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AI Jumpchain (49 total number of jumps)

descripon and start New

vampmire

Certified dice
Joined
Feb 24, 2021
Messages
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Hello, QQ. This thread is an idea/discussion.

The whole premise is that I decided to do a Mega Chain in Jumpchain. For me, a Mega Chain consists of 7 Jumps per Chain, with 7 Chains making up a Mega Chain. It can get bigger than that, but it also gets increasingly ridiculous the further you take it.

Right now, I'm at 49 Jumps.

I'll be posting the entire build 7 Jumps at a time, or one complete Chain at a time, so that it's easier to follow and discuss.

The main purpose of this thread is to see what you all think. I'm using AI — specifically ChatGPT — to help me build the chain, keep track of everything that has happened, maintain continuity between Jumps, and collate what this character has become over the course of the chain.

I'm particularly interested in seeing what people think about the character that has emerged from all of these choices. The idea isn't simply to make the most powerful Jumper possible; I'm interested in seeing how the different perks, drawbacks, identities, relationships, and experiences interact with one another over the course of the entire chain.

So I'll be posting the first seven Jumps to start with, and then continuing from there one Chain at a time.

Finally, if anyone finds this character and the accumulated history interesting enough that they want to turn the idea into a story, please give both me and ChatGPT credit for the original idea and concept that this thread develops from. If you do write a story based on it, I'd also appreciate it if you posted a link to the story here in this thread.

That way, I can see what you've done with the idea and how someone else interprets the character we've created.
 
Jump 1 — Pokemon Legends Arceus New
## Pokemon Legends Arceus

**Starting Points:** 1000 CP

### Origins

**Age:** 11 [0]

**Gender:** Male [0]

**Location:** Ancient Retreat [-100 CP]

A small hidden valley that is the home for the mysterious Cogita. Cogita is polite, but never lets you know exactly how much she knows. She is also friends with at least one legendary pokemon, so I'd recommend being on your best behavior.

**Origin:** Survey Corps Member [0]

As a member of the Galaxy Expedition, your role is to gather information. You go out to examine the lands of Hisui and the pokemon who dwell there. You are the ones who most interact with wild pokemon in all Hisui, and your fellow members will be coming to you with any questions or concerns about pokemon they may possess.


### Perks [cost: 900 CP]

- **Wilderness Survival** [Free]
Forget flying taxis, cycling roads, and hotels, this land doesn't even have roads. The land is a nearly complete wilderness. And as one who is tasked to go out into that wilderness and learn about it and the creatures that call it home, it's important that you know how to survive. Mundane skills, such as how to tell directions, how to gather materials, and how to create shelter for yourself, as well as more esoteric skills like how to tell a grass pokemon from a normal plant and how to sneak up on pokemon. You are a professional, and your skills are professional grade. In future worlds this skill will update to their wildernesses and wild monsters.
- **Observational Skills** [100 CP (discounted)]
If the first task of the Survey Corps is to survive, the second is surely to learn. You don't just look. You see. You don't just glance and let your mind fill in the rest. You actually observe all that is around you. Even in the midst of combat you can observe the actions of all involved without impairing your ability to participate or direct your allies.
- **Compatibility View** [200 CP (discounted)]
It is such a shame when people don't get along. You have the ability to view the compatibility of two people or creatures. With a good look at each of them you can tell how they feel about each other, as well as the potential of each one. Others may be befuddled by friendship evolutions, or be astounded that their Wurmple ended up as a Dustox, but not you. You can instantly tell all the hidden stats and natures and abilities that are so important in pokemon. What's more, this ability carries over to other people and creatures you meet in other settings.
- **Dodge Roll** [100 CP]
Hsui is a very dangerous place, and being able to dodge is a vital skill. You can perform a forward Dodge Roll, and when you do, you have a half second period where you are immune to any external physical damage.
- **Ceaseless Battle Reverie** [150 CP]
Do you dream of challenging fights? Then this is the perk for you. When you go to bed, you can choose to enter an arena where opponents you have faced previously will appear to battle you. You can face them again with no negative consequences on the world. No matter how long the battle takes you will find that at most eight hours have passed, and you may choose to end early and leave the dream at any time. If you win, and choose to continue, then more powerful opponents will appear, or two will team up, in a steadily escalating difficulty. You may not take any loot from this dream, but the training and experience is yours to keep. You may also choose to share this ability with others, either drawing them into your dream, or giving them their own dream to challenge.
- **Evercleansed** [50 CP]
Bathing and other cleaning facilities can be hard to come by in the wild. Now, with just a thought, you can will yourself clean. Every external part of you will be as clean as if you were prepared for a sterile environment, with the exception that any beneficial or necessary bacteria, which will remain unless you consciously will them to be removed as well.
- **Mass Outbreak Sense** [50 CP]
Like Mai's Munchlax, you have an uncanny sense for mass outbreaks. At the first level you can sense the existence and location of any regular mass outbreaks in an area equivalent to one of the sectors of Hisui.

For another 50cp you can also sense massive mass outbreaks.

A third purchase will give you the ability, after eating five Aguave Berries in five seconds or less, to sense what pokemon are present in the current massive mass outbreaks as well as any special characteristics of the outbreaks.

An additional purchase extends the area you can sense regular mass outbreaks in an area the size of Hokkaido.

Each additional purchase increases your range by a factor of ten multiplicatively.

In future jumps this will also extend to any kind of monster or creature.
- **Mass Outbreak Sense** [50 CP]
Like Mai's Munchlax, you have an uncanny sense for mass outbreaks. At the first level you can sense the existence and location of any regular mass outbreaks in an area equivalent to one of the sectors of Hisui.

For another 50cp you can also sense massive mass outbreaks.

A third purchase will give you the ability, after eating five Aguave Berries in five seconds or less, to sense what pokemon are present in the current massive mass outbreaks as well as any special characteristics of the outbreaks.

An additional purchase extends the area you can sense regular mass outbreaks in an area the size of Hokkaido.

Each additional purchase increases your range by a factor of ten multiplicatively.

In future jumps this will also extend to any kind of monster or creature.
- **Ancient Bloodline** [200 CP]
In your veins flow the blood of the ancient Celestica people. You were raised on stories of people and pokemon, and may even have heard tales of the many legendaries that call Hisui home. In future jumps you can choose to be a member of some ancient bloodline. This won't make you richer or stronger than you would be otherwise, (though it might explain some that you bring with you) but you may gain social recognition, and may have heard ancient stories that provide clues about secrets of the setting.

### Items [cost: 800 CP]

- **Basics** [0]
Whatever happens there are a few things to start you off.. This is twenty Hisuian pokeballs for your own use. They are replenished on the first day of the month. These come in a little fanny pack, which somehow has the room to hold them all.
- **Pokedex** [Free]
A notebook that never seems to change size yet always has more space. When you encounter creatures your observations will be recorded, and once you've gathered enough info you will begin to see more information that you did not gather, presented in the style of Professor Laventon.
- **Crafting Kit** [200 CP (discounted)]
A kit for crafting in the field, this contains all the high- quality tools you'll ever need for whatever your project is, whether cutting and polishing stone or woodwork or more esoteric tasks. It all packs up into the size of a briefcase for ease of transport.
- **Recipe Book** [250 CP]
A leather bound notebook with every recipe in Pokemon Legends Arceus, including those that the player does not receive, like the Secret Headache Medicine, the Backache Medicine, and the recipes for the various Balms. These recipes have easy to follow, step by step directions for real world crafting, as well as detailed hand drawn sketches and diagrams. These recipes also work for game system menu crafting, if you have access to it in some way. Some parts seem to be written by Professor Laventon, and others by Akari and Rei. The book never seems to run out of pages for recipes and if you hold it in one hand, and a copy of a recipe in the other, and will it to be so, a copy of the recipe is automatically added to the book. The Recipe book is automatically sorted and indexed in a way that is easiest for it's owner to find and use. Finally, if the user holds the closed book and imagines the recipe they are looking for, then opens the book, it will be on the page of that recipe if it is present in the book. If it has not yet been copied into the book, the user will find themselves opening to a blank page.
- **Storage Trunk** [200 CP]
This steamer trunk has a very curious nature. Anytime you show up in a base camp or safe zone you will find it there. Also, it seems to be bigger on the inside. It contains ten compartments, and each compartment has thirty inventory slots which can each hold up to nine hundred and ninety nine copies of an item.
- **Pokeshi Doll \(Base\)\[Mimikyu \]** [50 CP]
A perfectly carved model of your favorite pokemon that perfectly brings out their charm. You can choose any pokemon, even one not present in Hisui.
- **Pokedoll** [50 CP]
Have you ever wanted to perform an old ninja log substitute trick? That's what this is for. This Clefairy plush is only a couple inches tall, but it can grow to be a perfect duplicate of yourself or another being smaller than a full-on kaiju, and take their place. Meanwhile the one copied will receive a very brief invisibility. If used it respawns on the first day of the next month.
- **Pokeshi Doll \(Base\)\[Flapple\]** [50 CP]
A perfectly carved model of your favorite pokemon that perfectly brings out their charm. You can choose any pokemon, even one not present in Hisui.

### Companion Imports

- **Partner Pokemon** [0] (emerald)

### Jump Drawbacks [gain: 600 CP]

- **Item Lockout** [300 CP]
You lose access to your warehouse and all of your out of jump items.
- **Power Lockout** [300 CP]
This drawback prohibits you from accessing perks from previous jumps. Should you have a Body Mod it will be unaffected by this drawback. You usually get 300cp for taking this drawback but if you have been to 10 jumps prior to this jump you will gain 500cp instead.

### Quicksilver's Body Mod

**Budget:** 600 CP
- **Medium** [0 CP]
The average.

- **ATHLETЕ** [100 CP]
Athletes forego a buff physique with rippling biceps in favor of
lean muscle, agility and flexibility. They can't lift as much as a
Bodybuilder, but easily run circles around them. Athletes are
much more suited for hit and run tactics, staying mobile
and out of the line of fire. Compared to Bodybuilders, an
Athlete will take much less of a licking before they stoр
ticking.Athletes gain two free ranks in Speed, two free
ranks in Dexterity, and the Flexibility 1 perk.
- **Strength: \+2** [100 CP]
Lifting capacity, how well
defined your muscles are Bench press 180 lbs.
Muscles are visible
but not overly so .Bench press 250 lbs.
Muscles are visible,
moderately sized.
- **Endurance: \+3** [150 CP]
Damage resistance, how
long you can keep going Run a mile without
breathing heavily. Run a 5k and walk
away like it was
nothing. Run a marathon,
sleep 10 hours,
run another one.
- **Speed: \+2** [Free]
Leg muscles, how fast
you can run and sprint Run at a constant 6
miles per hour. Run at a constant
15 miles per hour.
- **Dexterity: \+2 ** [Free]
Acrobatics, motion, fine
motor control, etc Jump over a hurdle
while maintaining a
dead sprint. Basic parkour, keep
speed while moving
over obstacles.
- **Appeal \+0** [0 CP]
Natural beauty, Facial
looks, attractiveness

- **Shape \+0** [0 CP]
Body shape, curves, hips,
"sculpted" body, etc

- **Sense: \+3** [150 CP]
Situational Awareness,
sight, smell, hearing 20/20 vision. 20/15 vision. Power and range for
all three senses is doubled.
- **Flexibility Tier 1** [Free]
- Makes you extremely flexible, at the physical limit of your body.

- **Metavore** [100 CP]

You will retain your physically fit body and appearance no matter how much
or what you eat, so long as you are eating enough to not be malnourished.

### Cosmic Warehouse

**Budget:** 150 CP
- **Electricity** [10 CP]
Wires the WAREHOUSE with electric outlets and lightswitches. - 10cp
- **Plumbing** [10 CP]
- Installs running water and sewer pipes. Bathroom not included. - 10cp
- **Heat / A\.C\.** [10 CP]
- Installs thermostats and a temperature control system. - 10cp
- **Local Net** [30 CP]
- Adds a secure link to the current universe's Internet, if it exists. - 30cр
- **Force Wall** [20 CP]
- Adds a forcefield to the gateway to seal the entrance behind you. - 20cpр
- **Shelving** [0 CP]
- Basic metal shelves to keep your goods on. Numbered for sorting. - Free
- **Housing** [20 CP]
- A fully furnished home with hookups to all purchased utilities. - 20cp
- **Medbay ** [20 CP]
- Fully functional medical bay. Can fix up anything that still has a pulse. - 20cp
- **Portal** [30 CP]
- Replaces key with a portal, can be opened on any surface. 80 sq ft. maх. - 30cр

### Notes

What the Jumper Is Doing

The first Jump is where the jumper learns how to actually be a Jumper.

Arriving in Hisui at only eleven years old, he becomes a member of the Survey Corps. His life is built around exploration, observation, survival, and learning about a world that is almost entirely wilderness. The Ancient Retreat gives him an unusual starting point, placing him near Cogita and the mysteries surrounding the Celestica people, while his Ancient Bloodline gives him a connection to that history without simply making him stronger because of it.

More importantly, the jumper begins this world under Power Lockout and Item Lockout. Whatever abilities or possessions he might eventually acquire in other worlds do not exist yet. He has to survive Hisui with what he can personally accomplish, his Pokémon, and what he can learn.

This makes the Survey Corps a natural first step. Wilderness Survival teaches him to function in an unfamiliar environment, while Observational Skills begin establishing one of the most important traits of his eventual personality: he does not merely look at things; he studies them. Compatibility View reinforces this tendency by letting him recognize the hidden potential and relationships between people and creatures.

The Ceaseless Battle Reverie gives him another way to improve. Instead of merely surviving fights, he can repeatedly challenge opponents in a consequence-free environment and carry the experience into reality. Combined with Dodge Roll and the physical training he develops during the Jump, he begins forming the idea that skill is something that must be practiced, not simply possessed.

His crafting equipment, Recipe Book, Pokedex, and Storage Trunk all reinforce the same philosophy. Knowledge is valuable, but knowledge that can be recorded, reproduced, organized, and applied is even more valuable. He starts collecting recipes, observations, materials, and information rather than simply accumulating weapons.

The Pokeshi Dolls become something different. They have little practical importance compared to the rest of his equipment, but they are among his first personal keepsakes. They establish an idea that will become increasingly important later in the chain: not everything he carries between worlds needs to make him stronger. Some things are worth keeping simply because they remind him of where he has been.

