My CYOA Builds

JumpChain Long-Haul Mode Version 1.0

JumpChain Long-Haul Mode

For people who don't like Creative Mode Jump-Chan is allowing another possible alt-mode for jumps, Long-Haul Mode, which removes the possibility of chain failure. The purposes of Long- Haul Mode are to allow you the option of writing more Infinite Loop-ish style pratfalls, epic fails, and "aggregate collision navigation", because without chain-failure to worry about you are now free to be more reckless and more experimental.
It's also to allow you more narrative options. In Long-Haul Mode its entirely possible to do the same setting several times if you wanted to do it straight and visit a couple of your favorite fanfics, or to get your full wish list from one of those 'CP vampire' jumps without having to use Creative Mode and with still feeling like you're 'earning' the points (at 1000 CP per ten years, just like every other jump).
The rules of JumpChain Long-Haul Mode are:
  • In Long-Haul Mode and all jumps, scenarios, Drawbacks, and anything else that says "your chain ends" does not, repeat not, end your chain.
  • Nothing can end your chain except the Jumper's successful Ascension, their choosing the "Stay Here" or "Go Home" option at the end of a jump, or the will of Jump-Chan.
  • Jump-Chan will not end your chain against your will unless you really piss her off or get really really boring.
  • Instead, dying or triggering any other jump-failure condition in any jump simply ends the jump immediately and forfeits all purchases you made and items you obtained in that particular jump, just like dying in a Gauntlet does. You still keep memories and whatever value your experiences there are still capable of providing now that you've had to give back everything you bought with CP in the jump that you failed.
  • 1-ups, Horcruxes, Tower of Naraka, etc., all work to prevent jump-failure as normal.
  • Successfully completing your required 10 years (or other time period as specified by jump-doc, Drawbacks, etc.) is considered the same as successful completion of a scenario. Any death or other jump-failure that occurs after that point simply ends your jump but does not trigger the loss condition. You may postpone your exit from the jump after successfully completing the scenario at your discretion. Jump-Chan requests that you please not use this to constantly 'time abyss' everything.
  • You may use an individual jump-doc repeatedly, whether you failed the jump the last time or not. Any 'repeated' jump starts all over again from scratch in a fresh timeline unrelated to any prior jumps you may have done there.
  • Jumps repeated using this rule give 1000 CP + Drawbacks + all freebies and etc. as per normal. The intent is that each individual jump-timeline, even if being done in another iteration of the same jump-doc, is treated as a separate jump.
    • Clarification: Any stuff you bought a prior time you used that same jump-doc is still on your character sheet, as if you had bought it in an earlier and separate jump. Because that's exactly what you did.
    • Clarification: By the will of Jump-Chan you may not use local-multiverse travel powers, CP-backed or not, to try and cheese this or crossover between different jumps that you've done, whether in the same setting or not. If you want to revisit a particular jump timeline you've already been 'inside of', then use the Return option. That's what its there for.
    • Exception: The Return option of the Cosmic Warehouse and any individual jump's +0 Switches for retaining continuity effects from other related jumps still work as written and do not fall under this rule.
  • Gauntlets still use their normal rules and/or my optional Gauntlet Interaction rules at your discretion. For purposes of this rule, any jump that normally has a +0 CP starting allowance is a Gauntlet.
  • Gauntlets may be repeated but any perks purchased in a prior iteration of that Gauntlet are considered as being from a separate jump and do not import again unless you pay for them again. Gauntlets are intended to be unusually difficult and on a limited budget.
  • Creative Mode Interaction: Creative Mode is mutually exclusive with Long-Haul Mode and vice versa. You may use one or the other, but not both.
  • Front-Loading and Three-Free Interaction: You may not use either of these options in Long-Haul Mode. Since chain failure is now impossible, you do not need the extra insurance.

Generic First Jump Version 1.4

Generic First Jump

[1000] (+1000) Every epic story has a beginning, every long journey has a first step, every franchise has a first installment. For each of the vast multitude of extra-dimensional adventurers called Jumpers, there was a first jump.
And for many, the first jump was the last. Too many eager new Jumpers have immediately chosen to visit their favorite settings, not thinking how dangerous those places are to actually live in. The tendencies of first Jumpers to overestimate their own abilities and prematurely end their chains has caused JumpChan to create a tutorial level of sorts, something to ease Jumpers into their new reality, and provide some basic necessities and survival skills.
In order to properly prepare new Jumpers for the wide variety of environments and settings they will eventually have to interact with, instead of a single setting, ​you will spend one year in each of ten different Levels. Each Level is a generic form of a popular genre or setting. ​Because of the tutorial nature of these Levels, you will not be able to take anything from them that was not paid for with Choice Points, except for your own memories and any skills that could have been learned in the real world.
Due to the special nature of this Jump, dying does not end your chain. Instead, you have the choice of continuing with your Chain, without any of the purchases you made here, or trying again. Luckily, you do not have to repeat any Level that you have already completed. Also, this Jump can only be done as your first Jump.
So, take these ​+1000 CP​ ​(​Choice Points​), and pay attention. The life you save may be your own.

Level Selection

These are the ten different Levels you will visit in the course of this Jump. If you choose, you can go to a specific setting that matches the theme or genre of a Level rather than a generic version. If that specific setting has a Jump, you do not use that Jump document, and nothing done in this Jump will carry over to the actual Jump for that setting.
You can do these Levels in any order you choose. A specific setting may fit more than one Level, but it only counts for one of them. In each Level, you acquire an identity that fits the setting, with all appropriate memories.
  1. Modern Adventure: A Certain Scientific Railgun (Earth Aleph).
    These Jumps are set in a modern or near-modern day, mostly normal world, and are focused on the kinds of action that show up in many modern movies, like committing or investigating crime, being a spy, or raiding tombs for archaeological wonders. Examples include GTA, Investigation, Heist, 80’s Action Movies, Modern Action Movies, Hotline Miami, Fast and Furious, Indiana Jones, Tomb Raider, and The Pretender.
  2. Fantasy: Monster Girl Encyclopedia.
    These Jumps are set in worlds very unlike our own, with magic and magical creatures being a very strong focus. Examples include Final Fantasy, Fable, LOTR, King Arthur, Inheritance Cycle, Tortall, and any Xianxia setting.
  3. Military: Yōjo Senki.
    These Jumps are focused on the military, on open combat. They often feature more advanced technology than modern day, but the focus in on soldiers, not lone warriors. Examples include: Platoon, Legacy of the Aldenata, Honorverse, Generation Kill, Earth Defense Force 2025 and X-Com.
  4. Slice of Life: Gin Tama.
    These types of Jumps are very similar to the real world, though there is often a focus on a specific aspect of the world, such as music, cooking, fashion, or even high school. Examples include: Nine To Five, Generic Roleplayer, Generic Medical Drama, Cooking Show, Comedy.
  5. Survival: Rifts Chaos Earth.
    These types of Jumps are worlds where the struggle to stay alive is the primary focus, with threats being widespread and difficult to avoid, rather than having one or more specific antagonists. Examples include: Carnivores, The Distant Sky Gauntlet, Generic Post-Apocalypse, Fallout, SimAnt.
  6. Science Fiction: Eclipse Phase.
    These Jumps focus usually on the future, a time where science and the trappings of technology take center stage. Examples include Star Trek, Star Wars, Stargate, Eureka/Warehouse 13/Alphas, Babylon 5, Battlestar Galactica, FTL, Dahak Chronicles, Starship Troopers, Red Dwarf, Firefly, and Futurama.
  7. Horror: Puella Magi Madoka Magica.
    These Jumps are also about survival, but they usually feature more specific enemies and threats, ones that are often difficult to track down or destroy. Examples include F.E.A.R., Generic Creepypasta, Horror Movies, and anything World of Darkness, Lovecraft.
  8. Super Hero: Magical Girl Lyrical Nanoha.
    These Jumps are focused on Comic-book style adventure, with powers beyond those of normal human beings. This also includes many Shonen-style Anime settings. Examples include DC, Marvel, Naruto, Generic Super Academy, My Hero Academia, Hancock, or Generic Magical Girl.
  9. Modern Occult: Fate/kaleid liner Prisma Illya.
    These Jumps are set in a modern world or something close enough to it to be recognizable, but also contain magic and supernatural forces. These supernatural elements are often kept secret and considered dangerous. Examples include Dresden Files, Harry Potter, Supernatural, Buffyverse, Fallen London, Ghostbusters, Hellblazer and Hellboy (Cinematic).
  10. Historical/Alt-Historical/Lost World: Pokémon Universe.
    These Jumps are focused on historical settings, or variations thereof. These settings usually have little if any supernatural influence, but may have some fantastic elements, such as the dinosaurs in Dinotopia. Examples include Age of Empires III, Mount and Blade, Dinotopia, Generic Western, Red Dead Redemption, Uncharted Waters, Princess Bride and Inglorious Bastards.

Age and Gender

This category seems a little personal to me. Does it really matter, in terms of being a Jumper? You are whatever gender you want to be, and whatever age you want to be, though your age may be altered to fit the identity granted by the specific Level you are in.

Origins

What kind of Jumper are you? Well, you don’t really know yet, so instead, what kind of Jumper do you think you are going to be? Obviously most Jumpers will have aspects from all of these categories, but what is your focus?
[1000] (0) The Tourist: These types of Jumpers are in it for the experience. They want to visit their favorite settings, meet their favorite characters, maybe fix a few things the original author got wrong in their opinion. For them, it is all about the world they are visiting.

Perks

What kind of skills and advantages do you possess? Perks are discounted by 50% for their Origin, and 100cp perks are free for their Origin.

Perks: General

[1000] (0) [Drop In​:Basic Requirements​: You will receive whatever special abilities, traits, backgrounds, and skills that are required for basic participation in the Level you are in. For example, if you are going to a Modern Occult setting focused on psychics tracking down ghosts, you would receive general knowledge of the supernatural in that world and enough psychic abilities to match the average in the setting. A Military setting based on the Vietnam War would give you a decent level of fitness and basic training for the military organization you were a part of. A superhero setting would provide powers or abilities to match the average ability of the featured characters of the world. This also provides in-universe backgrounds, histories, and memories that fit the identity you acquire in that Jump.
These abilities go away when you leave that Level and this perk goes away when you finish this jump. Nothing can be done to retain these abilities, but you do benefit from any practice, training, study, or actual use in the Level itself of any mundane skills.
]
[1000] (0) Body Like A Jumper: You are cured of any physical ailments or disabilities you may have entered this Jump with. You become as physically fit as an average healthy athletic person would be. Your fitness will never deteriorate below this level, or any higher level that you have reached by actual training, unless you wish it to do so, as long as you have sufficient food and water to survive.
You can also render yourself fertile or infertile at will, and can stop or start any menstrual or breeding cycle at will.
[1000] (0) Mind Like A Jumper: You are aware of any mental illness, disorders, disabilities or other conditions you may be suffering from as you enter this jump, and may choose to have any or all of them be removed. This does not make you immune to these things, it just removes pre-existing conditions.

Perks: The Tourist

[1000] Freebie:
(-100)
(0)
The Road Goes Ever On And On: Your mind is well-prepared for dealing with eternity. You can find joy and satisfaction in everyday life no matter how long you have been alive, you can adapt to new cultures with ease, and you will never find your emotions blunted by the passage of time and ennui.

Items

[1200] (+200) Each Origin gets one of its 100cp items for free, and a discount on its other item. You can combine similar items purchased from this Jump at no additional cost. Any item can be taken multiple times, but 100cp Origin items are discounted instead of free after the first purchase. If these items are lost, stolen, or destroyed, new ones will be in the Warehouse 24 hours later. You receive a ​+200 CP​​​ stipend for this section.

Items: General

[1000] (-200) Bare Necessities: Your trust fund pays the equivalent to $2,000,000.00 per year in whatever the local currency is.
You have a job that pays enough for you to live on, assuming you live simply. You also have a home of some sort, a cheap but decent vehicle of an appropriate type, and the various basic sundries needed to live. Basically, you have a life, set up and waiting for you. The job will be something you are capable of performing, and that works with your background, and the schedule will be flexible enough that it will not interfere in your normal jump activities.
For 100cp, you have a trust fund that pays in whatever the local currency is, equivalent to two hundred thousand dollars ($200,000.00) per year. Your home, vehicle, and other possessions are upgraded to be appropriate for this level of income. This money is legal, with all taxes paid and all documentation needed. No one will question where it comes from.
Each time you purchase the upgrade, move the decimal point one space to the right. This item follows you to all future jumps, adapting as needed, and can be toggled off for a jump. Any other form of income you receive, including from other perks or items, can be added to the trust fund, and will also be completely legal with all taxes paid and documentation needed.

Items: The Tourist

[1000] Freebie:
(-100)
(0)
Camera: Oh! That picture reminds you of the time you challenged the devil to a game of tiddlywinks! And that one reminds you of the time you put Gabriel in a Cobra Clutch for a full day! You don’t actually get a camera. Instead, every time you do something memorable, noteworthy, or just wish to remember a moment in the future, you will receive a snapshot of the moment, framed at just the right size and from just the right angle, you can always get more copies from different angles if you wish, or receive digital copies on any of your devices.

Drawbacks

[1100] (+100) Long Run​: Why would you want to stay in a tutorial this long? Whatever, each Level will now last a full ten years.
[1300] (+200) Drop In​: You do not receive the ​Basic Requirements​ perk. Good luck.

Jumper Plus

[300] (-1000) Jumper Plus​​: Once every year you get 100 CP to spend on anything that CP or its equivalent currencies can purchase from a setting of your choice, provided that you are currently in it or have previously visited it. You may hang on to any amount of unspent CP to be spent at any time. You may, at your option, postpone ending a jump until you feel ready to leave. If you choose the postponement option then dying after your minimum ten years (or other period if you took relevant Drawbacks) does not count as chain failure but will merely end the jump normally.
This perk counts as being part of the Body Mod for purposes of adjudicating Drawbacks or jumps that restrict access to abilities.
[0] (-300) Savings: Deposit CP into the "Jumper Plus"​​ Bank Account. [0 CP → 300 CP]

End Choices

You have completed all ten Levels. Congratulations! Now you can choose to ​Go Home, or Continue On​​. There is no staying here option. As one final reward, you receive these:
  • Instant Access: You can now summon any of your possessions from your Warehouse to you, or send objects directly to the Warehouse. Objects cannot be heavier than you can lift, and will be properly and safely stored, assuming you have the facilities to store them safely. You always know what is in the Warehouse and where it is located.
  • Body Mod Reward: All perks and items from this jump (with the exception of ​Basic Requirements​) are now considered part of your Body Mod. You will still have them, even in Gauntlets or if you take a Power Loss Drawback.

