mind, heart and
soul are always perfectly clear and relaxed, and their mental fortitude and endurance is unbreakable/unyielding
no matter what is happening, making them immune/invulnerable to stress, torture/torment, anger/rage, hatred,
sadness, etc. Users of this perk aren't simply apathetic, as they can still feel and experience emotions; rather,
it's just that they will remain calm regardless of the emotion they are experiencing as such emotions do not
affect their thinking process. Their minds operate in the most efficient and rapid manner possible, thus they
process the world in the most optimal manner possible. They can immediately intuit the best solution to any
problem.They gain a mind that is at all times totally calm. A mind not influenced or caught up in events or
emotion, thus a mind more able to freely perceive and respond to any situation. This is an inherent part of
them, rather than an external ability, as such they automatically make the most optimal decision in any and
every scenario and deal with events in the most efficient manner. Their detached and serene way of looking at
the world grants them an objective comprehension of anything that others would not be able to achieve,
allowing them to understand the mechanics behind anything they face and formulate the most optimal solution
possible.

The Dark Lord's Edict (800CP)

Edicts are the physical and metaphysical manifestations of your will, and as varied and powerful as you wish.
They can destroy cities, blight kingdoms, or drain the seas. Some are devastating on an apocalyptic level,
while some are so subtle the victims never even notice it has been cast. When an Edict is cast, you choose the
target(s), effect, how long it will last, and if there is a condition that will end the effect.

The Real Deal (800CP)


Un-nerfs any option offered in other jumps that are purposefully made weaker in their in-jump purchases. No
more random feature lockouts, no ‘this is just a replica’ if there isn’t a ‘real’ version to purchase, will at least
respawn once per jump/decade if for whatever reason it’s a one-off you’re not supposed to get more of. And
you (as in, you or anyone else you allow) can make copies of it if you want to when the option says you can’t.

Item Fusion (900CP)


You gain the ability to fuse items. If similar items are fused (both from the same category, e.g. weapons, or
similar size) or they complement each other (e.g. a jetpack with power armor) they can be combined into a
more powerful item. If at least one of those Items is fiat-backed then the combined item is also fiat-backed. The
original items are lost due to the fusion. CP bought (or similar point-based) items will automatically retain their
benefits after the fusion. (different properties also count as Items)

Combat Adaption (1000CP)


Users of this perk's fighting style, tactics and abilities automatically adapt to be equal or superior to the
opponent's style of fighting, whether armed or unarmed, making an opponent's attacks useless after the first
few strikes. (this seems to apply only to a fighting style (as in martial arts), not to other techniques)

Essence of ROB/Almighty Entity Insurance (1000CP)

Any of your powers, skills, abilities and anything else you have and will have can never be drained, reduced, or
otherwise limited in any way shape or form on any level whatsoever unless you want it to happen.You have
complete control over all of your abilities, powers and anything else you have and can dial the strength of
anything in any way you want or turn it off completely. No entity no matter who or what they are or how
powerful they are or what powers they have including Jumpchan and anything on that level or greater can
double cross, betray, force their will, or otherwise try and cheat you in a contract, deal or empowerment like a
CYOA and or Jumpchain in any way shape or form. Those that try will implode to nothingness with no way of
recovering whatsoever or some other punishment you might fancy. Nothing happens if you cheat them,
however.

Body-Mod-Index (1000CP)

Everyone knows how hard changing your Body-Mod is. With this Perk you can now add a Perk once per Jump
to your Body-Mod. Simply select a Perk, pay three times the usual purchase amount (even if it is a freebie) and
said Perk will permanently be a part of your Body-Mod. You can also use your once per Jump on another
Companion instead.

Custom System (1000CP)

A customizable system, it can be any type of system, you can modify it, add or remove features however you
please, can either be a system that grows alongside you or an already all powerful system.

Devouring Body (1000CP)

You can permanently absorb anything like armor materials used to create armor and even esoteric substances
like Dragon Blood directly into your body to enhance it without turning your body into metal and keeping only
the benefits without giving yourself any weaknesses.You can absorb Adamantium/Barbadium into your flesh,
skin, bones, organs etc and make them just as durable as that metal or you can absorb an armor that nullifies
harmful magic to grant your body that ability. These enhancements will apply to every body and alternate form
you have or will obtain in the future unless you don't want them to.

The Power of Apathy (1000CP)


How can people ignore atrocities on a daily basis? Well, here’s the secret. Nobody cares. Unless you do
something that directly affects other people (than those whom you target) your actions are mostly ignored. The
authorities only make a token effort/investigation at best while only direct relatives or really close friends of the
target are actually willing to do something about you or to find out what happened to that person. If you have a
legitimate reason (e.g. self-defense) for harming someone even those will hold off on taking (e.g. legal,
punitive) actions against you. This can be toggled off and on at will.

Sleeping Terror (1000CP)


There is a trope about waking a sleeping giant. This perk can make you such a giant. Every 5 minutes that you
are asleep your attack power (all attack types), defense (pure defense as well as all resistances to status
ailments and the like) and healing speed gain an additional .1 multiplier (Beginning 1x; after 5 min. 1,1x; after
10 min. 1,2x; etc.) until you reach 12x multiplication. (This multiplication is added before any additive boosts.)
This boost lasts for 72 hours after waking up or until you fall asleep again. (Synergy bonus: Power Naps – If
the multiplier is still active by the time the user falls asleep the current multiplier is extended until the end of the
sleeping period.)

Pain Per View (1000CP)


Did you ever feel like some Drawbacks are heavily underpriced for the agony you are going through? With this
perk the CP gain for all Drawbacks is doubled. (The current Jump is exempted from this Perk.)

Greatness On A Different Level (1200CP)

All origins, perks, abilities, powers, alternate forms and whatever else you have and are or will ever have and
will be in any way shape or form shall effect and influence each other positively and strengthen, refine,
enhance, complete and perfect each other filling in any gaps and removing any imperfections, flaws and
weaknesses from each other continuously and without end and will work together in perfect harmony and
balance without any flaws, downsides and instability in any way shape or form whatsoever on any level making
you greater and greater until you are truly Greatness On A Different Level.

Time Lord/Lady (1200CP)

Unlike that species from Doctor Who you gain the ability to control the flow of time. You can halt time for
everyone (including you but you can use it to plan; this may improve in time so it only freezes time for them
and/or halts their growth/aging process), reverse the time flow for objects and people and you can also age
others and objects. Furthermore you will never age beyond your prime and you can change your age at will.
Should you be on death’s door you can reverse your time flow (or that of others) and de-age to a state before
your fatal injury. Time travel itself is beyond you with just this purchase.

Perfection (1200CP)

You have the power to instantly reach the zenith of your potential in all aspects. While also providing the
memories and experience needed to wield your abilities with absolute perfection. This does not require any
training, effort, research or studying on your part, nor would it require any outside resources or equipment
should you possess an ability requiring such. So with the potential of a regular human you will suddenly find
yourself becoming a master of every possible human skill, achieving peak human appearance, health and
physicality, and gaining all the knowledge and memories needed to become the perfect human. The only limit
of this power is that it cannot raise your potential. (if you take this in combination with Absolute Potential you
only reach the potential prior to the new unlocked absolute potential (like you receive both at the same time
and the latter perk consists of gradual progress), it may however increase any other unlocked potential aside
the Absolute instantly to its maximum)

Masochism (1200CP)
You are now capable of getting enjoyment and pleasure from stressful situations, hard challenges and pain.
This doesn’t make you addicted but this perk makes sure that you won’t give up or surrender no matter how
hard something is (while still retaining your sound judgement). This perk also allows you to grow and surpass
your limits under this strain. Whether it is in terms of skill or actual attributes (even those that usually don’t
grow) you will continue to slowly grow until you can beat the challenge or the aggravating situation/pain is over.
You are also more capable of exploiting loopholes and thinking of alternate solutions to your problems because
of that. (If you already have an increased growth rate or potential with perks, this perk further increases your
growth in above mentioned situations.)

Sadism (1200CP)
You are now capable of getting enjoyment and pleasure from causing stressful situations, hard challenges and
pain to others. This doesn’t make you addicted but this perk makes sure that you know how to best inflict pain
and stress (while still retaining your sound judgement). This perk also allows you to help others grow and
surpass their limits under this strain. Whether it is in terms of skill, actual attributes (even those that usually
don’t grow) or even character development they can slowly grow beyond their limits under this stress/pain. If
you don’t want to help others you can turn this effect off (and on at will) and you just know how to make them
collapse under this strain.

Bleeding Money (1300CP)

Good News! You can use money to outright negate any wounds, curses and/or ailments dealt to you (and/or
your allies) if you want to. While minor scratches and bruises will only cost you a few dollars, losing a limb
might cost you many thousands of dollars (prices may vary slightly depending on local healthcare – if
healthcare or medicine is worse (compared to 20th century) then the price rises). If someone is capable of
landing a fatal blow it would take half of your remaining money (since perma-death would cost you everything)
and revive you to full health. Upon using this 1-up this perk will go inert for 10 years or until the end of the
Jump (whatever is sooner). Should you have any other 1-up perks, those perks will be used first.

All on the Shopping List (1400CP)


It somehow seems redundant having to buy your Items additionally to having to sometimes pay for your
job/origin/class. Whenever you enter a Jump you automatically receive all Items of your
Job/Origin/Class/Species/etc. for free (only one Item tree will be handed out for free). If there are no
designated Items for certain groups within a Jump then you get a +700CP (potentially additional) Item Stipend
instead (must be spent in that Jump).

Worship Inducement (1400CP)

The user can subjugate any sentient and non-sentient beings to their control through pure respect, reverence
and sheer adoration for the user as they become completely willing to follow the user's will. At first, they grow
attached and warm up to the user, then start to put the user into a pedestal, taking what the user says as final
by implicit trust, ending up as seeing the user as an awe-inspiring example to follow. Through the user's
desires they are held as a figure that is held as a god, a messiah, a divine king or a similar icon by his or her
supporters who become willing to lay their lives down to protect and/or serve the user. Subjects aren't turned
into mindless drones, remaining essentially the same except for their new-found loyalty, which makes them
very difficult to distinguish from normal people.

The Starbrand (1500CP)

The result of The White Event, this symbol of a many pointed star brands you as the protector of the universe.

At the start you will have access to a wide array of powers, which are superhuman durability, able to casually
tank a hit from both the Hulk and Thor's hammer, supersonic flight in atmosphere and in a vacuum, matter
creation and manipulation at the quantum level, the ability to rapidly heal both yourself and others from any
physical injury, the ability to create and manipulate any known form of energy, which also allows you to create
energy blast that can destroy entire planets, and this energy can also be used to power any biological
processes, letting you selectively toggle on or off your need to breathe, eat, drink sleep, or use the restroom,
with your matter manipulation removing your need to sweat or bathe, and finally your cosmic scenes, letting
you sense anything on the same planet as you, though your senses will passively search for and alert you to
any cosmic level threats within the entire universe.

While at first your powers will be limited, with time and practice your power will go to an infinite degree,
allowing you to take on anything that would threaten your universe or others.

Star-Crossed Lovers (1500CP)

You can choose any character(s) from any Verse you visit. They will be destined to meet and fall in love with
you, the love being true and deep, and will last for eternity being just as strong and vivid without weakening in
any way. If you desire it, then you will be their very first love and lover, though the last part will be unable to
happen if they are parents, unless you arrive before they become parents.If you pick more then one or you get
other lovers, they will be willing to share you.You will be able to do this every Jump and Post-Chain you will be
able to do this for every Verse you visit. The price is so high because you can choose literally anyone.

Time Matrix (1500CP)

A perfectly round white ball, standing taller than a man, the Time Matrix allows you to travel through time and
space as well as the ability to alter reality. Should you request something entirely detached from reality, it has
the power to send you to a new universe specifically created for you.

Absolute Potential (1500CP)

The user has absolute potential, capacity for growth and learning, allowing them to learn/master absolutely
anything they want, regardless of their skills, personality, species, etc. They have no ceiling to what they can
learn and no limitations on what they can develop, allowing them to develop endlessly in any and all areas, and
can attain all powers naturally.
A true hero kills with their eyes (1500CP)
You can now use any ability or power you have through a different body part. Want to use that cool fire ability
through your eyes but it says it can only work through hands? Well shoot it out of whatever you want cause
now you can. This may also modify these powers a bit. Like for instance if you wanted to use Decay through
your eyes then you can now activate it at will because we don’t want you decaying everything around you. You
have a cool space power that twists whatever you touch? Well now you can twist whatever you can see. This
allows for use of things in ways they aren't supposed to be used. Or if you have a cool power like the ability to
destroy whatever you can see with your eyes you can now use it with your legs or your arms or something
else.

Subconscious Stream (1500CP)

The mind is quite strange. It is surprisingly resilient yet easily manipulated. This ability does not target the mind
but the subconscious beneath the mind. But the mind can fight back against intruders. A good way to
circumvent that is if you are stronger than your target. A better way is if the target is willing to let you in. The
best way is if the target isn’t even aware of your presence.

Once you are inside the subconscious you can do a lot inside. You can change the morals and guidelines or
even reinforce them to make the target more stubborn or doubtful. You can enhance the instincts and make the
target more willing to ignore guidelines. The most terrifying thing you can do though is to enhance the entire
subconscious and drown out the conscious mind. This transforms the mind into an empty shell that only does
whatever it currently feels like doing. Any changes to the subconscious aren’t easily undone either. Unless you
add something that cannot possibly belong to the target it is next to impossible to notice any changes.
(Enhancing and reducing character traits are an easy way to avoid detection).

One last warning: It is heavily advised not to use this ability on yourself.

Meta Erasure Immunity (1600CP)

The user is completely immune to any and all void and erasing abilities making them completely and totally
inerasable, protecting their whole existence against even the most dire kind of nonexistence. They are
essentially inerasable to the point that they don't rely on a source or field of existence to reside in but they
totally self-contain their own existence no matter what state they are in whether they are healthy, damaged,
alive or dead, amortal and so on.This means that even if there will be no existence left they will keep on like
nothing has happened. Unlike full-on True Unkillability, Meta Erasure Immunity grants total protection from any
and all kinds Erasure and existence alteration, which makes them unable to be erased by existential or
conceptual means but still vulnerable to anything else from explosions and death-force to natural reasons such
as aging and deathly weaponry. Overall, this ability is able to perform feats worthy of Absolute Immortality in
scope, such as staying unaffected by the end of time and being conceptually anchored but possess seemingly
great weaknesses.This power is usually held in a package with extremely defensive abilities such as Flawless
Indestructibility or Meta Resurrection. Also this power cannot be removed by any means necessary.
Infinite Eternal Jumping (2000CP)

You can now continue to use Jumpchain even after Sparking and if you do any more End Jumps then those
sparks will be merged with with your spark with all their power and anything else added to your spark
increasing your power and also all restrictions that required sparking to be removed are of course removed in
short you have all the advantages of a Post-Spark Jumper while still being able to continue Jumping and if you
want you don't have to Keep Jumpchan this Almighty Absolutely Omnipotent Perk will instead power your
Jumpchain meaning Fiat backing, Items, Perks and anything else Jumpchain related as such you will be
beholden to no one but yourself. Of your chain will still follow your Jumpchain rules whatever they are and
were and yes that means if you were in Creative Mode you'll still be in creative mode even without Jumpchan
and this also means no chain failure for any reason and you can also enter a verse at any time period and stay
for as long as you want and leave at anytime you want you can also redo any Jump you've already done as
many times as you want at anytime you want while keeping what you've gained from those jumps. Also no one
and nothing can take this Perk from you, destroy it, restrict it or damage or do anything negative to it in any
way shape or form not even Jumpchan or any being on that level in fact not even more powerful beings can do
it no one absolutely no one and nothing can it's yours and yours alone obeying and serving only you now and
forever and this applies to everything else that's yours as well. And if you're wondering how this perk can do all
this it just does that why it's Almighty and Absolutely Omnipotent and also don't worry this perk can't be used to
harm you in any way shape or form on any level nor is there any downside to it like not being able to handle it
power or such nonsense but it can only be used to Jumpchain doing everything Jumpchan is supposed to do
for you and everything else in the perks description. Now go forth and enjoy your endless adventure.

Bring into the fold (2000CP)


This is a game breaking power. The ability to bring any character from one jump with you from that world into
your fold as a companion or follower and import them into another world. For Free. Only catch is they get no
CP and do not get any history. They also have to agree.

Ruler of the Stormy Seas (2000CP)

You are The Ruler Of The Seas and as The Ruler of The Seas, all the water of all the worlds and all that dwell
within them are yours to control. You don't need to cast spells to control water or ice, as they respond to your
very will and you are immune to water and ice-based attacks. All water-based creatures see you as their god,
regardless of their power or intelligence. Likewise, the storms are yours to command and will form or dissipate
according to your whims.

Omni-Magic (2000CP)

The user possesses every form of magic, mystical or overall supernatural force that existed in the past,
currently, or will materialize in reality. The user's vast magical inventory may sprout from birth/creation,
prolonged training and experience of every supernatural force, or genetic conditions notorious for harboring
excellent mastery/talent over magic. Users possess all forms, variations, and expressions of magical energies
but not immediately understand them. Due to this restriction, the user must learn, master, and repeat the same
process similar to omni-scientific entities, constantly training through ordinary or extraordinary means to
efficiently utilize their magical powers. Various types of magic are available to the user, ranging from weak
magic to transcendent-level magic that archmages, supernatural entities, or gods have. By using their
overwhelming magical power, they can manipulate reality, altering its variables, aspects, matter, energy,
extradimensional strings, quantum mechanics, mass, planes of existence, etc., break, bend, and replace the
laws of magic, authorizing exotic features and results to occur than traditional magic would permit. The user
attains a esoteric form of nigh-omnipotence, possessing all magic in all settings and potential mastery over all
of them.

Ultimate Concealment (2000CP)

This is the ultimate method of hiding. Once activated nobody can sense your presence. Nobody can see you,
hear you or otherwise sense you. This goes beyond invisibility. Anyone who sees you will quickly forget about
you. Even on cameras as well as other evidence concerning your presence is easily dismissed. Given some
practice they can even forget about your existence entirely (While this specific effect is reduced when you are
in combat it is still nigh-impossible to predict your movements). This also grants you immunity to mind-reading
abilities. From others POV it will even look like you are phasing in and out of existence. It should suffice to say
that no supernatural method for locating you will ever work. This can be toggled off and on at will.

Mind Matters (2000CP)


The mind is a terrifying thing. You gain the ability to read the minds of everyone around you within 200m (660
feet) simultaneously. You are also protected from any backlash due to information and other sensory overload.
(The others may still have protections against intrusions of their minds). You can not only read thoughts, but
also emotions and intentions as well. If a mind is unprotected or you can bypass its defenses, you can even
view memories at your leisure and even establish a temporary link between your minds. This link can initially
last for 12 hours at most after the other person exits the range. (You can initially only establish one link at a
time.) You can exploit this link to replicate any attacks or abilities that the other person has witnessed. You can
even create temporary clones (initially up to 12 hours) based on a person’s memories. While replicated attacks,
abilities and clones are never as strong as the original (unless you already possess the required/copied
abilities) but (with 80%) they come pretty close to the capabilities within those memories. You could also use
the link to force the other person to remember certain memories and trauma hidden deep within or you could
hypnotize those without mind protections within range or link. Even after the duration has ended you could still
find other ways to utilize these attacks and abilities (after all you now know how to use them). This can be
toggled off and on at will.

Praise the Sun (2000CP)


You gain sun powers! First you gain the power of nuclear fusion (merging atoms while gaining energy from it).
Furthermore you are now immune to any sort of radiation and depending on the output you could use it for a
multitude of purposes (the sun usually powers everything in life). Whether you use it for something as small as
a flashlight, strong as a power plant or just for heating, it is versatile if you are creative. If you train long enough
you cannot only increase your output but also without risk to the environment. (Also included is the ability of
endlessly absorbing radiation to become more powerful, although I should have mentioned that earlier. Given
enough time you could also control nuclear fission as well as radiation without any additional processes.)
The Equalizer (2500CP)

Are you tired of Thanos curb-stomping you? Well, no more! With this perk any foe in the same solar system will
be brought down to your level. Super-tech will suddenly shut down, Super Intelligence may be reduced to
average IQ and even the most durable enemy will be as frail as you. No matter what advantages they have
they will all be nullified. But what if you already are as strong as Thanos? Don’t worry! With the reverse setting
you can strengthen anyone, all or anything in-between loyal to you up to your level within range. With this you
could take in average persons and make an entire army of Thanos.

Weakness Detection (2500CP)

Users of this perk can sense/detect the weakness of anything, including people and objects, possibly including
more insubstantial targets such as relationships, societies, organizations, even things like laws of
nature,concepts of reality and other perks are not exempt from this perk's detection abilities.The user's of this
perk can also obviously use this perk on themselves and what belongs to them as well.

Weakness Removal (2500CP)


Users of this Perk can remove the limitations and weaknesses of anyone and anything, even things like laws of
nature,concepts of reality and other perks are not exempt from this perk's abilities.Users cannot use this perk
to make anything more powerful than it already is they can only remove limitations and weaknesses the only
exception is if the thing or being in question becomes more powerful as a result of removing the limitations and
weaknesses.The user's of this perk can also obviously use this perk on themselves and what belongs to them
as well.

The Odin Force (2500CP)


You gain the vast amounts of magical energy that is the Odin-Force. This power is represented as Odin at the
height of his power. Odin's power is such, that it has stated that at his peak, it is equal to the likes of Galactus
& was capable of battling the conceptual entity Infinity, who large enough that it could crush planets in its grip
as if they were pebbles, his mere limbs stretched as far as galaxies. Odin's battle with Infinity destroyed entire
galaxies and countless worlds. When awoken from his trance by Thor, Odin swiftly got rid of Infinity and with
one simple act was powerful enough to restore all the damage Infinity had caused across the Universe in
moments.

The Odin Force is capable of a number of feats including:

- Creating a galaxy and then destroying it.

