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My Jumpchain Rules

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Sep 7th, 2016
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  1. Headcanon Jumpchain Rules
  2.  
  3. General Rules
  4.  
  5. *The first jump is ALWAYS the BodyMod suppliment. Your first step to becoming a jumper is the chance to reinvent yourself. Leftover CP from a BodyMod
  6.  
  7. can never carry over, though some difficulties will allow you to carry outside CP into the BodyMod to upgrade yourself.
  8.  
  9. *Companions are friends, helpers, pets and so on you gather throughout your adventures. At most, you may have up to 8 active companions at once (unless
  10.  
  11. the jump modifies this), bringing them with you into the new world you travel to. Until you aquire an extradimensional house, the only way to leave
  12.  
  13. companions behind is through use of a 'Stasis Pod', allowing you to store them in your Warehouse.
  14.  
  15. *Though you are free to choose any jumpchain you wish for your first world, the Pokemon Trainer jumpchain may ONLY be visited as a first choice. I dunno
  16.  
  17. really why this is a rule, but apparently it's a common enough one, and the opening text fits well enough.
  18.  
  19. *You may NOT create a Cosmic Warehouse or Evolving House as your first jump. You must survive at least ONE jumpchain before doing so. You may make a
  20.  
  21. Warehouse and House at effectively the same time, allowing you to store CP items and companions from your first jump, but not mundane items and you may
  22.  
  23. only do this at the same time by buying the housing mod in the warehouse (With relevant extras depending on your house). Before aquiring your Warehouse
  24.  
  25. and House, you will ONLY be able to carry over that which you can carry/equip, and those companions whom will remain active in the next jump. Anything
  26.  
  27. you leave behind before aquiring these suppliments will be gone until you are able to return for them (Such as using a RETURN or achieving a victory
  28.  
  29. condition.)
  30.  
  31. *You can only ever have up to 8 active companions at once. Generally, your companions will change to accomodate what would be acceptible and appropriate
  32.  
  33. in the new world, but never in ways that cost CP unless the jump has options for integrating them further.
  34.  
  35. *Once you have aquired the Evolving House, you can spend up to 2 weeks on vacation in your Evolving House between jumps. Use this to build relationships
  36.  
  37. with companions left behind, train yourself, tinker with newly aquired toys and more. Or skip it and head right into the next jump! It's really up to
  38.  
  39. you. Time does not ~freeze~ when you are not in the Evolving House, only when the house has NO occupants.
  40.  
  41. *The Space Dock suppliment can only be aquired after you have aquired a vessel capable of reaching it.
  42.  
  43.  
  44. Victory Conditions and Rewards
  45.  
  46. *Lesser Victory (Easy)*
  47. Congratulations! You have survived an endjump. You are returned to your home plane with all of your powers, all of your gear, all of your equipment and
  48.  
  49. all of your suppliments! You are also given a special room in your house, acting as a planar gateway to any of the universes attatched to your chain.
  50.  
  51. Your form is returned to that of the one you had when you left, but will change in each jump to the form you had when you visited that jump.
  52.  
  53. *Victory (Normal)*
  54. Congratulations! You survived an endjump that provided a genuine threat to your life. Victory wasn't assured, but you have siezed it! You are granted
  55.  
  56. the power of a WalkerSpark. You can travel between dimensions with all the ease of travelling between rooms in a house. For now, you are returned home
  57.  
  58. with all the hard earned spoils of your adventures, with the choice of reverting back to your old self, your most recent bodymod self, or the form of
  59.  
  60. any one of your previous jumps. With your newly earned spark, the multiverse is your backyard! Not only can you access jumps from your chain, you can
  61.  
  62. continue to wander, seeking out new jumps, new worlds. (You can not go through gen, and do not continue to grow through these jumps, though you can try
  63.  
  64. to learn things and aquire new items once in the new worlds. You DO however gain a form suitable FOR that world, possibly granting you a minimum of
  65.  
  66. mandatory 'free' traits on entering the world.)
  67.  
  68. *Tremendous Victory Condition (Hard)*
  69. You have won through impossible odds. You should be dead! Seriously, you SHOULD NOT have survived that. But... you did. You weren't the strongest in the
  70.  