Generic CYOA Jump Version 1.1

Generic CYOA (First Jump Supplement)

[1000] (+1000) Many moons ago, Jumpchain was born out of the primordial ooze known as the CYOA. In many ways, it was an evolution, an advancement of the artform. But still, with every change and every growth, there is also loss and restriction. Many options possible in CYOAs were not permitted in Jumpchain.
Now, through the tireless work of myself and the Eternal Council Of ROBS, these options have been made compatible with Jumpchain again. In this Jump, you will have opportunity to utilize one, or possibly more, of the many non-Jumpchain CYOAs that exist. Take these ​+1000cp (Choice Points)​, and read on, Jumpers, to discover new worlds of adventure!
Supplement Mode:
This Jump can be used as a Supplement to any other Jump you choose. All CP is kept separate, and the setting is that of the base Jump. It can be used as a Supplement multiple times, but with different CYOAs each time.

Setting

[1000] (0) The setting of this Jump will be dictated by the CYOAs you choose. If there is no setting implied or explicitly stated in the CYOA document, assume it takes place on an otherwise completely normal modern day Earth.

Origins

There is only one choice this time. Not that it matters, there are no Origin discounts.
[1000] (0) Jumper-Anon: You are essentially a Drop In. Your particular life circumstances will be decided by the CYOA you choose to use. If the CYOA/Jump is going to take place in a modern day Earth, you can effectively resume your real life there if you choose to do so.

Perks

Not many options here, but a few. Discounts are 50% off. These perks can be purchased multiple times.
[0] (-1000) CYOA (Essence META CYOA): Essentials (Meta Build).
Choose any non-Jumpchain CYOA and fill it out completely. You gain those powers, abilities, items, and Companions, and your next ten years will be spent in that world. If the CYOA provides any form of omnipotence, then you get to enjoy those powers during this Jump, but after the Jump ends, that omnipotence is nerfed to make you equal in raw power to a top-end comic book magic user, such as Nabu, Doctor Strange or Victor Von Doom (on one of their good days). This also applies to Planeswalkers Sparks and similar abilities, restricting you to the local multiverse. The full strength of your omnipotence will be restored after your chain ends. If a CYOA has multiple possible modes of difficulty, use whichever one you choose. (Yes, I know everyone will go for the easiest difficulty, you cheeselords.) This can be purchased multiple times, and the setting will be a blend of the CYOAs that are used.
[-500] Discount:
(-1000)
(-500)
CYOA (Supreme Blessings CYOA Version 1.3): Noel the Lilim (CYOA Build).
Choose any non-Jumpchain CYOA and fill it out completely. You gain those powers, abilities, items, and Companions, and your next ten years will be spent in that world. If the CYOA provides any form of omnipotence, then you get to enjoy those powers during this Jump, but after the Jump ends, that omnipotence is nerfed to make you equal in raw power to a top-end comic book magic user, such as Nabu, Doctor Strange or Victor Von Doom (on one of their good days). This also applies to Planeswalkers Sparks and similar abilities, restricting you to the local multiverse. The full strength of your omnipotence will be restored after your chain ends. If a CYOA has multiple possible modes of difficulty, use whichever one you choose. (Yes, I know everyone will go for the easiest difficulty, you cheeselords.) This can be purchased multiple times, and the setting will be a blend of the CYOAs that are used.
[-1000] Discount:
(-1000)
(-500)
CYOA (Squirrelly’s Worm CYOA Version 4.1.1): Noel the Lilim (CYOA Build).
Choose any non-Jumpchain CYOA and fill it out completely. You gain those powers, abilities, items, and Companions, and your next ten years will be spent in that world. If the CYOA provides any form of omnipotence, then you get to enjoy those powers during this Jump, but after the Jump ends, that omnipotence is nerfed to make you equal in raw power to a top-end comic book magic user, such as Nabu, Doctor Strange or Victor Von Doom (on one of their good days). This also applies to Planeswalkers Sparks and similar abilities, restricting you to the local multiverse. The full strength of your omnipotence will be restored after your chain ends. If a CYOA has multiple possible modes of difficulty, use whichever one you choose. (Yes, I know everyone will go for the easiest difficulty, you cheeselords.) This can be purchased multiple times, and the setting will be a blend of the CYOAs that are used.
[-1000] (0) Anon: You are now Anon. If there are multiple Anons, you will know when you are the Anon being addressed. In fact, that bit works even with your real name, or any other alternative or nicknames. If someone is intending to address or refer to you, you realize that, no matter what name they use. As long as you only use the name Anon, no one can figure out or discover your real name. Post-Jump, Anon can be exchanged for any title or nickname you choose.

Items

You can import similar items into any of these at no additional cost. Any item can be taken multiple times. If these items are lost, stolen, or destroyed, new ones will be in the Warehouse 24 hours later.
[-1000] (0) Anon Cap: You have an indestructible hat, of a style that exists in the real world and is NOT a form of armor. This hat is always handy when you want it, but never seems in the way or inconvenient. In addition, it is simply the most comfortable hat you have ever worn. Somewhere on this hat is a label reading ANON is clear, bold writing. You can change what type of hat this is at will.
[-1000] (0) Souvenir Bobbleheads: In every Jump, you get Souvenir Bobbleheads of all important or iconic characters. These are indestructible.
[-1000] (0) Souvenir Pez Dispensers: In every Jump, you get Souvenir Pez Dispensers of all important or iconic characters. These are indestructible, and come with an infinite supply of all flavors of Pez.

Companions

[-1000] (0) Recruit: Companion "Jack the Ripper".
You can take anyone from the setting as a Companion. All you have to do is convince them to join you. Companions, waifus, friends, or other such people that are provided by the CYOA are guaranteed to join you.

Drawbacks

[7000] (+100*80) Extended Stay: Each Level will now last a full 50 years.
Your stay in this jump will be extended by five additional years for each time you select this Drawback. You may select this Drawback as many times as you like.

Jumper Plus

[0] (-7000) Savings: Deposit CP into the "Jumper Plus"​​ Bank Account. [300 CP → 7300 CP]

Notes

[0] (0) Cheese Singularity: Yes, I am well aware of the simply massive potential for OP cheese that this Jump allows. Please Jump responsibly.
[0] (0) Deja Vu, All Over Again: As a special reward for those that actually read the Notes section, this Jump can be used multiple times. You must choose different CYOAs for all options each time.

Generic SpaceBattles Version 1.2

Generic SpaceBattles (First Jump Supplement)

[1000] (+1000) The creation of the Internet was one of the most important events of the late 20th century. It would have untold influence on culture, commerce, politics, and every other aspect of human life and the growth of online communities moved apace with the growth of the Internet itself. In 1996, Johan Alm created one such community to display his CGI movie creations. Two years later, forums were added, and the basic form of SpaceBattles was born.
For the next five years, you will be living in a basically normal world and participating in this community, which is guaranteed to last at least that long barring deliberate action on your part. You might be posting original fiction, debating politics or fiction or military strategy, participating in Jumpchain, or even working as a moderator or admin. There is not much risk to this world, in fact, you are guaranteed not to die while here unless you go hunting for danger. Just don’t quit SpaceBattles and try not to get perma-banned, because that will cause you to fail this jump.
So take these ​+1000cp​ (Choice Points), and go have fun.
Supplement Mode:
You can choose to use this Jump as a Supplement to another Jump. All locations and starting time are based on the base Jump, and ​CP​ is kept separate. The Jump duration will be based on the base Jump, and you lose this Jump’s protection from danger. Drawbacks are adapted as needed to the base Jump. You can choose to use this Jump as a Supplement multiple times, though only one at a time in case of multiple Supplement Jumps, but after the first time you will only get ​CP from Drawbacks. You cannot take a Drawback that you have taken in a previous use of this Jump, unless it says you can take it more than once. Supplement mode adds SpaceBattles to that setting, fanwank as to how, and ensures its survival through your stay there.

Origins

What do you do on SpaceBattles, what kind of poster are you? Any of these Origins can be made Drop Ins, in which case you will have no memories and no history in this world.
[1000] (0) Troll: You are a jerk. For whatever reason, you get your enjoyment out of angering other forum members and generally starting shit. You have any number of tactics for this, from debating in bad faith to ‘chan behavior, even to just purposely derailing threads. I don’t know why, but you love being a troll.

Perks: General

Now that you know who you are (see how easy that was, and monks meditate for years to figure out who they really are), it is time to find out what you can do. Perks that cost 100cp are free for their Origin, if a 100cp perk states it can be taken more than once, subsequent purchases are discounted for their Origin rather than free. All other perks are Discounted for their Origins.
[1000] (0) Forum Etiquette: You have read the Forum rules and are aware of the standards of behavior expected of you. This applies to any online community you join. This also means you know exactly how far you can push the limits before crossing the line on such forums, in the event you decide to start trolling people.
[1000] (0) Touch Typist: You are a perfect touch typist, capable of reaching at least 150 words per minute and you never mistype or make an accidental error.
[900] (-100) Don’t Feed The Trolls: You have infinite patience, and can easily tolerate even the most annoying and irritating behavior from others. And yes, infinite patience does translate to immunity to boredom.
[700] (-200) Total Recall​: No, not the movie. You have an eidetic memory with perfect indexing, unlimited storage, tamper-proofing, protection from harmful memories, all the usual perks. This is fully retroactive as well. Now you can inundate the forums with more trivia than anyone!
[400] (-300) Lurker Mode​​: Whether in person or via electronic communications, it is extremely difficult to notice you when you do not want to be noticed. An observer would need god-like power (such as a staff administrator) to notice you when you want to stay hidden. This effect ends if you do something to draw attention to yourself.
[0] (-400) Spacebattles Competence​​: The pejorative meme is used online as a ruse, a double-bluff to cloak the truth. A select few SpaceBattlers really are as competent as rumored to be. With this training booster, you may master any skill or ability that you already have the potential to do (you already need to have the ability to use magic in order to train in magic, for example) twice as fast as you otherwise would. Also, your execution is always technically flawless to the limits of your skill and knowledge; no fumbles, no slips, no unforced errors, and even your immediate reflexes are as smooth and accurate as if you’d had sufficient time to think about your next move. Lastly, your skills and abilities never degrade with disuse or the passage of time.

Perks: Troll

[0] Freebie:
(-100)
(0)
Feed The Troll: You may just be the most talented jackass to ever be born. You know exactly how to get to people, how to goad or insult them to get the biggest possible reaction.
[-100] Discount:
(-200)
(-100)
Sock Puppets​: Sometimes, even a troll needs a little help. But most people don’t like trolls, so you have learned to be your own friend. You can maintain multiple identities on any system, and no one will discover the connections between them. You also become quite good at multitasking while having those conversations with yourself.
[-300] Discount:
(-400)
(-200)
Karma Houdini: Some people deserve a second chance. You don’t. But you are going to get one. Also a third, fourth, fifth, and maybe more. While you will usually have to accept some punishment for your wrongdoing, that punishment is never anywhere near as bad as it should be. Expect to merely be made to apologize for posting dick pics in a SFW forum, or do sixty days for murder.

Items

[0] (+300) You can import similar items into any of these at no additional cost, even similar items from this Jump. Any item can be taken multiple times. If items are damaged, they will be repaired in 24 hours. If these items are lost, stolen, or destroyed, new ones will be in the Warehouse 24 hours later. Any modifications or improvements you make to these items will be retained, even if the item is destroyed. All Origins receive a ​+300cp​ stipend to spend in this section.
[0] (0) Smartphone: You have a top-of-the-line smartphone that will upgrade to match the best equivalent device in each new jump, but will never downgrade. It never needs to be recharged or maintained, will instantly repair itself, is immune to malware and hacking, and always has a signal, along with unlimited data and memory. This smartphone can never be tracked, except by its own GPS app. It also has an app that takes you directly to the SpaceBattles Forums, and one that can play any soundtrack perk that you may possess. You can only take this once for yourself and once for each of your Companions and Followers.
[-50] (-50) SpaceBattles Archive: You have a full archive of the SpaceBattles Forums, including what was lost when the servers were crashed back in the day. It is current to when the Jump begins, and updates at the end of the Jump to include everything that happened in the interim. This archive has the best, most intuitive search function that ever existed, making it easy to find what you want. It even contains parts of the forums that are limited access.
[-100] (-50) Good Google: You have the full suite of Google’s products, including Chrome, Google Docs, and all the other utilities, that all work even better than Google advertised they would. Google itself has a near perfect, incredibly intuitive search engine that somehow seems to lead you to what you want, every time. It also provides unbreakable security for all your data.
Also, Google the corporation now actually lives up to its motto of “Don’t Be Evil” so you need not feel any guilt or shame at associating with it, or have any concerns about what Google itself might be doing with your data.
[-150] (-50) Username and Avatar: Your chosen Username and Avatar will always be available and automatically assigned to you whenever you sign on or register into a computer forum or network of any sort. You can choose to use a different username or avatar if you desire to do so. In addition, your chosen Avatar somehow renders to beyond real life resolution and always looks amazing. Seriously, expect compliments.
[-250] (-100) Internet Access​: You can access any computer network, anywhere, through any system. This will not let you get into classified parts of the network on its own, but you will at least be able to get signed in to the system, giving you a place to start.
[-600] (-350) Media Collection: You have a digital copy of every form of media ever produced on this Earth as of the current date (or the end of the jump, post-jump). Every book, tv-show, play, movie, comedy routine, artwork, song, comic book, PC game, fanfic, or anything of this nature is yours to enjoy. They are all stored on an indestructible flash-drive, which is read-only but will adapt to plug into any system so that you can access your collection. It is perfectly indexed and easily searchable, and has a random selection option that will always make a great choice of media to show you at any given moment. A copy of the ​Media Collection​ is also stored on your free ​Smartphone above and accessible through its own search app, at least for those formats the ​Smartphone is capable of displaying. And if you purchased the ​Laptop​ item above another copy of the ​Media Collection​ will be stored as a virtual drive on your laptop in addition to the flash-drive.
If a particular item of media requires a valid purchased license to own, play, view, etc., then the ​​Media Collection​ will seamlessly take care of such things as needed.
Post-jump this archive will update to include a complete collection of all media from the real-world Earth up to and including the early 21st century, assuming it did not already. For an additional 50cp, it will update in each new Jump to include that world’s media as well.