- Create Uru weapons to empower champions.

- Resurrect the dead.


- Fight on several planes of existence simultaneously.

- Transporting the entire human race to an alternate dimension.

- Casting enemies into deep space with a thought.

- Read minds from across even dimensions.

- Manipulate matter for a number of purposes, erecting nigh impenetrable force fields, barriers which can shield
entire cities.

- Stop time itself, and allow one to travel through time.

- Even the ability to grant human beings the gift of immortality.

- Placing multiple permanent enchantments on items, like Mjolnir, lasting until you yourself cancel them or they
are overpowered by a superior enchantment

- All this and more is what you'll be capable of and unlike Odin you won't have to enter The Odin Sleep to
replenish your power The Odin Force will regenerate just like every other pool of magic you have and any
perks you have that aid that will speed up the recovery of The Odin Force.

Now with Realism (2500CP)

Are you tired of plot convenience dictating the plot of the Jump? Isn’t it disgusting if the villain always gets
away and heroes suddenly think they have to spare him (after killing all henchmen)? Now you gain the power
to install a healthy dose of realism into jumps (don’t worry, you can toggle it off and on at your convenience).
The power of friendship or true love is in your way? Well, it turns out that those don’t actually develop within 24
hours – so you are OK! The villain is about to be spared? No, the heroes don’t get any last-minute doubts. The
Big Bad uses a plot device for ultimate power and is about to become invincible? It doesn’t come with an
instruction manual, so the heroes are still fine.

This perk makes sure that any named/important character gets the same treatment as a random mook in the
setting. If a mook can do it or get away with it under the same circumstances (not just because the plot
demands it) then the named character can do it, too. It basically aims to strip away any plot armor and plot
convenience from a setting. This can be turned off and on at will.

Rigid Paradise (2500CP)


Did you ever want to retain the status quo in a setting? With this perk any situation or civilization will be a lot
harder to destabilize and fall into chaos than it should be. Whether this applies to a nation at the brink of civil
war, a paradise, war, crisis or a wasteland; not only does the main controlling force or forces become a lot
more competent when it comes to maintaining order (or preventing further chaos) but troublemakers will be
more hesitant to cause trouble as well. An entire world could be forever trapped on the brink of civil war but
nobody would be willing to change anything. Even equipment is manipulated to last longer or break sooner to
maintain the status quo. Short of a miracle or insanely bad luck it is impossible for any given situation to
change. There might be unintended side-effects on the population or surroundings for maintaining this perk.
(e.g. using this perk as a protection against a warlord might lead to said warlord invading other places instead,
while a situation can’t get worse it can’t get better either) This can be toggled off and on at will.

Jumper Says (2500/20000 CP)


You know the game „Simon Says“, don’t you? From now on whatever you say becomes real. Just be careful.
The base version ensures that everything you say becomes real or you could make it so the opposite of what
you say becomes real (select at beginning). Regardless of your choice I’d be very careful in how to phrase
certain things and I’d keep quiet unless it is necessary. Worst case scenario – you could completely rewrite
reality by getting a simple math problem wrong.
The upgraded version allows you to choose which of your statements can become reality. You no longer need
to be careful with speaking out loud since this power only activates if you wish so.

Copy Paste (2500CP)


You can now copy the effects of an item and paste it onto another item. Have two Excalibur’s even though one
is a ship. Or copy the power of a sword onto a different sword. Or add all your item effects onto one sword.
This does not need to change the weapon in any way. Such as adding a machine gun to a sword just lets you
shoot bullets through the tip of the blade even though it has no mechanism.

The Great Taboo (2700CP)


Have you ever heard about the game "Taboo"? Like in that game you can make one law that everyone within a
Jump has to obey unless they want to receive immediate punishment. The punishment upon breaking your law
depends on how easily it is to violate it and the more specific the law is. A law on prohibiting breathing wouldn’t
incur any punishment at all. A law on prohibiting trespassing would incur a fine. A law prohibiting trespassing
on a specific property that already is hard to access would not only result in a huge fine but also a quick
one-way trip to jail. The best part is that nobody would even have to directly know about your law. The only real
restriction is that people need to have a reasonable way of finding out that the forbidden action results in a
penalty. (You can manually set the penalty from a lethal to a non-lethal level if you want to.)

Miracle Maker (3300CP)


You gain the power to create miracles. Depending on the scale of the miracle the recharge time can take a few
minutes (for minor miracles – like getting a really good hand in Poker) up to a few days (for “great” miracles:
like summoning meteors, changing the weather, causing huge floods, splitting the sea, etc.). If there are people
who believe in the power of your miracles, the recharge rate increases accordingly. You start out with no
control over the form that your miracles take (except that they will be really useful/helpful for you) but the more
you use this ability, the more control you gain. If you gain enough practise and followers/believers, then the
scale of your miracles will also slowly increase.

All-Star Luck (4000CP)


With this perk you get insanely good luck. Everything goes in your favour. Mistakes plague your enemies,
coincidences make things unbelievably easy for you and should you somehow make a mistake or do
something to incur losses it will only bring you more benefits for you in the long run. The best part is that if
someone realizes (against your will) that you have such good luck (or suspect that you cheat with said luck)
something just barely bad enough happens to completely throw off their suspicion. If you get tired of having
such good luck, want a break or wish for more excitement it will automatically adjust itself (or turn off
temporarily according to your wishes) to suit your convenience. After all, it wouldn’t be considered “good luck”
if it got in your way.

Absolute Senses (4300CP)


This is basically the greatest sensing ability ever. Even if someone had all stealth perks in existence including
the ones on this document they would never be able to hide from you. Because you know where everybody is.
You can spread your senses to an infinite level beyond your plane. See into Higher dimensions. Hell you could
set it to tell you whenever you're ever even THOUGHT ABOUT. Yes. You would be able to tell whenever
somebody even thinks of you. You seem to just know where and when and why. You could even peer into the
past and look at the lives of others. Even living them. Changing the past with or without changing the future is
up to you. Concepts such as Time-Space and Existence mean nothing to you.

Generic Godhood (5000CP)


Divinity is only one purchase away. You no longer need to breathe, eat, drink, sleep or have any other similar
needs. With one blast you can tear apart an entire country, you can survive blasts of the same scope and
effortlessly and endlessly sustain Mach 25 (running and/or flying). Unlike other “gods” you don’t need faith or
belief to sustain this level (and your life).
Should you actually gain followers, all your stats will increase rapidly. According to your known feats (and/or
stories about you) you gain more powers and domains (e.g. air- or space-based feats will result in air or space
domains). Said domains will always scale to your current power level. As a deity you may also bestow your
powers onto others. Finally if you are killed (and you don’t have any 1-ups) you are simply turned into a
(powerless) immortal spirit until either you are resurrected or the end of your Jump as long as you have at least
one believer, follower or companion left in this Jump.
While this perk (on its own) resets its power level with each Jump (unless you take all your believers with you),
you will permanently retain your domains.

Mind Sculptor (6000CP)


You have an insanely good affinity with mind related abilities. The whole ESP spectrum, clairvoyance and mind
manipulation (whether psychic or with magic) is as simple to you as breathing. If you didn’t have access to
these abilities you certainly have them now. You could easily brainwash the masses (as in large crowds at
once) and rewrite somebody’s personality and memories with a flick of the hand. Other people need
supernatural abilities or absurd willpower to even have a chance at fighting back. These abilities will only grow
stronger with practice.

Absolute Regeneration (6600CP)


Users of this perk can heal from absolutely anything, even if there is literally nothing remaining of the user. One
will be as frail and vulnerable as before, but every injury shall cease; critical injuries will be healed in a matter
of seconds if not instantly. Complete Destruction and Complete Erasure results in complete restoration. Even
wounds that are irreversible in nature will heal just like normal wounds. All forms of cellular injuries and disease
infection will be healed at metaphysical levels, rewriting all damage to a mere dream, even if said injuries
appeared before the regeneration powers are obtained, such as hereditary illnesses and unformed limbs.
Because the cells and telomere lengths will not shorten in any way, they do not age and all forms of
sustenance intake required is utterly removed. User is immune to drugs, disease, and all harmful foreign
substances, and will be forever in their optimal health and physical prime.The regeneration will extend to one's
mental, emotional, spiritual and temporal existence as much as their physical state, rendering all damage to
the mind, soul and timeline to be restored to its perfect working state. Even if the user is completely annihilated
from all aspects of their existence, i.e, if something completely erases the user from the past, present and
future on a conceptual/metaphysical level, the user’s existence would still be restored without fail. The user
may even reappear at a different spatial position upon regeneration, evading anything potentially jamming into
the body. Also, the power cannot be removed, nullified, erased and affected otherwise, rendering it perfect and
absolute.

Violating Physics (8000CP)


What’s ‘physics’ anyway? You can casually turn off, invert or intensify gravity and break all other “laws” of
physics. You could also apply selective gravity, multiply vehicle speed or make everybody immune to flames
(or invincible in general). You could even apply all of these buggy video game physics and apply them within
your Jump. At first it is an “everybody or nobody” deal within a radius of your choice. With more control you can
apply it to individual or groups of objects (e.g. changing the mass of a tennis ball to that of a moon). Finally you
can apply it even to other people regardless of their actual strength. You have the power. Now you only need
control to match it.

Infinite Being (10000CP)


This ability allows you to shift between all forms (animals, objects/gasses/liquids, spirits, monsters, deities etc.)
and use their natural abilities within (as well as retain complete control (like cohesion in case of gas) over) said
form. You will still retain your intelligence in every form. You could even turn (cut-off) body parts into different
things (you could turn a cut-off hand into a sentient being or a strand of hair into a sword). There is also nothing
stopping you from transforming into a healed/healthy version of whatever you want to transform into. Your true
form can no longer be grasped by any being except Jump-Chan. As a self-defense measure people will only
be capable of seeing whatever form you are currently in or any other form that their mind can understand.
Anyone who tries looking at your true form (e.g. via illusion-canceling techniques, truesight, etc.) will start
bleeding rapidly from their eyes and ears and/or lose their sanity – even if it is just a picture. (You can turn this
effect off and on at will.)

Infinite Reincarnations (10000CP)


This is a cheaper version of Infinite 1-Ups. Unless you tell anybody about this perk it is almost impossible for
others to tell if you are a reincarnated being. Unless a Drawback or Scenario says otherwise death will no
longer be considered a failing condition for Jumps.
If you die then you are reborn as another being (and start again as a newborn). From then it will take 1 year to
recover all in-jump powers and another year to recover all out of Jump powers. While you will usually
reincarnate into a being of your current or the dominant species, you may reincarnate into an animal or a plant
if no sentient beings are born within 24 hours of your death. If there are no beings born within 24 hours then
you will become a ghost (with only half of your usual power). If your soul or existence is ended then you get an
entirely new soul/existence but it will take 10 years or until the end of the Jump (whatever happens sooner) to
regain your full powers and memories. You may keep these new bodies as alt-forms.

Absolute Condition (10000CP)

Users have all their capabilities, attributes and aspects at a maximum and limitless level. At the most basic
level, users have a supreme and absolute physical and mental condition,with absolutely nothing being able to
surpass them in those attributes. For example, with their strength, they could lift multiverses or punch so hard
reality is distorted. With their speed, they could travel infinite distances/execute infinite actions within a finite
amount of time and go everywhere and everywhen faster than instantly. With their intellect, they could outsmart
the smartest cosmic beings effortlessly. The other attributes of the user (if they have them) will also be at an
absolute or near absolute level depending on the user, such as his regeneration, invulnerability and potential,
actually having the physiology of a nigh-omnipotent being.

Core Threads (12000CP)


You gain access to very special „threads“. These threads can connect to everything (items, people, even the
whole world). While you start out small (a few meters/feet) you can connect to everything, even in theory to
other dimensions or universes. Thread abilities have a variety of uses such as healing (yourself or others),
translation (even of non-sentient beings), users can see the emotional/vital state of every living being
(color-coded), capability of seeing magic/mana. There are probably many more undiscovered uses. The best
part is that only the user is capable of actually seeing threads. With these one could easily alter magic
formations unnoticed. It truly is one of those abilities which allows someone to become god-like and possess
unlimited magic.

Endless Adaptation And Evolution (12000CP)


The user has the capability to evolve past any and all obstacles, limitations, restrictions, opponents, and
environments, regardless of their current status, enabling them to evolve endlessly and infinitely with no limit or
restriction to quantity and quality of their evolution, leaving the users body in a constant state of evolution and
growth. Unlike most forms of adaptation and evolution, this power is not dependent on external factors and
forces, such as environment, opponents, etc. The users will continue to evolve regardless of their internal and
external condition and status. Their progress is continuous, even when they have transcended every limitation,
opponent, etc.The user does not just adapt to threats, they also evolve to overcome their weaknesses and
limitations in order to render any opposing force obsolete. The user can adapt to anything and quickly evolve to
any situation, automatically gaining the necessary attributes to face them. Users with this form of adaptation
can be known as the strongest beings in the world as they adapt and evolve to anything in their respective
universe including extraterrestrial threats or even higher beings. In a fight, they may adapt themselves to resist
abilities, replicate and enhance them to surpass their opponents, or spontaneously develop specific
countermeasures as they can dynamically analyze and understand anything that is thrown against them to
quickly deducing the best course of action for their instant evolution. With said advances users can overpower
any opponent as they can adapt anything the user desires to support themselves, even if users fail they can
learn and adapt to their failures to achieve success.With superior and adaptive qualities, users can develop
defensive and regenerative traits that self-regulates to the user’s survival such as instant recovery, advance
immunities and/or even self-reconstruction from anything. With such developed features users can be
selectively indestructible as they can counter anything that threatens regardless of what it may be, even if it
means achieving immortality. Through advanced and intricate evolutions and instantaneous adaptation, they
have the unlimited potential to self-develop and learn any form of supernatural powers and abilities they desire
and to benefit the situations they are in order to overcome them, while also thoroughly learning them. With
such endless developments, they have no ceiling to what they learn so as no limitations on what they can do,
allowing them to advance on all gamut of areas, and can attain all powers naturally, regardless of their skills,
personality, species, etc.

Nephilim (29,000CP)
You are Nephilim. Not a false pretender but a child of the Primordial Demon who is also the Primordial
Darkness and the Primordial Holy who is the Primordial Light. This alone makes you a god in the flesh
comparable to the strongest of any world but it gives you three forms. Demon form allows you absolute control
of Primordial Darkness. Angel form gives you absolute control of Primordial Light and Nephilim form gives you
absolute control of both. You also have a limitless growth ability and your speed at which you grow is about
100x’s Saitama’s growth rate. Who could grow fast enough to beat someone who matched him in about five
minutes. You are true Nephilim. Meaning you also deserve one more thing. You get one concept that you are
better at controlling than even the Primordial of that thing.

Main Character Best Boi Energy (30,000CP)


You know how everyone seems to have this crazy energy called Mana or Ki or Something and somehow some
dude came up with a way to channel this stuff and it became the basis of literally everything for that world. Well
this is that. But better. This stuff is Main Character Best Boi Energy. A.K.A. M.C.B.B.E. This energy is limitless
and it powers all your abilities. And you know how some worlds have this QUALITY over QUANTITY crap. Well
yeah no. That's not how this works. Because the Quality of this energy is so limitless it breaks the concept of
limitless. If someone with Limitless Quantity and Quality of Mana were to attack you and you shot a Magic
Missile at them with this Energy the attack would utterly destroy them. This power's Quantity is even beyond
the Concept of Limitless. Because of this if someone were to do what they did but pour all their “Limitless”
Mana into one attack you could shoot a Magic missile and win. This Energy is the Main Character Best Boi
Power. That means that as the Main Character AND Best Boi you cannot be one upped. Even SCP’s Like the
Scarlet King would be killed from such an attack. And as he dies you need to only say these words to that idiot
to explain it all. “Fuck You, I’m the Main Character”

~Zenith Potential No Such Thing As a Limit~ (30,000CP)


Having broken your limiter and transcending humanity, (Y/N) holds the natural talent of infinite growth potential
and is in a state of endless evolution. Even he himself doesn't know the fact that he exponentially grows
stronger by the second. This growth process can be accelerated by presenting immediate threats, allowing
(Y/N) to adapt, evolve, and overcome the situation in a span of milliseconds.

Magic Resistance - EX
Independent Action - EX
Presence Detection - EX
[SKILL: FUSION]
--PRIMAL EXODUS: PATTERN ACTUALIZED--
Nightmare Walker - EX (35,000):
The infinite thoughts across infinite worlds define Its existence and feed it more power, yet it is a non-existent
Entity. A paradoxical being, resting on the Outside.
This Skill is composed of three additional elements that act as complementary support to the three main
components of the Chaos Theory:
--------------------------------------------------------------------
4. Voru-Ieusan: The complete nullification of any attacks upon the avatar's person, having them cease to exist
once they come in contact with it. The same applies to all defensive methods. Nothingness is just that:
Nothing. There is nothing to attack, nothing to defeat, nothing to defend against, and nothing to kill.
--------------------------------------------------------------------
5. Metagnostic: This Skill renders the Entity and the avatar completely untraceable. No breathing patterns, no
heat or mana signature, no heartbeat. Skills like Mind's Eye or Clairvoyance are nullified against it. If desired,
the mere concept of his existence can be concealed, as if it were a self-sealing idea. Strangely, this ability
usually remains inactive due to an irrational hatred of the number 5, self-censoring concepts, and... starfishes.
--------------------------------------------------------------------
6. A Plague of Thought: The Entity can instantly know everything there is to know about any sentient being
once It is perceived, from their current thoughts to distant memories. It also pinpoints the location of the mind's
owner to the Entity, no matter what place, time, or plane of existence they are in. Even hearing or reading the
avatar's name, (Y/N) (L/N), is sufficient to trigger this phenomenon. If you can see It, then It can see you.

Hammerspace: Everything In Nothingness Hammerspace(35,000CP)


You can weaponizes the cartoon concept of Hammerspace, transforming it into a literally infinite storage space
where virtually every object conceived is stored in it. By simply reaching into his back, he can produce anything
from nothingness. In essence, it is Unlimited Blade Works and the Gate Of Babylon taken to the most extreme
of cases and ridden of any limitations. You can now just pull anything out of nowhere. Want the scissor blade
from Kill La Kill? You can have as many as you want. Blue Shell from Mario because your friend is getting
ahead of himself? Destroy that Friendship instantly. Want the BFG 10,000 for no reason? Put 10 of it on a
Warhammer Ork Attack Moon and blow stuff up instantly. Want a random thing that doesn't exist? Just pull it
out of nowhere. The reason this is so expensive is because it is basically a better creation power. The only
problem is that if you get blitzed you're done. So don't rely on this alone. But who cares about that? When you
can just bomb them with a blue shell that hits with the force of a multiverse exploding.(AH! I can hear the salty
cries of a friendship sinking)

~Externus Avatar~ (20,000/200,000CP)


--------------------------------------------------------------------
The ultimate form of Independent Manifestation.
--------------------------------------------------------------------
The one known as "(Y/N) (L/N)" is a physical construct used as a terminal. The body is an avatar for a greater
entity to safely interact with creation.
--------------------------------------------------------------------
His, or rather, "Its" true form rests at the "Outside" of everything, or what other people view as "True
Nothingness".
--------------------------------------------------------------------
The outside entity can manifest the avatar at any point in space, time, and narrative, as well as configure its
properties to any parameters it wishes, be it appearance and/or abilities.
--------------------------------------------------------------------
"It's pretty much the standard Character Customization screen at the beginning of most games... Hm? My true
form? Jeez, aren't you getting enough lore as it is?"
--------------------------------------------------------------------
While the lower CP cost limits your manifestations to the in-jump maximum power level and limits narrative
manipulations to whatever is considered plausible (either as a narrative/in-character and/or as a logical
outcome/possibility/variation) within the original setting, the higher level grants you total freedom in shifting the
setting. (The higher/original tier grants an almost unlimited freedom in controlling the setting while both tiers
negate any chance of dying/chain-fail aside failure conditions)

~Toon Force: Principle Of Comedic Warfare~ (32,000CP):


Due to many interactions with the 4th Wall, (Y/N) developed the ability to bend physics to your will and make
them according to cartoon logic. On paper, this seems harmless, but in a battle, this is an incredibly dangerous
and overpowered ability to possess. This Noble Phantasm grants many abilities, including, but not limited to:
4th Wall Awareness
4th Wall Interaction Off screen
Teleportation: Scene Break
Absolute Strength
Absolute Defense
Absolute Speed
Flight
Accelerated Metabolism
Advanced Reality Bending
The true extent of this particular ability is unknown. However, (Y/N) is stated to employ it to such an advanced
level that it wouldn't be an exaggeration to list this Noble Phantasm as Nigh-Omnipotence. He could dwell into
the limits of this, but he can't be bothered to do so, due to his Laziness skill.
~Main Character Hax: Screw The Rules, I'm The Protagonist ~ (50,000CP)
Being the Protagonist, (Y/N) is granted the ability of "Plot Convenience", which allows you to do literally
anything you want whenever the Plot presents a situation to overcome it. This ability, however, is limited to the
gravity of the problem. It can go from a simple solution, AKA a punch to the face resulting in instant defeat, to a
literally impossible outcome, in which he's granted Metapotence, the ability to do anything without any
justification whatsoever).