His partner Pokémon is his first true companion from another world, giving him an early experience with forming a bond with a creature that is also capable of growing and fighting alongside him.

During this Jump, he also establishes the foundations that will become his persistent infrastructure afterward. The Body Mod and Cosmic Warehouse are purchased during the Jump, but their importance is primarily post-Jump: once Hisui is over, the Body Mod becomes his enduring physical foundation and the Warehouse becomes his permanent means of storing and accessing what he accumulates throughout the chain.

By the end of Hisui, the jumper has developed the foundations of the person he will become. He is observant, adaptable, physically capable, comfortable in dangerous environments, interested in understanding the world around him, and increasingly inclined to solve problems through preparation and knowledge rather than brute force.

Most importantly, his first Jump teaches him a lesson that will continue throughout the chain:

Before you can master a world, you have to learn how it works.

### Budget

- **Starting Points:** +1000 CP
- **Origins:** +100 CP
- **Drawbacks:** +600 CP
- **Perks:** -900 CP
- **Items:** -800 CP

**Total: 0 CP**
 
Jump 2 — Wizarding World New
## Wizarding World

**Starting Points:** 1000 CP

### Origins

**Age:** 25 [0]

**Gender:** male [0]

**Timeline:** Hogwarts Legacy [0]

It is September 1st, 1890. It is a time of peace and tranquility but as the wise men say, this is only the calm before the storm. Unrest is brewing everywhere and it seems to all center towards Hogwarts. A goblin by the name of Ranrok is about to make his stand against the world at large, seeking retribution against the injustices harbored towards his kind by witches and wizards. And he will not be alone. He has allied with Dark Wizards and poachers from across the world to see his goals achieved. But as always, someone will against him. Will that be you? Or perhaps you have your own goals in mind?

**School:** Hogwarts School of Witchcraft and Wizardry [0]

Ah. The classic. How would different would the world be without Hogwarts School of Witchcraft and Wizardry? Founded around a thousand years ago by the four greatest witches and wizards of the age, Hogwarts is one of the finest institutes of magical education. Students here are divided into four houses, each one representing one of the four founders, whether they be Godric Gryffindor, Helga Hufflepuff, Rowena Ravenclaw, or Salazar Slytherin.

Hogwarts itself is located somewhere within the Highlands of Scotland, its precise location never truly being known due to its Unplottable nature. Some of the most famous wizards and witches across the world have studied here. In fact, the most famous wizard of all, Merlin, is said to have honed his magic within this castle.

**Profession:** Academic [0]

Ah, but maybe reliving your school years is not exactly the best choice for you. But what if you wish to remain within an academic setting, to see how the school works on the other side? If so, then this option is for you. Whether it's because you wish to guide the new generation to a brighter future or you merely want a taste of the power the faculty held in your younger years, you are now a proud faculty member of whatever school you wish, be it Hogwarts, Durmstrang, or even Uagadou.

**Ancestry:** Pure\-Blood [0]

And finally we have the Pure-bloods. As a Pure-blood, your ancestry contains only those who have been blessed with magic. That means no Muggles, Squibs, Muggle-borns, or even Half-bloods can be found within your family tree. This doesn't offer you any advantage other than a childhood of living with magic, but it does mean you won't need to worry about prejudice. At least, prejudice in regard to your blood status. Fellow pure-bloods might still scorn should they find you associating with the wrong sort. Still, don't let that discourage you from making the friends you want.


### Perks [cost: 1400 CP]

- **"You're a wizard\." ** [0]
This is probably the reason why you're here in the first place. After all, you can't be a proper wizard without the magic and skills to back it up. And so, you now have the ability to cast the magic of this wonderful wizarding world. And beyond its sheer versatility and might, you'll find magic to have more than a few other benefits.

For one thing, you're quite a bit more durable now, not overtly so but still. You could get struck in the head by a solid ball of iron barreling at you at over a hundred miles an hour, fall from your broomstick, and still be intact enough that with medical help, you'll be up and about by the end of the week. In fact, so long as the injuries weren't caused by certain kinds of magic, you can rest assured that wizards and witches will be able to heal it enough that it looked like it never happened in the first place.

You'll also find that the magic coursing through has rendered you healthier by far. Any of the mundane diseases that plague Muggles may still take hold on you, but they can be just as easily cured as if they were nothing more than a simple case of the sniffles. You also have a hefty resistance against mundane poisons and venoms of every kind, enough that a scorpion sting that would no doubt slay a Muggle could comfortably survive with little more than bedrest, if even that.

Magic truly is a wonderful thing.
- **Curse of Defense** [Free]
The post of Defense Against the Dark Arts within Hogwarts is said to be cursed and judging by the long, long line of teachers and professors being ousted from the position year after year, there is probably some merit to such a thing. But fortunately for you, that shouldn't be too much of a problem. You see, unlike those poor folks, you 're quite good at keeping your job. Now, so long as you actually do your job properly, you will never get ousted from your position due to circumstances beyond your control. Hey, maybe you should apply for Hogwarts. They're always looking for DADA teachers.
- **A Job for You** [Free]
Now that you've established that you can keep a job, it's time for you to find a job. Thankfully, that'll never be too much of a problem for you. From now on, so long as you're actually looking for one, events will conspire so that an employment offer fitting your talents and what you seek will find its way towards you. Perhaps you'll bump into someone who has a need for your strange and peculiar talents, or maybe someone like Albus Dumbledore himself will come up to you with an offer for the post of the Defense Against the Dark Arts.

If you wish, you don't necessarily need to accept the offer. And if it is a personal one, you don't have to worry about your prospective employers holding a grudge against you, even if it is someone as mad and dark as Voldemort himself.
- **Help Always Given** [200 CP (discounted)]
Now here comes the most important part of being a teacher. Teaching. You'd think that be obvious, but it really isn't, especially once you've seen how low the standards for teaching can really be. Not so for you. Unlike other professors out there, you genuinely do hold a fine appreciation for the trials and tribulations of being a teacher. And such appreciation for your craft resonates with your students. Simply by being willing to teach, your students are also willing to listen. Rarely will you ever get a disruptive class and even in those times, the disruptions shall last but a moment.

We haven't even gotten into your actual teaching skills. As a professor, you intimately know just what to do in order to get your student's attention and more importantly, what has to be done so that whatever lessons you teach them stay in their heads, no matter how different and confusing the subject may be. They'll be learning quite faster than normal, learning in weeks what would ordinarily take them months.

And the more you teach, the more your students will come to trust you. In time, you will be their favorite teacher and beyond even that, they shall view you much like how the rest of the world views the great Albus Dumbledore.
- **Master of the Art \( potions \)** [200 CP (discounted)]
With age comes experience and with experience comes wisdom. You may or may not have noticed it before, but many of the foremost experts in their craft have been academics, seeking to expand young minds with the knowledge they possess. Just look at Hogwarts for example. Many of their teachers have been heralded as some of the finest witches and wizards of their day. And while you may not be a Hogwarts teacher, you are certainly one of the best in your chosen field.

You have five options to choose from. If you know your books well , you'll recognize these options to be the five subjects most desired by those seeking to become Aurors. By choosing one of these subjects, you will possess not only a prodigious affinity for said subject but your knowledge and experience with the matter will be heavily enhanced. Even if you were nothing more than simple student at the start, your knowledge in the subject will now be so broad and expansive that none can deny your mastery.

So long as it is tangentially related to your chosen subject, you hav e, at bare minimum, an expert's knowledge on it. This doesn't even tie into your magical skills with said subject. If you chose potions for example, the efficiency of your potions is magnified to such an extent that even Severus Snape would be impressed. If you choose one of the more magical subjects, spells of that nature will be a magnitude greater, and you'll be heaps more knowledgeable on how to use it in a duel.
- **Old Slug's Charm** [Free]
Pure-bloods may not encompass the majority of the wizards and witches in the world but they certainly seemed to have amassed quite a sizable hoard of wealth, like a dragon and its gold. But how exactly have they done that? When you think about it, it's act ually quite simple. They did it through the power of connections and networking. And so, like any proper pure – blood, you've got quite a knack for such things.

For starters, you have a keen eye in discovering who among your colleagues and compatriots are truly talented, those who could rightfully become rising stars in their own rights. And by taking the proper steps, you can ingratiate yourself to them in such a way that they will remember you fondly, enough that they'd be more than happy to send you a few gifts along the way.
- **Safe & Sound** [100 CP (discounted)]
If you were to compare magic to any natural element, it would perhaps be most similar to fire. Like fire, magic has changed people's lives and like fire, magic can run rampant and take away life as easily as it saves it. After all, there are no shortage of witches and wizards who have met their ends in magical experiments. Fortunately for you, you are far from the foolish sort.

You now have considerable experience when it comes to all manners of research and experimentation which means that you know the processes involved in such things and you know what safety measures are needed to ensure that everyone will come out of it unharmed, mostly.

Not that you'll need that last one when you consider that, unless acted upon by an outside influence, your experiments will never have any risk of catastrophic failure . It doesn't even need to be your experiment. So long as you're somewhat involved in the process, you don't have to worry too much about catastrophes and disasters.
- **Lingua Franca** [100 CP]
There are thousands of languages spoken throughout the world and that only includes the Muggle world. The magical side of things has even more languages to offer such as Mermish and Gobbledegook. It can all make things very confusing but luckily for you, you have a knack for linguistics. Regardless of the language, you can pick it up very well, enough that you could learn the basics of a language by the end of a day and speak it fluently by the week's end. If you do this right, you could even gain a bit of respect from the notoriously stingy Goblins of Gringotts.
- **Occlumency** [200 CP]
An obscure but nevertheless very useful branch of magic, Occlumency is the art of closing one's mind against that which would seek to influence and change it. For now, you have enough skill in the art to recognize whether something or someone has invaded your mind, no matter how subtle their efforts may be.

In fact, you are even proficient in blocking such attempts from most wizards save those with a mastery of mental magic. With a bit more experience and training, you could even learn to fool them, tricking their sights with false memories and leaving them none the wiser to the secrets of your mind. And on a final note, you'll find that the training you underwent in order to achieve your skill in Occlumency has left you with a resistance against mental assault of any kind. From the truth revealing Veritaserum to the Imperius Curse and even more, your mind is a fortress that can be made all the more enduring as your skill in mental magic grows.
- **Apparition** [200 CP]
Apparition is an advanced art of magic but one that is nonetheless very useful despite how difficult it might be. With it, a wizard can get to practically anywhere, instantly transporting themselves from one place to another. T o learn it, one must come to master the three D's. Destination, Determination, Deliberation! And you have done so indeed, becoming capable of Apparating with the utmost precision and at only a moment's notice.

Right now, so long as you have a clear image of where you're going, and nothing is blocking you, you can Apparate anywhere within a few hundred miles or so. And you've mastered Apparition to such an extent that you won't need to worry about making a mistake either. That is a very good thing given how… severe the consequences of a failed Apparition can be.
- **Metamorphmagus** [200 CP]
A Metamorphmagus is someone who was born with a rather rare magical ability. More specifically, they are people born with the ability to change their physical appearance through will alone, requiring neither spells nor potions, unlike the rest of the world. As mentioned before, it is rather rare but fortunately for you, you are a Metamorphmagus now.

The extent of your new abilities allows you to mimic the size and shape of just about anyone, be they someone as beautiful as the lovely Veela or someone as grizzled and battle-damaged as one Mad-Eye Moody. In fact, you already have enough skill that you can even form parts of your body to things that are not entirely human, things such as a duck's bill for a mouth, just as an example. With a bit more creativity, who knows what you could do in the future?
- **Animagus\(Haast's eagle\)** [200 CP]
An Animagus is a witch or wizard capable of transforming themselves into a certain animal and back to human form at will. Unlike normal Transfiguration however, an Animagus' transformation can be done seamlessly, requiring neither the use of a spell nor a wand and of course, an Animagus is capable of communicating with other animals when transformed. Becoming an Animagus is difficult and tedious, but many would say that the advantages of becoming one are well worth it.

Fortunately for you, unlike many others, you have the option to skip past the dangerous and months-long process required to become an Animagus. This is an especially useful thing if you're a werewolf since you probably won't be able to go through the entire process at all. Of course, if you choose this, you get to decide what your Animagus form is. No magical creatures though. Only non-magical beasts are available to you. Extinct creatures are fair game though.

### Items [cost: 400 CP]

- **Inks & Quills ** [0]
Wizards and witches are odd in so many ways. There are some who would even say that they are rather primitive, especially when it comes to their writing implements. After all, who still uses inks and quills nowadays? Then again, inks and quills aren't ordi narily enchanted. So, regardless of your feelings on the matter, it's only proper that you receive your own set of inks & quills.

Appearing to be nothing more than a simple suitcase, opening it will reveal to you your newfound writing tools, an endless supply of them really. You have ink bottles of every color. And you also have some magical inks, like Color-Change Ink, Self-Correcting Ink, Everlasting Ink and more. Even your new quills are fancy indeed, making it quite a pair with the ink. Self-Inking Quills, Quick-Quotes Quills, Sugar Quills, and many, many more. You even have a copy of a certain Senior Undersecretary's dreaded Black Quill. And you never need to worry about running out. For all intents and purposes, your suitcase is filled with a never-ending supply of these things.
- **Bertie Bott's Every Flavor Beans** [0]
A risk with every mouthful! Created by one Bertie Bott, the popular candy's slogan certainly fits. This small box is utterly packed to the brim with Bertie Bott's Every Flavor Beans. Not only will you have the classic flavors such as chocolate, peppermint and marmalade, but there's also flavors such as spinach, liver, and tripe. But there's a lot more than that. If you aren't the lucky sort, you might wind up with a bean tasting just like earwax or worse. Still, this should be fun to play around with, especially when you consider that the box will never run out. As a bonus, you seem to have an uncanny knack for being able to pick out the beans you actually want.
- **The Jumper and the Wizarding World** [0]
You know, given how prolific your adventures have been and will be, it'd probably be a good idea to write it down. But that takes time and you may or may not have better things to do. If so, this is the perfect thing for you. You now have a bookshelf within your Warehouse utterly filled to the brim with books, each one detailing a year in your life and written in the style of the Harry Potter series, complete with their own appropriate titles. If you want to, I'm sure you can find a way to market and make a profit out of these novels.
- **"The Wand Chooses the Wizard"** [0]
The favored tool of witches and wizards across the globe, the wand is the quintessential magical implement. And while witches and wizards can use magic without it, channeling magic through a wand allows them to achieve greater and more complex results. You are no different and as the wand chooses the wizard, this one has chosen you.