Companions

[-650] (-50) Create/Import: Import Companion "Jack the Ripper".
You can create new Companions or import existing Companions. They get an Origin, with all freebies and discounts, along with 600cp to spend and the Item Stipend. These Companions can only take Drawbacks that affect them, not those that alter the world as a whole. You can transfer CP from yourself to a Companion, at a 1:1 ratio. You can create or import as many Companions as you are willing to pay for. The appearance, personality and personal history of newly created Companions is fully up to you, as long as it is reasonable for the setting.

  • [600](+600) 600 CP Budget.
  • [600](0){Origins} Troll: You are a jerk. For whatever reason, you get your enjoyment out of angering other forum members and generally starting shit. You have any number of tactics for this, from debating in bad faith to ‘chan behavior, even to just purposely derailing threads. I don’t know why, but you love being a troll.
  • [600](0){Perk: General} Forum Etiquette: You have read the Forum rules and are aware of the standards of behavior expected of you. This applies to any online community you join. This also means you know exactly how far you can push the limits before crossing the line on such forums, in the event you decide to start trolling people.
  • [600](0){Perk: General} Touch Typist: You are a perfect touch typist, capable of reaching at least 150 words per minute and you never mistype or make an accidental error.
  • [500](-100){Perk: General} Don’t Feed The Trolls: You have infinite patience, and can easily tolerate even the most annoying and irritating behavior from others. And yes, infinite patience does translate to immunity to boredom.
  • [300](-200){Perk: General} Total Recall​: No, not the movie. You have an eidetic memory with perfect indexing, unlimited storage, tamper-proofing, protection from harmful memories, all the usual perks. This is fully retroactive as well. Now you can inundate the forums with more trivia than anyone!
  • [0](-300){Perk: General} Lurker Mode​​​: Whether in person or via electronic communications, it is extremely difficult to notice you when you do not want to be noticed. An observer would need god-like power (such as a staff administrator) to notice you when you want to stay hidden. This effect ends if you do something to draw attention to yourself.
  • [-400](-400){Perk: General} Spacebattles Competence​​​: The pejorative meme is used online as a ruse, a double-bluff to cloak the truth. A select few SpaceBattlers really are as competent as rumored to be. With this training booster, you may master any skill or ability that you already have the potential to do (you already need to have the ability to use magic in order to train in magic, for example) twice as fast as you otherwise would. Also, your execution is always technically flawless to the limits of your skill and knowledge; no fumbles, no slips, no unforced errors, and even your immediate reflexes are as smooth and accurate as if you’d had sufficient time to think about your next move. Lastly, your skills and abilities never degrade with disuse or the passage of time.
  • [-400](0){Perk: Troll} Feed The Troll: You may just be the most talented jackass to ever be born. You know exactly how to get to people, how to goad or insult them to get the biggest possible reaction.
  • [-500](-100){Perk: Troll} Sock Puppets: Sometimes, even a troll needs a little help. But most people don’t like trolls, so you have learned to be your own friend. You can maintain multiple identities on any system, and no one will discover the connections between them. You also become quite good at multitasking while having those conversations with yourself.
  • [-700](-200){Perk: Troll} Karma Houdini: Some people deserve a second chance. You don’t. But you are going to get one. Also a third, fourth, fifth, and maybe more. While you will usually have to accept some punishment for your wrongdoing, that punishment is never anywhere near as bad as it should be. Expect to merely be made to apologize for posting dick pics in a SFW forum, or do sixty days for murder.
  • [-400](+300) 300 CP Item Stipend.
  • [-400](0){Item} Smartphone: You have a top-of-the-line smartphone that will upgrade to match the best equivalent device in each new jump, but will never downgrade. It never needs to be recharged or maintained, will instantly repair itself, is immune to malware and hacking, and always has a signal, along with unlimited data and memory. This smartphone can never be tracked, except by its own GPS app. It also has an app that takes you directly to the SpaceBattles Forums, and one that can play any soundtrack perk that you may possess. You can only take this once for yourself and once for each of your Companions and Followers.
  • [-450](-50){Item} SpaceBattles Archive: You have a full archive of the SpaceBattles Forums, including what was lost when the servers were crashed back in the day. It is current to when the Jump begins, and updates at the end of the Jump to include everything that happened in the interim. This archive has the best, most intuitive search function that ever existed, making it easy to find what you want. It even contains parts of the forums that are limited access.
  • [-500](-50){Item} Good Google: You have the full suite of Google’s products, including Chrome, Google Docs, and all the other utilities, that all work even better than Google advertised they would. Google itself has a near perfect, incredibly intuitive search engine that somehow seems to lead you to what you want, every time. It also provides unbreakable security for all your data.
    Also, Google the corporation now actually lives up to its motto of “Don’t Be Evil” so you need not feel any guilt or shame at associating with it, or have any concerns about what Google itself might be doing with your data.
  • [-550](-50){Item} Username and Avatar: Your chosen Username and Avatar will always be available and automatically assigned to you whenever you sign on or register into a computer forum or network of any sort. You can choose to use a different username or avatar if you desire to do so. In addition, your chosen Avatar somehow renders to beyond real life resolution and always looks amazing. Seriously, expect compliments.
  • [-650](-100){Item} Internet Access: You can access any computer network, anywhere, through any system. This will not let you get into classified parts of the network on its own, but you will at least be able to get signed in to the system, giving you a place to start.
  • [-1000](-350){Item} Media Collection: You have a digital copy of every form of media ever produced on this Earth as of the current date (or the end of the jump, post-jump). Every book, tv-show, play, movie, comedy routine, artwork, song, comic book, PC game, fanfic, or anything of this nature is yours to enjoy. They are all stored on an indestructible flash-drive, which is read-only but will adapt to plug into any system so that you can access your collection. It is perfectly indexed and easily searchable, and has a random selection option that will always make a great choice of media to show you at any given moment. A copy of the ​Media Collection​ is also stored on your free ​Smartphone above and accessible through its own search app, at least for those formats the ​Smartphone is capable of displaying. And if you purchased the ​Laptop​ item above another copy of the ​Media Collection​ will be stored as a virtual drive on your laptop in addition to the flash-drive.
    If a particular item of media requires a valid purchased license to own, play, view, etc., then the ​​Media Collection​ will seamlessly take care of such things as needed.
    Post-jump this archive will update to include a complete collection of all media from the real-world Earth up to and including the early 21st century, assuming it did not already. For an additional 50cp, it will update in each new Jump to include that world’s media as well.
  • [-950](+50){Drawback} Hunt and Peck: You are a lousy typist, you take far longer than most people and tend to make a great deal of typos.
  • [0](+950){Jumper Plus} Savings: Withdraw CP from the "Jumper Plus"​​ Bank Account. [7300 CP → 6350 CP]

Drawbacks

[-650] (+0) Questionable Questing: Instead of being focused on SpaceBattles, this Jump is now about Questionable Questing. This also ups the Lewd quotient of the world to equal one of the Hentai jumps. Prepare for the Lewds.
[-600] (+50) Hunt and Peck: You are a lousy typist, you take far longer than most people and tend to make a great deal of typos.

Jumper Plus

[0] (+600) Savings: Withdraw CP from the "Jumper Plus"​​ Bank Account. [6350 CP → 5750 CP]

Generic Hentai World Version 1.3

Generic Hentai World (First Jump Supplement)

[1000] (+1000) In case the title didn’t make it clear this is a porn jump. Lewd things lie within, mostly a lot of different ways to make your jumpchain a lot more NSFW than even most of the existing harem and fanservice jumps will allow for.
We’re going to do things a little differently this time. First, take these +1000 CP​​. Next, choose any jump you can legally take that you want to make a lot sexier. We’re going to call this the Base Jump. Any perks you purchase through this document will now apply to the Base Jump, like a supplement. Your CP pools have to remain separate and can only be spent on bonuses from their respective jumps. Or you can just use this doc as its own generic jump, in which case you’ll use the setting options below.
Note:​​ Most of the wording of this document assumes a male jumper pursuing female partners purely for simplicity’s sake. This should not be taken to be some kind of exclusion: all perks and mechanics presented in this document will function the same regardless of you or your partner’s gender, age, or sexual orientation.
Supplement Mode:
Yeah technically this is a supplement jump so why does it need a supplement mode? In case you want to use it more than once, of course. You only get the free 1000 ​CP​​ and the 300 CP​​ item stipend once when using this document. Apart from that one time you’ll start with 0 CP and have to earn it with drawbacks. You needn’t take the 1000 CP the first time you use this supplement. As with most jumpchains you can only take drawbacks one time each, so if you take all of them and run out of CP you’re SOL.
Each time you take this supplement you can choose to take a new origin for the duration of that jump or keep your old one. You can only have one origin per use of this supplement and if you choose a new one you lose any discounts you got from the previous one. All perks and items in this document (except The Rings) can be purchased multiple times, but multiple purchases of the same perk do not stack with themselves. The +0 CP drawback toggles can also be used as many times as you like.

Origins

[1000] (0) Romantic: The quality over quantity option. Romantics focus on their relationship with a single partner above all others and become a perfect match for their waifu or husbando. Romantics will work together better with their partner, always know what their partner wants and needs, and will be able to tell immediately if their SO is in some kind of danger.

Perks

[1000] (0) Perks and items associated with an origin get a 50% discount off the listed price and the associated 100 CP options are free for that origin.

Perks: General

[1000] (0) Porn Physics: This probably goes without saying but hentai likes to take liberties with how sex actually works. Massive cocks, cervical penetrations, men ejaculating buckets of cum and girls lactating at the drop of a hat, etc. Well with this perk all that stuff and more is perfectly possible for you and your partners because sex works however you want it to work. The only limitation is that this perk’s benefits are strictly cosmetic. For example you might be able to cum literal buckets, but you can’t make your jizz nutritious enough to live off of.
In addition, just because I’m feeling nice, this perk also makes STDs just plain not exist and gives you perfect control over your fertility. For girls this includes eliminating periods. What’s more, if you dial your fertility down to 0% your partner will treat sex with you as if you were using perfect birth control whether she knows about the perk or not.
[1000] (0) Makeover: What kind of lewd protagonist would you be if you weren’t satisfied with your appearance? You get a free one-time cosmetic body resculpt to the idealized self-image that you may or may not have consciously known you wanted, along with a chance to tweak it however you wish before finally accepting it. This perk’s benefits are strictly cosmetic and this perk cannot give you an appearance outside the normal genetic range of possibility for your species.
[1000] (0) Going Commando: What’s the point of making everyone sexier if they’re going to cover up those fabulous bods? This perk rewrites the local dress code, normalizing skimpier or more revealing outfits and making those outfits commonplace wherever appropriate. Space suits become skin-tight plugsuits, schoolgirl outfits lose a few inches off the skirt length, and the chainmail bikini is in vogue this year. This has no effect on the practicality of these outfits; suits of armor will (somehow) provide just as much protection as they normally would, and any built-in features or enchantments will still function as normal.
[1000] (0) Sexual Prodigy: All these other perks are all well and good but there’s only so much you can accomplish if you don’t know how to insert tab A into slot B. This perk resolves that problem; whether via comprehensive skills or just natural talent you are now good enough at sex to guarantee your partner enjoys the ride. You also have a decent grounding in any extra knowledge required for the enjoyment of your fetishes, such as knowing how to tie knots and apply ropework if you’re into bondage.
Furthermore, this perk acts as a training booster for sexual endurance and skills; it takes you significantly less time than average to adapt to your partner’s individual quirks and preferences with repeated encounters or improve your stamina or technique. If you take the ​Like A Virgin Drawback this perk does not grant you any of the skills, talent, or fetish knowledge until after the Jump is over but ​does keep the training booster; you will not remain hopeless at sex once you actually start having some but you’ll need to either find an experienced teacher or figure everything out via trial and error.
[1000] (0) Changing Preferences: Pansexuality.
As you go through your chain you'll live many lives and not all of those will have quite the same tastes, or needs, as you do. At the start of this jump you can make a one time alteration of your sexual preferences, libido, fetishes, memories of sexual experiences prior to the Jump, and similar. These changes are as immutable or changeable as any other part of your personality, but never impede with future decisions to take or use this perk again.