[NOBLE PHANTASM: FUSION] --- PRIMAL EXODUS: THESIS REALIZED --- Chaos Theory, The Realities of
Imaginary Solutions - EX (40,000)::

(Requires Hammerspace: Everything In Nothingness - EX, Main Character Hax: Screw The Rules, I'm The
Protagonist - EX, Toon Force: Principle of Comedic Warfare - EX)
--------------------------------------------------------------------
The Thesis of the Primal Exodus phenomenon can be roughly translated as "The absolute is pure being". A
permanently active Anti-Existence Noble Phantasm, the Entity can manipulate Pataphysics. It is the ability to
have control over the ineffable, the unknown, and the unknowable, transcending metaphysical laws and
boundaries. A permanently active Anti-Existence Noble Phantasm, the Entity can manipulate Pataphysics. It is
the ability to have control over the ineffable, the unknown, and the unknowable, transcending metaphysical
laws and boundaries. This Noble Phantasm is normally split into three components:
--------------------------------------------------------------------
Main Character Hax (Narrative) denotes the alteration of a narrative and story tropes to the avatar's
convenience.
--------------------------------------------------------------------
Toon Force (Concept) disregards the "rules" of the narrative and allows free reign over any actions, regardless
of concepts.
--------------------------------------------------------------------
Hammerspace (Reality) grants the avatar an infinite arsenal of fictional objects and abilities, with instant
mastery and knowledge on how to use them. If used in tandem with the Antithesis, the Entity's final Noble
Phantasm can be activated.
The Absolute most overpowered Best Boi ever (50,000CP)
OH man. It seems there's another one of these idiots. Based on the best boi from a certain fanfiction you just
seem to be able to do…Anything. Want to make up a cool new destructive power? Make it and have it
mastered instantly. Fighting an Omnipotent God? Kill him. Just do it. You seem to be able to just DO whatever.
And everybody seems to somehow love you. You have a habit of messing with the plot HARD. And you also
seem to mold the world. Think that penguins are the perfect Killing machines? They are. Watch them kill a
dragon. Think that Patrick Taylor the Postman is an all powerful amazing Postman? He exists. And he is.
You're just broken. And you seem to have a bit of a problem. You also seem to be the most annoying person.
Ever. But Your butt is a perfectly formed booty of the gods. Your thighs are perfectly Thicc. And you seem to be
so mysterious even Sherlock Holmes wouldn't be able to figure you out. Here are just some of your abilities
taken straight from the source.

Infinite 1-Ups (70,000CP)


You now have infinite 1-Ups for every Jump. If you die, are erased from existence or otherwise suffer from
permanent disabilities of this level, you will respawn with full health and reserves at a safe place. There won’t
be any ambushes or other nasty surprises waiting for you if you try to leave. (It wouldn’t be a safe place if there
were nasty surprises)

Almighty Possession (100 000CP)


You can now Self-Insert/Transmigrate/Reincarnate as and be any being and or entity at any point in their
existence and do so seamlessly and without flaw gaining all their power, knowledge and experience without
suffering from death of personality or any other negative side effects that comes with being them and no one
will be alerted or know about it in any way whatsoever unless you specifically let them know and you will also
retain everything post Jump and post chain so go wild Jumper be The Presence In DC Comics Or The One
Above All In Marvel Or ORT In The Nasuverse/Type-Moon Or Zeno in Dragon Ball become whoever or
whatever you wish to be just remember not to become too arrogant and challenge Jump-Chan at least not until
you Spark.

Existence Outside The Domain - EX


------SKILL: TRUE NAME REVEALED-----
T̷͎͘͠h̶̨̔ͅé̶͚̆ ̷̧̇Ń̶͍̑ u̶̫̎c̸̘̀̀ḷ̴͖̚ e̴͜͜͝ä̷͇̙́̾ r̴͎̲͋́ ̵͖̱̇C̳̑͒ h̴
̴ ̠̼́ a̸͙̫͗o̵̯̰̓s̴̤̈́͝ - EX (500,000):
It dwells on the Outside. It sleeps, yet It sees all.
A forbidden Authority, signifying the Entity's all-encompassing presence. Only a sliver of Its power is granted to
the avatar. Foreigners revere his presence to a fanatical level, yet they fear him with equal intensity. Any trace
of free will is overwritten once he issues a command.
"The only reason I let you jerks get away with calling me a blind idiot is that it makes me sound less
intimidating... But it wasn't always this way."
The Mighty Money Spark (5,000,000CP)
Well, it says that you can have it all. That’s why the Spark is also on the list. Considering that there is an option
that lets you come back and a CP piggy bank here you have a lot of time saving up for it. If you buy this you
gain the ability to buy literally anything in the Jumps as long as you pay something for it that is considered (by
the other party or an objective bystander) to have equal value.
Items

Should any Item be destroyed or lost it will be replaced within a year (unless otherwise specified). Everyone
(The Jumper as well as Companions) also receives a 100CP Item for free. The Jumper additionally gets a 50%
discount for one Item that is worth 1000CP or less. By default any item can be bought more than once.

T-Shirt (Free)
You gain a dozen T-Shirts saying “I couldn’t have it all and all I got is this lousy T-Shirt”. Said shirts are
indestructible and immune to stains. They even change the size should you shapeshift.

Gambit Coin (100CP)


This coin looks and is treated like a genuine regular coin (albeit with a value of approx. 100$). When it is
flipped it automatically lands on whatever side you want it to land on. Should you spend it, this coin
automatically reappears in your wallet at the end of the day.

Infinite Lunchbox (100CP)


This purchase gives you a 5 liter lunchbox which can give you any mundane food or drink you want. Simply
reach in, think of or state the food/drink you want and take it out. As soon as the contents are removed you can
get a new food or drink. If you are imprecise in your request (e.g. just a drink) you get whatever suits your taste
the most.

Healing Pod (100CP)


This is an indestructible car-sized healing pod which can heal any injury and sickness (whether mundane or
magical) within 24 hours. It can also prevent aging while a person stays in the pod. (Due to its indestructible
nature it can also be used as a prison cell.)

Propaganda Poster (100CP)


You gain 100 human-sized recruitment posters which automatically portrait the best sides about you or your
cause. While having a noble cause or a likeable personality yields way better results even without those there
are always at least some mor… I mean, mindful applicants who want to join you. If a poster is destroyed or
vandalized you immediately receive a new one.

Magical Music Instrument (100CP)


You gain a top quality music instrument of your choice. It produces the most beautiful sounds for music
instruments of its kind. The current holder also retains basic knowledge on how to use said instrument until he
or she lets go of it. Even if it usually requires a power source (e.g. electric guitar) it can be used without any
demerits. Aside from sounding really good and the holder automatically being capable of playing without
mistakes it doesn’t have any other advantages.

Jump Extension Pass (100CP)


This little pass (about the size of a regular passport) allows you to stay up to an extra 100 years per Jump
(after the original length plus Drawbacks and/or Scenarios). After you are done with the usual jump length you
can leave within these 100 years whenever you want to without any further consequences (any Drawbacks will
be canceled during that extra stay unless you want to). (Stacks with other/similar allowances/abilities)
Perfect Alarm Clock (100CP)
This manual clock always shows the correct time, it doesn’t require alternate energy sources, it allows you to
wake up clear-headed while ringing (without the usual grumpy mood upon being woken up) and it has a very
flexible alarm. You can’t only set it to a specific time but also specific events (e.g. eclipse, disaster, forest fire,
TV show, etc.). You must describe said event for the alarm with 5 words or less.

Media Collection (100CP)


You gain media (DVDs, Games, Books, Comics, etc.) of all your Jumps. These come in three versions: One
shows the original adventures (not available for Generic Jumps) and the second shows the adventures that
were altered with your changes to the world and the last one focuses on your own adventures within the
Jumps. You gain new editions after every Jump.

Forger’s Pen (200CP)


This pencil (with in-built eraser) can alter any document (analog or digital) by erasing the writing and/or writing
on it. Inserted parts shift in order to look like the original. Should you alter the original document then all
subsequent copies are also changed instantly. Why would this be in this list? Well, considering how much
could be affected (e.g. biographies, records, (magical) contracts, videos…) this has some potential.

Draw-Brick (200CP)
Did you ever want to ruin someone’s life or turn it into slapstick comedy? With this indestructible golden brick
you can force any Drawbacks you ever had onto other people as long as you hit them with this brick. This can
be either temporary, otherwise conditional (e.g. until it’s no longer funny) or permanent. You can cancel this
effect at will.

Auto-Aim RPG (200 CP)


This rocket launcher automatically aims at any specified target. No matter how far it or how astray the shot is,
the missile will hit something there without fail sooner or later while actively avoiding non-related objects or
subjects. (The only secure way to guard against it is to create a shield around the target or to block it with
something else within 100m of the target – aside that it is a regular rocket launcher) You receive 30 missiles.
Any used missiles will be replaced at the end of the day.

Handy Hammer (200CP)


This hammer can easily be held in one hand. When used in construction work or carpentry it triples the working
speed of the current holder. It can even repair mundane (non-supernatural, non-futuristic/post middle 21st
century) machines upon hitting them. If it is used in battle the user can easily shatter stone and heavily dent
iron and steel upon impact (does not scale with user). Another upside is that even if opponents cannot be
harmed by the hammer they will still feel at least some pain upon being hit.

Anti-Aging-Pills (200CP)
You gain a small bottle with 500 pills which will replenish every day. One pill a day halves the aging rate, two
pills halt the aging process and three pills reverse the aging process for the day until you or whatever person
stops taking the pills. Taking any more a day is not advised. (If someone takes one more pill it triples the
reversed aging while the pill duration can increase anywhere from 2 days to 10 days. Taking any more pills
within that period will further multiply effect and duration… I think you see where this is going.)

Soul Flavor Substitute (200/500/1000/3000CP)


There are certain abilities and items out there that require you to use souls. With this small package you gain
small pills which can be used as a substitute for souls without side-effects. For 200 CP you gain a package
with 200 pills (all used pills are replenished at the end of the day). For 500CP you gain a 1000 pill replenishing
package. 1000CP gains you a 5000 pill replenishing package. 3000CP gets you an infinite supply of pills
instead.

Warehouse Improvement (200CP, Jumper only and requires a Warehouse)


Everyone wants more/better housing, don’t they? With this you can get 200 Warehouse Points for your
Supplement. You can only get one purchase of this Item.

IQ-Ex (300CP)
Are you tired of geniuses making fun of you? Are aliens making your civilizations look like barbarians? Well,
with this football-sized machine/orb you can reduce anyone’s IQ. It can be just one or two points, a mental
regression back to a child, taking away someone’s sanity or much more. You can even specify if it is just for
one person, any specific group or everyone in general. Nobody in the same country (approx. France or Texas)
will be safe. It has a 3 minutes cooldown time but you can use said time to specify if the effect should be
temporary or permanent or revoke already persisting IQ loss. Naturally you and your companions are safe
(unless you willingly turn off that function). IQ? Ex! Here today, gone tomorrow!

Encompassing Energy Emitter (300/600CP)


This handy little (fist-sized) shield generator can generate a durable invisible force shield around you. It can
range anywhere from 5 nanometers to 50 meters. It can effortlessly withstand a nuke (Tsar Bomba) and shield
you from any radiation or other harmful area effects. Three nukes might be stretching its capabilities. It can run
24 hours a day and only loses strength upon absorbing damage. It requires at most 8 hours for the shield to
reach full strength again. For an additional 300CP it can tank up to 200 nukes, has up to 100 kilometers reach
and only takes 30 minutes to fully recharge.

Endless Quiver (300CP)


You gain a quiver that can hold an infinite amount of arrows without increasing its weight. By default these are
just regular arrows but if you insert any other type of arrow (that you can actually shoot) you can also take an
infinite amount of those from the quiver. Just reach at the open side of the quiver and an arrow will instantly
appear in your hand.

Eternity Cage (300CP)


This is rather a 2m long black coffin than a cage. Whatever you put in there stays in there until you say
otherwise. This coffin is completely indestructible and nothing can get in or out once it is closed. Should
someone be locked inside he or she will either die quickly or (in case of immortality) suffer from insanity due to
a complete sensory deprivation.

Rings of Change (400CP)


A strange set of 10 large hoops. If you look through one of them, nothing appears amiss, not even if you stick
your arm in. However, if you see that arm from the other side, it will be another appendage. And if you go
through, you will become whatever your arm was replaced with. By default this will turn you into a Tiger but
each hoop can have its setting changed by moving a picture or drawing through it. Once through the hoop the
picture will be replaced by one of yourself in the same style and moving through will have you turn into what
the picture depicted. This also works for any digital media such as USB drives if there is one image file on it.
Only one.
The hoops will always turn someone into what is saved on it, though alterations to fit them are always present.
Moving through a second time will return that being back to their normal state. If the transformed form would be
too large, the hoop will grow to accommodate that form to allow passage regardless.

Micro-Manager 4000 (400CP)


This fingernail-sized chip automatically attaches itself to a person’s head once it comes into contact with it.
(Only) you yourself can remove it just as easily. Once attached you can micromanage every aspect of that
being’s life. You can see that person’s hunger, thirst, personal thoughts and all vitals. You cannot only see what
that person is doing but also plans for the future. You can directly influence/steer said actions and the affected
person will never suspect a thing. While the chip is durable it can still be damaged in battle or if a specialist
removes it. Whenever this chip is destroyed (directly or via a powerful up to building-sized self-destruct) you
receive a new one the next day.

Build-a-Trap (400CP)
You gain a regular toolkit to create trapped corridors, buildings, rooms and/or parkour challenges. All tools are
infinite within said toolkit. There are automatic crossbow (with 30 arrows each, you can manually set shooting
frequency), swinging wrecking balls, an automatic harpoon gun (with 1 harpoon shot (or volley up to ten spread
harpoons) and potentially an attached rope), fake walls/floors, real walls/floors, glass panels/walls, doors, spike
traps, flamethrower traps (with 30 second charge each), homing air-based mines (you read that correctly),
landmines, industrial fans, spinning windmills/ wind turbines, jets, cannons, electric fences, laser barriers and
peak-human robot guards (which may have a melee weapon) with a very simplistic AI. Any used traps will
reset after all hostiles leave the trapped area. These traps will also not activate if someone has been
authorized to enter this area.

Dreaded Dreadnought (400/600CP)


Have you ever seen the movie Battleship? Now you can have your very own gigantic battleship ready for
combat. 300 meter long (984 feet), up to 170 km/h fast (105 miles/h or 92 knots) and self-repairing armor
twenty times as strong as its predecessors it is ready to take on any foe at sea. It also has a naval crew of
5000 experienced soldiers of the navy (that respawn after a year upon death) and an infinite fuel, ammunition
and food supply. Its weapons consist of naval guns, rocket launchers and radar-guided Vulcan cannons (and
much more) which are all brought up to modern standards. This ship will not let you down.
For 600CP you get a bit more leeway in the creation process. You can make it smaller/larger than usual and/or
(visually) exchange the material and design for something else (like a wooden ship) while retaining all of its
durability and weaponry. In fact, the ballistic weapons are even slightly upgraded into laser weapons and the
missiles are even more lethal than before. Last but not least, this ship can also fly now, even into space, (at
above mentioned speed) and it even has a giant laser beam (potent up to (Tokyo) city-sized targets).
Skill Cube (400/800CP)
A small cube, pulsing with energy. By holding it in your hand, you can upgrade any one item or perk to its
absolute peak. It is one use only, and can only be used by you or those you allow. Can be purchased multiple
times. For 400cp more, all purchased cubes will reappear in a suitable location at the beginning of every jump.

Though, if you have the means, you could replicate them.

Chez Jumper (400/1000/2000CP)


For 400CP this is a nice middle-class restaurant that can serve 200 customers at a time (with both space and
staff). It can cook any mundane dish perfectly. If the Jumper or a Companion eats there they can eat all they
want for free. The restaurant can manage itself and gets you about 1 to 2 million dollars per year in earnings
(regardless of how much you eat).
For 1000CP this restaurant is big and luxurious enough to serve more than 1000 customers at a time. The
cooks can even alter the dishes to enhance the customers’ vitality and cure various diseases. The food can be
considered supernatural at this point. Should you acquire any rare ingredients and take them here then the
restaurant (and you by proxy) gains an infinite supply of said ingredients. Each staff member can on their own
take out average grunts (mafia, army, etc.) and even some higher on the food chain by themselves. You will
always have a VIP table with an infinite food supply here. Last but not least you get about twenty to fifty million
dollars per year (after taxes are deducted).
For 2000CP this restaurant becomes an entire franchise. You get 20 of the above mentioned locations (and the
1000CP mentioned benefits for each of said locations). If the setting isn’t that big you may change this to one
super-sized restaurant (with all the benefits) for the Jump (you may decide for each Jump individually).

The Polymorph Gun (400/700CP)


This ray gun allows you to transform anyone or anything into an animal or an inanimate object. While the
victims retain (most of) their intelligence they are limited by their new form. Unless they have had
shape-shifting capabilities before they are stuck like this. It can be set to manual, semi-automatic, automatic
mode. It can also fire single bullets, explosive shots with a variable 1-50m explosion/transformation radius or a
90 degree cone. The total range is line of sight. The user is automatically protected with a safety function (can
be turned off).

For 700CP this gun can transform anyone into anything or any species. It also has a reverse switch as well as
a timer function (as in transformation for a pre-set amount of time) now. If someone is transformed into a
supernatural creature he/she only gains a modicum of supernatural powers at the start. (The target may
gradually gain the average supernatural abilities pertaining to the species if the user wishes so.)

Executioner’s Stamp (500CP)


Anybody wants swift resolutions. With this stamp any order can be executed. Just write down an order (e.g.
actual execution order, order for food, invasion orders etc.), stamp it and fate does its very best to aid you in
your tasks. It will be nigh impossible to stop your orders from being fulfilled. The only downside is that you
need to have some actual control over the executing entity and/or the affected entity in order to see these
orders completely fulfilled (e.g. subordinate, prisoner, Companions,…). Furthermore it cannot aid you in
impossible tasks (e.g. blowing up the Death Star with a slingshot).
Jump Pass (500CP, Jumper only, can only be bought once)
Congratulations! You gain a pass which allows you to skip a certain amount of time within a Jump (which you
can decide to either be a minute, year, any other time period or even an entire Jump that you don’t like) with a
guarantee that you and your associates won’t be harmed within the passed time. The only catch is that this
pass is for one time only. One time total. If you waste it then you won’t get another use out of it. (You may not
use it to pass time within this Jump.)

Radiant Radio (500CP)


This radio is ideal for hearing any kind of audio transmission. You cannot only listen to all radio channels but
also overhear all conversations. (If a transmission only has both video and audio, you will only witness the
audio part) The best part is that the range is unlimited. The radio automatically listens in on everything and
turns and tunes itself to transmissions which are the most interesting to you (can be turned off). It has unlimited
battery as well as an in-built microphone which allows for a secure two-way-call.

The Pain Train (500CP)


You get your own steam train with it (only default aesthetic, you can make it look whatever you want to upon
summoning, it can run indefinitely without external power source). This train can either drive on rails, without
rails and even by flying at up to Mach 12 speed (it can technically go to outer space, it is airproof without any
loss in oxygen or other atmosphere). Passengers will have no discomfort, travel sickness or similar conditions
due to high speed. Just put in your destination and the train will take you there (while actively avoiding
collisions). It can have up to five wagons attached to it. To summon it either you or somebody close to you has
to say the word “train”. It disappears if you don’t need it anymore. You can only have one train out at a time
(unless you purchase more than one). You can use it to drive somewhere or to run over enemies.

Mook Magazine (500/1000/4000CP)


You gain a magazine which features some goons or monsters that are usually used by villains. There are
mooks from any past worlds, the current world and it updates itself with every future Jump. You can have up to
50000 creatures from this magazine at a time. They will be completely loyal to you. For 1000CP you can have
up to 500000 outside at a time. You can now also summon up to 100 boss monsters/villains (separately from
the former limit) at a time (they will also be loyal by default). For 4000CP you can summon and control as
many as you want.

Garden of Eden (500CP)


It may not be that famous garden but it is pretty close. It is about the size of Malta (about 320 square km or 125
square miles) and you can grow any type of plant in it without restriction. No matter what type of pesky
restrictions said plants have they will grow there regardless without having to water them and the like.
Furthermore beings within said garden do not age beyond adulthood (they will also not be able to reproduce
against your will – to avoid overcrowding). There are also the legendary Tree of Knowledge (which fruits can
bestow sentience on any animal or plant), a Tree of Healing (which fruits can treat all illnesses, curses and
injuries within 24 hours) and the Tree of Life (which fruits can bestow eternal youth) that others cannot access
against your will. Its residents also gain a minor boost (25%) to their natural healing and durability. This Garden
can be added to your Warehouse (if you have one) or inserted into your Jump (but it cannot be moved again
until the end of said Jump).
Creator’s Clay (600CP)
You can use this clay to create your very own Terracotta Army. While such products are usually rather fragile,
products finished with this are as strong as industrial steel. While they aren’t truly sentient on their own, they
can follow even complex instructions without any problems. You get a small pouch from which you can take an
infinite amount. The actual result varies according to the sculptor’s/creator’s skill. A mage can also imbue the
clay with magic energy which not only makes sculpting easier but can also grant your loyal warriors increased
attributes or with enough energy even special abilities. Legends say that statues crafted with love may even
hold the spark of life…

Bodysnatch Drone Control (600/1500/3000CP)


The purchaser gains a controller-like device which can send out two fingernail-sized drones out at once. These
drones can automatically attach to any given target and upon pressing a button the bodies will be swapped.
While the bodies’ abilities (and only the bodies’ abilities) will be swapped, any knowledge on how to use them
will not be transferred. Upon swapping the drones will implode and two new drones will generate within the
device. Furthermore should those whose bodies have been swapped ever be more than 100 miles (161km)
apart or if one of the parties is in critical condition then the body swap will be reversed within an hour.
For 1500CP the bodies remain swapped as long as they are within the same dimension. Furthermore if the
owner of the device swaps the body then he or she will know how (in theory) to use the other’s abilities. The
swap will also take 8 hours to reverse. For 3000CP the mandatory reverse switch flaw is removed. The owner
of the device also gains an influx of knowledge (that complements the own knowledge pool) from the swappers
upon every use.

Four-Leafed Clover (700CP)


This clover can negate four attacks that hit and are capable of injuring (an actual injury, not just a paper cut
unless you want it to be that precise) you. Upon being every hit one leaf will turn black. Every 24 hours all
leaves will turn green again (and be capable of fully negating four attacks again). Furthermore your luck is
vastly increased as long as all four leaves are green. (This is not omnipotent luck but you gain an all-round
increase in luck – especially when it comes to games, gambling and high-risk ventures.)