This wand is nothing special, merely allowing you to cast your spells and your magic with more ease and grace. But as time goes on and you find yourself using your wand more and more, your wand shall grow and change with you. Your favorite spells become easier to cast and more powerful to boot. And it shall be truly loyal to you, refusing to be used by those who would seek to harm you.

ebony & phoenix feather 11.5 inches
- **Proper Wizarding Attire** [Free]
If you seek to become a proper scholar of magic and to mold the minds of the youth, it is important for you to dress the part. And so, like Albus Dumbledore, you have an entire wardrobe filled to the brim with snazzy three – piece suits that'll let you turn the eye of any crowd. This will be enough to least get you some respect from your students and other folks besides. And also like Dumble-dore, you have a second wardrobe filled with clothes and robes of his peculiar and unique style. From flamboyant robes to pointy hats and more, you can ensure that you can be just as glamorous as the greatest wizard alive.
- **Wizard's Chess** [Free]
Even the wizards enjoy a good old-fashioned game of chess or two. And of course, even their board games are magical. Fashioned and enchanted with sorcery, this chessboard set is indubitably that of a sorcerer 's . With pieces that can move and act on their own, playing with this chess set is sure to be a rather fun time. But merely playing chess isn't all you can do with this. You may consult with the pieces, receiving advice in both chess and other matters. They seem to have a rather sizable repertoire of useful knowledge when it comes to teaching and war both. Rather fitting, don't you think so?
- **Pensieve** [100 CP (discounted)]
Exceedingly rare and exceedingly valuable, a Pensieve is a useful tool for teachers and scholars everywhere. With it, you'll be able to store any memories , yours or that of others, and review them as you please. And you even have two options when it comes to viewing them. The first option is simple projection, allowing you to watch the memories as if it were a show on the telly. It is useful but it pales in comparison to the second option.

By immersing yourself with the Pensieve's light, you can immerse yourself within the memories, viewing them in amazing detail and letting you spot things you might have missed before. By using it in this manner, you are seeing memories as they truly were at that point in time, a third-person recreation of the events involved. So long as the memories weren't tampered with, you can discover the truth of the past. As a bonus, you will also be granted knowledge on how to extract memories for use in a Pensieve and how to tamper with them flawlessly, unlike a certain influential Potions professor.
- **Liquid Wealth** [Free]
Many pure-blood families carry with them centuries of history and with such age, comes wealth borne from the passing of time. And whether pure – blood or not, you've gotten your hands on a substantial amount of wealth indeed. 50,000 Galleons worth to be exact. Used wisely, this should be more than enough money for you to live off comfortably for the rest of your days, even without taking into account that you have magic and that you'll be receiving this amount of money every ten years or so.
- **Felix Felicis** [100 CP (discounted)]
Small enough to be held with only two fingers, this transparent vial contains a liquid that resembles molten gold, moving and soaring within the vial like tiny goldfish. This liquid is none other Liquid Luck , a special potion meant for one thing alone. To make its drinker lucky. With this by your side, luck shall always be by yours.

By imbibing the liquid within, you will be granted an instinctive knowledge on what to do, a path that'll allow you to achieve whatever your desires may be. But be warned. Luck is far from being all-powerful and there may come a time wherein luck will not be enough to save you, especially when this potion in its entirety is only enough for twelve hours of luck at most.

Fortunately, by purchasing it here, this vial will be refilled with that precious liquid luck every two weeks. Try not to take too much advantage of it. There are consequences to abusing luck in this way.
- **Flying Car** [100 CP (discounted)]
While a great portion of pure-bloods hold tremendous disdain over the likes of Muggles and their technology, there is one notable exception to their aversion. Cars. There have been many an occasion of a pure-blood claiming to have never even touched a Muggle artifact and yet upon further investigation, they were found to be in possession of a magically modified Rolls Royce. And now, so do you.

The car's model is up to you, but you can rest assured that your car is quite the piece. At its base, the car is already fast enough to fly from London to Hogwarts in less than 8 hours but it 's also been enchanted with an Extension Charm, enough that you can already fit in an entire family of eight with room to spare. It's also durable enough that you can slam it full force into a tree and it'll still be drivable. But most im portantly, the car is very receptive to new modifications, whether magical or mundane. Surely you could take advantage of that, right?

#### Beasts [cost: 100 CP]

- **An Owl** [100 CP]
The classic animal companion for witches and wizards everywhere. It's only natural after all. With their natural affinity to magic, owls are perfect for delivering letters and parcels to other witches and wizards, especially when they can find them without even being given an address. Plus, they are rather intelligent as well, enough that they can understand other people without even needing to be trained for such a thing.

### Jump Drawbacks [gain: 400 CP]

- **No Shame** [100 CP]
It was said that before the advent of indoor plumbing, witches and witches simply defecated wherever they stood and vanished their waste away. Now, whether or not these stories are true, you are now in possession of the shame these wizards and witches had, or to be more accurate, the lack of it. Not only are you the type of person to wear the most garish and extravagant clothes, you are also the kind of person who is fully willing to defecate in public with nary a care in the world.
- **Scarred** [100 CP]
It seems that you've had a rather unfortunate encounter with the Dark Arts. And it has left its mark on you. Your body is riddled with scars, all of which have been caused by some sort of dark magic, making them unhealable. While you may not appear as hideous or as mangled as some Aurors out there, the scars are still quite obvious, and they don't really make you look pretty. To make matters worse, every now and then, these scars ache. Not enough to be a danger, but more than enough to irritate you.
- **The Adventure Continues** [100 CP]
Ten years is not long enough to explore the Muggle world, let alone the world of magic within. So why not add a few years to your time here? In fact, you'll even be paid for it. For every ten extra years you spend in this world, you'll receive an additiona l 100 CP , up to a maximum of 400 CP . You may take this option more than four times but you will receive no additional points for it.
- **The Adventure Continues** [100 CP]
Ten years is not long enough to explore the Muggle world, let alone the world of magic within. So why not add a few years to your time here? In fact, you'll even be paid for it. For every ten extra years you spend in this world, you'll receive an additiona l 100 CP , up to a maximum of 400 CP . You may take this option more than four times but you will receive no additional points for it.

### Notes

Jump 2 — Wizarding World

What the Jumper Is Doing

The second Jump is where the jumper begins turning the survival-oriented foundation of his first world into something more deliberate: the pursuit of knowledge, mastery, and teaching.

Arriving in the Wizarding World, he approaches magic primarily as something to be studied and understood rather than simply used for power. His observational skills and experience as a researcher from Hisui make him naturally suited to academic study, while his previous experience with crafting and practical experimentation gives him a strong foundation for understanding potions and magical experimentation. His mastery of Potions becomes one of the first major areas in which he deliberately pushes himself toward genuine expertise.

Teaching also becomes an important part of his identity. Rather than keeping everything he learns to himself, he develops into someone who wants to understand a subject well enough to explain it to others. His teaching abilities reinforce this, allowing him to pass knowledge on efficiently and build genuine trust with his students. This begins establishing a pattern that will become increasingly important later in the chain: the jumper does not merely want to become stronger himself; he wants the people around him to be capable of protecting themselves as well.

His ability to safely conduct magical research complements this perfectly. The jumper can experiment, investigate unfamiliar magical phenomena, and develop new techniques without constantly gambling everything on catastrophic experimentation. His linguistic ability further expands his ability to study magical traditions and communicate with people outside his immediate cultural sphere.

His Occlumency, Metamorphmagus abilities, Animagus transformation, and Apparition provide additional tools, but they are treated as parts of a growing magical skill set rather than the entirety of his identity. His wand becomes another long-term tool that grows alongside him, while the Pensieve provides a particularly valuable method of preserving and examining memories and information.

The extended stay in the Wizarding World gives him time to actually live within this society rather than simply passing through it. He experiences both the mundane and magical sides of the world, builds connections, develops his academic identity, and continues accumulating knowledge that can be carried forward.

The drawbacks also become part of his character. The scars left by Dark magic are a permanent reminder that magic is not inherently safe merely because it can be studied. His lack of shame makes him considerably less concerned with social propriety than most people would expect, while the extended time in the setting gives him the opportunity to explore the world at his own pace.

Most importantly, this Jump establishes the jumper's second major lesson: knowledge becomes far more valuable when it can be understood, refined, preserved, and taught to others.

He leaves the Wizarding World not merely as someone who knows magic, but as someone beginning to see himself as a scholar, researcher, and teacher—roles that will continue developing throughout the chain.

### Budget

- **Starting Points:** +1000 CP
- **Drawbacks:** +400 CP
- **Perks:** -1400 CP

**Total: 0 CP**
 
Jump 3 — Percy Jackson and the Olympians New
## Percy Jackson and the Olympians

**Starting Points:** 1000 CP

### Origins

**Origin:** Camper [0]

There is a place where the children of the gods may live and train in safety, without the fear of monsters constantly hunting them down simply because of who their parents are; Camp Half-Blood. It is this summer camp which you find yourself frequenting. You may be one of these young demigods, or one of those whose duty it is to safeguard and train these burgeoning heroes.

**Heritage:** Demigod \(\* Hestia\) [0]

The gods have often sired mortal children to act as agents or champions within the world, and you may now count yourself among their number. Because of their divine parentage, halfbloods have enhanced physical characteristics, near-inhuman reflexes, an affinity for the Greek language, and may have some level of control or skill over the realm of their godly parent. However, they will release a certain scent after entering their early teens, which causes monsters to hunt them down, an effect that grows stronger until they turn twelve.

You are a standard example of a demigod child, if such a thing could exist. You have some power related to your divine parent, such as the children of Athena possessing brilliant minds, or the progeny of Apollo being natural prodigies when it healing or archery Biological divine parent: Khione
Adoptive divine parent: Hestia
My biological mother is Khione, goddess of snow, but she did not want another daughter and willingly relinquished her claim to me as a demigod child. While I was still very young, Hestia accepted me as her adopted daughter and became my divine parent. From that point onward, my divine heritage and connection belonged to Hestia rather than Khione.

This does not mean Hestia raised me personally. The ancient laws governing the gods and their children still applied to her, just as they did to the other divine parents. I therefore grew up in the mortal world, living with my mortal father and otherwise experiencing the life of a demigod child largely as any other would. Hestia could not simply remain at my side, and I would have had little opportunity to know her directly. I may have encountered her a handful of times throughout my childhood, but those meetings would have been rare and constrained by the laws separating gods from their mortal children.

Nevertheless, Hestia has always been my divine mother. Her absence was not abandonment, nor did it undo her claim. I simply understood that she was a goddess bound by ancient laws that prevented her from living openly as my mother. When I eventually came to understand my heritage, I regarded Hestia as my mother just as surely as any other demigod regards their divine parent.

Although Khione is my biological mother, I retain some physical characteristics inherited from her because she is the one who gave me my mortal body. That biological connection cannot simply be erased. However, I do not inherit Khione's divine heritage or powers. Those belong to Hestia, who accepted me as her daughter and whose divine nature I inherited.

For all practical purposes, Hestia is my divine mother, and I consider myself her daughter. Khione gave me my blood; Hestia gave me my divine heritage and claimed me as her child.


### Perks [cost: 750 CP]

- **Myths of Greece** [0]
As one who now a part of this world hidden from the masses, it would be prudent for you to actually possess the ability to interact with it. As such, you have a limited ability to see past the Mist, which hides the supernatural from the mundane. In addition, you are also fluent in ancient Greek, both in its spoken and written forms.
- **Greek Legends** [Free]
Given all that you now know about the world, it would be prudent to at least learn a little about those that came before you and how they overcame their own challenges. The knowledge you have of Greek mythology is extremely thorough, allowing you to recall even small minutiae of various myths and legends. Sadly, due to how much has drifted over the centuries, and even multiple conflicting sources, it's still possible for one to be wrong.
- **Fated Encounters** [100 CP (discounted)]
Few heroes are able to accomplish everything on their own, as even Heracles needed help during some of his Labours. Now, it is rare that you shall ever go without such aid in your quests, as you find yourself running into talented individuals who would be willing and able to help you with your current goals. Sure, some of them may ask for something in return, but sometimes you'll rarely be given the choice to decline if you really need their help.
- **Classical Training** [Free]
When there are countless monsters running around looking to get a bite of half-blood flesh, one needs to be at least somewhat competent when it comes to combat if they want to survive. Chiron has trained you well, as you are generally a deft hand with any weapon you can get your hands on. However, you truly excel at sling, having the potential to be one of the best in your generation.
- **Informative Dreams** [100 CP (discounted)]
When a demigod dreams, they are rarely just dreams. Often, they are omens or portents of the future, or perhaps glimpses into the past. Such a phenomenon is especially prevalent for you, who often receives dreams relevant to both your friends and enemies, so long as the situation is important enough. Thankfully, these dreams will be remembered clearly after waking up, allowing you to ruminate on what exactly it was you saw.
- **Favored of the Gods** [200 CP (discounted)]
For all that the gods may seem callous and fickle, it is in every half-blood's best interest to be at least respectful towards them, if not friendly. There are few who are as friendly towards the divine as you, as you find them more willing to lend you aid or send assistance your way than any others. As an added benefit, you can be assured that you are one of your divine parent's favorite children, granting you more potent abilities related to them.
- **Mythological Recreation** [200 CP (discounted)]
Some historians say that history is cyclical, that some events reoccur at different points in time, even if the specifics are entirely different. Such is especially true when dealing with the Greek pantheon and the monsters that plague it. Yet, it is possible to use this mythopoetic nature to your advantage, as actions you perform that align with various well known myths, stories and narratives offer a greater chance of success. The more these actions align, the better your chances.
- **Godly Immunity** [50 CP]
Due to the divine essence flowing in their veins, it is extremely hard for half-bloods to come down with any kind of illness, especially if they weren't crafted by a god or particularly powerful magician, though they may still be carriers for such diseases. Your immune system is especially robust, making sure that no illnesses will find any purchase on you, healthy as could be. As an added benefit, you also find yourself more resistant to mundane poisons.
- **Names Have Power** [100 CP]
Have you ever wondered why the gods have so many epithets and titles, beyond denoting which aspect they are being worshipped in? It is because when someone calls out their name, they can hear it, able to tell where it was that their name was invoked. Now you have the same ability, able to tell which direction someone is in when they say your name, with the feeling growing stronger the closer they physically are to you.