Perks: Romantic

[1000] Freebie:
(-100)
(0)
Star-Crossed Lovers: Nothing can get in the way of your relationship. Be it politics, family, race or social status, all things fall away in the face of your love. This perk helps the people around you to be more open-minded when you pursue a relationship that is considered taboo for one reason or another, be it moral reasons like a student-teacher or incestuous relationship or more mundane concerns like the race, gender, nationality, etc. of you or your spouse. It may not eliminate such problems completely but you’ll find yourself facing far fewer complications as a result of pursuing your relationship. In addition to this, whether the relationship is taboo or not, your spouse’s friends and family will tend to warm up to you very quickly.
[1000] Freebie:
(-100)
(0)
Love at First Sight: It’s said that every journey begins with a first step, and whether that step is a good one or not can set the tone for the whole trip. This is no less true for relationships than for anything else. Luckily, you have a gift for starting things off on the right foot: whether you’re starting a new job or making new friends or meeting a destined lover for the first time, everything just seems to go exactly the way you need it to in order to make a good first impression on people. You’ll never fumble your words or trip over your own shoelaces ever again (unless you meant for that to happen, some girls are into cute clumsy dorky guys after all)… at least, not at first. After step one it’s all on you to maintain that positive impression.
[900] Discount:
(-200)
(-100)
Crossed Swords: Companion "Jack the Ripper".
The best lovers are the ones who work together perfectly. You and a single sexual or romantic partner can naturally fall into a rhythm with each other in any activity you’re sharing. On the battlefield you perform complex team attacks requiring split-second timing and coordination as easily as breathing, in the bedroom you know exactly how to bring each other to a screaming orgasm, and your musical duets will be the stuff of legend. This perk doesn’t make up for a lack of talent if one of the two doesn’t know how to do what you’re doing, but it does allow the more skilled partner to pick up the slack for them and cover any mistakes they make.
If you took ​Like A Virgin​​ this perk still works to give you and your partner a great time, even the first time. True Love is that powerful. Of course, you still have to ​get to that first time...
[800] Discount:
(-200)
(-100)
Never Truly Parted: Companion "Jack the Ripper".
Even when parted it is as though your love is still there with you. You are immune to any ill-effects of separation from your greatest love, and isolation in general, while benefiting from a general knowledge of them as though they were present and occasionally giving advice.​
[600] Discount:
(-400)
(-200)
Better Than Death: Companion "Jack the Ripper".
Death is a very final thing so almost anything is better than that final separation from your beloved. If an enemy has a reasonable chance of capturing, and keeping captured despite their own efforts, either you or your love then there will be a significant chance of them doing so rather than immediately killing either of you. This specialised form of plot armor manifests as a combination of a mental inclination towards that end and recognisable opportunities cropping up which would make it advantageous for them to do this.
However the protection by this perk offers fails while you are in the presence of your love. In addition if an enemy is truly intent on death then, at best, this perk can delay that for a time by making them more likely to 'play'.
[400] Discount:
(-400)
(-200)
True Love Conquers All: Companion "Jack the Ripper".
True love is not so easily conquered by such petty things as violence and jealousy. You now have a sixth sense that warns you in advance when some danger is about to befall your significant other, giving you time to find them and be present to help. Like a certain famous masked jewel thief defending his destined princess, you’ll always arrive in the nick of time to prevent catastrophe as long as you don’t ignore your instincts.
This perk covers more types of danger than the strictly physical: it will also warn you when your love is being threatened by less direct threats, such as the neighborhood pervert attempting to blackmail her for sex or the prince of a neighboring country trying to pressure her into an unwanted marriage. Be warned though, this perk won’t solve these problems for you, only ensure you know about them far enough in advance to be able to do something about them. The act of defending your love and how you go about doing so is still down to your own efforts.
[100] Discount:
(-600)
(-300)
For Her Sake: Companion "Jack the Ripper".
Sometimes, despite your best efforts, something stands between you and the one who is the other half of your heart that it seems that you can't overcome. Sometimes it is as though love isn't enough... but you reject that notion. So long as you are actively striving to rescue, reunite with, or avenge your singular true love there will be a way and you will find it if you keep trying hard enough. Training and preparation proceeds at ten times it's normal pace (stacking multiplicative with other effects).
In addition, once per Jump, you can find a way to achieve a single impossible feat if that would be necessary as part of your task. An immortal can die at your hand, time can bend, indestructible walls will break, or you will find a path between the living and the dead allowing you to resume your Chain. Anything to be together.​
[-200] Discount:
(-600)
(-300)
In Sickness and in Health: Companion "Jack the Ripper".
The end goal of most Romantics is to wed their beloved and spend the rest of their lives together. That means something very different for an immortal jumper than for most other people though. Does your love for your partner, and theirs for you, have what it takes to last for all eternity? What kind of stupid question is that, of course it does. You and a single romantic partner will never grow tired of each others’ presence, and the passing of years will only make you grow more fond of each other.
Further, your partner immediately becomes a Companion if they weren’t already. In future jumps you may choose to either pay nothing to import them and donate your own CP to them at a 1:1 ratio or use a jump’s existing import options and gain all related benefits instead. If you successfully complete an Endjump Scenario then Jump-chan will reward your partner with a Spark of their own in honor of your enduring love for each other. This perk can only ever benefit a single person regardless of all other factors.

Perks: Monster

[-800] (-600) Suffer in Silence: All it takes for evil to triumph is for good men to do nothing. Lucky for you, the good men are all out to lunch and the good women are too busy getting stuffed full of cock. You will generally face far fewer complications for evil actions than other people would. Blackmail victims give in rather than go to the authorities, bystanders ignore you as you molest a woman on a crowded train, and neighboring kingdoms turn a blind eye to the threat you pose as you conquer a nation and turn all its citizens into sex slaves. Beware heroic individuals though, as this perk has no impact on their ability to oppose you directly.

Equipment

[-500] (+300) Jumpers gain 300 bonus CP​​ to spend in this section.

Equipment: Hedonist

[-1100] (-600) Bachelor Pad: A private residence with room for visitors. The exact form this residence takes changes from jump to jump but it will always be something appropriate to a reasonably wealthy single man or woman of the time period. It will also be reasonably private and the neighbors will never make any noise complaints, whether that is by having a large yard or a high outer wall or thick soundproof construction or some other means. It comes fully furnished, all rent, utilities, property taxes, etc., will automatically be taken care of, and the residence and grounds will conveniently tidy themselves up (without touching anything the owner doesn’t want touched) when no one is looking.

Equipment: Romantic

[-1100] Freebie:
(-100)
(0)
Cupid’s Calendar: Never forget a date, anniversary, or birthday ever again. This handy pocket calendar will automatically record dates of importance to you and your significant other and by brushing your hand over it you can be instantly reminded of the next day to remember. If you happen to have a cell phone or some other pocket-sized device you can merge this item with that one and have it manifest as an app or spell instead. In this form it will also send you periodic reminders to buy presents or make dinner reservations or whatever else you have in mind.
[-1400] Discount:
(-600)
(-300)
The Rings (Eternal Bond): Companion "Jack the Ripper".
A pair of wedding rings custom-made by Jump-chan to yours and your partner’s exact specifications, these priceless symbols of your bond will never be lost or destroyed under any circumstances. What’s more, they bear a special enchantment Jump-chan designed herself which allows telepathic and empathic communications between the lucky wearers as well as a separate bond that allows you to feed each other any form of energy you share, such as magic or ki. These bonds cannot be severed or impeded in any way.

Equipment: Harem Protagonist

[-2000] (-600) Harem Housing: Import Essence of the Home from "Essentials (Meta Build)".
Harem Protagonists are going to pick up a lot of girls as their chain goes on, and sooner or later you’re going to need to think about living space. These palatial living quarters attach to your warehouse or other CP-backed properties and consist of living quarters, common rooms, and other essential living spaces like bathing, dining, and entertainment rooms. Each member of your harem receives a private room (which they can combine if they want to share living space) as well as empty common space for any hobbies they might wish to pursue (within reason: some hobbies such as mech or starship design will require additional facilities to properly support). There is no limit to the number of residents that this item can accommodate.
Harem members are not limited solely to CP-backed companions but any resident of these rooms who is not a companion can’t leave the residence unless imported as a companion in a future jump. Any individual who resides in the harem at the end of a jump becomes a resident and gets pulled along for the rest of the chain.

Equipment: Scoundrel

[-2600] (-600) Brand of Ownership: Import Essence of the Binder from "Essentials (Meta Build)".
It’s not a wedding ring but for a Scoundrel it’s probably better. This item takes the form of a collar, choker, tattoo, or some other seal of ownership which can only be worn by willing bearers. Its exact form is up to the tastes of the jumper; as a collar it might be a simple dog collar or an elaborate piece of jewelry studded with precious gems, while as a tattoo it could be as simple as your name inscribed somewhere on her body or as elaborate as the ever-popular heart-shaped crest or a personalized magic seal or family emblem. It is also self-duplicating, the jumper receives a new one in his inventory or warehouse each time he uses up the last one.
A bearer who accepts this item knowing what it represents effectively signs over their body to the ownership of the jumper, along with any spiritual or magical power they may possess. The jumper can always sense the location and general status of any of his slaves relative to his current location. He can also claim what belongs to him whenever he wishes, draining magic or ki or other forms of energy from his slaves to empower himself or redistribute to any other slaves with this item at will. This draining process is highly arousing and a sustained drain can bring a slave to multiple orgasms. Slaves can also be pleasured at a distance just for funsies without draining their powers or if they don't have any in the first place.

Equipment: Monster

[-3000] (-400) Succubus Venom: This is a recipe for a special liquid which adapts to your current Jump so that so that you alone can create a supply of it from commonly available supplies. It is an aphrodisiac, increases sexual sensitivity, and weakens the physical and mental ability to resist of anyone exposed to it. In males and futas it also eliminates the refractory period and causes erections. The venom can be administered as an incense, injected, slipped into drinks or rubbed on topically. Increased doses have heightened effects but it never becomes toxic regardless of the amount used.
The venom is initially keyed to only affect those of your favoured gender, but with appropriate skills it can be modified or improved in various ways. Possibilities include affecting everyone except you, affecting only a single person, weakening females while making males horny, having lingering effects, etc.
[-3600] (-600) Sex Dungeon: What kind of Monster would you be if you didn’t have one of these? An inescapable prison for your defeated foes, this dreary room attaches to your Warehouse and can be imported into each jump as part of another owned structure such as the Bachelor Pad. Defeated enemies who you imprison here will find it all but impossible to escape without outside help. This room actively drains foreign energy such as magic and ki out of its interior (aside from yours of course), allowing you to imprison even superpowered foes with ease as long as you can get them into it in the first place. Any characters still occupying this dungeon get pulled along with you into the rest of your chain, but cannot be taken as companions unless you use an import option in a future jump.

Companions

[-3650] (-50) Import: Import Companion "Jack the Ripper".
You may import your companions to the base jump for 50 CP per person or 300 CP for a party of 8. Each companion gains 600 CP to spend on perks and items from this jumpdoc.
Companions cannot purchase In Sickness and in Health​​.