SCP-963 (800CP)
An indestructible amulet. The first time someone wears it, their consciousness will be harmlessly transferred to
it.

The Master Plan (800CP)


You get a set of 50 A4 pages. Simply write your goal within a Jump (e.g. getting a drink, world domination) on
one of the pages and it will write on its own a foolproof plan on how you can achieve it. Keep in mind that the
less powers and items you have and the more complicated the goal is the longer and potentially more
convoluted the plan is. Every new Jump or 5 years (whatever is sooner) the pages will refresh and you can
reuse the empty space for other goals. Should you run out of space then the plan will still fit on the remaining
pages but it will be more vague than usual (less space, less accuracy). The pages will only say NO if you ask
for something completely impossible.

Deep Impact (800CP)


You get one of those meteorites that wiped out the dinosaurs (per Jump, it is a planet devastating weapon).
Just state the target and it will land there after a month/30 Earth days. About 9 miles (14.5 km) wide it will wipe
out anything within 180 miles (290 km) upon impact. Afterwards the entire planet will be shrouded in darkness
for a whole year while an ice age will last for at least the next two centuries. Just make sure not to be on the
same planet (or at least have a bunker) once you use it. (It would be very difficult for up to early 21st century
civilizations to counter this. Life isn’t like Armageddon or Deep Impact (unless they have OP luck).)

Hypno Ray (900CP)


This satellite is about 1 mile wide. It has the ability to hypnotize an entire planet within 1 hour by sending a ray
to the surface. It doesn’t require a power source prior to that. Usually it does this by sending out an electric
signal (spreading across the planet) which is amplified by any electronic device but it can be modified to work
on magic or other sources instead. It can also be used to give a temporary (1 hour) power boost (about 700%)
to the user without side effects. This satellite also comes with a battalion of competent armed peak-human
astronauts who help defend against boarding parties.

Lawyer-Bot 9000 (900CP)


With this purchase you gain an android which can shapeshift, gain an identity if you want and is absolutely
loyal to you. It automatically has knowledge of every single law within a Jump (updates with every Jump) and
will do its best to represent your case (and is interdimensionally recognized as a lawyer). It has enough
experience to make the entire cast of Ace Attorney look like rookies and will use and abuse every possible
loophole to get you off the hook (or reduce your punishment as much as possible). The android will
automatically appear by your side should you need it (per necessity or demand). You can ask for any legal
advice and even loopholes in perk and item descriptions. That aside, while the android refuses to actively
engage in a fight it will fight back in self-defense (it can tank a nuke (Tsar Bomba) without a scratch, can repair
itself, can run and fly at Mach 20, has a laser gun that can level a skyscraper and a punch that can shatter
diamonds). Nobody knows what the android does in its spare time, but you can rest easy – it’s nothing illegal.

Room of Infinite BS (1000CP)


While it is called such, this gigantic chamber has many functions. You can get up to 3 year’s worth of training
done in a day via adjustable time dilation (even without aging at all, cramps or other negative side effects), it
has a fridge with infinite amounts of food and drinks and you can set the gravity and atmosphere to whatever
you want. It also has three irremovable healing pods which can instantly heal any injury (even
dismemberment), disease and/or magical ailment. They can even revive someone if they died within the last 8
hours. It also somehow has all amenities any rich 21st century household has (toilet, shower/bath, TV, spare
clothing, unlimited internet + computer etc.). It also comes with 4 indestructible humanoid robot servants that
help you manage (complete tasks for you in) this room. You can add this to your Warehouse (should you have
one) or have a door to it manifest within the world at a point of your choosing. Nobody can enter or leave
without your permission. You can also turn off and on any of the functions of this room at will.

Jumper News Network (1000/2000CP)


You gain your very own news channel. It is about the size of the real-world CNN, gives you constant instant
updates of important news, it allows you to subtly influence public opinion and it makes you about 200 million
dollars in cash (per year). It can function autonomously without your input but you can give input and direct
their focus towards certain topics.
For 2000CP it is the top channel worldwide. Everyone will look at information there first. Your public influence
just expanded exponentially. Unless something at your news network blatantly contradicts well-known facts
everyone will believe you over other sources. Your company also has impenetrable security now (both
physically and digitally). You also now earn 1 billion dollars per year. (This Item is originally designed for
1-planet civilizations. Its scope scales to the actual size of the Jump’s setting if it consists of more than 1
planet.)

Bishamonten’s Pagoda (1000 CP)


What looks like a blue orb enshrined in a palm-sized pagoda is actually a powerful weapon. It can fire blasts
that can wipe out an entire city in one blow with a powerful beam. It can outright disintegrate anyone below a
third of your strength and turn either them or ordinary objects into gems (at minimum peak-level humans). This
pagoda can also fire thin curvy lasers which are difficult to evade. Last but not least having it on your person
increases all your non-mental attributes (e.g. magic pool and strength, vitality, agility) by 400%. The pagoda
itself never runs out of energy. You could use it to power an entire country (e.g. France).

Wheel of Reincarnation (1000/2000/4000CP)


There are many people who believe in the afterlife. With this Item you can decide the afterlife for them. It
consists of a wheel with six different sections which decide the afterlife and is connected to what looks like a
water tank that contains the souls. These sections are as follows: Hell (self-explaining), Ghost (turning souls
into ghosts), animal (reincarnating into mundane animals), human (reincarnating into regular humans),
Demi-God (reincarnating people as superhumans) and Heaven (self-explaining). You can decide one-by-one,
by category or you can even set an algorithm for automatic usage. It also has an on-off switch. Should anyone
be turned into a ghost or be sent to heaven or hell, you can set a duration for it. The base version only works
on people who died due to your actions. For 2000CP it works on anyone who has at least some kind of
relationship with you (e.g. enemies, friends, employees, loyal customers, etc.) For 4000CP this wheel can
replace whatever sorting for the afterlife takes place within a Jump.

Blood of Fafnir (1000CP)


You have bathed in Fafnir blood. Save for a single spot on your body of your choice you are immune to all non
dragon slaying weapons. Even the inner parts of your body have this effect so no poison or magics not meant
to fight a dragon can harm you. Save the spot you choose. It must be somewhere that can be seen like the
center of your back or your right eye or heel. Not your liver or your cornea. Once that spot is struck you will
suffer immense crippling pain. This is an effect that encompasses all your alternate forms. But one blessing
remains. You still have your natural durability and armor. So even though you are weak to dragon slaying
weapons they only get through your invincibility.

Miracle Mallet (1000CP)


You gain an indestructible golden mallet that can both change the size of the user and whatever is hit with it
and/or within 100 meters. Increasing the size can increase strength and durability as well as decreasing agility
and decreasing size can do the opposite. You can also inflict the buffs, debuffs, both or neither of them upon
the shift. The mallet also has the power to grant wishes. Unlike your regular wish granters this Item tends to
cause mischief along with these wishes. If the wish is imprecise it can affect other people, too. If it just affects
you then it can release energy that can empower bystanders. The bigger the wish is, the bigger are the
side-effects. It also cannot give you Perks or any Jumpchain-only Items. While the side-effects aren’t
necessarily bad for you they definitely aren’t good.

Computer Censor (1200/2000CP)


This computer/laptop can absolutely censor anything. From simply altering a document or an article to outright
deleting certain articles about certain topics it can apply all kinds of censorship. It applies to both electronic as
well as physical mediums (e.g. leaflets). It has an independent power supply. Keep in mind that it won’t keep
people from finding out that censorship may be in place. Also if you censor too much (in terms of topics or a
very important fact) then the protections of the censorship weaken accordingly. It would become very obvious if
half of all news topics suddenly became taboo, wouldn’t it?
For 2000CP this censorship also partially applies to conversations. People will instinctively avoid talking about
censored topics. If they are directly affected (e.g. via accident) they may start talking about the topic and
spreading news but censored topics will spread way slower (since almost nobody seems to start talking about
it.) Officials and reporters will also be more competent in avoiding questions about said topics.

Crown of Awe (1200CP)


You gain a beautiful crown of your design. Anybody who looks at it and is below you in terms of status will feel
compelled to stay on your good side. While those under enemy command will still obey orders to hurt or kill
you they will re-interpret these orders to cause you as little actual harm as possible. Even other
rulers/mayors/nobles will see you as nothing less than an equal to them. Last but not least you can absorb
other CP (or other points) bought crowns into this crown. The fused crown will retain all of the benefits (like
fiat-backing) while having none of the side-effects.

Infinite Army Factory (1500CP)


Are you tired of incompetent minions? Are their wants, needs and maybe even morals in your way? Not any
longer! With this indestructible car-sized autonomous factory you will receive a new minion for free every
second. If you don’t want the factory to send them into the real world they can be stored and released at will in
an alternate dimension. They come with different strength/skill settings like “punching bag”, “peak human”,
“flying ace”, “wizard”, “Deadpool”, “Terminator”, “20% of your power” and everything in-between. You can even
bestow (watered down) perks once per year on them. Of course all of them are completely loyal to you and do
whatever you want them to do (not just what you explicitly order them to do). You do not have to worry about
them having to eat, sleep or having to think ever again. You can also design them to have personalities. With
this factory the possibilities are infinite.

Infinite Money Glitch (1500CP)


You gain a pirate chest from which you can take out an infinite amount of whatever the current location
considers as currency. Dollars? Gold? Emeralds? Souls? No matter what it is, you can extract as much as you
want for the duration of your stay.

Sorcerer’s Sutra Scroll (1500CP)


This scroll was originally made in the Demon World (or the local equivalent). This scroll never runs out of
energy. If someone writes spells on the scroll it is possible to infinitely cast spells with its energy. It also has an
automatic mode so it can recite and use spells written on it automatically. While it looks like an ordinary paper
scroll on the outside it has infinite writing space on the inside. Durability-wise both it never ages and is
otherwise at least as durable as its owner. Lastly it also has limited sentience making it both so it can
distinguish allies and enemies when using spells in automatic mode and making it completely loyal to its
owner.

Demiplane (1500CP)
You have access to an alternate dimension. You can summon a door to enter and leave this place at will
without energy upkeep and you can also make it disappear at will. It starts out with a 100 meter (325 feet) cube
and it can grow over time if you feed it energy. While its growth rate is slow (unless you feed it a lot of energy)
you can expand this place indefinitely. Anybody can breathe in here without any problems and any non-living
objects won’t deteriorate or start to decompose. You could even introduce a day-and-night cycle or even create
an ecosystem if you have the power to do so. (It is one of the Items with high long-term benefits rather than
focusing on short-term benefits.)

Prison Zoo (1600CP)


This place is part prison and part zoo. You can lock away any being (whether non-sentient or sentient) and
keep it in an enclosure. Unless you say otherwise all beings are automatically cared for with an infinite food
dispenser, automatic cleaning, whatever the inhabitants consider entertainment and other mechanics that
prevent nasty side effects (like aging or diseases or deteriorating immune systems). They will not try to escape
unless they are abused (or if they have another compelling reason to leave). If this place receives visitors you
gain a nice tax-free profit.
On the other hand you can also imprison people and torture them here. Those prisoners will not be able to
escape without outside help (and all of their abilities except durability will be severely weakened as long as
they are within this property). Their exact location also cannot be detected (the closest others can determine is
“They are somewhere on this specific property”). You can make them go through any kind of torture you want
(while the automated staff) will provide these materials. People will not complain as long as you don’t resort to
blood and gore or killing them, they even appreciate cool/unusual-looking punishments.
You can either keep this attached to your Warehouse or import it into your Jump (you can decide on a
Jump-to-Jump basis). The staff and facilities will expand automatically to take care of all inhabitants. While the
initial staff can only take out mooks at best without help you can install more security features yourself and hire
more guards. This place will keep any improvements post-Jump (this applies every Jump).

Nekonomicon (1800CP)
This is the lesser cousin of the Necronomicon. It contains the means of summoning and controlling cats and
making them subservient to you. From the cutest cat to the most ferocious feline all will bow before you. It also
will update with cat monsters, cat-anything-hybrids and even cat deities from any Jump you visit or have
already visited. Finally the owner (you) will become immune to cuteness and other negative side effects from
dealing with cats. Please note that while cat deities will become compliant they will not act suicidal in order to
do your bidding.

Baptising Pool (2000CP)


While this looks like a golden kiddie pool from far away space warps so you can easily fit anyone you want
inside once you are close to it. Simply douse someone completely in the pool and it can have a variety of
effects. You just have to insert a drop of a liquid while you want to change the pool’s effects and the contents
will change. Water will wash away diseases and enhance healing. Holy/purified water also enhances
resistance and damage against the undead. A drop of your blood can transfer some of your powers and induce
a subtle hint of loyalty towards you. Ink can wipe away a person’s identity and make them easily manipulated
by you. There are a LOT of possibilities with different liquids, so feel free to experiment with this. All of them
have beneficial effects, either for the doused person or for you.

Dream Cinema (2000CP)


You gain a very peculiar film studio in an alternate dimension (from which you can summon a door at any time).
In it you can create (literally) your very own film stars which do whatever you want and shoot your own movies.
In these studios there is infinite space which can be instantly terraformed into anything you want. You can also
create monsters and all kinds of objects. Anything or anyone you create here will not be able to interact with
the outside world or cause lasting harm to the living within these walls. Even without cameras you gain the best
recordings and photos from multiple POV (even from the actors directly) as well as the best special effects that
money can (or can’t) buy. With these tools you can create the best possible movies or just use it as a holodeck
(Star Trek). It even has live-streaming capabilities. (Creative minds can find other uses for this Item.)

Skill Orb (2500CP)


An incredibly mysterious looking orb, it grants you any 1 unlisted skill/ability, it can be as powerful and versatile
as you'd like, you also have the option of instantly mastering it.

Treasure Chest (2500CP)


A treasure chest capable of granting you any 1 unlisted item/artifact/treasure that you desire, it can be as
powerful and versatile as you'd like. (Examples being an upgraded version of the gate of babylon now
containing more than just treasures created by humanity but beings such as aliens as well)

The Banhammer (3000CP)


This indestructible mallet allows you to banish other people from your territory. Banished people will land in a
somewhat safe area. You need to have some authority over said territory. (This is mostly pro forma. Having
residence in a country or being of the same species as its residents is enough.) By default the maximum ban
length upon hitting someone with said hammer is one year. Every time you use it on a person the maximum
length doubles (for this person). For every 100 banished persons the default maximum length increases by one
day. As you practice more and more the area of influence gradually increases (from city to country, continent,
planet up until even a whole dimension). Once you have enough control you can even banish someone from
existence. Everyone who is banished like this will find themselves in a different dimension. It will be almost the
same as the original but everyone will be a bit harsher on the banished person and said person will have worse
luck than usual.

Hammer of Judgement (3200CP)


This hammer is more like an indestructible wooden gavel that is seen in courtrooms. With this gavel you can
inflict injuries according to a person’s morality and/or sins. If somebody is truly innocent then this is just as
harmful as hitting somebody with a real gavel. The worse somebody’s sins are and the less sympathetic the
reasons for them the more attacks executed with this gavel will hurt them. (Anyone who selfishly killed
somebody would receive lethal strikes by this gavel for example.) Furthermore any attacks with this gavel will
automatically bypass all defenses. The wielder of this gavel can also summon holy lightning, hellfire and laser
beams to take down enemies (while rendering the user immune to those attack types: light and dark magic,
electricity, fire and energy-only based attacks). This gavel can be summoned at any time and the wielder can
see all crimes of any person (both legal as well as what the user considers a crime) as well as their moral
alignment. This last effect can be toggled off and on at will.

Necronomicon (4000CP)
This is one of the most infamous books in history. It contains the means of summoning eldritch monsters and
making them completely subservient to you. While not only having the original monsters within written down it
also updates with every Jump you have been to. Finally the owner of said book (aka you) will become immune
to any negative side effects of dealing with said beings (whether physical in form of injuries or mental in form of
sanity loss).

Talking Dishrag (4,000/8,000CP)


Ah yes. The Dishrag. Now what you might be thinking is this is a Normal Kamui. But YOU WOULD BE
WRONG!!!!!!!!!! THIS IS THE ULTIMATE KAMUI. With a gender the opposite of your own and an intelligence
beyond it with sarcasm so Sarcastic even the Best Boi might compliment it. A perfect companion. With forms
that compliment your powers and the ability to transform into any piece of clothing granted probably not with
the powers. But still. And when you go into Overdrive your power Practically skyrockets. If you were an ant you
could go against Silver Age Superman with this. Yeah. And instead of blood, pick some kind of energy you
have. They feed off of that instead of Blood. For an extra 4000 they don’t require any energy and are always at
100%. And this item scales to your power. If you're equal to Superman your power skyrockets in overdrive.
This sentient black suit can transform into a powerful battle armor with varying combat capabilities. is directly
related to how much energy You input into it, which translates to baseline Silver age Superman. But you can
easily raise this to well beyond that.
The Truth of this powerful Kamui is thus:
Kamui Shinketsu: Life Fiber Overdrive - EX [PRIMAL EXODUS: ANTITHESIS LOST] [NOBLE PHANTASM:
TRUE NAME REVEALED] The Thorned Black: The Sevenfold Oblivion of Uninspired Worlds - ██ The true
enemy of fiction, predator of the narrative To stop it is an utmost imperative From show to story to life It lives on
and feasts on your strife The fourth wall torn, the fiction impaired And all that is will know it is feared For seven
was always its number.

Hell (5000CP)
This afterlife expands whenever new space is needed. It takes in mostly evil and lacking those sometimes
neutral aligned souls (once toggled on; you can take either both types or only evil/neutral souls). In this place
damned (now immortal) souls are forced to work and manufacture stuff for you. By default these are melee
weapons or any pre-industrial stuff but they can be taught to build anything you want while Hell provides the
base materials. For every 10 souls there is 1 demon/devil that guards them. These guards tend to stay within
hell and only attack in case someone tries to break out or someone plans to attack them (they are surprisingly
nice as long as you aren’t on their bad side or part of the enslaved workforce). Said guards are individually
strong enough to destroy entire buildings with a punch as well as durable enough to withstand attacks of that
level without a scratch and can control flames (that is without taking into account that they have melee
weapons and probably some magic ranged attacks like magic missiles and/or laser beams or the fact that they
could train to get stronger). You start out with condemned 1 million souls.
Purgatory (5000CP)
This afterlife takes in neutral and evil aligned souls (when toggled on; you can take either both types or only
evil/neutral souls). In it the trapped people are forced to suffer under infinite hot steam vents with little to no
respite. Especially horrible people will spend eternity being burned alive. This suffering fuels your powers
(separately from other energy sources as universal power source). It not only increases your maximum
capacity but also your overall magic power (1 soul = enough energy to kill a person with one blast). You start
out with 1 million souls.

Heaven (5000CP)
Unlike the other afterlives this starts out with infinite space. It takes in good aligned as well as neutral people
(as well as some redeemable villains, if you want to). It has anything you can ask for. It has for example any
sort of entertainment, tabletop and computer gaming groups, VR mode for everything, masseurs, top-grade
therapists and so much more. Everything here is designed to make people happy and to reform them to be
their best selves. There are even some time travel devices (although paradox-proofed) allowing you to review
the past (or see/create what-if scenarios). There are some nigh-omnipotent reality warping beings in heaven
but they are mostly benevolent (but unwilling to interfere in other dimensions) as long as you don’t disrupt the
peace of Heaven. Anyone who is stupid enough to invade won’t live to tell the tale (if that person is lucky). This
is literally paradise. It is a world where fun never ends. Even if somehow something gets boring there is
everything you can do here (even combat in VR) and this “boring and overdone” stuff won’t stay boring for
long. For those who have mental issues (e.g. schizophrenia, PTSD) they can be cured within a few days at
worst. You can also set all regular residents to look like any species you want per default (e.g. humans, angels,
elves, etc.).
You and your companions (and some other good/nice persons from the current realm) can enter and leave
Heaven at will whether you are awake or asleep. The only real downside is that time flies when you are having
fun (luckily not literally, time in Heaven actually runs 5 to 20 times faster than on Jump-time; aka 5 to 20 hours
Heaven, 1 hour Jump-Time). I recommend having a watch on you at all times if there is something important
on your to-do list.

DDD Note (7000CP)


Some call this the Death Note, some the Dread Note and some the Destiny Note. Regardless of that, this black
notebook is terrifying. By writing a name into this book (it can be a complete name, regardless if it is
pronounced wrong, or a vague description: e.g. “that jerk that tricked me”) you can see that person's entire fate
(either in all its details or a vague description). Then you can further write in the note to ruin that person’s future
(anything from minor mishaps to a fate worse than death or a brutal demise). You could even give very specific
instructions (like “X will happen two weeks from now”). You can even see in real time how your changes affect
that person’s destiny. Stronger beings (than you) might escape for a while but sooner or later all your writing
becomes the horrible truth for this person. You can only observe and manipulate one person at a time but
nothing stops you from just switching in-between names.

Hax Sign – Burn Everything (10000CP)


This spell card is the size of a regular Poker card. It is fueled by your emotions and/or mana. Simply read out
the card title and whatever makes you mad or just is in your way will burn to death. This applies even to those
who should be immune to fire or capable of absorbing fire. The target can be anything from a specific person
or object to the entire dimension. You yourself and your Items are immune to the burning effect. You can use it
again after a 1 hour “cooldown”.

Erase Gun (10000CP)


This is a pistol with infinite ammunition. Unlike most firearms this bullet will keep firing in the direction to fire at
(regardless of gravity or other attempts to influence its path) and hit the target almost instantly. Anything hit by
the bullets will be erased from existence. By default it only disappears but it has an alternate mode making it so
any hit objects (or persons) also never have existed in the first place. No matter how good the defences are, as
long as the hit connects the target is gone. There will also be no shenanigans of reflecting shots and similar
issues. (You might want some target practise before using this. Missing shots may have fatal consequences
albeit not for you.)

