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Generic Ability Battle Jump v1.1

The document describes a role-playing game jump called 'Generic Ability Battle Jump' where players can create their own unique abilities for use in ability-based battles. It outlines various sources of abilities, such as biological, mental, spiritual, and itembound, as well as options for setting and time period. Additionally, it provides guidelines for ability distribution and potency within the game setting.
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0% found this document useful (0 votes)
36 views123 pages

Generic Ability Battle Jump v1.1

The document describes a role-playing game jump called 'Generic Ability Battle Jump' where players can create their own unique abilities for use in ability-based battles. It outlines various sources of abilities, such as biological, mental, spiritual, and itembound, as well as options for setting and time period. Additionally, it provides guidelines for ability distribution and potency within the game setting.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Generic Ability Battle Jump

Created by: u/TheHyperDymond


Editing by: u/Hyperion_Industries

Ever seen one of those stories where the main characters all have a
Special Ability? Some unique talent or power which allows them to get
ahead in a battle, of which there are many? They have to use these Abilities
creatively against their enemy’s Abilities, usually in one-on-one encounters
(even if their allies are nearby). These stories are Ability Battle stories, and
this Jump allows you to create your own Ability and enter your own Ability
Battle Setting!

Before we get started, this Jump can be used as a Supplement:

[Free] Supplement Mode Toggle


You can take this Jump as a Supplement to a Jump which would count
as an Ability Battle Setting. To count, they don’t necessarily have to
“battle” in combat, but they must use their unique abilities to beat each
other at something, usually only two or three people Battling at a time.
Most superhero shows like Young Justice do not count, because for the
most part, the combat is fast paced, and has many attacks which land
while doing minimal damage (like shooting many laser blasts or landing
punches that only chip away at the enemy). My Hero Academia on the
other hand would be an Ability Battle because they must use their Abilities
creatively to succeed, and their attacks usually do a lot of damage to each
other, only requiring a few successful attacks to defeat most opponents.
Use your judgment accordingly.
You can use this Supplement to create an Ability instead of using
methods from the Base Jump (i.e. creating a Quirk via this Supplement
rather than using the Jump’s method) and you will count as having that
Ability for any requirements in the Base Jump. You can pay 200 CP to be
allowed to purchase both an Ability in the Base Jump and the same kind of
Ability via this Supplement. It is Free to do so if it's normal to have
multiple Abilities of that kind in the Jump. Getting a Drawback in the Base
Jump which restricts you from having the Jump’s Ability (such as the
“Quirkless” Drawback) will also lock you out of the Ability you get in this
Supplement (at least while the Drawback is active).

Normally this would be a toggle in the Drawbacks section but it’s


important to set the stage upfront with this Jump, especially since the later
sections of this Jump are quite in depth. If you are ever confused about
something and it isn’t immediately clarified / explained, you can probably
find it in the Notes.

Take +1000 CP for your journey.


Ability Sources
There are many different sources for Abilities throughout fiction. Choose
from the following list one or more Sources for your Generic Setting’s
Users. If you are using Supplement Mode then simply mark down in your
mind which ones apply in the Base Jump (even one example would count).
You can pick an Ability Source for yourself from the available ones in the
Setting or pay 200 CP to have a unique Ability Source no one else in the
Setting has. You can also assign different parts of your Ability to come
from different Sources, assuming that it makes sense.

Biological
Your Ability comes from your biology.

Biological: Genetic
Your Ability comes from a specific gene or genetic sequence
(i.e. Mutants from X-Men, Quirks from My Hero Academia,
Metahumans from several things).
Biological: Alien
Whether or not you are a space alien, you aren’t human, and
your species gives you access to special powers. If you choose this as
your Ability Source, it will be relegated to an altform. You will also
get +100 CP for that.
Biological: Symbiotic
Your Ability is a result of a symbiotic relationship. You have a
virus, parasite, symbiote, or other creature which lives inside or
attached to you and grants you your Ability.
Biological: Innate
Your Ability is Innate to your body. This means that anyone /
anything in control of your body can use your Ability.
Mental
Your Ability comes from your mind.

Mental: Impossible Skill


You have a skill which is so honed that it does things which are
simply physically impossible (i.e. being so intimidating that people
can’t recognize your presence, being so skilled with a sword that you
can cut through any material, being so skilled at stealth that you can
stand right in front of someone and not be noticed etc).
Mental: Technique
This is a special skill or technique which uses some
supernatural / superhuman component to manifest various effects
(i.e. Naruto Jutsus or magic spells in various Settings).
Mental: Psychic
You can manifest supernatural effects using only your mind
and some effort.
Mental: Universe Exploit
Certain Settings have strange rules and metaphysics which can
be exploited by the intelligent. You now know some eldritch truths
about the universe which gives you special authority over the world
around you (i.e. Professor Paradox from Ben 10, users of the Anti-Life
Equation in DC, and a lot of SCPs who use certain ideas or dances to
achieve anomalous effects). Taking this as your Ability fiat-backs that
exploit in future Jumps.
Mental: Innate
Your Ability is Innate to your mind. Whoever has your
memories and mind (such as a clone, or a brain scan) can use your
Ability.