  • [600](+600) 600 CP Budget and make the gender as Futanari (with internal testicles).
  • [600](0){Origins} Romantic: The quality over quantity option. Romantics focus on their relationship with a single partner above all others and become a perfect match for their waifu or husbando. Romantics will work together better with their partner, always know what their partner wants and needs, and will be able to tell immediately if their SO is in some kind of danger.
  • [600](0){Perk: General} Porn Physics: This probably goes without saying but hentai likes to take liberties with how sex actually works. Massive cocks, cervical penetrations, men ejaculating buckets of cum and girls lactating at the drop of a hat, etc. Well with this perk all that stuff and more is perfectly possible for you and your partners because sex works however you want it to work. The only limitation is that this perk’s benefits are strictly cosmetic. For example you might be able to cum literal buckets, but you can’t make your jizz nutritious enough to live off of.
    In addition, just because I’m feeling nice, this perk also makes STDs just plain not exist and gives you perfect control over your fertility. For girls this includes eliminating periods. What’s more, if you dial your fertility down to 0% your partner will treat sex with you as if you were using perfect birth control whether she knows about the perk or not.
  • [600](0){Perk: General} Makeover: What kind of lewd protagonist would you be if you weren’t satisfied with your appearance? You get a free one-time cosmetic body resculpt to the idealized self-image that you may or may not have consciously known you wanted, along with a chance to tweak it however you wish before finally accepting it. This perk’s benefits are strictly cosmetic and this perk cannot give you an appearance outside the normal genetic range of possibility for your species.
  • [600](0){Perk: General} Going Commando: What’s the point of making everyone sexier if they’re going to cover up those fabulous bods? This perk rewrites the local dress code, normalizing skimpier or more revealing outfits and making those outfits commonplace wherever appropriate. Space suits become skin-tight plugsuits, schoolgirl outfits lose a few inches off the skirt length, and the chainmail bikini is in vogue this year. This has no effect on the practicality of these outfits; suits of armor will (somehow) provide just as much protection as they normally would, and any built-in features or enchantments will still function as normal.
  • [600](0){Perk: General} Sexual Prodigy: All these other perks are all well and good but there’s only so much you can accomplish if you don’t know how to insert tab A into slot B. This perk resolves that problem; whether via comprehensive skills or just natural talent you are now good enough at sex to guarantee your partner enjoys the ride. You also have a decent grounding in any extra knowledge required for the enjoyment of your fetishes, such as knowing how to tie knots and apply ropework if you’re into bondage.
    Furthermore, this perk acts as a training booster for sexual endurance and skills; it takes you significantly less time than average to adapt to your partner’s individual quirks and preferences with repeated encounters or improve your stamina or technique. If you take the ​Like A Virgin Drawback this perk does not grant you any of the skills, talent, or fetish knowledge until after the Jump is over but ​does keep the training booster; you will not remain hopeless at sex once you actually start having some but you’ll need to either find an experienced teacher or figure everything out via trial and error.
  • [600](0){Perk: General} Changing Preferences: Pansexuality.
    As you go through your chain you'll live many lives and not all of those will have quite the same tastes, or needs, as you do. At the start of this jump you can make a one time alteration of your sexual preferences, libido, fetishes, memories of sexual experiences prior to the Jump, and similar. These changes are as immutable or changeable as any other part of your personality, but never impede with future decisions to take or use this perk again.
  • [600](0){Perk: Romantic} Star-Crossed Lovers: Nothing can get in the way of your relationship. Be it politics, family, race or social status, all things fall away in the face of your love. This perk helps the people around you to be more open-minded when you pursue a relationship that is considered taboo for one reason or another, be it moral reasons like a student-teacher or incestuous relationship or more mundane concerns like the race, gender, nationality, etc. of you or your spouse. It may not eliminate such problems completely but you’ll find yourself facing far fewer complications as a result of pursuing your relationship. In addition to this, whether the relationship is taboo or not, your spouse’s friends and family will tend to warm up to you very quickly.
  • [600](0){Perk: Romantic} Love at First Sight: It’s said that every journey begins with a first step, and whether that step is a good one or not can set the tone for the whole trip. This is no less true for relationships than for anything else. Luckily, you have a gift for starting things off on the right foot: whether you’re starting a new job or making new friends or meeting a destined lover for the first time, everything just seems to go exactly the way you need it to in order to make a good first impression on people. You’ll never fumble your words or trip over your own shoelaces ever again (unless you meant for that to happen, some girls are into cute clumsy dorky guys after all)… at least, not at first. After step one it’s all on you to maintain that positive impression.
  • [500](-100){Perk: Romantic} Crossed Swords: Jumper "Noel the Lilim".
    The best lovers are the ones who work together perfectly. You and a single sexual or romantic partner can naturally fall into a rhythm with each other in any activity you’re sharing. On the battlefield you perform complex team attacks requiring split-second timing and coordination as easily as breathing, in the bedroom you know exactly how to bring each other to a screaming orgasm, and your musical duets will be the stuff of legend. This perk doesn’t make up for a lack of talent if one of the two doesn’t know how to do what you’re doing, but it does allow the more skilled partner to pick up the slack for them and cover any mistakes they make.
    If you took ​Like A Virgin​​ this perk still works to give you and your partner a great time, even the first time. True Love is that powerful. Of course, you still have to ​get to that first time...
  • [400](-100){Perk: Romantic} Never Truly Parted: Jumper "Noel the Lilim".
    Even when parted it is as though your love is still there with you. You are immune to any ill-effects of separation from your greatest love, and isolation in general, while benefiting from a general knowledge of them as though they were present and occasionally giving advice.
  • [200](-200){Perk: Romantic} Better Than Death: Jumper "Noel the Lilim".
    Death is a very final thing so almost anything is better than that final separation from your beloved. If an enemy has a reasonable chance of capturing, and keeping captured despite their own efforts, either you or your love then there will be a significant chance of them doing so rather than immediately killing either of you. This specialised form of plot armor manifests as a combination of a mental inclination towards that end and recognisable opportunities cropping up which would make it advantageous for them to do this.
    However the protection by this perk offers fails while you are in the presence of your love. In addition if an enemy is truly intent on death then, at best, this perk can delay that for a time by making them more likely to 'play'.
  • [0](-200){Perk: Romantic} True Love Conquers All: Jumper "Noel the Lilim".
    True love is not so easily conquered by such petty things as violence and jealousy. You now have a sixth sense that warns you in advance when some danger is about to befall your significant other, giving you time to find them and be present to help. Like a certain famous masked jewel thief defending his destined princess, you’ll always arrive in the nick of time to prevent catastrophe as long as you don’t ignore your instincts.
    This perk covers more types of danger than the strictly physical: it will also warn you when your love is being threatened by less direct threats, such as the neighborhood pervert attempting to blackmail her for sex or the prince of a neighboring country trying to pressure her into an unwanted marriage. Be warned though, this perk won’t solve these problems for you, only ensure you know about them far enough in advance to be able to do something about them. The act of defending your love and how you go about doing so is still down to your own efforts.
  • [-300](-300){Perk: Romantic} For Her Sake: Jumper "Noel the Lilim".
    Sometimes, despite your best efforts, something stands between you and the one who is the other half of your heart that it seems that you can't overcome. Sometimes it is as though love isn't enough... but you reject that notion. So long as you are actively striving to rescue, reunite with, or avenge your singular true love there will be a way and you will find it if you keep trying hard enough. Training and preparation proceeds at ten times it's normal pace (stacking multiplicative with other effects).
    In addition, once per Jump, you can find a way to achieve a single impossible feat if that would be necessary as part of your task. An immortal can die at your hand, time can bend, indestructible walls will break, or you will find a path between the living and the dead allowing you to resume your Chain. Anything to be together.​
  • [-900](-600){Perk: Monster} Suffer in Silence: All it takes for evil to triumph is for good men to do nothing. Lucky for you, the good men are all out to lunch and the good women are too busy getting stuffed full of cock. You will generally face far fewer complications for evil actions than other people would. Blackmail victims give in rather than go to the authorities, bystanders ignore you as you molest a woman on a crowded train, and neighboring kingdoms turn a blind eye to the threat you pose as you conquer a nation and turn all its citizens into sex slaves. Beware heroic individuals though, as this perk has no impact on their ability to oppose you directly.
  • [-900](0){Equipment: Romantic} Cupid’s Calendar: Never forget a date, anniversary, or birthday ever again. This handy pocket calendar will automatically record dates of importance to you and your significant other and by brushing your hand over it you can be instantly reminded of the next day to remember. If you happen to have a cell phone or some other pocket-sized device you can merge this item with that one and have it manifest as an app or spell instead. In this form it will also send you periodic reminders to buy presents or make dinner reservations or whatever else you have in mind.
  • [-700](+200){Drawback} The Blue Thunder: Good news, there’s only one obsessed suitor you keep having to punch. Bad news, they’re an ​idiot,​ and simply will not learn their lesson the first (or the second, or the tenth) time you beat it into their skull. Worse yet, they’re a ​strong​ idiot; they might not be an even match for you but they’re no pushover. Defeating them is a legitimate workout, every time. As with the eponymous Blue Thunder of Furinkan High this person is a particularly annoying combo of martial ability, obsession, and complete detachment from reality. You might eventually be able to get them to stop but it will take a ​lot​ of prolonged effort, whether at social-fu or kung-fu. Fortunately they’re not a murderer or a rapist, merely a moron, so you shouldn’t need the outright homicide solution and aren’t really justified in using it in any event.
    Plus, the outright homicide solution wouldn’t work; that would just bring their avenging relative onstage and you’d start all over again. Don’t ask how large their extended family is.
    You could in theory just give in to their demands, and that would stop their constant attacks. Of course, that would require spending the remainder of the jump being pals with a walking case of histrionic personality disorder that didn’t have the good sense God gave a carrot, so, you probably won’t.
  • [-400](+300){Drawback} Like a Virgin: Hey it’s okay, we’ve all been there. This drawback strips you of any sexual experience you may have, rendering you as pure as new-fallen snow. Any sex you have is going to be awkward and probably unsatisfying for your partner, at least until you relearn what you’ve forgotten. Until then it’s probably better to let more experienced partners take the lead. In addition, until after you have finally lost that pesky virginity your social or manipulation perks will not help you with seduction; you’re going to have to get past that first hurdle entirely on your own.
  • [1400](+600*3){Drawback} Yandere-chan: Male Yandere, Female Yandere and Futanari Yandere (with internal testicles).
    Congratulations! You have an admirer! And she absolutely loves you to death! Other people's deaths, that is. You aren’t remotely lucky enough for it to be your own. This drawback can be for a Yandere-kun instead of a Yandere-chan if you’d rather have a male admirer.
    Yandere-chan has the entire Romantic perk tree except for ​In Sickness and in Health​, oriented on you. And she is absolutely, completely, totally, and supremely obsessed with you to a degree that would have Yuno Gasai and the original Yandere-chan both high-fiving each other in approval. Worse yet, she’s actually aware enough to understand that you don’t like crazy girls and so ​around you​ she acts as normal as she possibly can. She’s someone you already know in the jump and if you are not dating her already then she’s one of the other very eligible girls around you, ​and you do not know which one she is​.
    Yandere-chan has no powers other than those already possessed by her if she imports into a canon character, a supreme poker face, a high amount of native cunning, the strength of her mad obsession, and a plot armor that could stop railgun rounds. But that’s still more than enough to turn your life into a horror movie. Yandere-chan suffers no rivals for her affection, and even if you actually aren’t seeing anyone else that only means she’ll move on to ​possible​ rivals. Via stealth, manipulation, and flat-out bullshit plot contrivance she will endeavor to be The Only One in your life even if that means everybody else ends up accidentally cutting their own heads off in a tragic shaving accident while falling down a mine shaft.
    It will take your best efforts at alertness, deduction, and paranoia to figure out who Yandere-chan is and stop her before it's too late. Any powers or perks you might have that would instantly short-circuit the entire plot are blocked by Jump-Fiat; this is a 600-point Drawback, which means you don’t get to take the easy way. Furthermore, simply pinging everyone around you and looking for the “blank” spot doesn’t work either; this is not Jump-Chan’s first rodeo and she already knows that one. You signed up for a yandere murder mystery, and you’re going to have to solve it.
    You do not fail the jump if you fail to stop Yandere-chan, nor will she ever bring herself to actually hurt her senpai (save for one exception below). You’ll ‘merely’ have to live with the knowledge that so many innocent people died simply so you could have a few hundred extra CP. And if you do successfully find and confront Yandere-chan with proof she will surrender on the spot and meekly go to prison, because anywhere is equally a prison to her now that her senpai knows the truth about her. The only trick is finding her and proving it.
    The one exception to this rule is if you actually don’t feel any remorse and approve of Yandere-chan’s having killed them; the discovery that her “innocent” senpai is actually a murderous monster will break her heart and empower her with unholy rage, and at that point this drawback morphs into your standard 600 CP scaling enemy boss fight drawback. But at least her plot armor will deactivate for that one, you’ll simply have to fight and defeat her on even terms.
  • [0](-1400){Jumper Plus} Savings: Deposit CP into the "Jumper Plus"​​ Bank Account. [5750 CP → 7150 CP]

Drawbacks

[-3450] (+200) The Blue Thunder: Good news, there’s only one obsessed suitor you keep having to punch. Bad news, they’re an ​idiot,​ and simply will not learn their lesson the first (or the second, or the tenth) time you beat it into their skull. Worse yet, they’re a ​strong​ idiot; they might not be an even match for you but they’re no pushover. Defeating them is a legitimate workout, every time. As with the eponymous Blue Thunder of Furinkan High this person is a particularly annoying combo of martial ability, obsession, and complete detachment from reality. You might eventually be able to get them to stop but it will take a ​lot​ of prolonged effort, whether at social-fu or kung-fu. Fortunately they’re not a murderer or a rapist, merely a moron, so you shouldn’t need the outright homicide solution and aren’t really justified in using it in any event.
Plus, the outright homicide solution wouldn’t work; that would just bring their avenging relative onstage and you’d start all over again. Don’t ask how large their extended family is.
You could in theory just give in to their demands, and that would stop their constant attacks. Of course, that would require spending the remainder of the jump being pals with a walking case of histrionic personality disorder that didn’t have the good sense God gave a carrot, so, you probably won’t.
[-3150] (+300) Like a Virgin: Hey it’s okay, we’ve all been there. This drawback strips you of any sexual experience you may have, rendering you as pure as new-fallen snow. Any sex you have is going to be awkward and probably unsatisfying for your partner, at least until you relearn what you’ve forgotten. Until then it’s probably better to let more experienced partners take the lead. In addition, until after you have finally lost that pesky virginity your social or manipulation perks will not help you with seduction; you’re going to have to get past that first hurdle entirely on your own.
[-1350] (+600*3) Yandere-chan: Male Yandere, Female Yandere and Futanari Yandere (with internal testicles).
Congratulations! You have an admirer! And she absolutely loves you to death! Other people's deaths, that is. You aren’t remotely lucky enough for it to be your own. This drawback can be for a Yandere-kun instead of a Yandere-chan if you’d rather have a male admirer.
Yandere-chan has the entire Romantic perk tree except for ​In Sickness and in Health​, oriented on you. And she is absolutely, completely, totally, and supremely obsessed with you to a degree that would have Yuno Gasai and the original Yandere-chan both high-fiving each other in approval. Worse yet, she’s actually aware enough to understand that you don’t like crazy girls and so ​around you​ she acts as normal as she possibly can. She’s someone you already know in the jump and if you are not dating her already then she’s one of the other very eligible girls around you, ​and you do not know which one she is​.
Yandere-chan has no powers other than those already possessed by her if she imports into a canon character, a supreme poker face, a high amount of native cunning, the strength of her mad obsession, and a plot armor that could stop railgun rounds. But that’s still more than enough to turn your life into a horror movie. Yandere-chan suffers no rivals for her affection, and even if you actually aren’t seeing anyone else that only means she’ll move on to ​possible​ rivals. Via stealth, manipulation, and flat-out bullshit plot contrivance she will endeavor to be The Only One in your life even if that means everybody else ends up accidentally cutting their own heads off in a tragic shaving accident while falling down a mine shaft.
It will take your best efforts at alertness, deduction, and paranoia to figure out who Yandere-chan is and stop her before it's too late. Any powers or perks you might have that would instantly short-circuit the entire plot are blocked by Jump-Fiat; this is a 600-point Drawback, which means you don’t get to take the easy way. Furthermore, simply pinging everyone around you and looking for the “blank” spot doesn’t work either; this is not Jump-Chan’s first rodeo and she already knows that one. You signed up for a yandere murder mystery, and you’re going to have to solve it.
You do not fail the jump if you fail to stop Yandere-chan, nor will she ever bring herself to actually hurt her senpai (save for one exception below). You’ll ‘merely’ have to live with the knowledge that so many innocent people died simply so you could have a few hundred extra CP. And if you do successfully find and confront Yandere-chan with proof she will surrender on the spot and meekly go to prison, because anywhere is equally a prison to her now that her senpai knows the truth about her. The only trick is finding her and proving it.
The one exception to this rule is if you actually don’t feel any remorse and approve of Yandere-chan’s having killed them; the discovery that her “innocent” senpai is actually a murderous monster will break her heart and empower her with unholy rage, and at that point this drawback morphs into your standard 600 CP scaling enemy boss fight drawback. But at least her plot armor will deactivate for that one, you’ll simply have to fight and defeat her on even terms.

Jumper Plus

[0] (+1350) Savings: Withdraw CP from the "Jumper Plus"​​ Bank Account. [7150 CP → 5800 CP]

Generic Harem Version 1.0

Generic Harem (First Jump Supplement)

[1000] (+1000) So… you’re interested in Polygamy?
Hey no judging. We would not be here if I wouldn’t be fine with it. Besides these travels can grow lonely if you do it all alone with no one to love.
Alright than let’s go into the meat of it. Welcome the Generic Harem Supplement. Leave your Perks at the door, you won’t need them just yet.
This Jump is less about exploring all kinds of fantastic Worlds and more about adding a little bit of spice and romance to your Chain. In the form of the likely most common exotic fantasy ever known.
The Harem genre is mostly present in Japanese media and is about one lead (mostly male) being surrounded by many potential romantic partners (mostly female) that in a way compete for his affection.
This is rather different, like so many fictional things, from reality. But I don’t think you’re here to learn about how harems are like in your Home World so this Supplement focuses on the one made popular and known through various fiction like Highschool DxD, A certain Magical Index, etc…
And hey, I like myself a neat Harem story so let’s do it.
You gain 1000CP. Go ahead and do your picks.
Supplement Mode:
You CAN use this Supplement for Future Jumps again however you will only gain the Free 1000CP and the chosen discounts the FIRST time you use this Supplement. You can however pay for more Perks from this Supplement by using CP from the Base Jump itself.

Origin and Discounts

[1000] (0) Well there isn’t really a Jump here so I can’t give you an origin. You need to use this Supplement in combination with an existing Jump.
Something you might wonder is how discounts are going to be this time around given that there is no real Origin. Well its simple. Instead of having Perks and Items discounted by Origin you can pick your discounts.
You can pick any one purchasable option from the several price categories (200,400,600) at a discount. Any one purchasable option for 100 CP is free. Free purchases are on the House. Though of course you can just decide to not take Free perks but why would you do that?
Oh and PS: This supplement is, for simplicities sake, written assuming a male Jumper with female Harem but of course all of it is interchangeable.