Jumpers Ten Thousand Weapons (10000CP)


Ten thousand weapons. Each weapon is a mighty weapon that is able to turn the tide of any battle. Each
stored within a pocket dimension awaiting your call. Each weapon has a unique ability. Blades of theft that take
what they cut. Blades that cut through time to cut in the future or the past. Blades of pure lightning made from
the first storm in existence. Bows made from the power of a dragon that never miss or hit with the force of a
dragons blow no matter how lightly pulled. The power of the weapons grows with you. Never becoming trivial
toothpicks even if you become overpowered. As you travel through jumps the list of weapons will grow.

Kavacha and Kundala (10000CP)


The absolute invincible armor of the Hero Of Charity. Born with this golden armor on his body it turns away all
weapons. Swords cannot pierce you. Magic cannot affect you. Even concepts themselves cannot harm you
should they try. Yes. Truly invincible armor that can block any strike from outside your body. Yet that is the
problem. Any strike that doesn’t hit the armor like poison or a spell that will pierce you from the inside of your
body will work. But even then you cannot be harmed from the outside.

Infinity Engine (15000CP)


This indestructible basketball sized metallic orb provides infinite universal energy. You can use this as a
substitute for any kind of energy you want (magic, electricity, chi, etc.). You can connect wires to it to supply
devices, magic rituals (and even organisms). You also get one hundred pinhead-sized indestructible
transmitters that can transmit the energy even beyond dimensions to the target. Said transmitters cannot be
removed against your will. If you use/attach one transmitter or you lose it, you will receive a new one. Any
connected devices are immune to overload and reject any energy that may cause an overload.

Infinity Remote (25000CP)


You get an indestructible remote you can summon and banish at will. It has all functions regular remotes have
but unlike those they work on any object or person you want. With forward, pause and rewind buttons you
could manipulate time or travel back in time. You could control any type of machine or even control other
people, no matter how powerful they are. With certain buttons you could swap between channels… uh, I mean
dimensions at will. You can change any buttons on it at will and there can be any buttons that are found on
remotes. The remote also won’t work for anybody else unless you want it. (Considering that everything can be
affected, the only real limit is your imagination.)
That One Almighty Weapon That Shall Not Reach Plebeian Ears
~ Motherfucking Rubber Chicken: Joke Weapon Of Annihilation ~ (69,000CP)
Ah yes…This. Tis a simple RUBBER CHICKEN…OR SO YOU F^CKING THOUGHT PLEB. THIS IS THE
MIGHTIEST WEAPON IN EXISTENCE. NO AMOUNT OF POWER CAN COPY IT AND NO GOD CAN
RECREATE IT. IT CAN ABSOLUTELY DECIMATE EVERYTHING THAT IT STRIKES. GOD?
DED!!!!!!!!!!!!!!!!!!!!!! SATAN? DED!!!!!!!!!!!!!!!!!!!!!!!…Yeah it has to be all caps…I apologize. Not. (Y/N)'s ultimate
Noble Phantasm comes in the form of a Motherfucking Rubber Chicken (The "Motherfucking" and capital
letters are explicitly necessary to address it). Its limitations are unknown, although it is implied to lack any. A
simple swing of the weapon would be enough to eradicate anything (Y/N) wishes to eradicate, be it
microscopic concepts to existence itself. Curiously, it appears to be fully sentient and answers to no one's will
but (Y/N)'s. For a lump sum of 69,000 we’ll give you this twin weapon. Yes I know. Its surprising such an
existence even has a twin but Fuck You thats plot.
Companions

Generic Pet (Free/100/200CP, you may only take the 100 or 200 CP option only once)
Do you seek companionship? You may take any non-sentient being as a pet/follower for free. These beings will
be absolutely loyal to you. This level can be taken as many times as you want.
For 100CP you may take any mundane animal as a pet/follower. This being will get near-human intelligence.
Said pet also has Agelessness, Photo Frenzy and Genetic Perfection as Perks. (Yes, dinosaurs and other
extinct animals technically count as mundane/non-magical animals)
For 200CP you may take any animal or non-sentient plant (whether it is mundane or mythical) as a
pet/follower. In addition to the 100CP level advantages you may also bestow up to three Perks (from this Jump,
regardless whether you have said perks or not) as long as their total/combined cost is 2000CP or less.

Special Someone Sale (50CP, can only be taken once)


Is someone out there with whom you want to share your power? With a low sum you can give one (and only
one) companion a 1000CP stipend for this store. This companion also gets a 100CP Item and a 100CP perk
for free.

Build-a-Companion (200CP, up to 2 times)


You can create your own Companion with this paltry sum. You get 1500CP to give them perks and then they
additionally take 2 Items up to 200CP for free. You may wonder why this is so expensive – you can basically
design them from scratch, they are predisposed to be loyal to you and you can even design the personality, so
this is actually a bargain. They are also guaranteed to come with you. They can not take Drawbacks to
increase their CP (but you can still donate them CP at a standard exchange rate of 1:2 per built companion
regardless).

Generic Sibling (200CP)


You get a sibling! This sibling will either have your personality or a personality that is compatible with yours
(your choice) as well as a body which somewhat looks like yours (perhaps with other hair and being slightly
bigger/smaller; or other moderate but noticeable changes). This sibling not only gets a 1000CP stipend (for
his/her own use) but you can also grant that sibling up to 3 of your perks from this Jump for free (as long as
these perks are each worth 1000CP or less; you will not lose those perks).

Generic Demonic Builders (100CP)


A pair of (slightly sadistic) human (?) architects wants to join you since you are an interdimensional traveller.
One is a master and the other is an apprentice. They have a talent as well as passion for creating difficult
parkour courses and dungeons. These menaces also possess a Build-a-Trap each. They also have the ability
to use the Force. Unless they are separated, they share one companion slot.

Generic Content Creator (200CP)


Someone who loves making videos (both gaming and real life (stunt) videos) is willing to join you. That person
has a talent for making those and is a bit of a thrill/challenge seeker. (No wonder that this becomes a
companion.) This companion starts out with Photo Frenzy, 2nd level Live From Jumper’s Habitat and
Masochism.
Generic Protagonist (300CP)
Someone with a lot of potential has taken a liking to you. That person wants to accompany you and gain
something within other Jumps (e.g. fame, friends, powers, money etc.). While said being is usually
good-aligned it doesn’t have to be that way (if you want some other alignment). This companion (designed by
you) also has a slight craving for attention. This protagonist (wannabe) starts out with Captive Audience,
Efficient Body and Absolute Potential (perks) as well as an Infinite Lunchbox, a Magical Music Instrument and
an Auto-Aim-RPG (Items).

Generic Competent Sidekick (300CP)


All Jumpers need some competent help out there. You can design your secretaries’ body as you wish. This
secretary prefers to do management work and/or making financial/political decisions rather than to fight other
people (the secretary will be inclined to take some combat perks in order to avoid being taken hostage but this
companion as a whole is not a fan of fighting). This companion has Efficient Body, Power Naps, Infinite
Resourcefulness (perks) as well as The Master Plan (item).

Super Bargain Sale (200CP)


Perhaps you feel generous; perhaps you want your own army but no matter why we will grant your wish. With
this option 10 of your companions get a token each with which they can get any one perk or item worth 700CP
or below for themselves. (They will not be aware of individual prices beforehand) All of them also get a 100CP
Item for free.

Cult of Jumper (100/300/600/1200/2500/5000/9000CP)


You gain a certain amount of loyal followers that do your bidding to the best of their abilities. They are very
useful for deities (for gaining faith). If even one of them survives they regain their full strength within 1 year
(otherwise at the end of the Jump) even if there aren’t that many people within a Jump. Higher tier purchases
have all advantages depicted in weaker tiers. You may integrate other followers into this Cult (and keep both of
their advantages).
For 100CP this is more like a small cabal (about 30) of average humans. They have sacrificial knives and at
least some pistols that can harm supernatural beings.
For 300CP there are a few hundred above human average cultists. They now not only have two to three safe
houses but they also have a few somewhat important friends that can make the police look the other way in
most cases.
For 600CP there is a huge church with followers numbering low in the 5 digits (anywhere within 15 to 30
thousand) and likely a few secure (heavily armed/guarded) outposts within a country. They have access to the
best equipment civilians can buy (especially vehicles and firearms). Whoever is in charge of that cult as well as
about a dozen special “Cardinals” (or whatever you call them) also can use holy or dark magic (according to
your preferences). They also have ways to persuade non-followers (either by manipulation, charisma and/or
force)
For 1200CP this is no longer an average cult. This is almost like a religion. With slightly above one million peak
human followers you have an entire army at your disposal. Whatever country you are in, there is at least
somebody who can manipulate the system in your favour. Half of these cultists are capable of using low-tier
magic. Those who aren’t among them make up for that with other qualities (e.g. high intelligence, charisma,
friends in high or low places, loads of money). Whatever you want done, there is always at least a few who at
least dabble in said field.
For 2500CP this number rises to 50 million followers. At this point it is more like a conspiracy than a religion.
Now they have even subverted some major elements in all governments and use the resources for their own
secret bases (there). They even have casual access to military equipment. As long as something isn’t in a
top-secret facility or only found in the highest circle of governments they will be able to get you anything
without problem. Furthermore now they can even train to reach (better) superhuman capabilities (both magic
and physique).
At 5000CP you have access to 500 million followers. It’s like the Illuminati: Most people know that the cult
exists but nobody talks about it or gives away information. Any hints or incriminating factors are almost
nonexistent in the media. A majority of rich people are even part of this. Your once small cult now has
nigh-infinite funding and massive influence in all business branches (legal as well as illegal). At this point it
would be a lot easier to count the individuals who aren’t in some way connected to or reliant on your cult.
With 9000CP you get 13 billion followers. With this many people you can easily decide the fate of planets.
They even start out as low-tier superhumans now (e.g. Kung Fury). All political decisions automatically benefit
you. All official resources on a planet will be dedicated to your cause. Your cult will retain all gained knowledge
and resources – even into future Jumps. If any of them manage to learn spells or gain other superpowers they
can easily find ways to replicate them and teach other cultists their usage. They also use their spare time to
refine the teaching process.
Drawbacks

There is no Drawback Limit. (It would be pointless in a “You can have it all” Jump, wouldn’t it?) Companions
may receive personal Drawbacks. They do not have a Drawback Limit either. Unless a Drawback says
otherwise it stops working on you at the end of the Jump.

Toggles:
Crossover Time (Free)
You may use this Jump as a Supplement for any other Jump. The CP for both Jumps will be spent separately.
Keep in mind that the Drawbacks from both Jumps will apply to you until the Jump’s end. You may also choose
a setting which doesn’t have a Jump instead.

Multi-Crossover (Free)
Alternatively – if you aren’t satisfied with merely one setting – you could also insert some factions, locations or
people from other settings into this generic Jump to make it a bit livelier. Keep in mind that inserting these will
give you (the Jumper) no control or knowledge how these will be integrated into this new world (it will lead to
unpredictable results). It also doesn’t give you any special opportunities to recruit these characters.

Shopping Trip (Free – Incompatible with Crossover Time)


It seems that you do not want to stay here the whole 10 years and are just visiting for a shopping spree. This
toggle enables you to leave this Jump after just 72 hours but in exchange you may not receive any CP from
drawbacks(except for the Everything Lottery Drawback about page 70). It would be pointless to hand out CP
for problems from which you can easily escape.

Gauntlet Mode (Free – incompatible with Shopping Trip and Multi-Crossover)


Do you want an even more challenging run? This will allow you to test your limits. You may use your starting
(1000 + potentially extra 200 for rolling) CP and select your free Item and Perk as you wish but you can only
use your Drawback CP (and potentially other supplement related CP) after the Jump to purchase Perks and
Items here. If you have companions you will have trouble communicating and meeting with them. Meetings are
not outright impossible but they may not help you in your Gauntlet. Other than that you are also reduced to
your Body-Mod and you may not use out of Jump Items (Power Bank will not give you any CP). (standard
Gauntlet stuff)
You may ask yourself why you would do this to yourself. For basic completion you may take the lower Gutted
Gauntlet for free and +500CP budget. If you have 3000+ Drawback CP you get the upgraded Gutted Gauntlet,
Unlimited Soundtrack and No Force for free and may add these to your Body-Mod. If you have 6000+
Drawback CP you get an additional 1500CP additional budget each for your Perks and Items. If you have
10000+ Drawback CP you get 50% off for any Perk or Item you want in this Jumpchain document. Those who
complete the Gauntlet at a higher tier are also eligible to receive the lower tier rewards.

Drawbacks:
Extended Stay (+100/200/500/800/1200CP)
You know the drill. For an additional ten years of staying here you get 100CP. This amount increases to 200CP
if the Drawback CP are 2000 or higher aside from the Extended Stay. Should you somehow reach or exceed
5000 Drawback CP aside from this drawback, you will receive 500CP per Extended Stay. If you manage the
impossible by reaching 10,000 Drawback CP (aside Extended stay) you get 800CP per Extended Stay. Be
proud of yourself. You earned those points. If you actually are insane enough to reach the 20000+ Drawback
CP (aside Extended Stay) mark, then you not only get 1200CP per Extended Stay but you also may add the
Masochism perk to your body-mod for free. (If you are willing to make your experience here that miserable you
deserve to be rewarded).
You can take this as many times as you want but you only get CP for the first seven times.

All the Ads (+200CP)


You really want CP, don’t you? Every time you turn on an electronic device (or magic, depending on the world,
whatever is more popular) you are forced to see or listen to an ad from the most prominent companies. (Said
ad will last anywhere 10 seconds to 1 minute)

Sh**** Jokes (+200CP)


Everyone in this Jump is a fan of toilet humour, puns and/or morbid humour. It is as bad as it sounds.

Long live the Moustache (+200CP)


Everyone in this setting has a moustache. Every man, woman and child (even babies) permanently has a
moustache. Even some trees have moustaches. (At least nobody will have to shave)

All your CP are belong to us (+200CP)


Everyone and everything in your vicinity has the annoying habit of butchering whatever language they try to
say (often by downright ignoring pronunciation or grammar). It will become a hassle trying to understand the
meaning.

Lazy VA (+400CP)
Everyone within this Jump speaks with a monotonous voice now that only sounds like apathy. Yes, that
includes you too.

The Jumper Documentary (+100/300/600CP)


There is now commentary during this Jump. Only you will be able to hear it. Post-Jump you may keep an
abridged copy of the Documentary. For 100CP it will remain mostly neutral and will appear either at (what you
and/or objective bystanders consider) exciting scenes and/or whenever you are doing something for a longer
time period. For 300CP it will range from scathing to downright insulting and the narrator will do the best to say
it when it hinders/hurts you the most. For 600CP the narrator will also explain your powers and strategy to your
enemies and/or announce your presence to them (yes, they can hear it).

Fearing the menace (+200/400CP)


Every few days you will run into the same (somehow immortal) guy that looks at you – menacingly! He could
also just stand there, or look at his phone or even eat a sandwich – menacingly! That’s it. Whenever you
encounter him it will distract you from what you are currently doing and it will be unnerving but actually that
person is harmless. For 400CP you will try to collect evidence from your “encounters” and repeatedly try in vain
to convince others that you are being stalked and harassed.

Sprung a Leak (+200/600CP)


You now suffer from incontinence issues. For 200CP you’ll have to use the bathroom at least once every 3
hours (but only) while you are awake. For 600CP you have an irresistible urge to use the toilet at least once
per hour.

Those Mad Cultists (+100/400/1500/4000CP, requires Cult of Jumper, only for the Jumper)
Your cultists want to help you at any cost. Sadly their plan of “helping” you consists of trying to free you from
the mortal coil (either by attacking you or aiding your enemies). They retain all their perks as well as their
replenishment rate. If you manage to take out all members it will take about 4 years for the cult to gain full
strength and act again. The bigger your cult is, the more CP you get. The first two levels (100 and 300) grant
you only 100CP, the two following (600 and 1200) 400CP, the conspiracy-sized (2500 and 5000) are worth
1500CP. The last one is worth 4000CP since the entire planet is trying to kill you.

Born and Raised (+100/300/600CP)


Growing up (mentally and physically) is an essential part of life. With this Drawback you will be de-aged and
have to age naturally (no Perks, Items, Body-Mod, time-travel/manipulation, time in alternate dimensions or
other outside interference will help) back to adulthood (or until the Jump ends). If you are part of a non-human
species it will take you at least the same time it would take a human to grow back to adulthood. For 100CP you
start out at 10 years. For 300CP you will be turned into a 5-year-old. For 600CP you will be turned into an
infant (about 6-8 weeks after birth). Keep in mind that people might question why a random child is running
around. You may opt to get a random family for the duration of the Jump.

But I want it! (+300/700CP, requires “Born and Raised”))


Usually the Jumper retains his or her emotional maturity throughout the Jumpchain (unless you take certain
Drawbacks; this is one of them). With this Drawback you will be prone to childlike outbursts and childish
cravings (e.g. like napping, taking snacks, rules-lawyering). You will also be treated like a small child
regardless of your actual maturity. These effects last until the Jumper has become an adult again (or until the
Jump ends, whatever is sooner). This is worth 700CP if the Jumper takes at least the second level of “Born
and Raised” as well as “Extended Stay”.

Peter Pan Syndrome (+300/800CP, requires “Born and Raised”)


Usually longevity is seen as a good thing for Jumpers, but here this isn’t the case. Jumpers only age about 1%
of the usual rate (For every year the Jumper ages 4 days). If you take the highest stage of “Born and Raised”
this drawback is worth 800CP.

Budget Diet (+200/500CP)


Well, I guess some people would sacrifice anything for more CP. Anything that eliminates your need to eat is
invalidated. For 200 CP your food quality is reduced to cheap store-brand variety and/or pet food. For 500CP
your food is almost inedible. Any bite you take is a chore (and no, you will need at least three meals per day to
survive). If you have ever seen one of those comically bad cooks in Anime - that’s what you should expect.

Is it here yet? (+400/800CP)


There has been a terrible mix-up with the purchased Perks and Items. You get a compensation of 400CP if
they arrive at the halfway point of your Jump and the full 800CP if they arrive at the last day of your Jump.
Motor Mouth (+400CP)
You have a tendency to explain your Powers and Items to your opponents when you use them in duels, fights
or other one-on-one confrontations (aka villain monologue syndrome). While you won’t blab about the
existence of the Jumpchain or your Body-Mod it will be hard to keep your used powers a secret.

It’s a meme! (+400CP)


You can only talk/communicate by using famous movie quotes and/or memes. This makes it more difficult to
get across certain points.

Buggy System (+200/500CP, requires Custom System perk)


Your system seems to be a beta version or something like that. While all bugs within the system will be fixed at
the end of the Jump you will have to live with them for now.
For 200CP the system has a few minor bugs. These are relatively small like glitching out for about 1-2 hours
per day or visual bugs that last for a few minutes. It’s nothing too serious but really annoying.
For 500CP the bugs grow worse. Every time you use an active function of the system it has a five percent
chance to crash. Upon crashing, it takes 24 hours for the system to reboot. It also has the tendency to only
give you shortened and/or vague descriptions about anything (e.g. capabilities, missions, opponents, etc.).

Reference Hell (+300CP)


There will be a lot of references in this Jump. They can either be references to other things in your Jumpchain
and/or real series/films/etc. (like referring to any charged attack as a Kamehameha, describing any sci-fi
engine as a hyperdrive or having acronyms and/or organizations that sound suspiciously similar to other
government/villain organizations). This will not really change much in your Jump but you have certain
expectations any time you hear such a reference (expecting the references to be the same and treating them
like the original until they turn out to be different). Prepare to be disappointed every time.

Generic Naming Convention (+400/800CP, mutually exclusive with Reference Hell)


Welcome to the world of “Generica”. It’s a wonderful place which makes plagiarists look creative. Here you find
marvellous names for locations like North and South City, Deep Canyon or Mountain Hill. One of the more
creative names is NRG, the new energy drink (“borrowed” from Henry Stickmin). This is worth 800CP if it is
taken together with Crossover Time or Multi-Crossover (due to extensive rebranding).

Behold, Pantsman! (+500CP)


You are now known (in public as well as privately) by a very embarrassing and unchangeable name and have
a just as embarrassing wardrobe. Expect to be mocked and ridiculed frequently. This will not make combat
situations any easier.

Laughing Stock (+700CP, Requires “Behold, Pantsman!”)


All your possessions including your Items now have such a humiliating look. (Luckily your pre-jump items, your
fiat-backed items and money turn back post-jump.) Everyone knows who you are and will laugh at (and
frequently haze) you. There is even a series of products just made to mock you. Not even perks will help you
deal with this shame and humiliation.

History’s Biggest Loser (+1200CP, requires “Laughing Stock”)


OK, now it’s just sad. Whatever you try to achieve, you will fail in the most hilarious way possible. Anything
beyond getting groceries or fixing a common household machine is doomed to fail like that. Outsourcing your
work will either lead to constant vicious mockery and hazing (as well as occasional quitting) of your
collaborators as well as underwhelming results. At least now your enemies are perfectly willing to spare you
(unless your death and/or suffering is mandated by Drawbacks); after all at this point you are your own worst
enemy.

Stop, Jumper Time! (+300CP)


Every once in a while when something bad is about to happen to you time will appear to you at about one tenth
of the usual rate. This will not help you escape such situations, it only draws out your (perceived) suffering to
ten times the usual length.

Spot the Jumper (+300/600/1200CP)


You are rather easy to find. People notice easily if something is off about your disguises, your pursuers always
seem to have an accurate list of your Top 10 hiding spots and if you are in a large crowd or a building they can
sense if you are hiding there. This will make it a lot more difficult to stay hidden. For 600CP you have a giant
neon arrow following you and announcing/showing your location to anyone who wants something from you.
Anybody else is just annoyed by this. For 1200CP your life/actions are also constantly displayed on an endless
livestream which everyone can access.