Spiritual
Your Ability comes from your spirit / soul.
Spiritual: Bestowed From On High
Your Ability is granted to you from a higher power of some
form, whether that be god or demon or just a person with an Ability
of their own. Taking this as your Ability allows them to continue to
give you this Ability in future Jumps as if they were there. They are
not really watching or anything but if there were conditions attached
to your power then those conditions will revoke and regrant your
Ability according to their judgment. You can pay 200 CP to remove
the auto-removal and regranting in future Jumps, making it wholly
your own.
Spiritual: Magical
You have been enchanted in some way, and/or have access to
a special magic. You have a unique power due to this.
Spiritual: Innate
Your Ability is Innate to your soul. Whoever has your soul
within them (such as stealing it or perfectly copying you) can use
your Ability. Hopefully you aren’t getting your soul stolen anyways
though.

Itembound
These Abilities are bound to an item. Gain +300 CP if your Ability is
from this section.

Itembound: Enchanted
Your Ability comes from an item which lets you use the Ability
while it is equipped (i.e. Mjolnir in Marvel).
Itembound: Magical Girl
You have an item which allows you to transform into an altered
state. This altered state has an Ability (i.e. also Mjolnir in Marvel? I
don’t know how Jane Foster Thor works).
Itembound: Drug
Your Ability is granted to you by using a drug, food, or other
consumable substances (i.e. Bioshock powers since they need to be
recharged with Eve). Abilities which are awakened by a substance
but can be used freely afterwards do not count.
Itembound: Technological
You get your unique Ability from some form of technology like
nanomachines or an external device. Abilities which are awakened
by technology but can be used freely without technology do not
count.

Innate: Fiat-Backed
[Requires and upgrades one of the above Innate options]
Abilities whose Sources are Innate already rely on Fiat-Backing to
function, operating without any observable cause, but by taking this, these
Innate Abilities now have heavy-duty Fiat-Backing attached to them. This
means that they cannot be taken away, suppressed, or altered by anything
which is not also Fiat-Backed (i.e. Perks, Drawbacks, and other Users of
Innate: Fiat-Backed Abilities).
This costs 400 CP instead of 200 to select for your Ability if it is not
one of the Setting’s Sources. This cannot be selected as one of the
Sources for the Setting if using Supplement Mode.
Generic Setting Options
Here are options for crafting your Setting. Skip this if you are in
Supplement Mode obviously. You can choose to be a Drop-In or have a
history in this world. You can also choose for your Setting to match a
pre-existing Ability Battle Setting, assuming that such a Setting doesn’t
already have a Jump. If you do that, you must pay for the appropriate
options in this section and then treat options in this Jump outside of this
section which require or are incompatible with Supplement Mode as if you
are in Supplement Mode.

Time Period
The time period (among other things) of your world.

Fantasy/Medieval
Your standard isekai-ready fantasy setting. Either that or a more
realistic medieval world if you don’t mind the lack of plumbing or hygiene.
Works best thematically with Magical Abilities, but you can have plenty of
genre bending Ability Sources instead if you want to be creative.
Examples include Konosuba, Monty Python, Elden Ring.

Renaissance Era
Right at the moment when safety, food, and water were starting to
become easy, luxuries started to become available. One of those luxuries
was the ability to think critically around the world around them. You arrive
right in this boom of creative thinking. Who knows whether Abilities will
create new opportunities for creativity and expression, or be shunned for
their heresy in this uncertain time.
Examples include Assassin’s Creed (some of them anyways), Beauty
and the Beast (maybe?), and probably some historical fiction or something,
I don’t know you probably wouldn’t know if I had named dropped one
anyways, most stories of this style fall under the below category.
Steampunk
The late 1800s, leading up to WWI. This is the era of the industrial
revolution and its clash with the classical societies that came before. In
more realistic modes, it’s dirty, brown, bad for your health, and full of class
warfare. In more fantastical settings, it’s full of hope, sweet steam-driven
technology, airships, and class warfare. Please note that this does not
include WWI.
Examples include Frostpunk, Guns Of Icarus, Around The World In 80
Days, and the ‘modern’ portions of Disney’s Atlantis.

Great War/WWI
The beginning of the modern era, for better or for worse. The Great
War marked the introduction of fighter planes, repeating weapons, gas
attacks, trench warfare, and now, something entirely new. However, in
places other than Europe, businesses are thriving, the quality of life is
improving drastically, and everyone is getting richer by the day.
Examples include All Quiet On The Western Front, This War Of Mine,
and The Great Gatsby.