Perks

[1000] (0) Haremette Beauty: Look we all know what kind of stuff you expect from this supplement. Besides you would sooner or later get a beauty perk anyway. Some Jumps eve have them free. Well with this Perk it will be sure you and everyone you’re with is attractive. On a scale from 10 out of 10 you and your Harem would be a 20. Be it beautiful, handsome, sexy, cute or anything else you’re a looker. Even if this is probably already the case, it will actually STAY that way now no matter what. No scars, no weight gain, no nothing. Nothing unwanted at least. Age, if you even age at all, will affect you all like a fine wine. Even when covered in blood and dirt you and the others will look nothing else but stunning.
[1000] (0) Harem MC: You just have this special something that will allow this Supplement to get going. It might be your personality, your looks, your smile, your laugh, your strength. Whatever it is people just are drawn to you. You will quickly come across love interests of your preferred gender from all possible walks of live with all kinds of personalities and they will become just as quickly rather… intimately interested in you. Said love interest will also find themselves not minding you being romantically involved with others besides them, learning to share you in united happiness. In fact they likely want to join in. The girls in your harem will also develop feelings for each other very quickly, making this Polygamy a tightly interwoven not to mention fulfilling and robust net instead of a pyramid. If two of them were to truly despise each other they could tend to avoid each other however but even that could be resolved with some time. Even if you don’t seek romance you could easily find friends and hey… who knows what a friendship can lead too.
Oh small side note. Due to your nature as a Jumper you probably were all kinds of things already. Male, female, human, alien, cyborg, monster, eldritch god etc. Thanks to this Perk things like those won’t stand in the way of love or those you try to woe. You won’t have to worry about things like biology making complications. Love is blind after all.
[1000] (0) Alpha Sense: Everyone always talks about being an Alpha male. Which okay cringe, seriously no Alpha needs to SAY they are one, but let’s move on. You know what many forget? What an Alpha is supposed to be. In the animal World an Alpha is the protector of a group and now you can fit this role. You gain a sort of sixth sense to when the people you love are in danger. This doesn’t have to be romantic love. It could be friendly or family but as long as you love someone you know when they are in danger and where to find them as well as a rough idea of the danger they’re in. This works for several kinds of dangers. From direct things like attempted murder and kidnapping and the like to more subtle things like blackmail. This also gives the person you’re trying to save a small Plot armour, meaning that you have the chance to get there in time before the worst can happen. Keep in mind this doesn’t guarantee you will be able to safe them, just that you know they are in danger, what the danger is and that you can reach them in time. The rest is up for you to deal with.
You get this one as a freebie because being the Lover of a Multiverse travelling being can be pretty dangerous and I don’t want you to have that on your consciousness.
[1000] (0) A certain set of Skills: You know what kind of skills this is about, Let’s face it that’s one of the main appeals of a Harem so let’s cross it of. From now on you are a prodigy when it comes to carnal things. Sex will be more than fulfilling (physically and emotionally) to you and everyone involved. ‘Best sex ever had’ levels of fulfilled. You know just what to do and where to touch. Also you will find that any of your kinks will be pretty easy and safe to do (such as ropework if your into bondage) and the members quickly develop the same kinks as some of their absolute favourites upon trying them out. You can also say goodbye to refractory period and you and the others will never become numb or used to sexual pleasure. Unwanted pregnancies and STD’s are also nothing to worry about anymore.
[500] (-500) Top Wife: Companion "Jack the Ripper".
Let’s face it… everyone is gonna have a favourite, or at least a girl that is obviously more obvious than the others. Even in a group like this there will be someone who you just feel a bit fonder for. Maybe your first companion, maybe someone you just grew closer with than others, you get what I mean. So with this Perk you can make it official. One or more members, up to maximum of eight, of your Harem can be named ‘Top Wife’. This will have quite some uses. For one they have a bit of unquestioned authority within the Harem and no one will question it. The other girls will all be accepting of this without any issue. Even outside of it people will come to see them as someone worth listening too. But the TRUE value of this Perk comes from the thing that helps you the most in this Trip… CP!
Yep, that’s right. The Top Wife is from now on whenever imported allowed more CP on top of whatever CP they can gain through the Jump. The amount of CP they get in addition is dependent on how much you pay for this Perk.
At cheapest you can buy it for 100 CP which will give the Top Wife 100 CP extra. If you buy it for 200 CP it will give the Top Wife 200 CP extra and so on. Up to a Maximum of 500CP.
You CAN however get this for free and name Top wife’s. However this will result in them lacking the CP bonus.
Due to the unique situation of this Perk you can’t discount it.
You CAN give the title of Top Wife to more than 8 girls but only 8 of them gain the CP benefit. You can change who is Top Wife’s of course.
[500] Freebie:
(-100)
(0)
Free Love: People can be so narrow-minded about love. How stupid is that? Well You don’t need to worry about it anymore. With this Perk no one will mind the relationships you and the others have. As long as everyone consents no one will give you a hard time or be jealous of the company you keep and will be accepting. If you’re a woman and the country you’re in has a death sentence on being gay you could still go on dates with your girlfriends in public without any fear.
[400] (-100) That one Spark: You know what I’m talking about. No not THE Spark, as in the great reward at the end of your jumping days. I am talking about this something that makes you desire someone in the first place. Their laugh, their smile… their body. Look I am trying to make this a bit more emotional okay? Basically, this feeling of Love? For you and everyone you’re in a relationship with it will never fade. No matter what it will never lead to you feeling nothing for said person anymore, your love will only grow stronger from now on.
[300] Discount:
(-200)
(-100)
Rule 63: The Multiverse is filled with so many diverse realities with all kinds of people. It is no wonder that the well-known Rule 63, as in everyone has a opposite sex counterpart, would be effective. Using this Perk you can change the gender of anyone you want including your own. This Perk works through time so no one will think it’s odd and for everyone, including the one affected, it will be as if said person was always the new gender. You can’t somehow get rid of someone’s existence this way though, they will always exist. This will also not cause severe changes into whatever Plot there is so don’t worry about that. The gender bend characters personality will also remain the same. You can also use this on yourself if you want. No more paying for gender changes.
[100] (-200) The Crazy ones: What is it with the appeal of psychopaths? The bad guys. The sadists. The yanderes. But of course, it would be VERY unwise to get with those kinds of girls. There is a reason the saying ‘Don’t stick your dick in crazy’ is so well known. But if you DO want to try and include those crazy ones in your Harem this Perk will help. You tend to bring out the good in people. If a girl is even remotely capable of positive emotions, of genuine affection and love, you can bring it out in her when she falls for you. Even the coldest of hearts could be melted given time. Additionally, this will ensure that those jealous ones won’t try to kill you or go after members of your Harem. Note that this will not work on truly evil with no capability for any love… so yeah watch out. If you do want to seduce those completely evil ones though maybe the next Perk is for you.
[-100] (-200) Spoils of Battle: A common thing between villains is a philosophy of ‘might makes right’. Those that are strong may use the weak as their plaything. This Perk can be seen as a… friendlier version of that idea.
When you defeat someone in a fight they will be inclined to follow your commands. They see you as their superior and respect your victory. The respect is to such a point that they would be rather submissive to you, ready to please you in any way you wish. By all accounts they will see themselves as inferior to you and willing to offer their body to you. You could fuck her right then and there and she would be happy to oblige.
This isn’t really love but more of a feeling of genuine respect but it’s a good basis for seduction. This also doesn’t change their personalities in any way, neither will it actually redeem them if you wanna go the ‘Love saves everyone’ route. There is a different perk for that.
[-300] (-200) Love redeems: Love can make you do strange things huh? Ever heard of the Trojan War? That was started by the Greek Goddess of Love for all intends and purposes. But Love can also awaken something more positive within others.
You will find that those who are in Love with you will become… more introspective in their thoughts. Their thoughts will eventually come closer to your own moral compass. If they are evil they will see the light and work to redeem themselves out of a genuine desire to be better.
You can also essentially ‘fuck the evil’ out of someone.
Warning: There is no way of telling what the result might be when someone suddenly gains a moral compass but committed all kinds of crimes. Just… watch out for them okay?
[-500] (-200) Not so oblivious: What is it with this trend of Harem protagonists NEVER realizing when someone is into them? It is pretty frustrating to watch isn’t it? Well there are also people in real life that struggle with this problem. Not you anymore though. You can expertly read the emotions of those around you. Not only when someone is in love with you or someone else. You can also see when someone is troubled, when ‘I am fine’ means ‘I need help’. Know when a girl is a Tsundere and when just a bitch.
[-700] Discount:
(-400)
(-200)
Tight knit group: A Jumpers life can be pretty lonely. You make connections with people, ranging from friendship to romance to anything in between. But in the end, you might need to leave some of your lovers behind. Well not with this Perk. It essentially allows all your companions to be put into a group that will count as only ONE companion slot. If they get any CP from the Jump each member of the Group gets their own to distribute. You can also insert your Companions for free in any Jump but if you wish for them to gain CP you need to pay the given amount for a regular import.
[-1100] (-400) Brand: Import Brand of Ownership from "Generic Hentai World Version 1.3".
Oh Kinky! With this Perk you can give someone a Brand like symbol of your choosing, as long as they are WILLING. This can take the shape of a Tattoo or a literal Brand but its not going to hurt don’t worry. Unless the one you want this for happens to be a massive masochist and wants you to hurt her but okay different topic. This Brand, on top of showing of who that beautiful girl belongs too, has some more uses. For one it can act to arouse the one bearing it and sex will feel much better with it. You can even control the amount of sexual pleasure they have. Secondly it allows you to share some of your Perks with them. You can choose which Perks to share and at what level of power and turn even a normal human girl into a member fitting for a Battle Harem. Thirdly it can help to enhance slightly what abilities they possess like lessening the recoil of a draining attack and help them improve and learn new skills.
[-1400] Discount:
(-600)
(-300)
Love across Worlds: Ah yes… Love. The truly greatest Power in the World. There is a reason it is this common in fiction to have characters be Powerful through Love. Chances are you’re here because of Lust, the little brother of Love, but isn’t it always better if there is true emotion behind it? Anyway, this Perk is going to show you the true Power of Love. If someone has fallen truly in Love with you or a Companion… they are able to join you and your Group on your adventures for no charge, even if there is no option for you to take Companions with you in the Jump. As in you do not need to pay CP.
Yes, I know how broken that is so let’s get some things clear. This perk won’t work on people the Jump document explicitly states can’t be taken with you. Companions that can be purchased but are above 200 CP will be discounted by half, due to the Price being an indicator at just how in tune or important they are with their reality. However the CP you use to purchase said Companion can be paid like a debt which you will pay in your next Jump.
Also… please don’t take entire civilizations worth of girls with you okay? Too many Waifu ruin your laifu.

Perks

[-1400] (0) Harem Outfit: If were already here why not fully embrace the lifestyle? On the House you get these fine pieces of fabric. Every member will get a set of special clothes. At default it will be the usual set of Harem, belly dance looking lingerie made out of see through silk, but they have the ability to shapeshift into other outfits for all tastes. Want a metal version of a Bikini like in Star Wars? You got it. A sexy Maid Outfit with a ripped skirt? Doable. Incredible revealing swimsuit? Go nuts! These outfits are self-cleaning, self-repairing upon command, can’t be stolen or lost and are incredibly comfortable to be in no matter what. They have something about them that make people want to wear it. Additionally no one will see the particular choice of clothes as weird.
[-1600] (-200) Rings: Import The Rings from "Generic Hentai World Version 1.3".
These beautiful Rings are specially made for every member of the Harem and you get one for everyone so no need to share. They CAN be seen as Wedding rings but don’t have too. Anyway these rings can be used to locate anyone who wears a Ring and telepathically communicate with them. Their also bound to their wearer so they can’t be stolen or lost.
[-2000] (-400) Bed: This is the best bed you will ever get. Starting out King sized, it can expand to make room for everyone that wishes to lay in it. If any wish to sleep a peaceful rest will hit immediately, leaving you fully refreshed upon waking up. Non lethal injuries will heal immediately upon waking up as well. Sexual sensations are strengthened in this bed as well and actions done with purely sexual intent in this bed while essentially stop time around the bed, allowing you all to indulge in all kinds of fun without having to worry about time restraints.
[-2600] (-600) Palace: Import Harem Housing & Sex Dungeon from "Generic Hentai World Version 1.3"; a Dimensional Château with Gynoid Maids and Android Butlers.
Living together with so many people requires some large living space. It would be a shame to be forced to live on the streets just because you aren’t able to all fit in one Place. I mean you could all squeeze in one room and probably would want to on occasion but it’s good to have a Place of your own.
This Palace is perfectly suited to House every member of the Harem. It has all kinds of amenities like a hobby room, swimming pool, garden, kinky dungeon, whatever you could wish for in a living space. Furniture, plumbing, electricity and food and the bare essentials are also guaranteed.
It can be treated as an addition to your Warehouse and/or inserted into a Jump. You can also choose to place it in a Dimensional room out of world, but accessible to whoever you allow. It will be magically kept orderly and clean with the help of some Jump-chan magic. Or Maids and Butlers if that is more your style.
If you are not into the typical Oriental Harem style this Palace can also take the shape of other things like a medieval castle, a gigantic Villa, a Japanese castle etc.
Its also more spacious on the inside than outside, able to house everyone comfortable with ease and have them get their own room.

Jumper Plus

[0] (+2600) Savings: Withdraw CP from the "Jumper Plus"​​ Bank Account. [5800 CP → 3200 CP]

Body Mod Supplement Version 1.1

Body Mod (JumpChain Supplement)

[1000] (+1000) You gain 1000 CP​​.