The Jumper Show (+400/900CP, requires at 5+ prior Jumps; Jumper only)


Your Jumpchain has become a cartoon show! All of it has been abridged and televised/published before your
arrival. But why do you get points for that? This show explains the Jumpchain (from the start to just before
arriving in this world) to the inhabitants of this world. While only a few may actually believe it, you will be
recognized (and possibly judged) by others if you act too much like that person (mostly by using these “iconic”
powers and items). For 900CP a sizeable chunk (anywhere from 20-40%) of the population is well aware of the
implications and will (rightfully) blame the consequences of the selected Drawbacks on you and will spend a lot
of resources to find (and punish) you (if the selected Drawbacks cause too much trouble).

Oh no! It’s the Jumper Show! (+300CP, requires The Jumper Show)
Before you start your Jump you have to sit through an exclusive VIP session of this show. It is mostly the same
as the cartoon except for 2 factors. The “acting” is very amateurish and instead of watching a cartoon it’s a
performance with sock puppets instead. At least any distracting needs (like eating, drinking, sleeping, etc.) are
put on hold for this viewing.

The beast within (+400/1200CP)


Who needs humanity if they can have CP? For 400CP you are stuck as a mundane animal for this Jump (it is
up to you if you are a pet or live in the wilderness). While you still retain all your powers you will be slightly
influenced by your new-found animal instincts and people will be more inclined to treat you like an animal.
Expect things to get awkward. You may keep said animal form as an alt-form. For 1200CP you lose all
methods of communicating with others except animal sounds (that includes writing, translating and
mind-reading capabilities of others). Furthermore the instincts will now have a heavy impact on your behaviour.
While that won’t force you to engage in suicidal behaviour you will often struggle to control yourself.
An A**hole with Money (+300CP)
For the duration of this Jump you will have to semi-constantly deal with at least some persons who are rude to
you and you never seem to get their respect no matter what you do. Sadly they have good reasons for you to
be polite to them regardless (e.g. money, MacGuffins, powerful friends/family, blackmail, etc.). Even should you
get them under mind-control they still do everything in their power to aggravate you.

By the way… (+300/700CP)


Proper preparation prevents poor performance. Sadly you only seem to get some vital information (about
targets, goals, last-minute changes, etc.) at the last possible moment. It will take a lot of (frantic) quick thinking
to make your original plan work.
For 700CP you don’t get the relevant information in most cases until after it has already become relevant. This
is usually mentioned as “By the way, did you know that…” afterwards and it will be infuriating every time.
Depending on the other Drawbacks this can have severe consequences.

System of Chaos (+300/700CP)


Once per month you receive system-like notifications. The problem is that these notifications like to “inform”
you about irrelevant and completely obvious things (e.g. “The sky is blue”). Your entire vision will completely be
filled with these notifications and they appear with a really annoying ringtone each. You will have to remove
hundreds or perhaps even thousands of them to be capable of seeing clearly again. You need to either swipe
them away with your hand (which makes you look stupid or insane) or think them away (which takes your
concentration) one by one. If you don’t remove (or keep removing) those then an annoying voice keeps saying
“You have x messages” every few minutes until you are done. For 700CP this is replaced with a small fairy that
won’t stop giving you “advice” (you know which one). It will yell at you beforehand to make sure that you listen.
While only you can hear and see this fairy it will get annoying quickly (you’ll hear her no matter what you do
and the fairy will always come back).

Moral Magnet (+400CP)


They say that opposites attract, don’t they? You keep coming across people who have the opposite of your
ideology and ethics on an almost daily basis. To put it simpler (in examples) cunning heroes keep attracting
honest and/or “too dumb to fool” villains, pragmatic villains keep attracting durable heroes who just keep
preaching about morals. But what happens if you are True Neutral (aka boring and without major goals in life)?
Then you act like a magnet towards every troublemaker in the city/country(/whatever follows next if the former
category runs out of those types).

Dun Dun Dun (+400CP)


Many stories have plot twists which make any given story take an unusual path. Unlike the Deus ex Machina
drawback (later) these twists aren’t really (mostly) making your life any harder, These twists just exist to make
the plot way more convoluted than it needs to be. Expect very common plot twists (like “it was your sibling” or
red herrings, sudden flashbacks (even if they aren’t your own), Chekhov’s gun, very unreliable/subjective
storytelling from others only to uncover the truth later, etc.)

What does this button do? (+700CP)


You are now woefully inept when it comes to dealing with modern technology or magic devices (depending on
the setting, whatever is more popular). You start out as a walking disaster and any progress you make on that
field is at a snail’s pace. You’d need at least a year to get a TV remote to work. That includes Items in those
categories. I hope you weren’t planning on using those any time soon.

Home Office (+800CP)


You are confined to just one building of your choice within a Jump (you have 24 hours to choose) for this entire
Jump. If you have clones then this building also counts for those. The Warehouse also counts as its own (valid)
building. Should this building get destroyed then the property where it once stood is your new confinement
area. If you leave the premises you will be electrocuted. While it is only painful at first you should better return
within 4 hours (or else).

The Jump Purge (+1000CP)


Every year all residents of this Jump have immunity against all your Perks and Items and can bypass whatever
superhuman resistances or regeneration powers you have for one day (24 hours in a row - the same day). The
only good thing is that nobody will notice this at first and they will not be inclined to use it against you unless
you give them a reason to. (But if you have enemies then it is bad news.)

Reality Ensues (+700CP)


It’s time to bring a trope to life. You will face surprisingly realistic consequences. Your Perks and Items still work
just as described but you won’t gain any required secondary powers with them (e.g. hypersonic flight but not
durability to survive it; firing laser beams but having to face recoil, etc.). These surprisingly realistic outcomes
will even manifest in daily situations. Flight might lead to traffic violations, gaining sudden surges of cash will
invoke the IRS, murder or sudden disappearances will always be investigated and even being involved in fights
might lead to police involvement (if reported by anyone). Think of any possible law (both natural and legal) and
expect their comeback at any possible point in time. You may also experience cases of “Gone Horribly Right”.

With friends like these (+600/1200CP)


You sometimes have to work with other people to reach some goals. While they are nice enough to help you
upon being asked and try not to be in your way, they will not hesitate to sacrifice others (including you) to save
themselves when things are too bad. While your (other) companions are not inclined to abandon you, they are
more willing to sacrifice innocent bystanders to get an advantage.
For 1200CP your companions and allies (of convenience) may also randomly decide to interfere with any plans
you may have. These may either be due to some (potentially insane leap of) logic which may end up causing
(perhaps insignificant) problems for them, them suddenly getting “better” ideas or simply “for your own good”.

Copycat Conundrum (+600CP)


There seem to be a lot of fakers out there. Every superstar, hero or otherwise semi-(in)famous person has at
least two or three suspiciously similar substitutes out there. If the real person has superpowers the fake
probably also has a weaker version of that. Even you have some fakes (who luckily are not nearly as powerful
as you and also only have 3 of your powers at best/worst). These copycats are indifferent or mischievous at
best and outright/manipulative evil at worst.

There can only be one! (+600/1500CP, requires Copycat Conundrum)


The situation has gotten slightly out of hand. There are at least a dozen copycats per famous person running
around. As such the government has allowed every person to kill their copycats legally. The government will
only acknowledge the last survivor per person as the original. Copycats have the tendency to run into and try
to kill both each other and the original. You must also kill your copycats before being allowed to move on.
Failing to fulfill this goal will simply extend your Jump’s duration until you successfully complete this goal.
(Don’t worry, you’ll receive a certificate of authenticity once you are done.) For 1500CP these copycats are
actually almost as strong and capable as you(/other replaced people) instead of being cheap carbon copies.
Expect a lot of trouble whenever you fight them.

The True Self (+1200CP, requires 20+ jumps)


How different are you from when you started out? Within this Jump another you is created with all your Perks
and Items (unless you take the Power Bank below, this copy also has all your Jumpchain Perks and Items).
The only difference is that this version of you has your pre-Jump appearance, memories and personality, very
limited knowledge on your adventures and no real explanation to their sudden appearance. Since this copy
thinks that he/she is the real person they might react poorly if there is a confrontation between you two. While
reconciliation isn’t impossible you will probably have a few arguments and fights before that point (unless you
chose “There can only be one!” – In this death is the only option).

Shock and Awe (+500CP)


Have you seen the “captive audience” above? You are now a part of it. As long as something awesome is
happening and your life is not directly threatened (e.g. direct attack, side-effect of earthquakes) and the other
party does not remind you of your horrible situation you just tend to stand there and do nothing.

Power Bank (+800CP)


Here at the Power Bank we borrow all your out-of-Jump Perks and Items (except Body-Mod) for the Jump’s
duration and give you 800CP in exchange (aka basic power and item lockout).

Extra Credit (+1000CP, requires Power Bank and at least 20 prior Jumps)
You really need those CP, don’t you? You are even leasing out your identity. There is another person out there
who has all your out-of-Jump Perks, Items, memories (aka you lose them for this Jump), a 1000CP perk
stipend and the friendship of your companions (imported Companions still have all their Perks and Items but
are firmly on the side of the Borrower). Said person will believe themselves to be the true Jumper and act
exactly like you. The upside is that the substitute has no idea who you are and doesn’t care about you. The
downside is that whatever higher power has granted you access to the Jumpchain will be heavily biased
towards them.

Bankrupt (+1500CP, requires Extra Credit)


OK, now you have done it. The prospect of the Jumpchain is so appealing to the Borrower that he or she will
gladly kill you and take your place in the Jumpchain. The Borrower has all the benefits from the Extra Credit
and a total stipend of 3000CP instead of 1000CP. All Companions (past and present) are automatically
imported (like in Everyone is Here) and are actively aiding the Borrower to kill you. You have to either kill the
Borrower or survive until the end of your Jump. You will only remember the ongoing threat and the victory
conditions as well as any active losing conditions. (Should you actually kill the opponent then you will instantly
regain everything that you lost to the Borrower. The other Drawbacks still remain until the end of the Jump.)
Jumper Asylum (+2000/3000CP, incompatible with Power Bank)
What do you mean? You aren’t a multidimensional traveller; you are just an average human being. At Jumper
Asylum we do our best to take care of you and to cure you of your delusions. We have a nice straitjacket, a
secure padded cell (with only a really soft bed), prescribed therapy, a severe lack of privacy and quite a few
wardens just for your stay here. This is just a standard procedure. Despite what you believe, you don’t have
any superhuman powers or otherworldly or otherwise special Items. If you take at least one Extended Stay this
is worth 3000CP. If you take this Drawback you can also take one power-suppressing padded cell with you.
(unless you choose to make enemies you will be perfectly safe in here but it will be rather boring and take a toll
on your sanity)

The Dreaded Escort Missions (+500/1200CP)


You know these annoying escort missions in games? Now you have to protect an average humanoid (?) being
from being killed by opponents that are way outside your charge’s league. They may be from a criminal or
governmental organization (or feel free to make up your own original bad guys). At best the charge will be able
to fight back for a minute without help. Should your charge die this means the end of your Jumpchain.
For 500CP the charge will be compliant and do whatever you say unless the instructions seem suicidal.
For 1200CP the charge has a tendency to question you and is prone to scream “Leeroy Jenkins” (and doing
everything implied with this). You should be less concerned about the assassins and more about the charge’s
stupidity.

Tabula Rasa (+500/1200CP, incompatible with Extra Credit)


Many people strive for a clean slate, Jumpers usually don’t. For 500CP you lose all your pre-Jump memories
(that includes Jump purchases and drawbacks). Then again, depending on what you witnessed on your
journeys this may be a blessing in disguise. It will be really confusing once you get or rediscover powers and
items. For 1200CP all of your memories are erased every 24 hours. After arriving in this Jump you have 24
hours to make arrangements before your first memory wipe. Make them count.

One Trick Pony (+800CP)


Isn’t it too bland just sticking to one method all the time? With this drawback you only utilize one power/method
(not Perk) to deal with your problems. (e.g. Door in your way? Blast it. Bandits attack you? Blast them. Blasting
doesn’t work? Blast it even more!) This may cause you to turn into a literal one trick pony if it’s taken together
with “the beast within”.

Never Say “Die“ (+600CP)


Your enemies can never die. That’s it. They can be injured, they can fall into a coma, they can be sealed away
but they can never die (except naturally from old age).

Deus ex Machina (+700CP)


Whenever you try to complete a major goal (e.g. dealing with that annoying enemy) you will suddenly
encounter a major roadblock which makes things way harder than they should be. For example enemies may
suddenly gain a huge power-up (like in anime), technology advancements may be delayed by sudden lack of
resources or your friends may find themselves in huge trouble which demands your immediate attention.
Should you not have any major goals then various minor activities will gain such a difficulty spike. (Luckily this
only triggers once per goal/milestone.)

Everything is artificial (+800CP, requires the purchase of at least one non-Jumpchain-related perk)
It turns out that transplanting abilities is not feasible for a lot of beings. All (in this Jump) purchased perks will
be replaced by items which hold the same power of the perks. While all Jumpchain-related perks (e.g. Species
Swap, CP Share) will simply be replaced by buttons or small cubes, you will have to carry all other Items with
you if you want to use their powers (They will be anywhere around the size of a basketball or up to full-size
body-armor; they will look thematically fitting for the power). These Items will transform back into Perks after
the Jump.

Stay on Track (+700CP, incompatible with On a Whim)


You have a certain need to have everything planned out. You always have a need for a clear head. Most
important of all, these pesky emotions won’t get in your way. For this Jump your emotions (and in turn your
empathy) are almost completely suppressed. It will take a lot (e.g. of suffering) for you to feel something. It will
be a very dull Jump for you. Anything that benefits from an intact mind (like ESP) will also suffer. Cold hard
logic dictates your actions.

On a Whim (+700CP, incompatible with Stay on Track)


What’s the point in dwelling on the past? Just let all those pesky inhibitions drift away. For this Jump your
inhibitions and cautiousness have been reduced to a minimum. You are now very prone to sudden mood
swings as well as rash decisions. While you can strategize if your life depends on it, let’s face it, you are mostly
just doing whatever your current mood tells you to do. You are not very receptive to “vain” concepts like logic.

Oops, I did it again (+700CP)


Every time you actively use a power that isn’t part of your Body-Mod there is a 10% chance that it backfires on
you (either by failing to activate, not doing exactly what you want or by getting a backlash in form of anything in
between exhaustion, a lot of pain and 72 hours of coma). Luck-based perks have no influence on the chance.
Are you feeling lucky?

Don’t Skip Leg Day (+700/1500CP)


Leg Day is very important. You now have to go everywhere on foot or solely foot-powered vehicles (like
bicycles, unicycles and pedal boats). That means no cars, public transport, teleportation, portals or airplanes.
What, you’re worried about airborne enemies? Fine, you get 15 minutes of flight per day for combat purposes
(you may not abuse this to travel somewhere unless there is no way you can safely reach your goal without
resorting to flying or other magic/sci-fi based methods). For 1500CP it’s way worse. Every time you are outside
a building you have to reach your goal via unicycle, no exceptions.

Dead A** Jumper (+800CP)


Your body seems to be made of something weak like cardboard. You have such poor defences that even one
non-blocked hit (no matter how light) will cause you to go unconscious for an hour. (Of course, if there are
scaling enemies, they aren’t sharing that weakness with you.) Perhaps you should avoid all fights with this
drawback or take some precautions?
Noir fiction (+300/800CP)
Noir fiction is a special crime subgenre which deals with corruption and an overall depressing mood. For
300CP the world will simply look more depressing (only) to you (e.g. monochrome, semi-constant fog) and it
will be easier to become depressed. For 800CP you will actually get a world in which corruption is rampant.
Someone (perhaps even you) will have to deal with it – eventually.

Project J (+300/700CP, incompatible with Jumper Asylum)


Instead of starting freely you find yourself in a government facility.
For 300CP you are encased in a tube of bulletproof glass and filled with fake memories of your loved ones
being tortured and/or killed. Somehow they think that hatred towards them makes you more cooperative. While
you can break free easily you still have to deal with the trauma. (Luckily there are Perks and/or therapy for
dealing with that)
For 700CP you are held captive by actual competent scientists who actually have methods of brainwashing
you and a cell which can block many of your powers. While failing to escape the facility or the brainwashing
process does not mean death or chain-failure you are still condemned to serve as a weapon for the rest of the
Jump (or until you break free).

Drunkle Jumper (+300/800CP, incompatible with Virtue of Abstinence)


Wow, you like you had way too much. This will display almost constantly during your stay. You will get extra
breaks in life-and-death situations. For 300CP this is limited to minor coordination issues and a bigger
tendency to say what’s on your mind. For 800CP you get the problems that are usually associated with
alcoholism: Nausea, slurred speech, short-term amnesia, mood swings, loss of depth perception; you know,
the usual.

Virtue of Abstinence (+300/800CP, incompatible with Drunkle Jumper)


Looks like you want to stay clean for the whole Jump. Should you take any forbidden substances from this list
you will experience uncomfortable drug associated symptoms even with just a tiny dose. For 300CP you will
not be capable of taking alcohol or illegal drugs. For 800CP you also will not be capable of taking legal drugs
like tobacco. Coffee, chocolate and energy drinks are also considered drugs for this Drawback.

Courting Trouble (+200/500/1000CP)


Who knew that a day in court can change a life?
For 200CP you will be invited as a witness or juror about four or six times per year to a court case. You will be
asked a few questions, there may be sudden rescheduling but it’s more annoying than actual trouble.
For 500CP you are actually the accused in just as many cases and you may have to spend some time in
pre-trial custody. (Whether it is actually justified is up to you) While this will not have any permanent
consequences there will be serious repercussions if you lose (anything from fines to 10 years in jail).
Regardless of whether you win or lose, you will get a bad reputation for going to court that often.
For 1000CP the courts seem to hate you. They use any excuse to drag you back and always seem to hand out
the highest possible punishment if possible. The judges seem a little biased against you. Considering the
(permanent) death penalty is huge possibility I would be very careful. Don’t bother hiding, with this drawback
the long arm of the law will find you and drag you to court no matter what you do.

Grab all the Things! (+300/1000CP)


You have a compulsion to get more things in your life. For 300CP it simply makes you more greedy and hungry
for money. You may be more willing to do unsavoury things to gain more money but your moral code (should
you have one) will remain mostly intact (aka Wario level greedy).
For 1000CP you have a compelling compulsion to get ALL things. You either want to possess everything
legally or physically. There are no limits to your greed. Whether it is robbery (money and other goods), legal
battle (property rights) or even mind control (people’s minds and adoration) you want to have it all. Your friends
and family and their possessions are somewhat safe (they are YOUR friends and family) but you won’t have
much luck caring for new people in your life.

I need more! (+300/700/1600/3200CP)


You need a lot more food than usual. For 300CP you “merely” need 4 times as much food/calories compared to
your usual form. For 700CP this is increased to 9 times the amount and you have a huge appetite. You may
feel sated but you will always still have some appetite for more. (This will screw with your measure of food
consumption.)
For 1600CP this is increased to 16 times the usual amount. You are almost constantly experiencing a ravenous
appetite. Any reprieve (which is only possible by eating) will last for a few minutes at most. If you stop yourself
or are stopped from eating for too long you will gain unhealthy interest for “fresh” food. (I don’t mean cooked
food, rather something more… in the “really'' fresh meat variety.)
For 3200CP you also grow a bit in size every time you eat more than you need (up to 2.5 cm or 1 inch per
regular adult meal above your needs). Every time you grow you also need proportionally more food to sustain
yourself (e.g. twice as big, further doubled food consumption). That leads you to eat more and probably to
grow even more than before. In the end this can easily become a vicious cycle.

Need for Greed (+400/1200CP)


It looks like everyone else is also getting influenced by the greed-inducing possibilities. For 400CP everyone
gets really stingy and wants to get as much money as legally possible. (It’s just like capitalism if everyone
started being a total jerk about it.)
For 1200CP this society actually rewards those who are greedy. From robbery, theft, scams, tax evasion and
tons of false accusations, every action of the populace is based around gaining as many riches and property
for him-/herself as possible. If somebody is seen doing charity or even nice, it will be seen as a weakness at
best and a reason being sent to the asylum at worst. While these provide some care for curing the “kindness
disease” asylums are mostly a scam to legally rob people of all their worth. The worst part is that the more
somebody manages to get, the more popularity and opportunities to steal/cheat they get (which makes the elite
literally the worst scum you’ve ever seen in media and the rest is not that far behind).

Calling in Sick (+300/700CP)


You are now suffering from diseases for a majority of your stay.
For 300CP it will mostly be at the level of the common cold or minor cases of the flu (nothing deadly). While it
makes you fatigued and slightly bedridden at worst when people realize that you are sick that often they either
try to stay away or treat you with almost condescending pity.
For 700CP it becomes a lot more serious. The diseases leave you frequently bedridden and you begin
suffering from fever and other serious symptoms. You need to use your powers sparingly or you might die from
the diseases. While regeneration powers help they will only alleviate the symptoms. You need a lot of rest and
medications to stay sort of healthy. Suffice to say that your social (and actual) life has taken a huge downturn.
Should you try to almost completely communicate via electronic means your electronic appliances will also
begin suffering from (computer) viruses.

Notice me, Senpai! (+300/700CP)


There are people out there that want to be with you at any cost. For 300CP one person keeps stalking you,
writing creepy notes and working in the background to (really) stealthily destroy all your relationships in an
effort to be with you. He or she will be hard to get rid of and can murder a lot of people if it gets to any
confrontation. This stalker also has a tendency to kill people close to you or in love with you if it is possible
without being exposed. Should you have the “Yandere Lure” you get 700CP instead. After all, with this “Perk”
Yandere afflicted are drawn to you and can sense your presence. (Seriously, one is bad enough. Why would
anybody want an entire group of them after you? Just look at Yuno Gasai from Mirai Nikki.)