WWII
The war after the one that was supposed to end all wars. World War
Two rescued the USA from the Great Depression, and knocked Europe off
its newly-recovered feet. This time united against the clearly evil Nazi
regime (and also Italy), the world fought a war filled with hope,
determination, and near-modern technology (that means this is where you
can punch Nazis in the face with a fireball!). The end of this war signals the
beginning of the nuclear age and the Cold War, and the beginning of the
Baby Boom in America.
Examples include– well, if you need examples for WWII content,
you’re a bit behind in your history classes.
1960s-80s
The Cold War era and the time of the space race between the USA
and USSR. Multiple proxy wars happen during this period, including the
wars of Vietnam and Korea. This is a time of public and political upheaval,
and a new age of thinking and exploration.
Examples include Hidden Figures, Apollo 13, Full Metal Jacket, and
M*A*S*H.

1990s-Early 2000s
The Berlin Wall just fell. The world is going through some tough
times. But you don’t care, because the newest episode of Pokemon is on
the air and you can’t afford to miss it. The 90s was a time, and a lot of
other important things happened then I’m sure. The aughties have 9/11.
Hopefully you can improve this world with your special Abilities.
Examples include Men In Black, Wayne’s World, Home Alone, and
Independence Day.

Modern
Ah, the present! This is now. You know now, right? You live here, I
would hope. If you don’t, please call us. Seriously though, here’s your
urban fantasy, have fun.
Examples include Breaking Bad, Gravity, and outside your window.
Maybe go out there some time, touch some grass, it helps.

Atompunk
The age of SCIENCE!!! And big men with ray guns shooting other big
men with ray guns. Atompunk is a sci-fi setting based around the
subversion of the hopes & dreams of 50s thinkers into something darker.
But not too dark.
Examples include Futurama, The Outer Worlds, Fallout, and
Hitchhiker’s Guide To The Galaxy (Film).
Near Future
Much like the modern era, but with some leeway in technology.
Some technology that would normally belong in sci-fi is available but not
enough to have significantly changed how the world works quite yet.
Examples include The Martian, MCU Earth, Detroit: Become Human,
and Portal / Half-Life

Cyberpunk
The dark, neon version of the Near Future. Cyberpunk is a setting
filled with corrupt oligarchal corporations, cybernetic augmentations,
questions about a person’s sentience, and complex plots to overthrow the
system.
Examples include Blade Runner, Neuromancer (technically),
Cyberpunk 2077 (obviously), Deus Ex, and Ghost In The Shell.

Sci-Fi
This is the section for things set in the far(ish) future, with wacky new
technology, commonplace space exploration, new societal norms, and
more! Whether your Setting has settled down after many years of this new
normal, or is still in the turbulent stages of expansion, there is an endless
universe now open for you to fight in.
Examples include Star Wars, Star Trek, Battlestar Galactica, Alien(s),
Gundam, and many many more.

Ability Distribution and Potency


You may be wondering about the distribution of Abilities within your
Setting, and how to determine the power level of these Abilities. We’ll go
over the potency (how many Users in your Jump are how powerful) in more
detail later, so don’t worry about it for now. Here, you can decide the
distribution of your Setting (how many people have Abilities).
Choose one option below for the amount of Users in the population
of your Setting. The options shift from percentages to specific ranges
halfway through so that it’s easier to understand. For Settings with
significantly higher populations (usually Settings with the
Interplanetary/stellar/galactic Drawbacks) assume that the later ranges
are proportional percentages (out of ~8 Billion) except for 50-20 (so >50
Million would actually be 1% of your Setting). For Settings with
significantly lower populations (usually Fantasy/Medieval but also certain
Settings with the Post-Apocalypse Drawback) use the exact ranges as
well as applicable percentage ranges (i.e. if you have a total population of
5000 and you have 4000 Users, get points from ≥80% and ≤10,000 for a
net +300).

≥80% [+600]
An overwhelming majority of the population has some sort of Ability.
The ones with no Ability are a minority, if they exist at all. This can be
really dangerous unless the vast majority of Users are not a threat to you,
and even then, numbers are often more important than potency when
determining danger. On the other hand, society may have adjusted quite
significantly to account for this, and it will probably be a lot easier to blend
in. If everyone is exceptional, no one is.

≥50% [+400]
Users are still roughly the majority of the population but non-Users
are no longer rare. Abilities are now just one of the many ways to split
people into categories. This has similar difficulties to the above, as there
are (in an Earth-like Setting) billions of Users out there.

≥25% [+300]
Non-Users are the majority but there are still enough Users that it’d
be pretty normalized. Most family households will have a User in them
(assuming the distribution is random). Society adjusts to the presence of
Abilities, although it wouldn’t be something you could be assumed to
have.

≥10% [+200]
It’s likely that the average person will be close to twenty to forty
Users at any given point in time (assuming the distribution is random).
However it is now an uncommon enough minority that discrimination is
more likely to form, either for Users as an elite or against Users as a
dangerous group.