### Items [cost: 750 CP]

- **Camp Essentials** [0]
While some may come to camp with literally nothing but the clothes on their back, you seem to be a bit more prepared than that. You will receive a bag with some casual clothes, an orange Camp Half-Blood shirt, various toiletries, and a set of bronze armor in the classic Greek style that is perfectly fitted to you.
- **Beaded Necklace** [Free]
As is tradition, each year campers will receive a bead depicting the most notable event that happened during the Summer, placing them on a necklace. You too will receive a necklace like that, but it is unique. After your time here, you will find new beads added for each world you visit or notable adventure you've undergone. Should you beat the odds and live for long enough, it may get to the point where you'll need multiple necklaces just to hold them all.
- **Yankees Cap** [Free]
It may look like an ordinary baseball cap, but the enchantment laced within reveals it as anything but. Simply put, it will allow the wearer to become invisible at will, granting potent stealth capabilities. However, unlike the legendary Helm of Hades, it does not have any fear inducing properties, it cannot change its shape, it does not make the wearer intangible, and there are a rare few who may be able to see through its magic.
- **Monster Killer \(sling\)** [100 CP]
Every demigod needs a weapon to face off against the countless monsters coming after their heads, and you can't go wrong with this one. Forged into the shape of a sling, what makes this special is the metal that makes it, being either celestial bronze or divine silver. It should be known that this weapon cannot harm mundane humans, as it does not deem them important enough.

You will receive a weekly replenishing stock of whatever ammunition is appropriate. Hestia's Hair Sling

The Monster Killer takes the form of a sling, chosen as my specialized weapon through Classical Training. Rather than being an ordinary sling, however, this weapon was given to me by my divine mother, Hestia.

The sling itself is woven from Hestia's own divine hair. It is humble and understated by design, reflecting Hestia's nature as goddess of the hearth, home, family, and hospitality. It does not resemble a conventional divine weapon or an ostentatious weapon of war. At a glance, it can simply be worn as part of my hair, functioning as a braided tie or decorative cord. When needed, I can undo my hair and have my weapon immediately in hand.

The sling itself is not dependent upon celestial bronze or divine silver to function. It can use ordinary stones or other mundane ammunition just like a normal sling. This allows it to remain a practical weapon even when dealing with ordinary, non-supernatural opponents. Its supernatural Monster Killer capability is represented through its specialized ammunition: celestial bronze or divine silver projectiles appropriate for fighting monsters and other supernatural threats.

The Monster Killer's ammunition is therefore kept separately from the sling itself. I can carry and store stones for ordinary use, while celestial bronze or divine silver ammunition can be supplied and replenished according to the Monster Killer's properties. The sling remains the same weapon regardless of which ammunition I use.

The weapon's significance is therefore not simply its ability to kill monsters. It represents Hestia's protection of her daughter. Because the ancient laws governing the gods prevent Hestia from simply being present in my life, this weapon serves as a tangible expression of her care and as something she can give me to protect myself in her absence.

The choice of a sling is deliberate. It is a humble weapon capable of bringing down opponents vastly larger or more powerful than its wielder, echoing the ancient symbolism of the sling defeating giants. It is also practical, concealable, inexpensive to supply with mundane ammunition, and unobtrusive enough to fit naturally into everyday life.

Despite its divine origin, the sling is not intended to possess arbitrary additional powers beyond those granted by the Monster Killer purchase and its divine construction. Its greatest distinction is that it is a personal gift from Hestia: a weapon made from her own hair, carried close to me, and capable of becoming whatever kind of weapon the situation requires depending upon the ammunition I use.

- **Golden Fleece** [100 CP (discounted)]
The objective of the Argonaut's legendary quest, this legendary artifact was long thought lost. The magic infused into this golden fleece is aligned with the best of nature, granting a powerful healing effect upon whoever wears it as well as notable defensive capabilities, enough to reverse even a divine transformation. It could, alternatively, be used to enhance any protective magics placed upon the land.
- **Nemean Pelt** [200 CP (discounted)]
The slaying of the Nemean Lion was one of Heracles' legendary twelve labors, and it seems as though you've recreated his feat and earned yourself this golden pelt. While worn, it will make one immune to all forms of weaponry, though the wearer will still be able to feel and be moved by the force behind such blows. Of course, this protection extends only to areas of the body where it is actually covering. This pelt can either be integrated into a set of armor that you own, or take on the form of a leather jacket.
- **Dragon Teeth** [200 CP]
What most of humanity thinks of as dinosaurs, are in fact the ancient remains of dragons. It may seem inconsequential, but to those who are knowledgeable in mythology, you know just how useful these are. When these teeth are planted in the earth, of which you will receive ten, they will transform into mighty skeletal warriors bound to you, following your orders. Unless one is a child of Hades, the most effective way to defeat them is to have them turn on each other, a sadly easy thing to do for the clever.
- **Lotus Cash Card** [100 CP]
A gift from the Lotus Eaters, or perhaps something you took when you escaped, this plastic card is not much to look at. On it, though, is a seemingly endless amount of mortal currency, changing to better fit the local economy of wherever you go. Just keep in mind that it won't give you any physical money, not unless you find an ATM to withdraw from first.
- **Drachma Pouch** [50 CP]
Though the Western World has moved away from gold coins, preferring paper bills or plastic cards, the remnants of ancient times still find use for the drachma. Inside this leather pouch are twenty of these greek coins, appearing as though they were just forged just yesterday. Do not worry about running out, as they will replenish each week.

### Jump Drawbacks [gain: 200 CP]

- **Guest Rites** [100 CP]
The rules of hospitality were a very important thing in ancient times, and you are one of those who still believes such a thing holds weight. From here on out, you must follow the rules of Xenia and be a good house guest, even when going into the lair of your enemies. Thankfully, should your host break guest rites first, then you are allowed to respond appropriately.
- **Enforced Sobriety** [100 CP]
The God of Revalry was forced to become the camp director of Camp Half-Blood and remain sober because he chased after his father's favorite nymph, and now you too have a variation of his punishment placed upon you. From here on out, you are forbidden from consuming your favorite food and drink, having them transformed into something else that is much less enjoyable.

### Notes

Jump 3 — Percy Jackson and the Olympians

What the Jumper Is Doing

The third Jump is the first time the Jumper experiences a fundamental change in identity rather than simply acquiring new abilities. He enters this world as himself, but becomes a girl through the nature of his demigod existence, forcing him to adjust not only to a different body but to the psychological reality of living as someone who is now understood by the world as female. At first, this is something she has to consciously process: her appearance, her instincts, the way other people interact with her, and the simple realization that this is no longer something temporary. Over time, however, she stops treating it as something that happened to her and begins accepting it as another part of who she has become.

More significant than the gender change itself is discovering that she is Hestia's adopted daughter.

Her biological mother is Khione, but Khione relinquished her claim, and Hestia willingly accepted her as a daughter. This gives the Jumper something she has never truly had before: a divine parent who has deliberately chosen her. Hestia cannot simply raise her or remain beside her because of the ancient laws governing the gods and their children, and that distance is important. The Jumper understands that Hestia's absence is not rejection. She has still been claimed, still been accepted, and still belongs somewhere.

That realization affects her profoundly.

The first two Jumps taught her to survive independently. Pokémon Legends: Arceus taught her to observe, prepare, craft, and rely upon herself. The Wizarding World taught her to learn, teach, experiment, and build connections. This Jump introduces the idea that survival does not have to mean being alone.

Her relationship with Hestia therefore becomes less about receiving direct divine intervention and more about what Hestia represents to her. Hestia is the hearth, the home, the family gathered around it, and the person who keeps the flame burning even when nobody is watching. The Jumper begins to internalize those ideas. She becomes increasingly interested in creating places where people can feel safe, protecting companions rather than simply defeating enemies, and maintaining relationships rather than treating allies as disposable resources.

This also changes how she views the abilities she has accumulated.

Her observational skills become useful for understanding people as well as creatures. Her survival and crafting knowledge become ways of creating shelter and security. Her magical education and teaching ability become tools for helping others become capable rather than keeping knowledge to herself. Even her tendency to seek useful allies is reinforced by the realization that a person's strength is not only what they can accomplish alone, but what they can accomplish as part of a family or community.

Her Hestia's Hair Sling becomes the most personal expression of this relationship. It is deliberately humble rather than grandiose: a weapon made from her mother's own hair, something she can carry with her even though Hestia cannot. The sling is therefore both practical protection and a tangible reminder that she has a mother who cares about her. Hestia may be unable to stand beside her daughter, but she can still give her something with which to protect herself.

The drawbacks reinforce this development. Guest Rites forces her to take hospitality seriously even when doing so is inconvenient or dangerous, while Enforced Sobriety removes one of the easy comforts she might otherwise use to escape discomfort. Together they reinforce the idea that being part of a community comes with obligations as well as benefits.

The various defensive artifacts she acquires further reflect this emerging philosophy. The Golden Fleece, Nemean Pelt, and her divine weapon are not simply additions to her arsenal. They allow her to survive long enough to protect others. Likewise, her ability to attract useful companions through Fated Encounters and receive warnings through Informative Dreams encourages her to think ahead rather than simply react to danger.

By the end of this Jump, she has changed in a way that goes beyond her new body or divine heritage. She is beginning to understand herself not merely as a survivor moving from one dangerous world to another, but as someone who can belong somewhere and give others somewhere to belong as well.

The central lesson of the Jump is therefore:

Survival taught her how to stand on her own. Hestia teaches her why she might want to stand beside others.

### Budget

- **Starting Points:** +1000 CP
- **Drawbacks:** +200 CP
- **Perks:** -750 CP
- **Items:** -450 CP

**Total: 0 CP**
 
Jump 4 — Avatar: The Last Airbender New
## Avatar: The Last Airbender

**Starting Points:** 1000 CP

### Origins

**Age:** 13 Years Old [0]

**Gender:** female [0]

**Location:** National Capitol [0]

Whether you were born there or are just visiting, you've found yourself in the very largest city in your entire Nation. Those from the Earth Kingdom will find themselves in the Lower Circle of Ba Sing Se, while those of the Fire Nation will find themselves in the Capital's Harbor City, and those of the Water Tribes will have a home in the icy walls of the North Pole. Air Nomads will awaken in the hidden Western Air Temple, hanging in the mountains north of the Fire Nation.

**Background:** Warrior [100 CP]

Trained from childhood to fight and die for your country, you're a talented young warrior who managed to catch the eye of your higher-ups. Your military background means that you tend to look at things with a military mindset, making it hard to relate to civilians or those of a different Nation, but if you prove yourself you could go quite far.

**Nation:** Earth Kingdom [0]

Proud lovers of tradition, the Earth Kingdom is by far the largest of the four Nations, as well as the most diverse. Their vast territory is divided into many provinces, though those within it still consider themselves members of the Earth Kingdom due to their shared traditions and history. Basing their philosophy on the Earth itself, they favor conservative strategies in life, moving only when necessary, then taking a direct and forceful approach to the problem. Their wealth comes in the form of agriculture and mineral wealth, although the greatest of these sources have been slowly but surely conquered by the Fire Nation.

Earthbending is a balanced and potent art, favoring defense until the right moment, then powerful and decisive attacks to overwhelm the opponent. Calling upon both stone and soil, Earthbenders are also capable of transforming entire battlefields, creating pillars of rock or transforming ground into quicksand. However, they cannot bend metal, due to its processed state.


### Perks [cost: 750 CP]


#### Abilities [cost: 250 CP]

- **Trained Soldier** [Free]
There's a war going on, and you're ready to fight in it. Pick a single area of military specialization, ranging from rank-and-file soldier to naval officer to commando – you gain a lifetime of experience in that field, understanding it as if you enlisted as soon as you could walk. Regardless of your specialty, you also gain military-level combat experience, sufficient to easily defeat an entire gang of armed rabble without similar training.
- **Idea And Complaining Guy** [150 CP (discounted)]
Plans are your forte. Once you have an objective in mind, you can quickly understand the best way – or even ways – to achieve it utilizing your resources available, while minimizing any risks and consequences to your side. You're also very quick to understand plans that others have come up with, and by mulling them over, can easily determine what flaws they have, and how you might better achieve the same objectives.
- **Mind Your Manners** [100 CP]
While you may choose to leave it behind once in a while, you've been trained in the art of proper society behavior, and you're good at it. From a Fire Nation beach party to the Earth King's personal soiree, you know exactly how to behave to fit in anywhere. Even when exposed to cultures you've never heard of, you'll instantly pick up enough etiquette to not make a fool of yourself, and rapidly familiarize yourself enough to make anyone think you were born there.

#### Bending Abilities [cost: 500 CP]

- **Bending Arts** [100 CP]
You were born with the ability to manipulate the element of your nation, and have been trained in its use. The Bending Arts differ from element to element, but always involve a combination of physical movements designed to evoke that element, focused with the will of the Bender. Bending an element provides substantial control over it, allowing you to move it, shape it, and direct it, though the exact nature of each depends on the individual element. It should be noted, however, that you cannot actually create an element – though Firebenders can transform their body heat into a raging inferno and Airbenders can make the breath from their lungs into a gale, Waterbenders and Earthbenders must have a source of their element to Bend.
- **Earth Specialization \- Metalbending** [400 CP]
Long thought to be impossible, you are able to sense and Bend the tiniest impurities of earth within metal, target them, and use them to bend the metal itself. Though much more difficult than Earthbending, mastery of this art will enable you to move and shape metal objects as you please, tearing through solid steel like it was tissue paper or tossing tanks like childrens' toys. However, as an Earthbending specialty, this will only work on metals with impurities; completely pure metal will forever be out of your ability to control.