Divine Intervention (+400/700/1500CP)


There is a nigh-omnipotent being out there that has taken an interest in you. The only restriction is that they
can’t directly interfere with you (a la Tanya the Evil) but they can warp your surroundings.
For 400CP you are seen as half/part-time entertainment and the deity will put you frequently in humiliating
and/or degrading situations. You can be subjected to slapstick comedy but aside from that there is little to no
chance for any lasting injuries (except to your dignity).
For 700CP said deity wants you to experience “character development” and makes you experience lots of
fights. You will always have at least a decent chance at winning (about 70-80%) as long as you don’t get
complacent. Should you fail there is always a second or even a third chance. The chances aren’t that high for a
fourth.
For 1500CP said deity hates you and wants to destroy you. From semi-daily surges of abysmal luck to
blame-shifting of the world’s problems to you and even nigh-impossible fights you will experience lots of
hardships during your stay.

Convoluted Crowdsourcing (+200/500/1200CP)


There is a certain organization out there that wants to acquire your powers and/or kill you. They will not be
actively targeted by whatever law enforcement or other criminal groups there are in the world.
For 200CP you’ll have to deal with a (mostly harmless) cult. They usually stick to one city, they aren’t exactly
the brightest and they have a tendency to sacrifice hobos in exchange for (actual) eldritch powers. That’s
nothing too bad by Jumpchain standards, right?
For 500CP you’ll have to deal with a worldwide Illuminati-like organization that is supplemented by the best
equipment money can buy as well as some disgruntled superhumans. The attacks on your life will only stop
when all members of the inner circle are dealt with.
For 1200CP you’ll have to deal with this Jump’s equivalent of the Justice League/Avengers. Said group has not
only the full backing of the government but also several subgroups (e.g. the Teen Titans) which all want to get
rid of you. They’ll fight you to their last member.

If everyone is Super… (+400/800/2000/4000CP)


The thing about superpowers is that they are only “Super” if only a few people have them. As such only a small
percentage of people are usually “superpowered” in any given franchise.
For 400CP 20% of the Jump’s population are guaranteed to have superpowers. (At peak at least at
Spider-Man level)
For 800CP 50% of the Jump’s population are guaranteed to have superpowers. (At peak at least at X-Men
level)
For 2000CP everyone has superpowers (from babies to seniors and even quite a few animals and plants).
While a minority is stuck at Spider-Man level quite a lot are at the X-Men or even Thanos-Level. There are
even rumors about "Supermen" (but without weakness to Kryptonite) flying about. Furthermore some
(anywhere from high three to four digits) people additionally have random access to 1 or two Perks up to
1200CP. I hope it’s worth it. After all, if everyone’s Super, then nobody is.
For 4000CP all non-Jumpchain based perks (aside from the Spark) are divided among the Jump’s population.
Furthermore they still have the powers/power level from the 1500CP step. While there is only one user each
for perks worth 25000CP and higher, the lower the cost of a Perk is the more people possess it. A dozen each
may have the 10000CP perks. Thousands at a time may have 5000CP perks (Any lower from here on users
may possess multiple perks at a time to compensate for the lack of quality). 1000CP perks have about six digit
user numbers each. I can’t really quantify the number of cheaper perks other than the fact that most people
have at least one of them, probably even multiple ones (except Yandere Lure). At this level it can be called a
superpower bargain sale.

Expanding Business (+400/800/2000/4000CP)


I hope you didn’t think that you are our only customer.
For 400CP somewhere around the middle-to-high 3 digit persons within this Jump have Items up to the 600CP
price class (whether they can actually use them is another story).
For 800CP many thousands of individuals have access to Items worth up to 1,500CP. They also have an
instruction manual along with their purchases.
For 2000CP the really cheap Items (100-200CP) are common (but expensive - about a middle-to-high grade
computer) goods among the populace. The more costly the goods the less distributed they are among the
masses. But even if they are within the 1000-1500CP price range, there are still hundreds of each of those
items in circulation. Items up to 3000CP are within the double-digits. The more expensive Items are unique but
if one of those unique items is destroyed a new one will come into circulation instantly. Like above all items
have instruction manuals.
For 4000CP all Items worth 500CP or lower are as common and widespread among the populace as candy.
While everything worth 5000CP and above is still unique there are at least thousands for every other Item
below that value. It is basically a free for all whenever it comes to these Items. Don’t bother collecting or
destroying them, if you keep (or intentionally destroy) one of these Items not only will it not be fiat-backed but
at least 10 more of the same type (even if it is usually unique) will be distributed among the masses.

It’s just business (+300/700CP)


You got a new rival! Said rival will challenge you sometimes if you try to open a shop, get a job, new items or
maybe even try to get a new hobby or challenge to other challenges. Even if supernatural stuff is involved the
rival somehow has at least some talent in that. You will feel compelled to beat your rival and be depressed for
some time if you fail (which regardless of if you fail or win will be distracting). The nature of the competition is
not likely to cause permanent harm (unless you actively choose a dangerous line of business or challenge). If
you kill or otherwise incapacitate your rival (directly or via proxy) he or she will get a replacement (usually a
childhood friend or a relative, those are popular).
For 300CP the rival has an above average talent. That’s it. The lowest he or she will sink to is visiting your
house/shop and/or peeping through your windows to conduct espionage. For 700CP the rival has an annoying
tendency to P2W. With secret stashes of cash (and tax fraud) the rival can at least keep up (and will quite often
get ahead) by getting new items, helpers and/or bribing officials. This rival will also try to sabotage you by
sending goons, really obnoxious ad campaigns and even bribing your helpers away from you.

Arrival of a rival (+400/1000/2000CP)


You really want to have it all, don’t you? If you take this drawback you gain a rival that wants to end you (your
life and your Jumpchain). Said rival gets 2000CP worth of Perks and Items.
For 1000CP the rival is well aware of your Jumpchain and your purchased Perks and Items. He or she gains
250CP for every Jump you have been to (but gains a minimum of 3000CP). For 2000CP the rival also gets the
perk Infinite Reincarnations (without you knowing it).

Dreams of Future Past (+1500CP)


Something bad has happened in your future (of this timeline). Your future self has come to his/her past (your
present) to kill you and absorb your powers to regain the past glory. The good news is that your future self only
has access to your strongest or your most versatile power/perk (from your entire Jumpchain, unless you took
the power lockout) as well as your body-mod and eternal youth (and probably also a few additional scars). The
bad news is that the future self has 100 years more experience (and potential growth compared to the current
you within this Jump) than you as well as knowledge of your tactics and strategy as well as the events of the
original timeline. It is not an impossible fight but I’d have some backup Items or companions if I wanted to pick
a fight. (If you have taken Born and Raised then you have about 4-5 years before your mad future version
arrives. It’s not exactly fair if an adult murders you the moment you arrive.)

I am Vengeance! (+400/900CP)
You seem to be more irritable than usual. Perhaps you could relax a little more?
For 400CP you are more ruthless when it comes to dealing with grudges/enemies. You don’t want to see your
enemies merely killed, you want them to suffer before killing them and/or ending their career. It looks like
sadism to me. This may scare others but it also puts your allies on edge.
For 900CP you also have a fiery temper. You get angry with just a slight provocation. It is also really easy for
you to go overboard when it comes to violence. You are prone to disproportionate retribution. (Seriously, do
you have to make an entire family homeless for being swindled out of twenty bucks?) It is an easy way to make
a lot of enemies.

IOU Money (+400/1000CP)


You owe somebody money within this Jump. You have to either work legally to gain money or do semi-legal up
to illegal favours for said person or organization to pay off your debt (killing said person(s) will transfer the
remaining debt to someone else instead). Until you do so you will have a lot of interruptions (and a lot of visits
from the IRS) in your free time. Any money from outside sources (such as in- and out-of-Jump Items) will be
suspended until your debt is paid off. For 400CP you have to pay the in-Jump equivalent of 1 million US
Dollars, for 1000CP it is 1 billion instead.
Companion Soap Opera (+400/1000CP, requires more than 1 companion; stated CP are both awarded to you
and companions)
You seem to be very popular among your companions. They love having your attention and have made it a
competition to spend as much time with you as possible.
For 400CP you will witness a lot of jealousy and you will have to be diplomatic if you want to get everyone’s
help (unless you want to play favourites, but then you will have to hear individual complaints). Your
companions will also quarrel among themselves whenever you aren’t within their vicinity (regardless of how
compatible they are otherwise).
For 1000CP they will actively try to sabotage and murder each other (luckily not you) whenever you aren’t
looking. Your companions are a lot more competent in this regard (only to sabotage each other, they revert to
their original state when you ask them to target somebody else). It will also make any cooperation with others
more difficult as they will sabotage any third parties who want to cooperate with you as well (out of fear of you
leaving them).
For 2000CP you can forget the „whenever you aren’t looking“ aspect. All your companions and other allies
(which may include some factions of followers) will constantly try and occasionally succeed in murdering each
other. If you meet one of them then another companion or ally is bound to show up sooner or later. So, don’t
expect any sort of help from them.

Feeling Wanted (+300/700CP)


Everyone wants to feel wanted, right? Perhaps not in this case. These people want to put you in a maximum
security prison. For 300CP local police forces are constantly on the hunt trying to take you in for a crime that
you are supposed to have committed. For 700CP this is upgraded to the military, the FBI, the CIA, SWAT
teams and whatever other governmental organizations have an alphabet acronym.

Fools and Money (+300/800CP)


Well, those two tend to part ways very soon. This drawback inflicts the curse of poverty. For 300CP you have
the tendency to spend money as soon as you get it. You’ll be lucky if you still have some by the end of the
week. While a very small part can actually be considered an investment most of it will be spent on junk or other
almost worthless items. Should there be something valuable in your purchases you will be very reluctant to
part with that. For 800CP all of your possessions tend to have terrible fates. Sudden need for repairs, a
random theft here and there, forget about spending money, should you have any left at the end of the day you’ll
need all of it and probably even more to replace your damaged, destroyed and/or lost goods. While fiat-backed
items will be more resistant to such misfortune they will be just as affected if your bad luck cannot consume
any other items.

The Game of Shame (+400CP)


Welcome to Game of Shame! This show is a televised game show based on trivia and some parkour and
humiliating minigames. For the sake of fairness all participants are restricted to peak human capabilities.
Should you win the top prize of tax-free 400000 dollars then people will occasionally remember you as a past
winner and remind you of that. Should you lose then you will be forced to compete again every few weeks until
you finally win. (Meanwhile a compilation of your worst/most embarrassing moments will be collected,
continuously updated and then permanently publicized on the local internet or lacking that its equivalent.) You
will start the challenge a few days after your arrival. If you have taken “Born and Raised” we will wait for about
8 years (or 13 with Extended Stay) for the sake of fairness.
The Octo Games (+800CP)
Welcome to the Octo Games! This show is a mixture of the Squid Games, Wipeout (2008 game show) and
Takeshi’s Castle. There will be a lot of physical challenges, slapstick humour and lots of death. 800 participants
(who are all restricted to peak human physique for fairness) must compete for a total of tax-free 8 million
dollars in 8 challenges. The winner(s – possible up to 8) alone will leave this place alive. You will start the
challenge a few days after your arrival. If you have taken “Born and Raised” we will wait for 9 years (or 15 with
Extended Stay) for the sake of fairness. Should you be a winner you also get a recording of the show.

The Eternal Game (+1600CP)


There is said to be an eternal challenge being out there. Random beings are kidnapped, dumped in an
alternate dimension and put through a series of insane challenges (parkour, crafting, combat, trivia, etc. but
with reality warping twists). While all will start out at peak human, contestants may be granted powers for
individual challenges. Only one per game will leave and gain what they want (in your case perks and powers,
but for others what they want). Those who lose (and/or die early) will be forced to wait in eternal darkness (of
this dimension) for an entire year before they can try again. While it is a year inside, mere minutes will be
passing outside. There will also be tempting deals inside that can make the challenge easier or prevent your
premature “elimination” from challenges but will give you alternate/additional restrictions once your
participation for the Game is over. Any beings who lose (over and over again) will become more desperate to
win, more paranoid and in the end they will become a shadow of their former self. (Those who take both
“Extended Stay” and “Born and Raised” will wait until they are adults before participating)

Lacking in Fairness (+600CP, requires a “Game” based Drawback above)


Usually these Games are at least somewhat balanced so everyone has a fair chance at winning. Now the odds
are intentionally stacked against you. They seem to pick categories in which you are terrible, make you do stuff
in games that you really hate or have “that guy” who is insanely good at some challenges. It is one way to get
more points, but you do realize that this is basically hard mode, right?

General Failure (+800CP)


The government and their affiliated agencies now tend to make really stupid situations in a crisis (e.g.
invasions, super-villain attacks). They do mostly fine in normal situations but the moment things turn violent the
government begins making stupid decisions. They not only endanger their own people but also unaffiliated
third parties. Anybody working for the government (luckily not you or your companions) feels compelled to
obey said commands. (e.g. ordering suicidal attacks, carpet-bombing areas while ordering land attacks on the
same area at the same time, ordering staff to use equipment that they don’t know how to use, etc.)

In all seriousness (+800CP, requires at least one enemy-based Drawback)


Usually people have exploitable weaknesses like occasional hesitation, morals, villain monologues, lapses of
idiocy and/or a habit of yelling out attacks. Now your enemies will do anything in their power to end you (and
ignore any rookie mistakes displayed in the Evil Overlord List or similar works). No matter how silly or
incompetent they usually are, they will not make any mistakes when attacking you (or planning for it). While all
your enemies get this competence boost especially dumb or incompetent adversaries will enjoy an insanely
high competence and intelligence boost. They will also be more comfortable in stepping outside of their usual
comfort zone (tactics, location, etc.).
Random Species Transit (+800CP, requires Species Swap perk)
It is a certain quirk of Isekai novels that transferred persons have to adapt to their new situation. With this
drawback a few days after your arrival all persons are transformed into a random sentient species which you
have encountered on your Jumpchain. If you haven’t had a Jump yet or only encountered humans then you get
a standard list into what people can be transformed (like Klingons, Vulcans, Asari (Mass Effect), Cylons
(Battlestar Galactica), Orcs, Elves, Dwarves, Kobolds, Martians and Demons). Not only will people have to
deal with being transformed into multiple foreign species (and associated problems like body dysmorphia and
having to adapt to their new forms) but they will also have to deal with paranoia (after all: “Who is responsible?
What do they want?”) and readjusting society. This can either go very smoothly or (what is rather likely) swiftly
descend into anarchy.

Almighty Idiot (+1000CP)


What are you expecting with a title like that? This drags you down to average IQ and then even lower! You take
five times as much time to think about something (compared to the average person), you struggle with math
beyond 1st grade and you become annoyingly easily distracted. Should you finally devote yourself to a goal
you become so focused on it that you tend to ignore all other possible objectives aside that goal (until your
attention span fails you). On top of that you will for all except the most obvious traps (not to mention that you
tend to use more simplistic methods than usual). After trading your intelligence and creativity for power, is it
worth it?

The Drums of War (+2000CP)


OK, at this point you are asking for trouble. The whole dimension has become a hotspot for warmongers and
constant battle. You either have the option of helping end wars (while facing a very realistic chance of death) or
trying to stay out while constantly appearing in the crossfire of the war participants (who either injure you or
blow up your stuff). Even if you manage to end a war then within a week or two a new war/invasion breaks out
which makes you go through all that trouble again. Even if it is set within a normally peaceful or low-power
universe – those conflicts (technology and power-wise) just keep escalating far beyond their usual scale. The
amount of bloodshed you witness may as well rival Warhammer 40k Jumps. I hope that you can enjoy
whatever peace you can get.

Genre Shift (+1200CP)


Alright, it’s time for more world-changing Drawbacks. Every twelve months the Genre of your current setting
will change to something else. In order to accommodate said change the world adds more elements (e.g.
characters and/or factions) upon every shift. What makes this especially bad is that the added elements don’t
disappear when the next shift happens. They stay in this world indefinitely. (This would be especially bad e.g. if
the genre shifted from Cosmic Horror story to Romance. You would still have to worry about Cthulhu in the
background. For more information about possible genres please consult the notes.) Nobody will be concerned
(aside the Jumper and the companions) and everybody is convinced that the world always was that way (the
new way).

Media Shift (+500/1200/3000CP)


Do you regret not inserting certain settings into this Jump? With this drawback every 12 months a new setting
(e.g. show, franchise, game, etc.) is inserted into this Jump (like in Genre Shift) but no former elements will be
removed. Nobody will find this suspicious. This will not involve any Jump documents. These inserted elements
will mostly strive to re-enact the “canon plot” (that can be easily prevented by sufficiently
strong/diplomatic/lucky enough outside forces).
For 500CP the changes are mostly regional and involve small cities/countries or import minor elements from
other settings (like the Muppet Show, Springfield from the Simpsons, Ranma ½ or Wizard Britain from Harry
Potter). There is a good chance that you may not even encounter some of the new elements.
For 1200CP these changes will be on a global scale. There may be insertions like the Terminator Series,
Fullmetal Alchemist, the Lord of the Rings, Gensokyo (from Embodiment of the Scarlet Devil until Ten Desires)
and other settings in that size. There will be a lot of new developments but they will still be somewhat
manageable.
For 3000CP the changes will be on a cosmic scale. This involves gigantic settings like Star Wars, Star Trek,
Warhammer 40K, Battlestar Galactica, Touhou (including PC-98 and the Lunarians) and so on. You will easily
notice a lot of shifts (both in technologies and new factions).
If you thought that this was confusing enough then it will be even more insane if you also picked Genre Shift.
How confusing would it be to go from (e.g.) blasting Mecha Sauron to having to romance Skynet away from
causing Armageddon?

Hostile Takeover (+800CP)


This corporate term just got upgraded to the next level. It is now common practice (and legal) to acquire other
companies by raiding them and annexing the buildings. Company holders and their enforcers (besides you
and/or your Companions) gain superpowers and other physical attributes depending on how big and profitable
the company is and how huge the cash reserves are or how many properties they own. (While a local
shop-owner may only get a moderate (50%) attribute boost, owners of major companies like Microsoft, Disney
or BP could be powerful enough to literally be one man armies). Economics just got way more cutthroat than
usual. Even non-participants might casually find themselves in the middle of a raid.

Here’s Jump-Chan (+500/1200CP)


Apparently your patron (or if you lack one, a substitute) has the “terrible twos”, the “troublesome teens” and/or
whatever the equivalent of a midlife crisis for omnipotent beings is. As many people your patron makes this
someone else’s problems – yours.
For 500CP your patron uses you as stress relief by invoking fear in you. Either by nightmares, randomly
popping in and out of nowhere or using really scary monsters they want to relish in your fear. Since it is your
patron (or a substitute) you should expect to be exposed to your darkest fears and when it is the most
inconvenient. Perks do only little to dampen the fear factor.
For 1200CP the patron makes it the personal mission to make you die out of fear. In addition to prior methods
you will be actively hunted and subjected to horrific visions and random scary music. Should the initial attempts
to scare you to death be insufficient the patron may become berserk and try to hurt and/or cripple you. While
you cannot die by violence (at least with this Drawback) an actual death wish or suicide (directly or by a third
party) still counts as death by fear.

These stupid civilians (+800CP)


According to Drawback’s newest “totally-not-forged” statistics about 80-85% of civilians suffer from a sudden
IQ loss. While affected civilians can still perform menial tasks and cashier jobs adequately they now struggle
with more complicated topics. They are now easily manipulated by others (especially mass media) even if they
are already under someone’s mind control. Aside from that, their responses to emergency situations and their
personal decision making skills are also severely lacking.
These “responses and decisions” include but aren’t limited to: running into the line of fire, placing chimneys in
mostly wooden houses, avoiding out-of-control cars by dodging onto the road or jumping into the speeding car,
drinking alcohol while driving, climbing into zoo enclosures for a zoo visit, etc. (I think you get the point.)

Idiot Houdini (+600CP, requires “These stupid civilians”)


In addition to these abysmal statistics there are now always one or two persons in every town who are even
more stupid than the prior ones. The only difference is that these morons will always survive whatever stuff
happens around them (and there will be quite a few potentially lethal shenanigans happening). Anyone who is
against them is guaranteed to lose and/or to be reviled for a while. You will cross paths with at least one of
those. Whether you are with or against them, you will get caught up in a few of these almost comedic incidents
(almost like in Spongebob).

Not so stupid after all (+800CP, incompatible with “the World’s a stage” and “These stupid civilians”)
In comics, games etc. unnamed characters are usually depicted as weaklings, punching bags and/or idiots.
With this drawback all (who start as) civilians/an actual unaffiliated third party and characters without or only
with serialized names (e.g. Villager A/B/C, Male/Female Guard, Goblin A/B) gain a huge IQ boost (of 30 IQ
points). This gives them the ability to think outside the box and allows them to reverse-engineer stuff. This in
turn grants them a greater affinity for “futuristic” (compared to the setting) as well as sci-fi/magical technology.
In case of a common threat they are more willing to work together. (They also gain unknown to everyone else –
incl. the Jumper – huge resistances against mind-control/manipulation as well as the ability to pretend that
nothing is wrong.) These “no-name characters” are quick to develop contingencies against those who try to
harm or exploit them. Anyone who has such plans will have a hard time dealing with them. Using this
Drawback will derail any plot that a setting may have (since most rely on very specific circumstances).

Too smart for their own good (+1000CP, requires “Not so stupid after all”, incompatible with The Drums of War)

Usually the new “smart” population strives for a fair society and works against abuse. However, now there is
always somebody who proves him-, herself or themselves to be smarter than the rest and becomes the person
in charge. This leads to people getting smarter and more creative and rebelling against the usurper(s) within a
civil war. That leads to a peaceful rebuilding period, which leads to a dictatorship (or a similar brutal regime),
which leads to a civil war, which leads to a peaceful rebuilding period, and so on. This cycle is completed within
1 year and will continue/repeat throughout your stay.