>50 Million [+100]


This gets down to about 1% of the population. This makes having an
Ability truly rare. 1-in-100 is rare enough that it would be safe to assume
almost anyone you meet on the street is normal, but it’s still enough that
there would be hundreds in cities, and dozens in rural areas.

50-1 Million [Free]


The Free, default option. At this level, Users are incredibly rare, being
less than 1% of the population. About one in a thousand people have an
Ability. There will be plenty of variety in Abilities and (assuming random
distribution of powers) a huge range of different personalities and
backgrounds in Users. Assuming a User count around the middle of this
range, you could fill New York City three times over with just Users. Society
is well aware of Users and many probably have strong opinions
(well-informed or otherwise) in either direction on the subject. Good luck
and have fun.

<1 Million [100]


This becomes closer to one in ten thousand people. Most people will
only meet enough Users in their life to count on their hands (assuming
random distribution). There’s a much smaller chance to run into Users, let
alone dangerous ones. You’ll have to deal with a lot less people than the
above option but there will still be many many Users.

≤100,000 [200]
The Amount of Users in the world is about the population of a small
city. It is quite unlikely even for a Jumper to meet all of them in only 10
years. There are just barely enough of them that Abilities are unlikely to be
kept secret even if Users were to try to. In modern times, there would be
only barely enough of them to form a small internet community.

≤10,000 [300]
The amount of Users is about enough to fill a small town, assuming
they were all in one place. You’d have to really push it to meet everyone at
this point but it’s still possible. There are quite a lot of them, more than
there are billionaires in the world, but in the grand scheme of things a
normal person is almost never going to meet a User.

≤1,000 [400]
The amount of Users in the world is now quite small, though just
large enough that you wouldn’t really end up meeting them all unless you
wanted to. Still, it’s small enough to likely not be understood, with Users
being a supernatural and strange occurrence. Or perhaps the process is
well understood, but either way, they are very very special.

≤100 [600]
There are only a handful of Users in the world. Those who are public
are likely viewed as global celebrities, whether well-received or the target
of infamy. You’ll meet all of them by the end of the Jump, though probably
some less personally than others. It’ll be easy to keep track of everyone at
least, though you’ll stand out more than ever if you reveal yourself as a
User.
50-20 [800]
Now there are a small enough number of Users that you’ll probably
know them all personally by the end of the Jump. This is hypothetically
better, as there are less Users to keep track of, and less chances for team
ups and chaos. However, it also means that everyone will know each other
quite well. If you are the heroic type, expect to inevitably conflict with the
(likely powerful) less than moral Users. While if you are the morally gray
type, expect some resistance from the (likely powerful together) heroic
Users.

Mood/Tone
This sets the general feel of the Setting.

Slice of Life [-800]


A much much nicer version of the world. Stakes are much lower, and
contentment is much higher. This means that generally Battles will have
non-lethal conclusions. The toonforce is turned up slightly to suit the
comical damage. If you try to exploit the fact that you’re not likely to die to
become way more powerful than you would otherwise, you will become
the butt of the universe’s jokes and may even be an exception to the
no-killing rule.

Noblebright [-300]
Your world is generally pretty nice, and any old protagonist worth
their salt can go out and change it for the better if they worked hard at it.
Whether this means a low stakes world like Pokemon or a quite high
stakes world like… well, Pokemon, you’ll generally be having a good time.
This isn’t plot armor, and people can still die so don’t get cocky that the
world is nice.
Nobledark [-0]
Things are kind of rough in your world. Things are tough for the
average citizen, perhaps even dystopian, but there is hope. Things can
change quickly if the right people step up to save the day. Good if you
want a struggle to conflict against but otherwise pretty balanced.

It Is How It Is [-0]
There is no special modification to the mood / tone of the Setting. It
simply ends up however it ends up.

Grimbright [+50]
Things are pretty good in this world, but they’ve stagnated. Things
have been the same for a long time and it would take someone of
ridiculous power relative to the rest of the Jump to make any large scale
permanent change. Though this may not be a bad thing if you don’t mind
not accomplishing much during this Jump and would rather ride out the
good vibes.

Grimdark [+400]
The worst of a bad situation. This world of yours is at best somber, at
worst nightmarish. If that wasn’t bad enough, it’ll be a struggle to get
anything to be less awful. Whether it’s because of the huge scale of the
world, the impossible power of oppressors, or simply fate conspiring to
make efforts moot, nothing short of almost Jump-stomping power will be
required to actually change things significantly.