### Items [cost: 450 CP]

- **Meteoric Ingot** [100 CP]
A large ingot of a strange, dark metal, not born of this world. Though difficult to work with, when this metal is shaped into a weapon or armor, it will prove worth the effort; it holds an extremely sharp, and is both featherweight and nigh-unbreakable. It responds all too easily to Earthbending, enabling even a beginner to shape it with minimal effort. At your option, you may instead purchase this pre-crafted into any melee weapon or light armor of your choice.
- **Weaponry** [Free]
From the simple Water Tribe Jaw-Blade to the twin Hook Swords developed by the Earth Kingdom, weaponry in the world of Avatar is varied and effective. Each purchase of this provides you with a single basic weapon (or a pair if they're used as a matched set), ranged or melee, as well as the appropriate accoutrements, and, if appropriate, a small stock of ammunition. Only individual weapons may be chosen; siege weapons are out of its purview.
- **Clothing** [0]
Even in the primitive jungles of the Foggy Swamp Tribe, running around in the nude is frowned upon. You start with a couple outfits from your Nation befitting your station in life, and may purchase as many additional outfits as your heart desires. Unlike the starting clothing, these are not limited to your Nation's apparel – pick anything from the simple saffron robes of an Air Nomad to the raiments of a Fire Nation noble, or even a suit of armor if you'd like.
- **Master's Scroll** [300 CP]
A set of beautifully-illustrated scrolls, detailing everything from basic Bending techniques to complex and powerful forms that even a Genius would be hard-pressed to think up. Easy to learn from, patient study will increase any Bender's skill, though obviously a Novice will benefit far more. They also have another special property which few others know about; if a person who is neither a Bender nor born of any of the four Nations reads the scroll, they will gain the power to Bend that element. May be purchased more than once; extra purchases are at a discount. I currently have two master scrolls. One is of the earth element. The other is of the water element

- **Waterskins** [50 CP]
Well-designed and heavy duty, this set of waterskins can easily hold several gallons of water, and are designed to evenly distribute them over your body for easy access. Aside from carrying a ready source of potable water on long travels, these skins provide a ready source for Waterbenders without a steady supply of their chosen element. These skins have a special blessing as well – each Full, Half, and New Moon, empty skins will refill themselves.

### Jump Drawbacks [gain: 300 CP]

- **Marked** [100 CP]
Whether the extensive tattoos of an Airbending Master or a gruesome burn scar across your face, you've been marked in an obvious way which serves to easily identify you unless you take significant steps to conceal it; casual clothing won't be enough. While this does not come with any notoriety per se, if you accumulate your own you'll need to conceal yourself to have any chance of blending in, and people may get suspicious if you wander around looking like you have something to hide.
- **Pacifist** [200 CP]
The very idea of inflicting violence on another living being makes you uneasy. Actually harming someone, let alone killing them? Unthinkable. While you can still defend yourself or others, you'll do everything you can to avoid damaging strikes, instead relying on disabling and evading your enemies. Should you actually harm someone, you'll be overcome with grief, unable to function for a significant period of time. Bear in mind that this applies to all beings, not just humans – better get used to a vegetarian diet.

### Notes

Jump 4 — Avatar: The Last Airbender

The fourth jump marks another significant stage in the Jumper's development. She enters the world of Avatar: The Last Airbender as a thirteen-year-old girl of the Earth Kingdom, already possessing the discipline, instincts, and training of a soldier despite her young age. Having been trained from childhood to fight and serve, she has grown accustomed to viewing the world through a military lens. Problems are assessed tactically, threats are identified quickly, and decisive action is often regarded as the safest way to protect herself and others.

Yet this world forces her to confront something that runs directly against everything she has been taught.

The Pacifist drawback creates a profound internal conflict within her. The idea of deliberately harming another living being makes her deeply uncomfortable, while actually injuring or killing someone can leave her overwhelmed by grief. This is particularly difficult for someone whose upbringing taught her that violence was a necessary and practical part of survival. She knows how to fight. She knows how to kill. She has been trained to do both from an unusually young age.

Now she must learn that she does not have to.

Her earthbending and metalbending consequently become less about destroying opponents and more about controlling the battlefield. She learns to raise barriers, redirect attacks, immobilize enemies, manipulate terrain, disarm opponents, and protect others without causing unnecessary injury. Her military training remains valuable, but its purpose begins to change. Instead of becoming better at destroying threats, she becomes better at finding ways to end conflicts without destruction.

Her experiences from the previous jumps continue to influence this process. Hisui taught her the importance of observation, preparation, survival, and understanding the creatures and environment around her before acting. Her time with Hestia in the previous jump introduced something even more personal: the idea that family, identity, and belonging are not necessarily defined by biology. Hestia's adoption of her gave her a genuine sense of being someone's daughter and helped her begin developing an identity that was not entirely defined by the circumstances of her birth.

This jump adds another major change to that process.

For the first time in the chain, she is living as a girl, and she remains physically thirteen years old. This is not simply a cosmetic alteration. It becomes another part of her gradual struggle to understand who she is. She still possesses the memories and experiences of the person she was before, but she now has to reconcile those experiences with a new body, a new gender, and a new way of interacting with the world.

She does not immediately have all the answers. At thirteen, she is still young and still forming her sense of self. Her understanding of herself therefore develops gradually rather than appearing fully formed overnight. The memories of her previous life, her experiences in Hisui, her relationship with Hestia, and her current life as a young girl all become pieces of the same evolving identity.

The influence of Hestia is particularly important here. Becoming Hestia's adopted daughter gave her a new understanding of warmth, family, protection, and home. Hestia represents the hearth rather than the battlefield: a place where people gather, where they are protected, and where violence is something to be kept outside whenever possible. That perspective naturally reinforces the conflict created by her Pacifism. The lessons of a soldier tell her to confront threats directly, while the lessons associated with her divine mother encourage her to protect what is precious without becoming consumed by violence.

Her abilities also reinforce this development. Her observational abilities and wilderness experience from Hisui combine naturally with her military training, while her planning ability allows her to approach bending as a versatile tool rather than merely a combat technique. Earthbending provides her with a powerful defensive foundation, while metalbending gives her an exceptionally precise means of controlling her surroundings. Her waterbending Master's Scroll introduces her to an entirely different philosophy of movement, redirection, adaptability, and control.

The result is a young warrior caught between two very different ideas of strength. She has been taught how to be a weapon, but she is increasingly unwilling to define herself as one.

This jump therefore becomes an important lesson in restraint and identity. She learns that strength does not have to mean destruction, that being capable of violence does not require her to embrace it, and that protecting others can sometimes require greater discipline than simply defeating an enemy.

For perhaps the first time, she begins to understand that the person she becomes does not have to be determined by what she was trained to be.

### Budget

- **Starting Points:** +1000 CP
- **Origins:** -100 CP
- **Drawbacks:** +300 CP
- **Perks:** -750 CP
- **Items:** -450 CP

**Total: 0 CP**
 
Jump 5 — The Legend of Zelda Series New
## The Legend of Zelda Series

**Starting Points:** 1000 CP

### Origins

**Time Period:** Age of Force [-100 CP]

One of the earliest points in the timeline, where the land of Hyrule was beginning to properly form, and the first instances of the reincarnations of the Hero, Princess, and Villain.

**Aspect:** Courage [0]

The path of Courage is not an easy one, one filled with as much danger as there are rewards. Many proclaim themselves as courageous, only to flee at the first sign of real trouble. But perhaps you are not one filled with bravado, if the look of steel determination is anything to go by.

**Race:** Hylian [0]

With pointy ears and fair skin, the Hylians are the primary race of Hyrule, and are the chosen people of the Goddess Hylia. They are the most numerous race you will find on your journey, containing many unique individuals.

**Age:** 25 [0]

**Gender:** male [0]


### Perks [cost: 1600 CP]

- **Basic Magic** [0]
Magic is a wonderful force, but everyone needs to start somewhere. You know how to channel magic at a very basic level. Perhaps you could cover the edge of your weapon, making its range longer and deal more damage. You could also improve any racial attributes with this, such as a goron creating temporary spikes while in a ball and rolling. This is only the basic stuff, but it's more than enough to work with, if you're clever.
- **Combat Ready** [Free]
Combat can be frightening, attempting to slay your enemy while they do their best to kill you in return. Yet Courage is with you, allowing you to adopt a calm demeanor, locking away the fear one would normally experience, allowing you to have no hesitation in doing what needs to be done in battle.
- **Iron Will** [Free]
Courage is not the lack of fear, but the willpower to face your fears and succeed. You exemplify this better than anyone else, your will unbreakable. You will not bend or break, be it through tragedy or torture, you will stand tall with your spirit still intact.
- **Knight** [Free]
It's a dangerous world out there, regardless of how it may appear. As such, you need a way to protect yourself from all the monsters that are roaming around. Now that is not something you never have to worry about, seeing as you are an undisputed master of the sword, shield, and bow. With these, there are few who could stand against you.
- **Dungeon Delver** [100 CP (discounted)]
You would be surprised by the amount of dungeons and catacombs and ancient labyrinthine temples dotting the land. You'd be even more surprised by how much loot is in there, just waiting to be plundered. How lucky you are, then, that you're amazing at navigating these winding structures.
- **Puzzle Master** [100 CP (discounted)]
Why is it that so many locked doors require puzzles to be solved before they open up? Who knows, but you've got all the skills to make it through. You're a master at solving puzzles, big or small, easy or difficult. You could easily turn this expertise towards making your own puzzles.
- **Clear Mind** [100 CP]
Wisdom is often equated to intelligence, though for good reason. To be intelligent is to figure out numerous solutions, but wisdom helps you decide which solution would be best to use. Your mind processes information three times faster than before, and you possess a photographic memory.
- **Brawler** [100 CP]
Even when you have been stripped of your weapons and magics, your body is still one of your best assets, and one of your deadliest tools. You are a master martial artist, striking with the force of a hammer and redirecting blows with just your bare hands.
- **Hylia's Light** [200 CP (discounted)]
Through long study, you have come to master the holiest of magics, light magic. With this, you can fire off beams of light that sears steel as easily as flesh, barriers of light that block both magic and weapons, gentle rays of light that heal wounds, even solid weapons made from this holy light, and so much more. So many possibilities for those who have seen the light.
- **Friendly Face** [100 CP (discounted)]
Why is it that the hylians are the premier race, the one most pivotal to the fate of the land? Maybe it's how friendly their usual demeanor is. Most people will instinctively feel inclined to like and trust you, even if you've only just met.
- **Professional \(cartographer \)** [Free]
Everyone has to make a living somehow, even the past reincarnations of the Hero were a blacksmith or a ranch hand. You are highly skilled in cartographer .
- **Quick Study** [200 CP (discounted)]
During your time here, you might run into some cool new item or a really weird weapon that you just want to use, but might end up being really bad at it. Thankfully, you can quickly master any tool or weapon you can get your hands on within a day or two, regardless of how exotic and strange it may be.
- **Hero of Legend** [200 CP (discounted)]
Legends often tell of the hero receiving some sort of supernatural aid on their journeys. A concept you are intimately familiar with, as most benevolent supernatural beings tend to like you and are willing to help you out, especially if you do them a favor. Additionally, picky magical artifacts tend to like you very much, seeing you as their true wielder.
- **Sheikah Training** [100 CP]
The sheikah are primarily known for their skill at stealth, in remaining unseen and unheard, in being one with the shadows. Thrown weapons, unarmed combat, and even torture and interrogation are integral parts to their skill set. You have been fully trained in these arts, and are now considered a master ninja.
- **Faithful Shadow** [200 CP]
One of the most famous of the sheikah, Impa, was known as the loyal guardian of the royal family, more specifically Princess Zelda. Much like her, you would make for a fantastic bodyguard. You can now 'mark' a person, and can tell their exact location and how much danger they are in. Always. You are not limited to a single person, either, though it can get a bit difficult managing so many.
- **Eagle Eyes** [200 CP]
No one has eyes as sharp as the rito, who are capable of picking apart individuals in a crowd from up on high. Much like them, your vision is quite impressive, allowing you to see up to two miles away as clearly as if they were right in front of you.

### Items [cost: 800 CP]

- **Starting Gear** [0]
Very few start their journey truly deprived, and you are no different. You possess a simple outfit and a steel weapon of your chosen design. It's not much, but it's better than nothing.
- **Adventure Pouches** [Free]
There are so many neat goodies and tools to be found while adventuring the land of Hyrule, so it's always a shame when you can't carry more. Never again, as these three hip pouches are practically endless, able to hold whatever you need without any increase in weight, so long as they can fit into the opening. If you're looking for a specific item, just reach in while thinking of it, and it's there.
- **Hero Outfit** [Free]
If you want to play the part of a hero, then you're going to need to look the part. This set of green clothes are perfect for long adventures, resistant to wear and tear, very breathable, and very comfortable. The boots won't ever leave you with blisters, and the hat never seems to fall off.
- **Treasure Chart** [100 CP]
An old map that shimmers with magic, it will allow you to find any nearby hidden treasure, be it rupees or magic items. Though it can only chart an area the size of Hyrule, those willing to go out and explore will find it charting new lands and marking where their treasures are.
- **Magic Bottles** [50 CP]
What seem like ordinary bottles to some, these have been specially enchanted to contain and preserve anything that can fit inside. From hot soup to fairies to magical fire, the only way it's getting out is if you let it.
- **Set of Potions** [100 CP]
It takes a special kind of fool to travel these lands without any kind of support, and few are as good as these. Within your possession are six glass bottles, each filled with potions. Three options to restore health, and three to restore stamina. They will refill themselves after a day, so don't worry about running out in the long term. Thankfully, they actually taste pretty good.
- **Claw Shots** [100 CP (discounted)]
Have you ever wanted just a slightly longer reach, just enough to get to the top shelf? Well, this may be a bit too much, then, but helpful nonetheless. These two gauntlets have a grappling claw device each, capable of being shot forward a good distance away, before grabbing onto whatever may be in their way. They also retract at a rapid pace, making it look almost instantaneous. You could use these to grab far away objects, or latch on to propel yourself forward.
- **Cozy Home** [Free]
Everyone needs a place to call home, where they can rest their laurels and relax after a hard day's work. You now find yourself the owner of a decently sized home, with four bedrooms, two bathrooms, and a fully stocked kitchen. It is already furnished, and all yours to do with as you see fit.
- **Paraglider** [100 CP (discounted)]
A glider with the symbol of the Hylian royal family on its cloth, it is perfect for anyone who's not afraid of heights. Simply having it on your person will allow you to reduce the speed at which you fall, while actually pulling it out will allow you to glide for however long you can hold on.
- **Spinner** [100 CP]
An ancient item created long ago, for when you don't want to walk but don't have a horse to ride. The platform you stand on is unaffected by the rapid spinning of, well, everything else. It is faster than a horse, allows you to drift on quicksand or similarly dangerous surfaces for a time, and reduces the impacts of great falls. Of course, it would be very harmful to enemies should you run into them.
- **Insect Collection** [50 CP]
For all of those avid bug collectors, this is something that will make you happy. This massive box is filled with numerous bugs and insects found in these lands, all organized perfectly. If you have any use for them, like potions or research, then they will replenish when taken out.
- **Royal Stones** [100 CP]
A set of nine charms, crafted by the Royal Family of Hyrule. Crafted from arcane stones and enchanted with sophisticated magics, they will allow you to communicate with anyone else that is holding onto another. This communication may only be done through voice, but it is instantaneous, regardless of the distance between them.
- **Bomb Pouch** [100 CP (discounted)]
If there's any kind of weapon that's extremely fun to use, it would almost always be explosives. The loud noise, the flash of light, the pure devastation they leave behind, the only downside is that they're single use only. But now you'll never be running out any time soon, not with this. This leather pouch holds fifty bombs within while weighing like it's empty. The bombs you pull out will already be lit, so fire away and watch the fireworks. These bombs will replenish hourly.