The World’s a stage (+400/1500CP, incompatible with “Not so stupid after all”)
I mentioned a nigh-omnipotent deity before, didn’t I? Unlike before this one desires to kidnap and put random
(mostly average) people (about 10000-50000 each) through improbable/nigh-impossible scenarios for
entertainment (e.g. zombie apocalypse, natural disasters, alien invasions, crashing meteorites/moons etc.).
This happens once per month. While this deity can’t directly attack people, they can still create (even
logic-defying) monsters, (pseudo-)natural disasters, open rifts to other dimensions and warp reality. Any
participants will have their all attributes (aside mental ones) reduced to peak human.
For 400CP whatever happens in this hypothetical scenario stays there. Even should someone die they just
wake up as if nothing happened (even the Jumper). Psychological scars upon being (brutally) killed and
paranoia will still remain. For 1500CP everything is real. Random chunks of the world will suddenly be (and
stay) terraformed. Any created monsters that are still alive or opened rifts will continue to haunt the world. Pray
that you aren’t among the “volunteers”.

A Jumper’s Perfect Dream/Nightmare (+300/900/2000CP)


At some time in your journey you will be trapped in a dream world (based partially on your memories and
partially on your current surroundings). While time stands mostly still outside until you manage to wake up it
will have permanent (jump-ending) consequences if you don’t manage to wake up or decide to permanently
stay in there (Those are the only real loss conditions here – You can regenerate in here unless you lose the will
to go on). The actual difficulty depends on the CP amount you choose. (You won’t have access to outside help
for this.)
For 300CP this is a perfect dream world on first glance. Your mind actively helps you fight back by creating
glitches in this reality to realize the truth. You simply need to have the will to leave to get out.
For 900CP you need to tear apart this “perfect world” piece by piece yourself. Your mind helps you by sending
small hints to help you wake slowly up. It’s needless to say that the dream dwellers will try to stop you once
you start dismantling this place (you will have a huge advantage in one on one fights but they could still gang
up on you – they probably will do that; this world is a game and you are basically its final boss).
For 2000CP this difficulty is rather a nightmare. While this place looks mostly realistic at first it instantly turns
into a dark and almost unrecognisable version of itself the instant you find out the truth. It will become a twisted
version of your memories and surroundings where fake versions of everyone try to keep you in here. These
imitations are at least as strong as you and some even surpass you in strength and/or speed. The only help
you have is the method of how you can break out. (Sadly you initially miss the in-between steps and have to
figure them out yourself.) (Think of it as an adventure game where you have to beat everyone and have some
boss fights before reaching your goal - like Dark Souls.)

Road of Regret (+400/1000/3000/5000CP, requires 2000+ Drawback CP)


Did you ever regret something you did? Now, whenever you fail at something without dying you are transported
back in time! (Failure here is either failing your objective or achieving the objective at a cost so high that it is as
bad as a failure) This will happen until you get an outcome which you are satisfied with. Please note that even
if you try to change the future the failure-inducing event(s) will still happen in some shape or form. For 400CP
you have to restart the whole day (or day before the event if it lasts longer than a day) on failure. For 1000CP
you have to restart the entire year. For 3000CP you have to go back to the beginning of the Jump. I hope you
have a really good memory. This last stage is worth 5000CP if you either have 5000+ Drawback CP or your
jump length is 50 years or longer.

The Death Penalty (+800/1600CP)


Bad News, Jumper! The local afterlife wants to see you dead for the crime of living too long. Therefore they
sent a death god to kill you. Said being will attack you with a (classic) scythe which can kill you with one hit (no
resistances or 1-ups will help you) and it is almost as strong, durable and fast as you and is highly resistant
(luckily not immune) against any powers and Items you have.
For 800CP said deity is a bit of a slacker and will only stumble upon you two or three times per year (even if
you are in alternate dimensions or a “foolproof” barrier). The deity will also be nice enough to greet you (or chat
if you are familiar enough by now) before trying to kill you. Please keep in mind that meddling with souls and
necromancy are a good way of motivating any death god. For 1600CP the deity is really dedicated to killing
you. The deity will teleport out of nowhere to kill you and can even manipulate chance/luck to get you in deadly
accidents. You should stay awake at all times. Death lurks around every corner and at any possible time.

Protagonist Rush (+1500/2500CP, requires at least 20 prior non-generic Jumps)


Usually this is a boss rush but we both know that it is the protagonists that usually win. Somewhere close to
your starting location an arena will spawn. In it you will face off against all protagonists (including all their
potentially OP equipment). While you will be healed after every battle, you respawn (if you are killed) and your
opponents will not remember prior battles, you may not leave this Jump until all of the protagonists are
defeated. You will even be forced to restart from the beginning if you fail in the middle. (While others can
partake, they will not gain anything except experience). At least at the lower level the protagonists will be
reduced to your level if they are stronger than you. At the higher level you will have to face them at their full
strength.

Tower of Jumper (+3000CP, requires at least 20 prior Jumps)


There will be a day of suffering and sacrifice on which every Jumper must earn her/his spark. Just see it as
preparation. At a public place within this world is a huge tower with one floor for every Jump you made before
this one (if multiple Jumps take place within the same universe then they will be combined into one floor). On
every floor you will face the strongest being from every Jump. If the current you is way weaker than one of
those foes their stats will be reduced so it will be a hard challenge instead of an impossible fight. If the current
you is stronger than them then they are strengthened and gain a few improved skills or gain a new alternate
form to make this a nigh-impossible fight. Luckily if you are defeated (read: killed) on a floor you simply wake
up revived and completely healed outside. (this won’t lead to a Jump fail)
You can only leave this Jump if you have beaten all floors (not in one go required, you can skip floors you
already passed). The tower will appear approximately six to eight years after the beginning of your Jump. By
the way, this is an open invite so everyone in this world can try this challenge, too. (everyone has to work their
way up independently) All other challengers will face the same restrictions as you. The only real advantage you
have is that they have no prior knowledge of the opponents. Should somebody else beat the Tower of Jumper
before you then that person takes your place in the Jumpchain. You may also take a copy of the Tower with
you.

All the Reincarnations (+1000/2000CP, requires If everyone is Super…)


Isekai protagonists are reborn in a new body with really overpowered abilities (compared to the setting, if it also
refers to you is debatable). About a dozen or so individuals are about to be reborn in this world. They may be
capable of creating really powerful gear, they may have a powerful system, they may be evolving monsters or
even capable of buying gear from other settings; it is powerful in any case.
For 1000CP these people are willing to go along with the wishes of the original body and they take their time
(e.g. living out a childhood, learning, seducing others etc.). That gives you five years before their drastic
growth. You will run at least into some of them. While direct conflict with them is not guaranteed their
increasing power will bring a lot of changes to the current situation regardless. By regular Isekai plot these
guys will end up ruling the entire country/world, so don’t take this lightly.
For 2000CP all of them are really smart and born into powerful positions. While they will take a few months to
adjust they will have many loyal guards/partners/henchmen that make it difficult to target them. While the
government frowns upon such aliens (which technically includes you and out-of-Jump companions) they have
enough powers or rights to withstand them regardless. They will also realize your (potential) power on
sight/news and will make plans to take you out. The Isekai also have the standard dose of good luck and a
talent for getting a lot of allies.

Isekai Immigration Office (+2000CP, requires If everyone is Super…)


If a static set of OP Isekai protagonists doesn’t satisfy your drawback needs, then here you get a conga line of
them! These characters have a specific set of characteristics: They all have ridiculous last names, they have
next to (or in most cases) no awareness how their actions affect others (and also react badly to criticism) and
they are completely shallow and self-centered. They also have the Power of Apathy (perk). Unlike the former
ones these characters start out stronger than a majority of the setting. Luckily only one of these is within this
world at a time. Sadly if one is killed a new one is transported here about a week or two later. (Only
Jump-Chan knows how long the average lifespan of an overpowered egoistic moron is. I’d guess very short
with a high chance of causing havoc.)

It’s a Conspiracy! (+2000CP, requires 5000+ Drawback CP aside this and Extended Stay)
Somebody out there is watching you. While the Drawbacks are usually somewhat open to interpretation (and
loophole-abuse) that person is actively twisting the rules to kill you and hurt you as much as possible. Frequent
mockery? It will happen every hour! Losing all pre-Jump memories? You also lose basic skills along with it! The
only upside is that if you beat said person (that hangs around and hides in your city) after a hard battle the
drawbacks will recede to a “normal” level (what the average person would interpret these drawbacks).

The Everything Lottery (+2000/3000CP, prevents taking Drawbacks which require specific Perks and Items)

With this twist, you can’t choose with perks and items you will get. Make a list of all Perks and Items which you
can get from this Jump with your total CP and roll a dice or use a random numbers generator for the things you
actually get. Whenever you get something subtract the points and roll again until you are out of CP (or you are
bored, then store the remaining CP in the free bank). If there are multiple versions of a Perk or Item, you may
actively choose which one you take. If you get something a second time, then reroll. (You may also just take
any doubles and/or those now out of your price class just off of your list.)
Any discounts and freebies are automatically applied whenever applicable. If you either have the Power Bank
Drawback or 6000+ Drawback CP, this Drawback is worth 3000CP instead.

The Mighty Jumper System (+2500CP, requires Custom System and at least 20 prior Jumps)

The whole world gains access to a powerful system (separately from yours later and additional to other
power-ups). That system is you and your perks. Your job is to create a whole system (including your perks,
item access, etc.) for this whole Jump. Expect both your past perks (or rather their in-Jump versions) and your
items (partly as “lesser versions” of your originals) to be widely distributed. Like all standard works of this kind
you will have to design this system from scratch, grant growth potential and so on to at least a majority of the
world.

The end result has to be a functioning system (you could theoretically leave some bugs and glitches in it but
you will feel a huge drain whenever those happen/are abused). Luckily you have up to a century pre-Jump to
create and refine it. (Within that time you are stuck in the void and are restricted to interacting with users of the
system)
The Midas Touch (+2500CP, requires 2500+ CP in Items with no duplicates)
Well, good news! You get basically 2500CP! The only catch is that whatever Items you buy will be used against
you during the Jump. Opponents and random bystanders will be using (copies of) these Items to your
detriment. These people may not (always) have the intent to kill you but you will encounter these items
whenever it is the most inconvenient (and/or harmful if you have enemies). Even if your chosen Items have no
attack-based potential there will always be some creative ways that they will be used to ruin your day.
Unlike other Drawbacks the encounter rate increases the more other Drawback CP you have. If you have just
this as a drawback, you might encounter those Items once or twice per month. With every additional 2000CP
(aside Midas Touch) this encounter rate doubles.

Sharing is Caring (+3500CP, requires Hell, Purgatory and/or Heaven purchase)


They say that karma keeps coming back at those who inflict harm on others. With this drawback you will have
to spend a century waiting before your Jump finally starts in your selected afterlife (or should I say former life?).
You are rendered immortal for these 100 years but have no access to any of your perks or your body-mod for
this duration. You’ll have to endure it as an average human.
The torture depends on your purchase. For Hell you are forced to work without breaks for 100 years. In
Purgatory you will be boiled/burned alive continuously for 100 years. In Heaven there is a Memory Chamber.
While it is usually used for therapy and coming to terms with your past it forces you to relive your worst/most
troublesome memories (exactly as these moments happened) for 100 years. If you have more than one
purchased afterlife you can pick your torture.

Lost: The Jump (+4000CP, requires at least the third level of "If everyone is Super")
You just lost the Jump. As such your patron is forced to get a replacement and will get one after ten years.
However, there cannot be a replacement if you are the only one alive, can there? You have to kill all other
sentient beings within a Jump before the ten years are up (or else it means a chain-fail). Once people notice
your killing spree they will start uniting against you.
If the population is reduced to 40% or lower, the Guardian of the Jump will appear. While you are not required
to kill the Guardian, it will do its best to end you (and your killing spree). (Said Guardian has “Efficient Body”,
“Flawless Coordination”, “Self Source”, Absolute Stamina”, “Infinite Resourcefulness”, “Serene Existence”,
“Omni-Magic”, “Weakness Detection”, “Meta Erasure Immunity” and “Miracle Maker” as well as several
millennia of experience with these abilities. It also has the improved Encompassing Energy Emitter as well as
The Pain Train, Bishamonten’s Pagoda and The Banhammer.)
But why would you do that to yourself? Well, you will get a 90% discount for purchasing the in-Jump Spark
(even upon return Jumps). Just keep in mind that your patron will be upset with you afterwards for taking away
options…

I wanna be the Jumper (+5000/10000CP)


Are you sure you want this drawback? Well, it’s your funeral. Everything in this world will try to kill you. From
apples, to foes, to physics as well as logic defying obstacles and objects the entire world has been turned into
a death trap. The only upside is that you have infinite lives; if you die, time turns back to the moment you enter
the room/corridor/building/alley. All willpower and emotion based perks will be deactivated and you will feel a
ton of rage and despair. I am not kidding; all sections/paths have at least multiple reliable ways to kill you. Like
in the original game you die/explode with even the slightest hit (a scratch, a kick, a napkin, etc.). All resistances
and shields will amount to nothing and even other powers will only be of limited help. The torture will only end if
you give up or somehow make it to the end of the Jump. If you (try to) cheese this by staying too long in a
room or other area or only using the same paths, said areas will instantly turn into an instant-death trap (and
stay more difficult even after resurrection). Your bedroom is somewhat safe at least (at first). By the way,
teleportation is also disabled for this Jump.
In exchange for 10000 bonus CP, you also forfeit your infinite life protection. If you have other 1-Ups they can
be used but will be rendered inactive after use. Let’s just be honest, you realize that even the level above is
basically suicide, right? Even if you can somehow predict whatever obstacles can kill you it does little to
actually help you evade that (since this scales). That’s not even taking into account that rooms can be
rearranged over time.
Endings:

Ten years have passed (or more with time extensions) and your Drawbacks have stopped affecting your life.
How will you proceed? Do you long for a normal life again, do you really want to have it all or do you wish for
something more (or something less)? The choice is yours.

Go Home - The prospect of everything has apparently spooked you. Since you are going home you keep all
Perks and Items you received until now. You also get 1 Item worth 300CP or less for free as an apology for
overwhelming you.

Stay - I guess you still want more stuff from here. Fine, for staying in this Jump you get another 3000CP. Since
a lot of people will probably come here you will need them.

Move on - Jumpers have the need to get everything. It’s perfectly understandable. Just go to the next Jump
and don’t forget: “You can have it all.”
Notes:

The location and the setting are usually up to the Jumper but by rolling a dice you sacrifice some autonomy
over choosing the setting in exchange for CP.

Infinite Ammo Code – Even turrets or other remote controlled weapons benefit from the Infinite Ammo Code.

Ultimate Cook – While pancakes are usual the Wonder Tart is a reference to Cuphead while Soul Melter Curry
is a reference to Kirby Star Allies. (While only Kirby is only shown adding spice to the curry you could gain a
literal soul melting curry since he looks soulless in the end)
Subconscious Stream – For more information on the mind, please look at the following information pages (this
ability is based on Koishi Komeiji from the Touhou Series):
https://en.wikipedia.org/wiki/Id,_ego_and_super-ego
https://pro2-bar-s3-cdn-cf2.myportfolio.com/478f48bc4a3d210c2660b10cd295ed15/351852e9-afe3-4e84-8dc1
-283cf4f37156_rw_1920.jpg?h=a883776ef525cfc2ff6cf5f6984892fe

Everyone is here – Please note that the usual amount this Jump is the token which is 700CP worth. Therefore
everyone would get a token (700CP>600CP)

Encompassing Energy Emitter – The displayed maximum durability is when the shield is utilized at its
maximum range. Using it at a lower range can improve the durability by up to 300%.

Build-a-Trap – A majority of this arsenal is presented by Happy Wheels.

The Hypno Ray is originally from de Blob 2 but there isn’t a Jump for that and it has been slightly enhanced
from the original (by taking away the need for a power source) I think it is still allowed.

The Room of Infinite BS is a reference and enhanced version of the Hyperbolic Time Chamber (DBZ).

Bishamonten’s Pagoda, Miracle Mallet and Sorcerer’s Sutra Scroll are (as of yet non fiat-backed) items from
the Touhou Series. They are also slightly changed/enhanced/clarified compared to the originals. (Creator’s
Clay is also based on one of their character’s abilities)

Some Perks and Items in the list have really good synergy with each other (e.g. Infinite Ammo Code +
Auto-Aim RPG = Infinite Missile Spam)

Hammerspace, The Absolute most overpowered Best Boi ever, And Talking Dishrag based off of the powers of
Best Boi Neo’s Character from these Fanfics read for more context and to figure out your…issues
https://www.wattpad.com/story/255380722-messing-with-the-supernatural-highschool-dxd-x-op
https://www.wattpad.com/story/240643969-fate-outer-code-type-andromeda-nasuverse-x-op-male
https://www.wattpad.com/story/273871411-nakedness-weaponized-kill-la-kill-x-op-male-reader

“Live From Jumper’s Habitat” and “The Jumper Documentary” are polar opposites (currently made by the same
person). While both commentators are fairly neutral at the lowest level the aforementioned perk exists to boost
the Jumper’s morale and aid in training while the latter drawback seeks to annoy the Jumper and to sabotage
the Jump.

Drawback Extra Credit – Your Companions might experience a little heartbreak if you choose this Drawback -
especially without telling them.

Drawback The Dreaded Escort Missions – Yes, it is possible to prevent more assassins coming after your
charge by eliminating the organization behind it. At the higher level you would still have to keep watch because
of the stupidity of your charge.

Drawback Project J is inspired by the “Weapon Z researcher” video clip under the TV Tropes “Too Dumb to
Live section”.

A/N for the Eternal Game – This is actually based on a dream I had (just before writing). It was a similar game
and I agreed to one of those deals (both knowing that it was a dream and I had little chance of winning which
was the condition for paying up). It was a long and hard race (last minigame) and I basically only won due to a
backfiring sabotage attempt of the opponents. I won the prize (which was a lot of money and a (slightly
restrained) alt-form of a dragon). I heard a voice saying that a tainted prize (due to the deal) is still a prize and
then I started waking up. The last thing I saw in this dream before waking up is that everyone who lost was
consumed by the darkness. This may be just a little flavour text but it presents an interesting conundrum (for
Jumpers): Would you rather place restrictions or flaws on the price you could get or would you rather risk it all
knowing that you could lose everything that makes you what you are?

Genre Shift Drawback – Possible genres include, but are not limited to: Sci-Fi, Fantasy, Pirate, Superhero,
Apocalypse, Post-Apocalypse, Romance, Cosmic Horror Story, Regular Horror Story, Comedy, Isekai (yes, the
ones with overpowered cheat abilities), Xianxia (Cultivation Based Novels), Slice of Life, Mecha Anime, Time
Travel, etc.

A/N for Media Shift: I decided to put Touhou in these categories. While there are several reality warping
entities, they usually stay in Gensokyo. While there are supernatural beings roaming the world, they as well as
the incidents (games) usually don’t cause much harm to the outside world (therefore the lower rating of Touhou
6-13).
However prior and after those games things get messy. Canon can easily be derailed (since incidents happen
for the most trivial reasons) and outside the mentioned games there is an impact on the outside. In the PC-98
era there was one villain that tried to nuke the planet (and potentially would have succeeded) as well as
causing eternal night by shifting the moon in one of the endings and another that not only created a world but
is also capable of destroying one (and that casually opened a portal to Earth for tourism). After these games
the outside world was affected multiple times (like that time that the world was almost overrun/invaded twice or
that time the boundary between reality and dreams almost collapsed). The Lunarians themselves are capable
of trouncing the main cast and are actively interfering in space missions (by murder).
The reason for the higher rating is that derailing the plot is way more dangerous here than going through with it
(especially since there are a few reality warpers and dimension based shenanigans).

A/N for both “Not so stupid after all” and “The world’s a stage”: Both drawbacks were inspired by ZMDE
Gaming. I thought both an “average people can outsmart stronger and/or smarter people” and another
challenge based drawback would be interesting.

A/N for “Not so stupid after all” (mild spoiler warnings): I’m not kidding. I’ll give you examples why plots would
be derailed. Harry Potter relies on the fact that he encounters circumstances (like people with just the right skill
set, a cure with long preparation time set up in advance, deus ex machina with time travel etc.) just tailored to
the situation (or that his path was planned out in advance and the fact that nobody actually does anything to try
and stop the Big Bad). Naruto’s plot hinges partly on the fact that the Uchiha and Naruto were both treated as
outcasts. (You’d think that people would be smart enough not to antagonize powerful military assets as well as
the police force – if I remember correctly) Don’t get me started on Star Wars VIII and IX. One sentence each
could have cut the movies’ length in half. (“We have an actual plan!”, “I have the coordinates right here!”) - I like
all three series but I feel obligated to point this out.

A/N for Road of Regret: Depending on how much of a perfectionist the Jumper is or how much happens
around him/her, this can be either pretty easy or insanely hard. The required Drawback CP are there to add
some stakes to this Drawback (It would be gifted CP for any semi-experienced Jumper otherwise. Besides, the
name is Road of Regret, not Road of Gifts.)

A/N for “I wanna be the Jumper“: It is that difficult on purpose. It is supposed to be nigh impossible and have a
high CP payout for greedy Jumpers. (It’s basically a giant trap. Not a totally impossible scenario but any
Jumper, especially without supernatural willpower or coping methods, is extremely likely to ragequit.) Besides if
you have ever played or ever have seen “I wanna be the Guy” you know difficulty-wise just what you are
getting into. I also noticed (after re-reading the rules) that if you are locked (from the outside) in a room and
you cannot escape then you will be locked in an infinite cycle of pain until you give up.

Some Perks (like Masochism), Items (like Build-a-Trap, Erase Gun), Companion Options (Generic Demonic
Builders and Generic Content Creator) and Drawbacks (like Road of Regret and The Midas Touch) are inspired
by the Youtuber GrayStillPlays.

Core Threads are from this fanfic:


https://www.fanfiction.net/s/10136172/1/Core-Threads

Officially became V1.0 on October 28th, 2022


Officially became V1.1 on November 24th, 2022
Officially became V1.2 on December 12th, 2022
Officially became V1.3 on February 7th, 2023
Officially became V1.4 on April 4th, 2023

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