Grimderp [+600]
Normally, a Setting being Grimdark means that it’s a generally
terrible place to live, but it’s still terrible for understandable reasons, and
there will still be people around trying to do good, even if they can’t make
much progress. This instead makes the Setting you’re in an awful place not
because circumstances or bad luck made it so, but because almost
everyone is comically evil while believing that they’re perfectly justified in
their actions. Entire populations will be slaughtered to prevent a single
person from revealing a secret, and cities will send in waves of
unprotected fools instead of trained firefighters to rescue people from
burning buildings while believing that that is a reasonable action, to give a
few examples. In essence, the world sucks because everyone is completely
idiotic, which will make it a lot harder to live a peaceful life here if you
ignore the problems, and make it a lot harder to fix the problems since
most of the people in the Setting don’t want to be helped. The only
exception to this being you and your Companions (I’d hope), and the
suffering and helpless of your world.

Setting Drawbacks
These count as Drawbacks and aren’t actually distinct in any ways from
the Drawbacks in the Drawbacks section. The only reason these are up
here is for your convenience, so that you can design your Setting all at
once rather than having to rethink the whole thing when you get to the
Drawbacks section. You’re welcome.

Post-Apocalypse [+50]
Your Setting now takes place after some form of calamity. Be it
zombies, evil AI, atomic annihilation, global warming, or some other
disaster, the apocalypse has ended society as we know it. Perhaps the
embers of civilization have begun to re-emerge over time or maybe you
start off right after the apocalypse has properly ended civilization. Either
way, it’ll be a lot harder to survive without the comforts of society. This
gives no points if paired with Slice of Life or Noblebright, since things
are presumably going a lot better.
Free Will [+50, Incompatible with Determined Fate]
This Drawback enables free will (by some definitions). Within the
bounds of actions which you would find acceptable, with actions that you
like more being weighed higher, every action which you take (including
speaking, phrasing, gesturing etc) is randomly determined. This allows you
to have made different choices. The reason this is a Drawback (excluding
any philosophical issues you may or may not have with this) is that
everyone in the Setting has this same property, except their choices branch
off into alternate timelines. This spawns forth an unimaginably vast
amount of alternate (usually only slightly different) timelines. This also
means predictive Abilities will never be 100% accurate.
Alternate timelines won’t be accessible by normal people. The only
way to interact with these timelines is by Abilities which can access them
which are quite rare and vary in how they actually make use of the
timelines (though there will be at least one User you meet with such an
Ability). There will not be alternate versions of you. You will simply follow
one of many timelines, with all timelines which split off from yours having
you seemingly vanish. If your Ability takes advantage of there being
alternate timelines, then this gives you no points. If you want it to be
fiat-backed into future Jumps (though only those which don’t specify how
their timelines function), it costs 50 CP.
Free Will For Thee But Not For Me [Free, Requires Free Will,
Incompatible with Jumper: Into the Jumperverse]
In case you don’t really like that version of free will for
whatever reason, you can turn on determinism for only yourself.

Determined Fate [+50, Incompatible with other Time Travel


Drawbacks]
This Drawback enables a particular flavor of determinism. The
timeline is completely set in stone, with every action taken by every
individual being the one which they most want to take at any given
moment based on their personality, sobriety, and current understanding of
their situation (barring any mind control or similar). The reason this is a
Drawback (excluding any philosophical issues you may or may not have
with this) is that on top of determinism, fate is now a real thing in this
Setting which is impossible to subvert. For example, if an Ability can see
the future in some way (not a prediction but actually seeing into the
future), then that future is guaranteed to happen no matter what.
Attempting to subvert the future will only guarantee it. No one will ever
have a vision which would make itself not come true, as this would be
paradoxical and will not happen via logical necessity alone (no fancy time
influencing or implied mind control involved). If someone went to a fork in
the road and planned on going the opposite way that their vision said they
were going to go, they would not be able to do so. Either they’d change
their mind or something more important would come along or they’d drop
dead from a heart attack if it came down to it (though under most
situations, they’d just never have the opportunity to subvert their own fate
to begin with). Again, this is via logical necessity rather than mind control
or luck manipulation. Events will simply never have started to progress in
a manner where fate would be subverted. Time travel works in the same
way, with “changes” to the past having always been that way, and time
travel sometimes even causing itself. Don’t worry about being forced to
do something you don’t want to do because you saw yourself do it in the
future though. Since the future actions are often the cause of the past ones
when time travel / visions are involved, fate is in charge of your future
actions. However, fate will always decide that your future actions are the
ones which you would most approve of in each given moment. This means
that by the time you get to whatever future you saw, you will agree that the
choice you made was correct (though you may still live to regret it). See
Notes section for more detail, especially if you have a future sight Ability
or something which takes advantage of fixed fate. The only way to see
through time / time travel is by Abilities that do so, which are quite rare
and vary in how they actually make use of the time (though there will be at
least one User you meet with such an Ability). If you have a Perk which
allows you to subvert fate, then you can choose to be the exception to fate
when you take this Drawback. Doing that means you gain no points from
this Drawback however. If your Ability takes advantage of fate being fixed,
then this gives you no points as well. If you want it to be fiat-backed into
future Jumps (though only those which don’t specify how their fate
functions), it costs 50 CP.
Determined By Whom? [+100, Requires Determined Fate]
Fate is no longer an impartial force. Fate is now either a set of
strict rules going towards an ultimate goal of its own, or a being /
set of beings who have goals of their own. If it’s the former, then the
way fate works will be inconvenient for you (perhaps fate’s goal is to
have Battles of ever increasing power occur or wants all the people
of certain bloodlines to be locked in eternal struggle etc). If it’s the
latter then these beings will generally be isolationist, omniscient,
immortal, and plotting from afar. They will never die (as they can
simply manipulate fate so they are never in danger) unless they want
to be killed. They will also be inconvenient for you, perhaps even
seeding out prophecies about you doing some quests that you really
don’t want to do or something. No matter what, it’ll be annoying but
fate can never ultimately make anyone do anything which they
wouldn’t find at least acceptable as an action in any given moment.
They just get the final say in what acceptable action you take. You
cannot use Perks to subvert fate if you take this Drawback.