  71. universe, or even in your endjump, but now... you are a being of supreme power. You have earned... a Jumpspark. Though your journey has forever changed
  72.  
  73. you, there are no barriers to your travel. You can now jump freely to any world, and even assign yourself to creation in unvisited jumps you take, continuing
  74.  
  75. to aquire new and wonderous abilities. Not only that, but at any point, you may revert to ANY jumpform you have ever had, and can freely redo the
  76.  
  77. bodymod suppliment whenever you like, with no limit on CP for it. The ultimate prize for the ultimate challenge.
  78.  
  79.  
  80.  
  81. Difficulty Distinctions
  82.  
  83. Easy
  84.  
  85. *Progression*
  86. As you progress through the multiverse, you will take all kinds of bodies and mindsets. Each of these you's is a part of you, and you can freely change
  87.  
  88. between them on, during, and even after a jump, up until you are returned home at the end of your journey.
  89.  
  90. *Death Condition*
  91. If you die along your adventures, you are returned to your home dimension with all your powers and companions, as though you chose to willingly leave at
  92.  
  93. the end of a jumpchain. You will only be lacking that which you gained in the jump you died in, as that 'you' never fully integrated. Memories will
  94.  
  95. remain tho.
  96.  
  97. *Companions*
  98. You can gather an unlimited number of companions around you, with at most 8 companions active at any given time. Any companion capable of being stored,
  99.  
  100. such as Pokemon in Pokeballs, AI on USB keys and so on, can count as equipment in addition to companions and need not contribute to the active limit. Should an active companion die during a jump,
  101.  
  102. they will return to the evolving house, and be unavailable the remainder of that jump. Anyone you meet or collect can be kept as a companion.
  103.  
  104. *Equipment*
  105. Equipment can be destroyed, but returns to the warehouse 24 hours later and can simply be reaquired at that time. This applies to any CP purchased item
  106.  
  107. or equipment, or anything from a previous jump stored in the warehouse. Anything can be stored in the warehouse, whether it is CP purchased or not.
  108.  
  109. *Flaws*
  110. Jumpchain flaws can be overcome with relevant powers and boons from previous and future jumpchains, allowing some flaws to be taken effectively for free
  111.  
  112. as they do not impede the character. Flaws also vanish after the jumpchain is finished.
  113.  
  114. *Powers and Abilities*
  115. Powers and abilities stack completely, starting with the greatest bonus and going down. So if one bonus gives you 4x your normal strength, and another
  116.  
  117. gives you 2x, you will first quadruple your strength, then double your NEW strength.
  118.  
  119. *Creation Points*
  120. Creation Points can be carried over between jumps, and spent on whatever the jumper wishes, from future jumps to suppliments! Go wild! You can use the
  121.  
  122. BodyMod between jumps to upgrade or reinvent yourself! Easy reinvents refund ALL CP spent on BodyMod (So keep track of it) and let you distrubte it
  123.  
  124. however you like.
  125.  
  126.  
  127.  
  128. Normal
  129.  
  130. *Progression*
  131. As you progress down the chain, you will assume any number of different bodies, mindsets and scinarios. At the end of each jump, you are given the
  132.  
  133. option of reverting to your previous jumpform, remaining in
  134.  
  135. your newest body which becomes your new jumpform, or redoing the BodyMod suppliment.
  136.  
  137. *Death Condition*
  138. If you die along your adventures, you are returned to your home dimension without any of your powers, companions or items, only your memories of time
  139.  
  140. shared together. You are aware of this going in to the adventure, told no matter what you may go through, you will be returned safe and whole, but that
  141.  
  142. is the end of your multiversal relationships.
  143.  
  144. *Companions*
  145. You can gather with you as many companions as will fit in your Evolving House, but only 8 can be active at any given time. Even companions capable of
  146.  
  147. storage count as companions and contribute to the active limit. Should a companion die during a jump, they will be returned to their original dimension, alive and well... but lost to you
  148.  
  149. lest you earn your spark. While you are free to keep any companion granted to you during the CYOA portion (The Build), any others can only be brought
  150.  