### Jump Drawbacks [gain: 700 CP]

- **Questing Hero** [200 CP]
It is difficult, taking up the mantle of the hero. Though a story may have a concrete start and end, it is the events in between that truly matter, though that may not seem to be the case from your perspective. Events and situations often force you to go about your goals the long way, such as necessitating you to go down a dark temple filled with danger just to get the right item to open up the way to your next mandatory trial. It will be very tedious, but at least you'll always have something to do.
- **The Legend of Jumper** [200 CP]
Did you really think you could hide away in some dark corner? That you could actually retire after going on one measly adventure? How naive! There is always another story to be told, another journey to undergo, another villain to defeat. You will always be pulled into these adventures without end, whether you like it or not.
- **Curse of Hatred** [300 CP]
Your potential is like no human or demon I have ever met. Though this is not the end. My hate never perishes. It is born anew in a cycle with no end! I will rise up once more. Those like you, the essence of the Jumper, shall face the incarnation of my wrath, a force to match your own. They will doom you to a miserable death, where your blood spills the earth. Unless your power eclipses my hatred.

### Notes

Jump 5 — The Legend of Zelda Series

By the time he arrives in Hyrule, the Jumper has lived through enough worlds that the question of who he is has become considerably more complicated than it once was. He is twenty-five years old now, and in this world he has chosen to return to being male. Unlike his first transition into a female body, this change does not leave him struggling to understand himself. He has already experienced what it was like to live as a girl, to grow into that identity, and to eventually regard it as a genuine part of himself. Returning to a male body therefore feels less like becoming someone else and more like returning to another part of himself that had never truly disappeared.

The memories of his time as a girl remain completely intact. He remembers what it felt like to grow up female, how his perspective changed, and how much of his personality became shaped by experiences that he could never have had while male. He does not regard those experiences as belonging to some entirely separate person. They are his memories, and the woman he was is still part of the person he is now. At the same time, he finds himself gradually settling back into the familiar patterns of being male. The result is not confusion so much as an increasingly mature understanding that his identity is larger than any one body or gender.

His relationship with Hestia remains one of the strongest constants throughout these changes. Regardless of whether he is male or female, young or older, Hestia is still his adopted divine mother. That realization has become deeply important to him. Her acceptance was never dependent upon the body he inhabited, and therefore her relationship with him provides something remarkably stable amid all the changes he has experienced. He is still her child, and he knows that she would recognize him regardless of what form he happened to take.

That connection has also profoundly influenced his understanding of family and home. Hestia's domains have gradually become intertwined with his own values. He has developed a strong desire to create places where people can feel safe, welcomed, and accepted. He is protective of those he considers family, and the idea of having somewhere—and someone—to return to has become increasingly important to him. His home in Hyrule therefore carries a significance far beyond its practical value. It is another expression of something Hestia taught him without ever needing to say it directly: a home is not merely a building, but a place where people belong.

His experiences in the Avatar world have likewise remained with him. He was trained as a soldier from an exceptionally young age, yet that training ultimately left him deeply uncomfortable with violence. His pacifism was not the result of weakness, but of discovering that becoming good at something did not necessarily mean he wanted to do it. He learned that he could possess tremendous physical power while still choosing not to use it against another living being.

That lesson follows him into Hyrule.

He possesses the skills of a master knight, extensive martial training, Sheikah techniques, mastery of weapons, and the Courage aspect. He is more than capable of fighting. Yet he does not view violence as the natural expression of strength. His preference is to disable, evade, outmaneuver, or otherwise resolve conflicts without killing whenever possible. When violence truly becomes unavoidable, he can act, but he does not confuse the ability to fight with a desire to do so.

This creates an interesting relationship with the Courage aspect. His courage is not based upon being fearless. He has experienced fear, uncertainty, grief, and the consequences of violence firsthand. Instead, his courage comes from being willing to move forward despite those feelings. He can acknowledge danger without allowing it to dictate his actions, and he can stand between someone vulnerable and the threat pursuing them without needing to become consumed by hatred.

At twenty-five, he also approaches this world with considerably more maturity than the younger versions of himself experienced in previous jumps. He is no longer simply a child being thrown into extraordinary circumstances and trying to understand what is happening to him. He has already lived several lives, survived multiple worlds, experienced different cultures, changed bodies, gained and lost relationships, and learned that each world leaves something behind.

Hyrule consequently feels less like the beginning of his heroic journey and more like another chapter in an increasingly long life.

The Hero of Legend abilities and the Questing Hero and Legend of Jumper drawbacks nevertheless ensure that Hyrule will not allow him to simply settle down. Dungeons need exploring, mysteries need solving, supernatural beings need helping, and dangers continually find their way to his doorstep. He accepts this with a mixture of amusement and resignation.

He has stopped trying to become someone else's idea of a hero. He is simply trying to become the person he wants to be.

The experiences of his previous lives have taught him that strength does not require cruelty, masculinity does not require abandoning the compassion he developed while living as a girl, and courage does not require seeking out violence. His connection to Hestia has taught him that power is most meaningful when it protects something worth preserving. His military training taught him how to fight, while his pacifism taught him when fighting should be avoided. His time living as a woman taught him that his identity could change without destroying the person underneath it.

Now, as a twenty-five-year-old man, he carries all of those lessons forward.

He is still Hestia's son.

He is still the person who learned to value home, family, and those under his protection.

He is still the former soldier who discovered that he would rather protect life than take it.

And he is still the person who once lived as a girl and refuses to regard that experience as anything less than a genuine part of himself.

Hyrule simply gives him another opportunity to discover what that person can become.

### Budget

- **Starting Points:** +1000 CP
- **Origins:** +100 CP
- **Drawbacks:** +700 CP
- **Perks:** -1600 CP
- **Items:** -200 CP

**Total: 0 CP**
 
Jump 6 — My Hero Academia New
## My Hero Academia

**Starting Points:** 1000 CP, 1 QP

### Origins

**Age:** 29 [0]

**Gender:** female [0]

**Location:** Musutafu [0]

**Origin:** Support [0]

In a world of heroes and villains not everyone can don the cape; some design the cape. You are someone who is involved within the Support Industry, which is the broad umbrella term for all trades and services catering to the needs of a Hero. Managers who work on their PR and merchandise, industry tailors who get them the latest in protective and stylish costumes, and engineers who design their gadgets fall under this umbrella. While there might be heroes with actual Super Smarts, you're the brains of the operation. On the flip side, some skilled in practices like these choose to take their abilities to less than reputable circles. Villains want to be stylish too, ya know?


### Perks [cost: 1101 CP]

- **Quick Study** [Free]
Some say that if you can't do, teach. Similar people would say if you can't be a hero, work support, and it's as insulting all the same. It's takes drive, brains, and creativity to cater to the highly individualistic heroes who may have different needs from one to the next. Purchase of this perk grants you skill in what you need most, studying. You can commit to scanning all necessary materials, absorbing the information cleanly, and applying that information within relatively little time. Most people could, but get distracted with things that just aren't important. If you work on the costume side of the industry you could quickly determine a new hero's tastes and character from letters sent to your desk, and if you work on the tool side of the industry you can figure out what it is they need most from the reports. You'll go far in this business.
- **Passion For Fashion** [Free]
What is a costume? It is the first thing that you lay eyes upon when introduced to a hero. It's their style, their first impression, the root of their iconography, and much more. It's so much, and yet most people don't think twice about the ones who made it. Well, that's fine, right? You are the professional behind scenes; a skilled artisan with a talent for costume design. You can figure out how to create a 'look' that best brings out the personality of an individual with the clothing you design, while keeping it fashionable and functional. What's more as a costume designer in the hero industry, you're able to work with a wide variety of materials that can help protect or bring out their talents; including their own hair. The use of hair and at times other bodily material can allows you to design costumes that are extensions of the individual.
- **Superficial Mutant** [0]
With the advent of Quirks, many humans also took on incredibly mutated appearances which was part of the reason for social norms to break down. You may customize your own appearance, basically deciding to look like almost anything you want with a few minor limitations. First, humans are still universally bipeds no matter how strange. Second, they're still solid unless a Quirk specifically renders them otherwise. Third, they're still generally around the same size as old humans, with a few exceptions being radically shorter. Forth, these incredibly varied bodies generally lack notable mechanical advantages besides maybe some extra natural weapons like horns, fangs or claws. Other than that feel free to go nuts. Make yourself look like living rock or plastic. Throw in some antennae and a tail. Hair, eyes and skin of any color in the rainbow. Alternatively, you could look extremely close to the "traditional" image of a human with few if any deviations, like slightly bigger canines or off colored hair. (Note: The Wild Nomu Origin may adjust their proportions and shape through this origin, similar to others, but in other ways will be influenced by their origin and correlating drawback.)
- **Industry Support** [200 CP (discounted)]
What is a tool in the context of support? It is an used to compliment the functions of a given individual's Quirk or skillset. It could be a container, an article of clothing, or even a mechanical or electronic device. Entire teams are usually needed for this, but you can do it solo. You have two general things going for you if you purchase this perk. The first is competence in diverse array of fields from material sciences to mechanical engineering. By yourself you could design a wide variety of support tools of various archetypes for your potential clients. The second is particular talent in designing tools that can efficiently elevate the client's powers or skills, or expand their options naturally and intuitively. You don't create tools that must be relied upon, but tools that compliment and enhance. The more input from the client, the more you know about them, the better the tools you can make for them will be. While you have the knowhow, this is your true talent, being just genuinely good at the support part of support tools.
- **The Doctor Is In** [300 CP (discounted)]
In terms of human evolution, Quirks wouldn't even be considered the blink of an eye yet. They're new, fantastical, allowing man to achieve feats once only possible within our wildest dreams, and yet the study of Quirks is cautious and infantile. Deplorable! You are unique within this world, as one of the few willing to truly get knee deep into understanding this miraculous phenomenon. Although it cannot be public knowledge, you are one of this world's foremost experts on Quirks in regards to their biological research. More than many you understand the underlying mechanisms of what a Quirk Factor is, and with that knowledge can perform feats that could upset the world if you employ them. These feats range from the potential replication of a Quirk through laboratory cloning of sampled cells, to the surgical augmentation of the human body to better withstand the use of their Quirk. Much of your knowledge is theoretical, albeit at a very high level. As with all academic fields you need time, research, and perhaps secrecy more than all to conduct your research and turn that knowledge into results that can be grasped in the real world. However, with your inherent talent in these studies you may find progress to be more rapid than expected once you have what you need.
- **Fixation \(cooking / baking \)** [200 CP (discounted)]
It would seem odd that those with Quirk driven super intelligence are more frequently heroes than engineers or designers within this industry with all its complexities. Don't worry though, the people in this world are entirely capable of being bizarre little geniuses by themselves. You are possessed by two things, the first being a general level of intelligence surpassing your peers. Your ability to glean, absorb, and apply information is phenomenal. Your pattern recognition and intuitive problem solving skills are excellent. You understand what I mean. Surpassing that, the second thing you are possessed by is a particular fixation of your choice that puts you in an unrealistic realm of expertise. This could be anything ranging from memorizing the atomic structure of miscellaneous objects, to endless creative ideas for support industry tools, or even hacking. In this specific field you truly shine as a genius beyond your years.
- **Obsession** [100 CP (discounted)]
Working in the support industry means a cool head, clear concepts to work toward, a methodical mind, and a goal oriented mindset. You're producing things directly responsible for the lives and image of a hero, after all. Alternatively, you could just be batshit insane. You're able to put invest yourself in your goals to a truly irrational extent, drawing upon sheer focus, determination, and stamina that seem inhuman. You won't find your mind wandering, others may find it difficult to make you think about things other than the goal, and you seem almost tireless. Where others might carefully tinker and perfect a single design, you might be better suited to mass production over the course of days and days never leaving the workshop or bathing until the day you finally just pass out. Maybe something in the pile will be worthwhile.

#### Quirk [cost: 301 CP]

- **Precision Fabrication** [300 CP + 1 QP]
Ancestral Quirks:
- Babel: Provided the foundation for remotely manipulating and positioning external objects with the Quirk user's will.
- Fiber Master: Provided extremely precise manipulation of physical materials, including manipulation on very small scales and some influence over the properties of materials.
- Overhaul: Provided the ability to restructure, disassemble, reassemble, and fuse existing matter into new configurations.
- Creation: Provided the ability to understand and work with the atomic structure of materials, allowing increasingly sophisticated fabrication and engineering.

Resulting Quirk: Precision Fabrication

Tier 3

Precision Fabrication allows the user to manipulate and engineer existing matter with extraordinary precision.

The Quirk possesses two closely interconnected functions.

Telekinetic Manipulation:
The user can exert a remote force upon objects and materials, allowing them to move, hold, position, rotate, separate, and assemble them without directly touching them. The Quirk is substantially more precise than it is powerful. The user can manipulate objects weighing up to approximately 300 pounds under normal circumstances, but the true strength of the ability lies in its control and precision rather than raw lifting power.