Inconvenient Time Travel [+50, Incompatible with other Time Travel


Drawbacks]
By default, traveling back in time will simply place you in the past,
and then allow time to continue forward from there (meaning no
grandfather paradox). Now traveling back in time will create an alternate
timeline. Traveling across timelines will also create other, more alternate,
timelines. This means that traveling through time can’t be used to actually
change anything, as it only spawns a new world in which you arrive. Time
travel and alternate timelines will not be accessible by normal people. The
only way to do this is by using Abilities which can interact with time in that
way. Those Abilities are quite rare and vary in how they actually make use
of the time (though there will be at least one User you meet with such an
Ability). Any timelines you travel to will not have the original version of you
in them, with them spontaneously disappearing as soon as you appear in
the timeline. If your Ability takes advantage of there being alternate
timelines and/or this version of time travel, then this gives you no points.
If you want it to be fiat-backed into future Jumps (though only those which
don’t specify how their time travel functions), it costs 50 CP.

Harsh Time Travel [+200, Incompatible with other Time Travel


Drawbacks]
By default, traveling back in time will simply place you in the past,
and then allow time to continue forward from there (meaning no
grandfather paradox). Now, traveling back in time is like balancing as a
tightrope, as any major enough change to the timeline will cause disaster
to spiral out impossibly from the changed point. “Major change” means a
change which causes any new life (saved from death or born when they
shouldn’t have been) or death (killed or not born when they should have
been) within the next century. The disasters which approach do not
necessarily follow logically. Saving one’s grandmother from an early death
will somehow allow Hitler to win WWII even if both events are completely
unrelated other than WWII ending after your grandmother’s death. Usually
it will be less harsh than this, though any positive change made with time
travel will cause even worse change in the future to balance it out. Any
negative change will also cause an equivalent negative disaster. The
disaster is relative to what you want, so you can’t abuse this on purpose.
Time travel will not be accessible by normal people. The only way to do
this is by using Abilities which can interact with time in that way. Those
Abilities are quite rare and vary in how they actually make use of the time
(though there will be at least one User you meet with such an Ability). You
personally will also find yourself dealing with a big problem during this
Jump. At that time, you can either use time travel (very carefully without
changing anything significant) to solve the problem or deal with the
problem without time travel which will be difficult (or at least tedious) for
you no matter how powerful you are. A good example of this would be an
enemy creating a portal to the past. You would have to decide whether to
follow them and try to stop them without changing anything or stay
behind and try to deal with whatever new timeline they had created for
themselves (which will never be impossible but will still be difficult).

Causality Check [+200, Incompatible with other Time Travel


Drawbacks]
By default, traveling back in time will simply place you in the past,
and then allow time to continue forward from there (meaning no
grandfather paradox). This is no longer the case as there is now a causality
check on the universe. If you go back in time and do something which
would affect you or anything on you, it will essentially refresh the universe.
For example, you can be in the past and do whatever you want, but if you
spill some paint on the past version of the shirt you are wearing, the
universe will calculate what would happen if you (future you) disappeared
and everything proceeded as normal except that shirt has paint on it. If
that would have caused you to see that and wear a different shirt when
you went back in time, then you will be wearing the different shirt and the
universe (and your Jump timer) will continue from when you spilled the
paint. You will not remember the original timeline, so you would think the
paint was spilled from the beginning and that nothing had changed at all.
When this goes from mildly unsettling to actually dangerous is when you
do something which would stop you from making that change in the new
timeline. For example, imagine if you see the paint bucket, remember that
your shirt had paint spilled on it, and are careful as to not spill the paint.
That means that the world would refresh and you will not have seen the
spilled paint and therefore not be careful and therefore you’d spill the
paint etc, creating an unstable loop similar to the grandfather paradox.
When this happens, the universe will delete the offending time traveler
from existence, with them having never been born. This will obviously
cause you to Chain Fail if it happens to you. If you make a change that
undoes itself, it will not necessarily delete you unless it becomes an
unstable loop or you are unable to go back in time and cause it. If, for
example, your shirt having paint on it makes you spill it on the dresser,
your dresser having paint made you spill it on the bed, and it spilling on
the bed still makes you spill it on the bed, the loop is stable and you’ll be
safe. Time travel will not be accessible by normal people. The only way to
do this is by using Abilities which can interact with time in that way. Those
Abilities are quite rare and vary in how they actually make use of the time
(though there will be at least one User you meet with such an Ability). You
personally will also find yourself dealing with a big problem during this
Jump. At that time, you can either use time travel (very carefully without
creating a paradox) to solve the problem or deal with the problem without
time travel which will be difficult (or at least tedious) for you no matter
how powerful you are. A good example of this would be needing a rare
healing herb (that grows in a place that was recently destroyed) to heal
your ally. You would have to decide whether to go back in time with your
ally so they can use the herb before the place is destroyed without
changing anything significant or try to find a way to heal them without the
herb.