  151. along through the use of a stasis pod, the pod tying their existance beyond their home dimension. The pod binds to the individual, and persist until the
  152.  
  153. person is 'killed', so no binding several living companions to the same pod. Changes made to the forms of active companions on a jump CAN be reverted, or kept, at the discression of the companion at the end
  154.  
  155. of a jump.
  156.  
  157. *Equipment*
  158. Equipment can be destroyed, but destroyed equipment NOT from the current jump will return to the warehouse and regenerate, available for the next jump.
  159.  
  160. The Warehouse can be accessed at any time. Equipment from the current jump will not repair, even CP purchased equipment. Only equipment from previous
  161.  
  162. jumps will.
  163.  
  164. *Flaws*
  165. Jumpchain flaws can be managed with existing powers and boons from previous jumps, but will require clever and creative application, and may not
  166.  
  167. entirely mitigate the flaw. Any flaw which would provide no functional difference to the jumper because it is easily circumvented by their powers/boons
  168.  
  169. provides no points. Players can choose to abandon their flaws at the end of a jump, or keep the flaw for their next jump, carrying over 1/4 the flaws
  170.  
  171. value (Min-10) to the next jump, providing the flaw would continue to impact the player in that jump.
  172.  
  173. *Powers and abilities*
  174. Powers and abilities stack, but will only ever modify your base capabilities, growing linearly not exponentionally like in Easy mode.
  175.  
  176. *Creation Points*
  177. Creation Points can be carried over from a jump, but can only be spent on suppliments (Such as the Warehouse, a Body Mod do-over, the Evolving House and
  178.  
  179. so on), or jumpchains that allow you to spend points on active, carried over companions. Between jumps, you can choose to upgrade or reinvent yourself
  180.  
  181. using the BodyMod, but bear in mind normal reinvents only refund the initial 600cp spent, making them potentially costly if you have spent a lot of time
  182.  
  183. upgrading yourself.
  184.  
  185.  
  186.  
  187. Hard
  188.  
  189. *Progression*
  190. As you progress through the chain, your body and mind are both changing over and over. The experience of all these lives, new worlds sometimes changing your worldview or forcing you to become different or injuring you beyond recognition, these things wear on the jumper. Even earning your spark, or opting to return home will not free you of these.
  191.  
  192. *Death Condition*
  193. If you die in your adventures, you are dead. That's it. No returning to an old life, no writing a bestselling novel about what happened to you... you died! Try not to let this happen.
  194.  
  195. *Companions*
  196. Over the course of your adventures, you can gather around you as many as 8 companions at once. Should a companion die, they are dead. Gone. Forever. Not even earning your spark can return them. Each companion you wish to collect requires a stasis pod in the Cosmic Warehouse for you to 'leave them behind' on a jump and ONLY CYOA phase (Build step) companions can be kept. Companions given backstories and brought in with CP to a world, much like you, change irrevocably.
  197.  
  198. *Equipment*
  199. Equipment broken or destroyed is gone. Shoulda taken better care of your stuff d00d. Only CP purchased items can be stored in the warehouse, and the warehouse can ONLY be visited between jumps! Once you have committed to your jump, its off you go!
  200.  
  201. *Flaws*
  202. Jumpchain flaws will actually disrupt existing boons and powers, ensuring that you are indeed saddled with a burden and possibly voiding or negating existing boons and powers permanently. Flaws will also persist between jumps, becoming an ongoing part of your character, alongside any changes to personality, trauma and serious injury (Loss of limb, etc). Though a jumper can work to overcome flaws through clever application of future boons and choices, flaws will resist being overcome, likely taking many jumps to leave behind forever.
  203.  
  204. *Powers and Abilities*
  205. Powers and Abilities stack with diminishing returns. The strongest bonus applies its full bonus. The next applies half its bonus, then a quarter, ten percent, and finally five percent. Each further power or boon after this applies 5% of its bonus to your capabilities. New powers can outrank existing ones, pushing them down the list of contribution.
  206.  
  207. *Creation Points*
  208. Creation Points cannot be carried over between jumps. Use 'em or lose 'em folks! You don't get any second chances in BodyMod either! You are who you become from the moment you first reinvent yourself.
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