Base-Form

[1000] (0) You have this appearance.
Each option for adjusting your Base-Form includes the benefits of the preceding, cheaper Levels for the price of only that Level.
After finishing this Section you cannot re-adjust your Base-Form, unless you have specifically paid for the relevant options of the Variability power.
Any Perks, Skills, Powers or other improvements gained while in one of your Base-Forms apply to all Alt-Forms.
When gaining an Alt-Form, such as being assigned a different race by a Jump or option you’ve taken, you are free to adjust it within the parameters set by the free options provided below, substituting that Alt-Form’s species in place of a human when determining limits.
[950] (-50) Sex: You are a Cute Androgynous Futanari (with internal testicles).
[900] (-50) Proportions:
  • “Very Short” Height: You’ll be more than a head below everyone your age for sure. 4’0-5’0 down as an adult.
  • “Thin” Width: Your frame is compact, with narrow shoulders and hips. Good for elegance and speed.
  • “Average” Weight: For whatever shoulder width or height you picked, you’re pretty much normal.
[850] (-50) Hair: You have Straight hairs and no body hairs.
[800] (-50) Color: You have Black horns, Silver White hairs, Black wings, Blood Red slit eyes, Black claws, Tan skin, and a Black tail.
[600] (-200) Wings: Your Wings capable of Flight.
[550] (-50) Prehensile Limb: Your Tail is Prehensile.
[500] (-50) Prehensile Limb: Your Tongue is Prehensile.
[450] (-50) Prehensile Limb: Your Wings are Prehensile.
[400] (-50) Natural Weapons: Your Wings are Armored.
[350] (-50) Natural Weapons: Your Wings are Bladed.
[300] (-50) Natural Weapons: Your Horns are Sharp.
[250] (-50) Natural Weapons: Your Fangs are Sharp.
[200] (-50) Natural Weapons: Your Claws are Sharp.
[150] (-50) Natural Weapons: Your Tail is Sharp.
[50] (-100) Bio-capacitor: Your Natural Weapons are able to Discharge Electroshock.
[-50] (-100) Poison Glands: Import your Succubus Venom from "Generic Hentai World".
Your Natural Weapons are able to Secrete Aphrodisiac Venom.
[-150] (-100) Mimicry: You can take on an Human Disguise to hide your non-human traits.
[-50] (+100) Anomalous: You stand out. This isn’t necessarily a bad thing, but you will attract much more attention, positive and negative alike.

Affinity

If you wish, you may purchase a single Affinity for your body, granting you discounts on certain augments.
[-150] (-100) Heart: Whoever said that “Heart is A Stupid Power” Should probably have taken an affinity for ​Mind​, ​Heart ​is Awesome! An Affinity for Heart ​improves your ​Charisma​, because we could all be a bit better at talking to others. Your ​​Appeal​ is also increased, since while looks aren’t everything, they are still something people think about. Your ​​Empathy increases, your ​​Flexibility ​is increased because, well, reasons​( ͡° ͜ʖ ͡°) . And Finally,​ ​ you gain enhanced control over your ​​Fertility​ - You know, to avoid unwanted consequences.

Augments

Each level of an Augment includes the benefits of the preceding, cheaper Levels for the price of only that Level. They are independent from the Base-Form gained in the previous Section. When buying an Augment you immediately are able to operate on the level described. Discounts Make Augments free at the 50 CP level, and 50% off at higher levels.
[-200] (-50) Strength:
  • [50 CP] You are as strong as a dedicated and strictly maintained training regimen can make you. Note that there will be a trade off between slow-twitch muscles (lifting strength) and fast-twitch muscles (explosivity, striking power).
  • [100 CP] You combine the physical strength of a strongman with the striking speed of a top martial artist.
  • [200 CP] You perform on the level of a comic-book peak-human. Bench press up to two tons and shatter concrete or dent steel with your punches.
[-250] (-50) Endurance:
  • [50 CP] If you were to put all your effort into running 5 kilometers as fast as you can, only by the end would you even begin to feel fatigued. You can function on just 6 hours of sleep per night as well as an average human adult could on 9 hours.
  • [100 CP] If you were to put all your effort into running 42 kilometers as fast as you can, only by the end would you even begin to feel fatigued. You can function on 3 hours of sleep per night as well as an average human adult could on 9 hours.
  • [200 CP] You never grow tired or fatigued from exerting yourself, and could go an entire week without sleeping before beginning to feel any effects from sleep deprivation.
[-300] (-50) Speed:
  • [50 CP] Perform at the peak of human capability in both long and short distance running.
  • [100 CP] Instead perform at the peak capability of the animals topping the scales for long and short distance running.
  • [200 CP] Run at top speeds of roughly 250 Km/h or 155 mph.
[-350] (-50) Resilience:
  • [50 CP] You can take a beating and possess an impressive immune system. Furthermore you can power through most pain.
  • [100 CP] What martial artists can do in a carefully controlled setting you can do in real life, like blocking a wooden quarterstaff and having it break against your limb. Should you get injured your recovery, while no faster than usual, will go as smoothly as external circumstances will permit.
  • [200 CP] You have the toughness comparable to that of an action hero. You can walk off shots to ‘non-critical’ parts of your body, ignore all but the most excruciating of pain and recover from injuries twice as fast.
[-400] (-50) Reflex:
  • [50 CP] You have a wide range of situational reflexes on par with the level of professionals, allowing you to weather most non-supernatural situations requiring quick action without difficulty.
  • [100 CP] Whenever you are truly surprised you still will reflexively react as if you had had a few seconds to think over what just happened. This does not make you react faster, but rather ascertains that the correct reflex for that particular situation fires. You won’t, for example, accidentally punch a person you’d rather not punch even if they startle you.
  • [200 CP] Your reflexes are quick and precise enough for you to parry a bullet. More bullets, however, as well as high velocity rounds will still overwhelm you.
[-450] (-50) Logic:
  • [50 CP] You can easily comprehend difficult topics and concepts, comparable to some of the smartest people today.
  • [100 CP] You have a talent for structuring data in the most accessible ways, helping to quickly and effectively communicate it to an invested audience. Teaching such an audience will be met with easier success.
  • [200 CP] You can follow the smallest details to the most obscure solutions, are a prodigy at mental arithmetics and there is no concept you can’t grasp eventually so long as you have at least some evidence to help you define it. Furthermore you are capable of visualizing images as easily as if you were seeing them with your physical eyes. You are still required to follow a proper chain of logic, however, and taking leaps of logic can lead to erroneous results.
[-500] (-50) Memory:
  • [50 CP] Your memory is excellent and you rarely forget things.
  • [100 CP] Your mind is like a steel trap; once you learn something, you never forget it, and you learn things twice as quickly.
  • [200 CP] You are able to perfectly recall everything that has ever happened to you, before and after taking this and your mind is altered in a way as to be able to manage an effectively unlimited amount of memories to no ill effect. Should you need it you can repress memories so that you only remember that they are there and why you repressed them. Furthermore you are capable of spotting if your memory has been altered and retrieving the unaltered memories.
[-550] (-50) Resolve:
  • [50 CP] You are always able to easily motivate yourself to do any task you would at least be willing to do at some point. From now on, if you’re gonna put off till tomorrow what could be done today, it’s gonna be because you decided to do something else today.
  • [100 CP] Now you’re able to ignore instinct and push on toward the action you want to take, regardless of how bad you feel. Furthermore you are easily able to resist non-supernatural compulsions, such as addictions or social conditioning.
  • [200 CP] You resist and are able to overcome even supernatural influences on your actions and attempts to outright control them require roughly twice the investment, be it time, effort and/or resources, to succeed. Furthermore you are able to spot alterations forced upon your mind as well as to work to slowly revert them. And lastly, at the end of every Jump, directly before getting the choice to go home, stay or move on, all such external influences that might affect your choice are dispelled.
[-600] (-50) Coordination:
  • [50 CP] You have control over your body comparable to an olympic acrobat or circus artist.
  • [100 CP] You have perfect control over individual muscle groups; you can work them against each other, or direct them to assist each other with little or no conflict of energy.
  • [200 CP] You can perform feats like running up or along walls and cushioning improbably high falls.
[-650] (-50) Perception:
  • [50 CP] All your senses operate at peak human efficiency.
  • [100 CP] The effectiveness of all your standard senses increase until they rival those of animals known for their sharp senses. Track someone by smell like a dog, navigate a dark room by interpreting echoes like a bat etc.
  • [200 CP] Additionally gain nonstandard senses not usually possessed by a human, including perceiving a broader spectrum of colors, such as ultraviolet and infrared, heat vision, etc.
[-650] Freebie:
(-50)
(0)
Charisma:
  • [50 CP] Be it instinctual or learned, you possess knowledge of basic psychology and can use it to subtly manipulate your audience, enhancing the effect of whatever you have to say.
  • [100 CP] You have conscious control over your own body-language and tone of voice, able to set up mental presets and instantly switch between them at a moment's notice.
  • [200 CP] You always know what choice of words, tone of voice, and body-language will be most effective in getting the desired result just by looking at your target audience, though obviously the more people you try to appeal to at once, the more vague this effect will become.
[-650] Freebie:
(-50)
(0)
Appeal:
  • [50 CP] Unless you actually exert yourself, or come into contact with contaminants, your body will not grow dirty or develop body odor. Furthermore you will find it easy to maintain your figure with even a modicum of discipline.
  • [100 CP] Even the most sticky of mud can instantly be removed by simply wiping it from your body or clothes and will slough off you without a trace in a matter of minutes or seconds otherwise. You also will find sickness and injuries will only leave lasting marks on you in the most severe of cases. Scars will fade over time, unless you choose to keep them.
  • [200 CP] Anything capable of having an opinion on the matter will find your form aesthetically pleasing. Your fragrance will at worst be perceived as unobtrusive and will usually be seen as quite attractive. Quite a few will at least consider going against their sexuality to be with you.
[-650] Freebie:
(-50)
(0)
Empathy:
  • [50 CP] You are an expert at reading the subconscious cues of the human body, allowing you to get a good read on the emotional state of whomever you are talking to.
  • [100 CP] You have the capability to pick up on, and correctly interpret, even nonstandard cues your conversation partners may exhibit and are exceptional at picking up the subtext of any communication.
  • [200 CP] Your ability to divine another’s current emotional state extends past the need for visual or auditory cues, to the point of never misinterpreting your conversation partner’s emotional state or missing any subtext without supernatural means obfuscating them in place.
[-650] Freebie:
(-50)
(0)
Flexibility:
  • [50 CP] Become as flexible as a professional gymnast or ballet dancer.
  • [100 CP] Gain the capabilities of a professional contortionist.
  • [200 CP] You now are capable to squeeze through any opening big enough to fit the biggest bone in your body.
[-650] Freebie:
(-50)
(0)
Fertility:
  • [50 CP] Control your own fertility from making yourself completely infertile to being extremely virile or being able consciously cause yourself to ovulate. Your own pregnancies, should you be able to get pregnant, won’t encounter complications. Should you have a menstrual cycle you now are able to choose its length or even suppress it entirely without negative consequences.
  • [100 CP] Any offspring you sire or conceive will be guaranteed to not suffer from any genetic disorders or inheritable maladies. This also extends to supernatural problems like generational curses. This doesn’t protect your offspring from Inheriting negative traits bound to their race or physiology, or prevent curses that would afflict them because they belong to a certain race, not because they are your offspring.
  • [200 CP] You can choose to have your offspring inherit any number of Augments you possess. Furthermore you are able to pick and choose which of your other inheritable perks and powers get passed on.

Powers

Options in this Section have to be bought separately and do not grant access to the functionality of any other listed option.
[-650] (0) [Permanence] Singular Form: Your Base-Form will supercede any form a Jump would force on you, always appearing as you have chosen to appear, at worst adjusting your size to fit your new surroundings. Note that this prevents you from changing forms at all until you pick up a Perk, spell or ability explicitly allowing you to do so somewhere. Taking this power precludes you from taking any Shapeshifting or Variability powers from this document.
[-750] (-100) [Permanence] Agelessness: You will not age beyond your prime biologically and, if already past it, slowly rejuvenate until you effectively are in your prime once more.
[-850] (-100) [Permanence] Regeneration: You gain the ability to slowly regrow lost limbs and organs over time. This does not increase the rate of healing, prevent you from bleeding out after losing a limb if you don’t get immediate attention, or help you to survive until a regrowing organ can fulfill its task again.
[-1150] (-300) [Permanence] Resistance: Your form resists detrimental changes directly caused by supernatural means. The more detrimental an effect would be, the easier it is to resist them. A spell just causing you to fall asleep will affect you as if this power provided no resistance at all, but a spell ripping the soul from your body, a reality warper trying to will you from existence or killing your past self will achieve nothing more than causing you phantom pains and fatigue that will fade over time.
[-1150] (0) [Adaptability] Ascension: Gain the fiat-backed capability to improve your Body Mod Alt-Form up to the top level Augments through training and take that improved form into Gauntlets and other Jumps that restrict you to your Body Mod. Doing so will take dedication, requiring you to spend a significant amount of time on self improvement. Choosing not to take this power grants a discount on all Augments.
[-1250] (-100) [Adaptability] Universal Donor: ​Your organs and blood can be introduced into other’s bodies without having to take immune rejections into consideration.
[-1450] (-200) [Adaptability] Universal Recipient: ​You take to prosthetics, cybernetics and transplants exceptionally well, avoiding complications like immune rejections so long at least basic medical hygiene has been adhered to.
[-1500] (-50) [Adaptability] Ship Of Theseus: Your Brain - and only your Brain - is biologically immortal. As long as you replace the rest of your body from time to time you can live forever. Requires Universal Recipient.
[-1500] (0) [Gag Powers and Incentives] A Solid Foundation: Any training and mental exercises done by the Jumper are twice as effective.

Jumper Plus

[0] (+1500) Savings: Withdraw CP from the "Jumper Plus"​​ Bank Account. [3200 CP → 1700 CP]

JumpCo Portable Warehouse Version 1.0

JumpCo Portable Warehouse (JumpChain Supplement)

[1000] (+1000) While it is true that anything brought from Jump-chan via the jump documents will usually follow the Jumper from one jump to the next, what about the various goods, equipment, and other items the Jumper will collect during the course of a jump? Or when one doesn’t wish to have reason to explain the presence and nature of a mech or aircraft to a medieval king? Fortunately, we here at JumpCo have the perfect solution to every Jumper’s storage needs!
The JumpCo Portable Warehouse! Your very own pocket dimension! Comes in three sizes, any colour scheme the Jumper might desire, and with a variety of further customization options!