Technological Time Toggle [+50]


You can now access time, not just with Abilities but also with certain
advanced technology. If this technology is replicable by you then this costs
50. You must take this if the Setting’s only Ability Source is Itembound:
Technological or if your Itembound: Technological Ability takes
advantage of time. This will also double the amount of people who can
take advantage of time.
Magical Time Toggle [+50]
You can now access time, not just with Abilities but also with certain
advanced magic. If this magic is replicable by you then this costs 50. You
must take this if the Setting’s only Abilities are magical or if your magical
Ability takes advantage of time. This will also double the amount of people
who can take advantage of time. Triple it (do not quadruple it) if you have
Technological Time Toggle.

Hyperdimensional [+50]
Most realities have three spatial dimensions and one temporal
dimension. Your Setting will now have some places and beings which have
more than three spatial dimensions. Beings with more than three spatial
dimensions will be essentially undefeatable by beings of lower
dimensions, with a very small amount of hax being able to stop their
hyperdimensional bodies, minds, and souls. Even an infinite 3D force
cannot defeat something hyperdimensional. Hyperdimensional locations
will occasionally lead in seemingly non-euclidian directions and be
impossibly large. You will run into at least one hyperdimensional being
(though most of them will probably not care about you if you don’t bother
them) and/or one User with a hyperdimensional Ability during your stay. If
your Ability takes advantage of there being higher dimensions then this
gives you no points. If you want it to be fiat-backed into future Jumps
(though not those which specifically don’t have higher dimensions), it costs
100 CP.

Interdimensional [+50]
Although confusingly worded, these “dimensions” are not related
spatial or temporal dimensions but are instead slightly separate realities,
often with their own rules and physics. Things like heaven and hell realms,
Abilities which can create pocket dimensions, mirror realities etc. Either
there are a small amount of big and important dimensions, a whole lot of
smaller less important dimensions, or some ratio in between. No matter
what, your adventures will lead you into one of these dimensions at some
point and will lead you to Battle with someone dangerous whose Ability
takes advantage of dimensions (of which there will be a rare but not
insignificant amount in the Jump). If your Ability takes advantage of there
being alternate dimensions then this gives you no points.
Minor Multiverse [+50, Requires Interdimensional]
While the dimensions were simply other spaces in which the
world works differently, there are now whole universes which are
parallel to our own. There are 10-20 parallel universes which are
exactly the same as the original universe you spawn in with one
major twist or another. A nazi universe, a genderbent universe, a
reverse morality universe, etc. There will be at least one universe
which is like yours but is only slightly different in a number of ways
(almost like different takes on the same characters and storylines).
No universes will have an alternate version of you. No matter what,
your adventures will lead you into one of these universes at some
point or to Battle with someone whose Ability takes advantage of
alternate universes (of which there will be a rare but not insignificant
amount in the Jump). If your Ability takes advantage of there being
alternate universes then this gives you no points.
Major Multiverse [+50, Requires Minor Multiverse]
There are now 50-100 universes in your multiverse, with
the range of their changes being much larger and less linked
with the prime universe. You will end up visiting at least five of
these universes, meeting at least three Users with Abilities that
take advantage of alternate universes, and Battling at least
one such User.
Infinite Multiverse [+50, Requires Major Multiverse]
There are now an infinite number of alternate
universes, with the ones that are most different from the
prime being much “farther” away (more difficult to
access). You will end up visiting at least a dozen of these
universes along with meeting the Users like in the
previous Drawback.