With sufficient magnification or other appropriate instrumentation, the user can use their Quirk with increasingly microscopic precision. This allows them to manipulate extremely small components and structures when they can properly perceive and understand what they are working on.

Material Fabrication:
The user can manipulate, restructure, and combine existing materials, integrating them into new composite structures. Rather than simply placing two materials next to one another, the Quirk can fuse and reorganize them into a unified material or object.

The Quirk can work with both organic and inorganic materials, provided that the organic material is no longer part of a living organism. This includes materials such as wood, plant matter, leather, bone, hair, feathers, silk, and other animal or plant by-products, as well as metals, minerals, plastics, ceramics, and other inorganic materials.

The Quirk cannot directly manipulate or restructure a living person, animal, plant, or other living organism as material. A material obtained from such an organism may be used after it has been separated from the living organism and is no longer living.

The resulting material can retain useful characteristics of its component materials or combine those characteristics in novel ways. This allows the user to create specialized support equipment by combining materials selected for particular properties.

For example, the user could construct a heat-resistant scarf from a naturally fire-resistant material and incorporate an unusually cold or heat-resistant material into its structure. The user could also incorporate a sample of the intended wearer's own biological material, such as hair, into the construction when there is a reason for doing so.

The Quirk does not automatically grant the user arbitrary knowledge of materials or their properties. The user must study materials, understand their characteristics, experiment with combinations, and learn through practical experience. Likewise, increasingly microscopic manipulation requires appropriate perception, knowledge, concentration, and training.

The user's ability to perform increasingly precise fabrication improves through practice. Early applications are primarily conventional engineering and material manipulation, while years of experimentation can eventually allow increasingly microscopic and sophisticated fabrication.

Despite having enormous potential, Precision Fabrication remains fundamentally a Quirk for engineering, construction, repair, rescue, and support, rather than being inherently designed as a destructive combat ability.


### Items [cost: 200 CP]

- **Industrial Support Workshop** [200 CP (discounted)]
A true beauty, this workshop is stuffed with all the industrial tools, machinery, parts, materials, and reinforced walls you could hope for in making support items. Whether it's the polymers and press needed to make that durable, form fitting costume or the drill, steel, and electronic components needed for a new electroshock tool, you can design and make equipment for heroes and villains alike with what you find inside. There's nothing too outlandish as far as materials go, but you couldn't hope for a better stocked and reinforced area for making and testing hero/villain support items. Post-Jump your Support Workshop attaches itself to the warehouse.
- **Assistance** [Free]
Sure you can design and draft up a prototype, but how are you going to get that to market? Who will manage your meetings, secure you contracts, get you the resources needed to further your research? Well you can leave all that to your handy dandy secretary. You focus on the science side of your work, and your non-descript but remarkably efficient secretary will do the legwork on the business side. Maybe you need help on the science side too though; you are pretty ambitious after all.

### Jump Drawbacks [gain: 300 CP]

- **Bitter Rivalry** [100 CP]
You now have a rival that's actually, literally impossible for you to get rid of; permanently anyways. You two will naturally grate on each other's personalities no matter what either of you may be like. Somehow they're just like that. When I say impossible to get rid of, I do mean impossible. Your careers always seem to draw you two together, attempts at killing them always end up failing, and even fate would see that the two of you end up on the same missions every now and again. You may not be 'enemies,' but they'll be a persistent annoyance throughout your life. If you do actually find a way to come to some sort of mutual understanding – which isn't impossible – you may find the annoyances fade a bit. You might even become friends years down the way.
- **Quirky** [100 CP]
Quirks are weird, man. Engines using orange juice as lubricant and froggy invisibility and other oddities abound. Some are good, some are weird, and some are flat negatives; maybe like yours. Whatever your Quirk may be, it's now given some peculiar, negative quirk of its own. Perhaps certain foods which you quite like cause misfires of your Quirk when indulged. Maybe your explosive Quirk negatively influences certain hormones such that you have an explosive temper. You might even be in a situation where your Quirk has bizarre activation conditions like drinking tea. Most Quirks have setbacks or conditions associated with them, but yours are now more noticeable or exaggerated is the main takeaway. Alternatively if you don't want something that's just a net negative, a really odd Quirk quirk is acceptable as well; you weirdo.
- **Villainous Vibes** [100 CP]
People are just really judgemental sometimes. They build up these biases one way or another that influences their perspective, and then overlap those biases on others at a glance. Why, a normal person could walk down the street, and some might confuse them for a villain. You, you're that person. By some 'quirk,' your personal aesthetics as well as that of your Quirk causes most people to make the snap judgement of villain. You just seem like you're suspicious, or up to something, and people will be wary even if you happen to be a professional hero. It's pretty annoying. People who genuinely get to know you won't judge you or think ill of you, but socializing isn't the easiest thing with this drawback.

### Notes

Jump 6 — My Hero Academia

By the time she reaches this world, she is a twenty-nine-year-old woman, and the accumulated experiences of her previous lives have left her considerably more complicated than the straightforward identity of a Support specialist might suggest. Her life as Hestia's adopted daughter remains one of the strongest influences on how she understands herself. Hestia did not merely give her divine heritage; she gave her a conception of family, home, hospitality, and protection that has gradually become part of the way she sees the world. After years of being a warrior, a hero, a guardian, and an adventurer, she now finds herself in a world where she can protect people without necessarily standing on the front lines.

That makes the Support Origin surprisingly natural for her. She has spent previous lives learning how dangerous the world can be, and she understands that a person's ability to survive often depends just as much upon preparation, equipment, and the people supporting them as it does upon personal strength. Rather than needing to be the person wielding the weapon, she can become the person who makes sure everyone else has the right weapon, armor, tools, and knowledge to come home safely. In that sense, her profession becomes another expression of the protective instincts that have followed her since becoming Hestia's daughter.

Her Quick Study, Industry Support, and Doctor Is In perks reinforce this enormously. She possesses an almost frightening capacity to absorb technical and biological information, while her previous experiences with magic, bending, divine powers, and supernatural materials give her an unusually broad conceptual foundation to build upon. Precision Fabrication turns that knowledge into something tangible. Her Quirk allows her to manipulate and construct existing materials with extraordinary accuracy, while her engineering knowledge tells her what those materials should actually be used for. She is therefore not simply someone who can move matter with her mind; she is someone capable of understanding a problem, determining what needs to be built, selecting the appropriate materials, and then physically constructing the solution with microscopic precision.

Her fixation on cooking and baking is not merely an exceptional skill she possesses; it has become woven into her everyday behavior. Cooking is one of the first things she thinks about when beginning her day and one of the easiest ways for her to relax when she is finished working. She instinctively plans meals, experiments with recipes, considers what ingredients she has available, and looks for ways to improve even familiar dishes.

She tends to express affection through food without necessarily thinking about it. If someone mentions that they are tired, stressed, hungry, or having a bad day, her instinct is often to make something for them. Friends and coworkers may discover that she has quietly left food in the workshop for them, prepared something specifically around their dietary preferences, or started experimenting with a recipe because she remembered them mentioning that they liked a particular dish. Feeding people is simply one of the ways she has learned to care for them.

This also gives her a natural daily rhythm. Even during periods of intense research, she is inclined to take breaks to prepare something, check something she has cooking, knead dough, experiment with a sauce, or simply organize ingredients. Sometimes these breaks are genuinely restorative; other times they become another avenue for her obsessive tendencies, with her spending hours trying to perfect a recipe that was already perfectly good.

Her fixation also manifests in the way she approaches food itself. She enjoys understanding the underlying processes involved in cooking just as much as she enjoys the finished product. She experiments with temperatures, textures, fermentation, preservation, ingredient combinations, and presentation with the same analytical curiosity she applies to engineering. A failed recipe is not simply a failure—it is an interesting result that tells her something about what happened.

Most importantly, cooking provides her with an outlet that feels fundamentally different from her work with Quirks and support equipment. Engineering asks her to solve problems; cooking lets her create something for people. The distinction matters to her. Her workshop may be where she builds things that protect heroes, but her kitchen is where she takes care of the people around her.

This becomes especially meaningful because of her relationship with Hestia. The hearth, home, hospitality, and nourishment associated with her adoptive mother have gradually become part of the way she expresses herself. She does not necessarily consciously think, I am doing this because I am Hestia's daughter. It has simply become natural to her. Maintaining a comfortable home, keeping food available for others, welcoming people into her space, and making sure everyone has something warm to eat all feel instinctively right.

As a result, her home develops into an extension of her personality. There is almost always something edible available, the kitchen is kept exceptionally well supplied, and visitors are rarely allowed to leave hungry. Even when she is exhausted or buried in a project, some part of her mind remains aware of what needs to be prepared next.

There is therefore an interesting contrast in her daily life. Her Obsession drives her toward the workshop, while her cooking fixation repeatedly draws her back toward the kitchen. One part of her wants to work until the problem is solved; another wants to make sure she has eaten, everyone else has eaten, and there is something waiting for them when they return.

Over time, the two sides begin to reinforce one another. She becomes someone who can spend an entire night obsessively designing a piece of support equipment, only to emerge from the workshop at dawn and immediately start preparing breakfast for anyone else who happens to be awake. She may be incapable of recognizing when she personally needs to rest, yet she will notice immediately when someone else has skipped a meal.

In this way, cooking becomes more than a hobby or a convenient expression of her intelligence. It is one of the clearest manifestations of the person she has become: a creator who instinctively uses what she has learned to make life better for the people around her.

Unfortunately, Obsession makes it difficult for her to maintain that separation. Once she has a problem she considers worth solving, her ability to focus becomes almost pathological. Combined with Quick Study, Industry Support, and Precision Fabrication, this can result in frightening periods of productivity where she becomes almost impossible to pull away from her work. She can lose track of time, meals, sleep, and ordinary social obligations while chasing the perfect solution. The same determination that once allowed her to survive adventures now manifests as an engineer who refuses to stop until the problem has been solved.

The drawback Quirky makes that relationship with her Quirk considerably more complicated. Precision Fabrication is already an ability that demands concentration, precision, knowledge, and control, and its unusual Quirk drawback gives her another variable that she must account for. Rather than treating her Quirk as an effortless extension of herself, she has learned to approach it like any other engineering problem: identify the conditions that cause failure, understand the pattern, and build procedures around them. Her tendency toward obsessive experimentation therefore becomes both a strength and a potential danger. Every failure becomes another piece of data, and every unexpected result becomes something she wants to understand.

Her previous experiences also make Villainous Vibes particularly frustrating. She is someone whose appearance, Quirk, and profession can easily make strangers suspicious of her despite having little reason to distrust her. Worse, her work involves biological research, advanced fabrication, and technology that could become extraordinarily dangerous in the wrong hands. To an outsider, a woman who spends enormous amounts of time in a reinforced workshop manipulating materials with her mind and researching Quirk biology can look exactly like someone preparing to become a villain.

She therefore becomes accustomed to proving herself through actions rather than appearances. Her reputation has to be earned one person at a time. The people who actually work with her eventually discover that beneath the intimidating aesthetics and obsessive tendencies is someone who genuinely wants to help people. Her Passion For Fashion and support expertise further reinforce this: she has an instinctive understanding that equipment is not merely functional. A hero's costume, tools, and equipment should feel like an extension of who they are, just as her own weapons and equipment have become extensions of her identity across previous lives.

The Bitter Rivalry drawback provides a much more personal complication. After living through multiple worlds where she has repeatedly encountered allies, enemies, guardians, and people bound to her by fate, having one individual who is almost inevitably drawn back into her life becomes deeply irritating. Yet she is also old enough and experienced enough to recognize that constantly fighting the rivalry may be less productive than understanding it. She cannot simply remove this person from her life, so eventually she has to learn how to coexist with them. Her inclination toward obsessive problem-solving may even cause her to approach the relationship like another unsolved problem: if the rivalry cannot be eliminated, perhaps it can be understood.

Most importantly, this jump represents a period in which she begins to build rather than merely survive. Her previous lives taught her how to fight, endure, explore, protect, and overcome impossible situations. This life gives her the opportunity to take all of those lessons and turn them into something constructive. Her workshop becomes more than a workplace. In many ways, it becomes her version of the hearth she associates with Hestia: a place where people can come to her, receive what they need, and leave better equipped to face the dangers outside.

She remains capable of extraordinary things, but she no longer feels that she must personally be the one standing between the world and every threat within it. Sometimes protection means holding the line with a weapon. Sometimes it means creating the weapon. Sometimes it means repairing someone's equipment. Sometimes it means understanding their Quirk well enough to prevent them from destroying themselves. And sometimes it simply means putting a freshly baked meal in front of someone who has had a terrible day.

For perhaps the first time, the different pieces of her identity begin to fit together rather than compete with one another. Hestia's daughter, adventurer, warrior, protector, engineer, scientist, and creator can all exist within the same person. Her greatest challenge in this world is no longer learning whether she can survive.

It is learning when she is allowed to stop working, put down the tools, and simply enjoy the home she has spent so many lives learning how to protect.

### Budget

- **Starting Points:** +1000 CP, +1 QP
- **Drawbacks:** +300 CP
- **Perks:** -1100 CP, -1 QP
- **Items:** -200 CP

**Total: 0 CP**
 
Jump 7 — Full Metal Alchemist New
## Full Metal Alchemist

**Starting Points:** 1000 CP

### Origins

**Age:** 22 [0]

**Gender:** Male [0]

**Location:** Liore [0]

A city that lies in the Eastern section of Amestris, Liore is a city that's currently swept up in a theocratic government led by a man named Father Cornello, a secret puppet for the Homunculi given a Philosopher's Stone so as to help inspire conflict. Soon the Elric brothers will arrive looking to find the secret to regaining their bodies.

**Origin:** Alchemist [0]

As an Alchemist, you have knowledge of chemistry, physics, and ancient alchemical theory. Enough to be able to pass the State Alchemist exam, and be considered a learned alchemist in most places. You have the inherent talent necessary to learn alchemy. Unlike the last one this origin is quite freeform; you can be a specialist from Xing (in which case you'd know alkahestry), a State Alchemist stationed at your location, or just a self taught Alchemist helping people or selling your services. Whatever still makes sense.