Dimensions

[900] (-100) [Area] Large: Our largest offering at 50,000 square metres. Perhaps you plan or storing fleets of tanks, mechs, and star fighters? Operating large merchant empires or disaster relief efforts out of your Portable Warehouse? Planning super-long-term? Or maybe you’re just that much of a pack-rat. Regardless, we won’t judge. For you, this 250m long by 200m wide Portable Warehouse may well be just what you need!
[600] (-300) [Height] 3 Levels: It is a single 30 metre (usable internal space) tall space.
The three level Portable Warehouse model may be either of the two level models with the addition of either a basement or an additional floor above, or it can be a single 30 metre (usable internal space) tall space via the use of Mezzanine floors and catwalks, and has the option of placing suitable facilities in rooms affixed to the underside of the roof rather than the floors.

Basic Systems and Equipment

[600] (0) Water: Water Pipes bring in fresh, clean water suitable for drinking and/or bathing by the Jumper’s current species. Waste water pipes carry away dirty and/or contaminated water. The water is created upon entry into the warehouse via the water system, and ceases to exist, along with anything in it, when it leaves the warehouse via the water system. The pipes will not block, rupture, or otherwise fail. Anything which ends up in the waste water pipes which should not be will reappear (dry and no more dirty or contaminated than it went in) in a suitable location within the warehouse.
The connection fittings for the pipes are accessible at regular intervals where they run along the walls, and recessed into the floors under protective metal covers, also regularly.
[600] (0) Electricity: The JumpCo Portable Warehouse comes with its own electricity supply. It will always supply enough power to support all of the warehouse’s facilities, utilities and attachments, as well as any additional equipment installed in a given facility which fits with that facility’s function. Consequently, while it might be possible to overload a given circuit within the housing options, so long as all of the devices involved in doing so are consumer grade (rather than, say, industrial), doing so will never cause problems for the system beyond the point at which the housing in question connects to the rest of the system. That said, the JumpCo Portable Warehouse’s power supply is Not rated for supplying power to items external to the Portable Warehouse’s pocket dimension.
[600] (0) Lighting: The Portable Warehouse is equipped with a comprehensive, maintenance free lighting system. The lights will never exhibit any properties which cause the Jumper problems, and always provide exactly the right amount and type of light required in any part of the Portable Warehouse. The lights are divided into separate circuits, with their own control units, so that making a room dark enough to sleep in is possible but does not require making the entire warehouse dark.
[600] (0) Atmospheric Control System: The Portable Warehouse has adjustable controls for temperature and humidity. Its atmospheric mix will always be suitable for all of its current inhabitants (if there is an irreconcilable difference, it will prioritise the Jumper, then Companions, then Staff, then Guests, then Intruders).
[600] (0) Modular Shelving: There isn’t much point to a warehouse if you can’t store things in it, and the more things you can store in it, the better! This Modular Shelving can be disassembled and reassembled as needed, and the exact vertical spacing of shelves and length-ways spacing of the uprights can be adjusted, but they are built around the assumption that the Jumper will, at some point, find reason to store an intermodal shipping container (or multiple) on them. Or maybe use several side by side to hold an AFV. Consequently, the shelving units include the appropriate fittings for attaching intermodal shipping containers to the frames, and are rated for 15x3x3 metres of items not exceeding 31,000 kilograms per shelving unit in the default configuration. Alternative arrangements reduce the space per unit, but can increase how much weight it can support. Note that the shelving units are stackable, though the weight limit for the bottom ones includes the units and the contents there of stacked on top of them.
Includes enough shelving units to fill every bit of space in the Portable Warehouse not otherwise occupied or required to facilitate access to the shelves and their contents. (unless otherwise requested, the Portable Warehouse will be delivered with only half of this shelving assembled and in place. The rest will be disassembled and stored on said shelves.)

Access Options

[500] (-100) [Entry Methods] Portal Creation Device: This small item, similar to a key fob, will grant its user access to the Portable Warehouse by opening a portal from their current location. The portal may be free standing, in which case it will be five metres by five metres, or projected on a flat surface, in which case it will be equal in size to the size of the surface in question, or the largest clear section of wall in the Portable Warehouse, whichever is smaller. The portal will not close while the user is within the Portable Warehouse, but will close if the user gets more than 10 metres away from it while outside the Portable Warehouse or uses the Portal Creation Device to close it manually.
Whether the portal is free standing or not, a two centimetre buffer around the edge is protected by a forcefield to prevent unfortunate interactions between the portal edge and the environment, and/or user.
The Portal Creation Device cannot be lost or stolen, returning to its owner if it is ever further than one metre away from them.
[450] (-50) [Additional Options] Additional Keys or Portals: Sometimes the Jumper has reason to allow a companion independent access to the Portable Warehouse. This option will grant an additional Portable Warehouse Key or Portal Creation Device (whichever the Jumper took themselves) which the Jumper can grant to a Companion, either permanently or temporarily. In addition to the more straight forward benefits, this also allows the use of the Portable Warehouse as a form of fast travel to any Portable Warehouse Key or Portal Creation Device user.
If Docking Bay is taken, all instances of Additional Keys or Portals come with the appropriate upgrades provided by it.
[350] (-100) [Additional Options] Temporal Differential Controller: By default, the passage of time within the Portable Warehouse lines up with the outside world when it is open, and is as close to zero as we can manage when it is closed. This option grants you the ability to change that to any value in between, or even set it to pass up to ten times as fast as in the outside world while it is closed. (For safety reasons, when the Warehouse Entrance is open, the difference in the rate of the passage of time cannot be greater than 1.1 times in either direction. JumpCo takes no responsibility for the consequences of end users tampering with the safety mechanisms.)

Structures and Facilities

[150] (-200) [Science and Medicine] Super Computer: A powerful computer filling it’s own dedicated (and specially cooled) room. Neither the room nor the Super Computer will ever overheat. The Super Computer is fully capable of supporting and operating every automated device in the Portable Warehouse (provided you have the Local Network to facilitate such), acting as a server for the local network, acting as a web host, or any number of other high level mundane computational tasks. The answer to ‘is this machine powerful enough?’ (for any definition of computer power, be it RAM, graphics, processing speed, and so on) is always ‘yes’. That said, it is still just a computer. Powerful and multi-purpose, but mundane. If you want it to do something which would require exotic hardware capabilities (or out right fiat backed reality bending), then unless said hardware can be acquired and attached as a peripheral and appropriate drivers etc can be found or created, you’re out of luck.
Its OS is entirely secure (except possibly from Jump-chan, if she felt like it), though individual programs acquired or made later/elsewhere may still have exploitable flaws, so be careful.
[100] (-50) [Security] Energy Barrier: If simply leaving the entrance to the Portable Warehouse open for absolutely anyone to wander in when you’re not actively guarding the door seems like a silly idea, then the Energy Barrier might be just what you need. Projectors just inside the entrance way emit a field which prevents the passage of anything, particle or energy, other than non-harmful levels of light in the visible spectrum or individuals in possession of a Portal Creation Device or Portable Warehouse Key. The Energy Barrier must be turned on from the inside, either manually or by the Super Computer via the Local Network, and may be turned off either in the same manner.
[50] (-50) [Security] Tracking System: The Tracking System uses a set of sensors located through-out the Portable Warehouse and any attachments to tag, track, and log (in real time) the location and (to a limited extent) condition of every person and item from the moment they enter until the moment they leave. The Jumper, and anyone they grant permission to, can then use either the Tracking System’s terminal, or any suitable device (if Internal Network was taken), to access both the log and the real time data from the Tracking System in order to locate any item within the Portable Warehouse, or at least have a starting point for finding anything that has been removed.
[-50] (-100) [Security] Oblivious Observers: While the use of the Portable Warehouse Key may be relatively subtle, the Portal Creation Device certainly isn’t, and neither is the Energy Barrier, and that’s before you start marching war robots out into the middle of a medieval fantasy village. Obviously, this could cause all sorts of problems. This upgrade to the Portable Warehouse emits a field which alters the perceptions of those around out. As a result, only the Jumper, their Companions, and people they specifically point it out to will notice the entrance to the Portable Warehouse. Further, anything odd happening associated with said entrance will be reinterpreted as perfectly normal and not worth consciously noticing or remembering. This makes it more difficult to find, infiltrate, or lay siege to (however ineffective those options might be).

Other

[-250] (-200) [Utilities] Local Network: A LAN with a bandwidth of ‘yes’ and a transmission speed which approaches c. Includes secure wi-fi, line of sight infrared and standard Ethernet as connection options, though all such are limited by the capabilities of those technologies. Non-portable devices permanently installed in the Portable Warehouse will be hard-wired into the Local Network to take full advantage of its speed and bandwidth (which would otherwise be limited by the connection points). Warehouse attachments are also connected to the Local Network if they contain any devices capable of taking advantage of such a connection.
[-350] (-100) [Utilities] Secure External Network Connection: This device provides an uncrackable, undetectable connection to the local Internet or Internet-analogue (be that the extranet, holonet, or something more exotic based on psionics or magic.) in the current reality. Bandwidth and transfer speed between the Portable Warehouse and the super-network in question will be equal to that of the primary connections in said super-network. The actual speed of any given operation will vary due to being subject to the speeds of any lesser connections and devices involved.
Should such a super-network not exist, the SENC will instead provide peripherals with universal variable connectors for connecting directly to specific local networks or devices. Said peripherals will need to be physically transported to a relevant location and installed properly before they’ll do anything, however.
[-450] (-100) [Utilities] Superior Atmospherics: Grants manual control of temperature, pressure, gravity, atmospheric mix, air flow, etc. for the Portable Warehouse. Further, it divides the warehouse into multiple sub-units (10m*10m by default, though this too is adjustable), allowing different settings for each. Fancy some snow? A bracing sea breeze? The dry heat of the desert? Entirely possible. The customisation options are extensive, and there are layers of warnings and security lock-outs to prevent the Jumper from accidentally ennacting settings that are hostile to the people within the Portable Warehouse at the time, and anyone else from doing so at all.
JumpCo takes no responsibility for negative consequences stemming from user error in this matter.
[-500] (-50) [Staff and Automation] Basic Robots: Whether it’s automatically putting items into storage on the correct shelves, loading and unloading ships in the Docking Bay, tending plants, or any number of other things, there’s a lot of tedious, repetitive labour involved. This option lets you skip a lot of that by providing automated cargo-movers, watering machines, vacuum drones, window cleaners, people movers and other such automatic systems to reduce the load. Note that these are ‘dumb’ robots, doing exactly what they’re programmed to, and no more. They are, however, very well programmed and will do their jobs very well. Further, they have plenty of safety features to prevent accidents caused by the ‘human’ element of their environment and/or control loop.
[-600] Discount:
(-200)
(-100)
[Staff and Automation] Advanced Robots: The specifics vary from robot to robot, but these robots are generally smarter and equipped for more specific tasks. Protocol droids, armed security drones, friendly people movers, humanoid drones for those occasions where having the body type the equipment is designed for is necessary, unreasonably realistic ‘human’ remote controlled bodies for your AI Assistant, if it needs to be able to act by itself, make judgement calls and/or deal with situations beyond it’s base purpose, Or just interact with humans in general beyond the usual menu and data entry type interface, these Advanced Robots will do it better.
The smarter ones may well count as people, but are not companions. Discounted if taken with Basic Robots.
[-700] (-100) [Staff and Automation] AI Assistant: Want a loyal, intelligent assistant? Not keen on organic beings? Perhaps the AI Assistant is the answer! Fully customizable personality overlay, guaranteed not to attempt to take over the world (or the Portable Warehouse) unless specifically directed to do so, and smart enough not to pull the whole ‘literal genie’ thing. A loyal subordinate and friend. Possibly capable of more with the right peripherals, though tampering with the code base is not recommended. Fully capable of controlling all automated facilities and basic robots, if the Local Network was taken. Limited to the Super Computer and anything connected to it directly if not. Can do Glorious (and/or terrible) things to the local internet-equivalent if given access to a Secure External Network Connection, if you so desire. Is, in fact, a person. Will eventually develop a meaningful moral code and the like of their own, though it is guaranteed that said code will align with at least those parts of your own that you ever actually act on and/or explain sufficiently. Not a companion, cannot be imported.

Jumper Plus

[0] (+700) Savings: Withdraw CP from the "Jumper Plus"​​ Bank Account. [1700 CP → 1000 CP]

Jumpchain Meta Version 1.0

Jumpchain Meta (JumpChain Supplement)

[1000] (+1000) You gain 1000 CP​​.

Meta Perks

[900] (-100) Alternate Starting Date: If there are certain periods in a jump not available in the jump itself by purchasing this you may set your starting date to a specific place somewhere in the timeline.
[700] (-200) Throw Down the Gauntlet!: Gauntlets will now give the standard 1000cp but out of jump perks, items, powers and things of that nature remain unavailable barring in gauntlet imports or if you purchased Gauntlet-B-Gone.
[500] (-200) Gauntlet B-Gone: Gauntlets and Gauntlet like jumps are now normal jumps but do not grant CP by default and mandatory drawbacks are no longer mandatory.
[300] (-200) Crossover: You may take two or more jumps and combine them as a crossover either as full blown fusions, specific elements, or only limited ones to your tastes. Crossovers between the jumps used can only be done once in a specific combination. The budgets of them all are combined into one for spending across all jumps used. Meta supplement options are in effect.
[100] (-200) Uncapper: Anything and everything in the jump document is uncapped except choice points. Scenarios, drawbacks, items, perks, everything. If it says you can only purchase it once or require a certain background, perk, item, drawback, etc to take it ignore it. (Note: This only functions for purchases in a jump, it does not uncap any potential limits on a power or skill unless the jump document restricted it in some way barring post spark abilities/functions.)
[-100] (-200) Round 2: At the end of a jump you may choose to revisit a previous jump from earlier in your chain. Any leftover CP that you did not spend in that jump is still available assuming you had any left to begin with. Jumps are not restarted but resume wherever you last left off for however long the default time is for that jump assuming no extensions are taken.
[-500] (-400) Jumper Cheat Codes: Infinite CP and points for any sub tables/power supplement sections etc, etc, for any jumps and supplements (except this supplement) but excluding gauntlets unless Gauntlet B-Gone is taken as well.

Jumper Plus

[0] (+500) Savings: Withdraw CP from the "Jumper Plus"​​ Bank Account. [1000 CP → 500 CP]