### Perks [cost: 1000 CP]

- **Alchemy** [Free]
The art of Alchemy involves many different components, and is part science and part mystical. It involves the law of equivalent exchange, and with that limit in mind, one can comprehend, deconstruct, and reconstruct physical matter into different forms. Amestrian Alchemy involves using the power generated by the Earth's tectonic shifts to power this transformation, and an alchemical circle to make the change. With this perk, you gain a decent understanding of either Alchemy, enough to be a State Alchemist for the former with a minor focus on one form of Alchemy. Before you think yourself a God capable of deciding life and death with this ability however, you must always ask yourself: "For what can match the value of the human soul?".
- **Librarian** [Free]
The science of Alchemy is one that lends itself to both talented people and studious minds. You are one of these studious minds, with a memory that borders on ridiculous when it comes to the academic. While it's not perfect, it's enough that you remember even the slightest details from books you read years ago, and are able to recite them word for word. To add to this you have incredibly steady hands, and can easily draw perfect circles and geometric shapes.
- **Eastern Sage** [100 CP (discounted)]
Legends tell that Amestris learned the art of Alchemy from a philosopher who told the tale of Xerxes' destruction in a single night. You too share something with this man in that you can teach even the most untalented and thick people arts that should be beyond them considering their knowledge base. You could single handedly bring Alchemy to other worlds, while creating a new era based on its use, and that's literally too. All you need to do is teach it as if it was a normal subject and a possibility there, and people will develop the capability in other worlds even if they really shouldn't. You find you can do much the same for your other mystical abilities as well. Only things that would otherwise be teachable, and aren't the result of special bloodlines or unique cases can be taught.
- **Specialized Alchemy :Biology** [100 CP (discounted)]
You've spent years studying alchemy, and are probably a State Alchemist. Of course to get to that level, there has to be at least something that distinguishes you from the rest. With this perk, minding the rules and limitations of Alchemy, you too have a specialized focus in your alchemical pursuits. This can be one of the canon ones that your In-Jump origin simply recreated through study, or an entirely new one that's unseen. Whether it's the transmutation of Chimera, the creation of flames, transmuting iron and steel weapons and artillery-whatever suits your needs and wouldn't be too far out of line for the State Alchemists we see in the show. This can be taken more than once.
- **Emotional and Mental Integrity** [100 CP]
The world of Fullmetal Alchemist isn't one of idyllic circumstances and unrepentant happiness despite its soft and colorful appearance. Genocide, war, conspiracies, brutal authoritarian regimes and more abound. Almost like our real world during this time period; one is almost certain to find themselves with some emotional scars if they're not away from the action, and even if they are. Thus it's very useful for you that your emotional and mental integrity is guaranteed with this perk. No matter the horrors or emotionally devastating events that come to pass, you will never be harmed more than is necessary to grow from the event like a normal human being would after years of therapy and coming to terms with it. That means that you will still grow as a person even if you aren't scarred by what you experience.
- **Automail Mechanic** [200 CP]
Discount Civilian): The world of Fullmetal Alchemist is unique in that even though much of the technology is reminiscent of the early 20th Century, there is a startlingly large difference in prosthetic technology that surpasses even what we have today. These prosthetics are known as Automail, and it takes a specialized engineer to know how to make them. With this perk not only are you one such engineer, but you've in fact spent years learning the art (unless you're a Drop In) and have a talent and skill similar to the Rockbells or the best mechanics in Rush Valley.
- **Son of Xerxes** [100 CP]
Xerxes was quite the impressive civilization. Centuries before Amestris was even a civilization they had already mastered alchemy to an extent that allowed them to create fully sentient homunculi without Philosopher's stones. This was just one of their major traits, their most distinct being the gold hair and eyes. Traits so strong that they pass on fully to children born to completely different ethnicities. Now you too share this trait, and can indulge your vanity whenever you wish by allowing your children to share your physical traits, talents, and appearance no matter their mother's race, ethnicity, or even form of life.
- **You Were Hiding the Memory** [200 CP]
Many people in this world lie to themselves. In fact you yourself probably do it too. Now however, at least the lies of others will be far clearer to you. It's an exceedingly useful ability, the one that allows you to simply see through the lies others tell themselves and each other. Whether it's a boy trying to claim they're simply trying to never turn back, someone trying to falsely claim their innocence, or a woman denying her true feelings for her superior, none of them will fool you for a moment. What's better, you have the most cutting rebuttals to such lies that immediately leave their speakers both dumbfounded and unable to formulate a reply, revealing to both themselves and others their falsehood.
- **Second Hand Fatherhood** [200 CP]
Sometimes, one is truly busy. Whether with training to face a great threat, or preparing to thwart the multi-century year plans of a deranged homunculus. Life throws its curveballs, so can you really be expected to act like a good father/husband/friend for all those years? Well luckily you don't have to anymore. Whenever you need to do something important, you can abandon these connections and responsibilities, and people won't hold it against you as long as the reason was good enough. Any bitterness or hatred simply won't build up, and your reappearance and a quick explanation will smooth things over.

### Items [cost: 350 CP]

- **Alchemical Texts** [Free]
These books are a primer to the art and science of Alchemy. Anyone, even a child could get a good foundation just through these books alone. They also seem to grow more complex, varied, and complicated as you grow more skilled and learned in the art. In future Jumps, they grow to contain other branches of science, including seemingly supernatural ones. Your origin has a great many memories of reading these books to get started (assuming you're an Alchemist).
- **State Alchemist's Badge** [100 CP (discounted)]
This badge denotes your status as a State Alchemist, whether you are one or not. What it does best however is immediately, with a glance, tell people your skill level with Alchemy. This badge also grants access to restricted areas(though not too restricted) and research materials, pays for travel fees, and is connected to an account with a decent allowance that refills every month. It also gives an immediate rank up to Major, though that's only for this Jump. It does the same thing in future Jumps except with whatever magic systems you wish to display, or other shows of intellectual prowess like your mastery of engineering, biology, or spaceships. You can also expect to be given access to the research materials and restricted access for one organization for each Jump. All you need to do is flash it to get these benefits.
- **Box of Compounds** [200 CP (discounted)]
This metal box the size of a single couch contains all the materials an Alchemist would need. From precious metals, chemicals in little bottles, and other common materials in an infinitely refilling number. This box is everything a budding Alchemist needs, and its contents change to pull up just what you want the most at the moment.
- **Panda Pet** [50 CP]
This small pet is a Panda which caught a disease in the past that caused it to never grow past the size of a housecat. It's surprisingly vicious to people not you, and has the intuition to sense those with bad intentions. It's whatever gender you wish, and if you're not a Drop In, you're the one who nursed it back to health when it was sick. If you're a Drop In, it was in your bed after you woke up in the hospital, and you decided to keep it.

### Jump Drawbacks [gain: 400 CP]

- **Shaky Hands** [200 CP]
Remember how Alchemists, Military, and basically anyone who wants to be in a combat situation needs to keep calm? Well that's not you. Once combat starts it all goes out the window. You can't draw because of your shaky hands, your aim starts wavering, and sword swings miss entirely. Hope you like some form of long range combat that doesn't require accuracy or steadiness. This only applies in combat situations, or life threatening events for you, and in time you may be able to overcome this with some dedication and experience.
- **Meaningful Connections** [200 CP]
You share a meaningful connection with someone here, enough that they're really your go to weakness. The problem is that they really have a way of finding themselves in trouble, or being sussed out as your emotional lynchpin. If they find themselves in danger, you'll be the type to forgo even your morals or what makes sense to save them, and if they die, you'll need a lot of help to pull yourself out of that depression after you go berserk.

### Notes

Jump 7 — Fullmetal Alchemist

By the time he reaches this world, the jumper has already lived through six previous lives, each leaving its own mark on the person he has become. In this world, he is once again male, twenty-two years old, experiencing another change in body and identity without losing the continuity of who he is. The experiences of his previous lives remain with him, including the profound influence of becoming Hestia's adopted daughter. Although he is now living as a man, the lessons Hestia taught him about family, hospitality, protection, and caring for others remain fundamental parts of his personality.

His time as Hestia's daughter also taught him that family does not have to be defined by blood. Khione may have given him his biological heritage in that distant life, but Hestia chose him and claimed him as her child. That distinction has remained important to him across the jumps. He has learned to value the people who choose to stand beside him, and he carries a particularly strong instinct to protect those he considers family.

The world of Fullmetal Alchemist is therefore an interesting continuation of the path he has already taken. His previous life in My Hero Academia gave him extensive experience with engineering, materials science, biological research, fabrication, and the development of specialized equipment. Here, those interests find another expression through Alchemy.

His Alchemy, Librarian, and Specialized Alchemy: Biology perks allow him to approach Alchemy as both a science and an art. His exceptional memory makes studying enormous quantities of alchemical theory relatively straightforward, while his biological specialization naturally builds upon the scientific knowledge he developed in his previous life. He is particularly interested in understanding how Alchemy interacts with living systems, although his previous experiences make him extremely cautious about treating living beings as mere materials.

His Eastern Sage ability reinforces his inclination to share knowledge. He does not instinctively believe that useful discoveries should belong exclusively to him. If something can be safely taught and used to improve people's lives, he is inclined to teach it. At the same time, his accumulated experiences have taught him that knowledge can be dangerous when given to people who lack the understanding or responsibility to use it properly. He therefore takes teaching seriously, considering not only whether something can be taught, but whether it should be taught.

His Automail Mechanic ability fits naturally alongside the engineering knowledge he gained in the previous jump. He approaches Automail as a fascinating intersection of machinery, biology, materials science, and human adaptation. Rather than simply viewing prosthetics as replacements for lost limbs, he becomes interested in improving the relationship between the machine and its user, making Automail more comfortable, efficient, and responsive.

The Emotional and Mental Integrity perk becomes particularly valuable in this world. Fullmetal Alchemist is filled with war, genocide, political manipulation, human experimentation, death, and people forced to confront the consequences of their choices. He can still be affected by these experiences. He can grieve, become angry, feel guilt, and change as a person. What he cannot do is become permanently psychologically broken by them. His experiences become lessons rather than wounds that can never heal.

This is especially important because of the Meaningful Connections drawback.

He develops a deeply significant relationship with someone in this world, and that person becomes one of his greatest emotional vulnerabilities. Despite his intelligence and accumulated experience, he cannot simply calculate this relationship away. If this person is threatened, he is capable of abandoning carefully constructed plans, ignoring personal safety, and even compromising principles that he would normally consider fundamental in order to save them.

His history with Hestia makes this particularly understandable. He has already learned that family is something worth protecting even when doing so is difficult, inconvenient, or dangerous. Once someone becomes family to him, their safety becomes deeply personal.

This also gives Second Hand Fatherhood an interesting place in his life. He has learned from previous worlds that protecting people sometimes requires leaving them temporarily. This perk allows him to step away from relationships and responsibilities when circumstances genuinely require it without those relationships deteriorating simply because of his absence. His loved ones understand that he may have to leave to deal with something important, and when he returns, the bond remains intact.

However, this does not make him emotionally distant. Quite the opposite. It allows him to fulfill responsibilities that would otherwise tear him between his duties and the people he loves. He can leave when necessary without constantly fearing that doing so means abandoning his family.

The Shaky Hands drawback creates one of the most frustrating contradictions in his life.

He possesses extraordinary knowledge of Alchemy, biology, engineering, and Automail, yet when genuine combat or mortal danger begins, the physical precision required for many of his talents becomes unreliable. His hands shake, his aim deteriorates, and techniques requiring steady physical movements become much harder.

This is particularly difficult for someone who has already lived lives as a warrior, adventurer, and protector. He knows how to fight. He has experience with weapons. He understands combat. Yet his own body refuses to cooperate when the situation becomes truly dangerous.

Rather than making him helpless, however, this forces him to rely more heavily on the skills he has developed across his previous lives. He can prepare equipment, construct solutions, teach others, provide medical and alchemical knowledge, and support those who are better suited to direct combat. His previous experience in the Support Industry has already taught him that protecting people does not necessarily mean being the person standing on the front line.

The memory of his earlier Pacifism also remains part of his personal history. Although that drawback belonged specifically to an earlier jump, the experience shaped his relationship with violence. He remembers what it was like to find the idea of harming another living being deeply disturbing. Combined with his knowledge of biology and the destructive potential of Alchemy, this makes him particularly reluctant to use his abilities recklessly.

His You Were Hiding the Memory perk complements this development. After encountering countless people across different worlds who conceal their fears, motivations, and feelings behind carefully constructed explanations, he becomes extraordinarily perceptive toward self-deception. He can recognize when someone is rationalizing their actions, denying their true feelings, or convincing themselves of something they do not genuinely believe.

This does not make him omniscient. He cannot simply know every secret another person possesses. Instead, he has an exceptional ability to recognize the lies people tell themselves, allowing him to confront the contradictions between what someone claims and what they actually believe.

His Son of Xerxes traits also give this incarnation a distinctive physical appearance. His golden hair and eyes connect him visually to the ancient civilization of Xerxes, giving him an appearance that stands out even among the unusual people of this world. After having lived through multiple bodies, cultures, and identities, he has become increasingly comfortable with the fact that his appearance may change while the person underneath remains the same.

This jump ultimately becomes less about acquiring another overwhelming ability and more about bringing together everything he has learned so far.

He is a scientist because previous lives taught him to study the impossible.

He is an engineer because he learned how to build solutions rather than merely wish for them.

He is an Alchemist because this world provides him with another language through which he can understand and transform the world.

He is a teacher because he has learned that knowledge becomes more valuable when it can be passed on.

He is a protector because becoming Hestia's adopted son taught him that caring for others is not weakness, but one of the strongest reasons to keep moving forward.

And he remains vulnerable because, despite everything he has experienced, he is still capable of loving people deeply enough that their suffering becomes his own.

His identity has changed again in this world. He is now a twenty-two-year-old man, rather than the woman he was in his previous incarnation. Yet he does not regard that change as erasing who he was before. The woman he became in My Hero Academia, the daughter Hestia accepted, and all the people he has been in previous worlds remain part of the person he has become.

Each jump has added another layer.

This world simply gives him another way to build upon them.

### Budget

- **Starting Points:** +1000 CP
- **Drawbacks:** +400 CP
- **Perks:** -1000 CP
- **Items:** -350 CP

**Total: +50 CP**
 

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