Jumper: Into the Jumperverse [Special, Requires Free Will or Minor


Multiverse]
In both the Drawbacks which allow the creation of alternate
timelines and the Drawbacks which create a multiverse, there are
guarantees that you will not have doubles in alternate timelines and
universes. This is no longer the case. You get +200 CP if this is paired with
Free Will. Now, in the timelines generated from Free Will (and, in a lesser
volume, Inconvenient Time Travel), there will be a version of you there,
believing themselves to be the real one. Well, they’re all the real ones, but
only one of you will count as Jumper and leave at the end of the Jump. For
Inconvenient Time Travel, it’s whichever one of you was from the original
timeline (see Notes for details) but for Free Will, it’s randomly decided
whenever the timeline splits. Hope you don’t mind cursing an equally valid
version of yourself to be arbitrarily and imperceptibly trapped in this Jump
forever every time you decide what cereal you want for breakfast. Even for
a more heartless Jumper, this can be problematic since every time you
make a decision, there is a significant chance that you, yourself, will be the
one who is no longer Jumper. Really only safe to take if you don’t mind
being stuck here forever, and/or don’t care which of you succeeds.
Additionally (and separately), the various levels of Multiverse
Drawbacks give various levels of CP. The alternate universe versions of
yourself are affected by whatever the twist of that universe is. They will
have different histories, different adventures through their different Jumps,
will take this Drawback, and will believe themselves to be the prime
Jumper (i.e. Nazi Jumper goes through Nazi versions of your previous Jumps
and arrives in the Nazi universe next door). They will not be convinced that
they are not the prime Jumper even if confronted with the fact that all the
universes are clearly alternates of the one that you are in. Their backstory,
Chain order / length, and previous builds may have a small handful of
differences from yours but they have the same build in this Jump, are
recognizably you, and are not significantly more or less powerful than you
are. Since the Multiverse Drawbacks (more so than the timeline ones)
force you to interact with the multiverse, and your doubles also took those
Drawbacks, you are quite likely to run into them (way more than your
alternate timeline selves), either by going to their universe or from them
invading yours. You will get either +100 CP if you have Minor Multiverse,
+300 CP if you have Major Multiverse, or +500 CP if you have Infinite
Multiverse. Whichever of the three you have, it adds on to the +200 CP
you get from this Drawback combined with Free Will, for a maximum of
+700 CP. You can choose to only have doubles in alternate timelines or
only in alternate universes even if you have both types of Drawbacks,
though you forfeit the respective points from that part of this Drawback.
There Can Be Only One [+600, Requires the multiverse version of
Jumper: Into the Jumperverse]
Oh dear god. It seems you’ve got your work cut out for you
Jumper, as before your ten years are up, you must defeat every
alternate universe version of yourself in the multiverse or you will
Chain Fail. All versions of yourself are guaranteed to have some
method (be it technological, magical, or via a recruitable ally’s
Ability) of getting to other universes in this Jump without too much
hassle. You will also have an eerie and vague sense of where other
versions of yourself are if they are in the same universe as you. In the
case of the Infinite Multiverse, you only have to kill 50 other yous
before you count as succeeding this Drawback (though you’d still
have to survive until the ten years are up). Whether you want to do
the classic battle royale strategy of hiding away and hoping to pick
off the last man standing, or you are going to go in guns blazing,
remember that most other yous will have similar strategies and
capabilities. This is Drawback is almost definitely going to get you
killed, almost by definition, but have at it if you’re that cocky. It’ll be
entertaining to watch you die.
Interplanetary [+50]
The population of the planet is already a large sample size for
powerful Abilities to spring from, but now, all the planets in the system are
colonized in one way or another, increasing the population past 8 billion
by quite a bit. Whether it’s by sci-fi spaceships, magical portals, some
Abilities, or some other combination of things, travel between planets has
become feasible, and accessible widely to at least 10% of the population
(though probably more). You are guaranteed to go to at least two other
planets in the system at some point and also to Battle a User on one of
these other planets.
Interstellar [+100, Requires Interplanetary]
This has made an even bigger leap. Now, humanity (or
equivalent for your Setting) has conquered the entire galaxy.
Whether it’s by warp gates, FTL travel, Abilities, or some other
combination of things, travel between stars has become feasible,
and accessible widely to at least 30% of the population (though
probably more). This level of population makes it nigh impossible to
make significant large scale changes. The more noble tone modifiers
will allow for things like toppling the Empire in Star Wars, while
more grim tone modifiers will be closer to Warhammer 40K levels of
futility. When the planets with people on them number in the
millions or billions, it’s difficult to do things which affect most of
them. Arguably more importantly for you, this means that
(depending on your Ability Distribution) there are probably tens of
billions of Users who could beat you somewhere out there. You are
instead guaranteed to go to at least four other star systems in the
galaxy at some point and also to Battle three Users in each of those
systems.
Intergalactic [+50, Requires Interstellar]
In practice there isn’t too much difference between the
previous tier and this one. However, in actual scale, the
difference is massive. The entire universe is now colonized. You
are instead guaranteed to go to at least ten other star systems
in the universe at some point and also to Battle ten Users in
each of those systems.

Gods and Monsters [+50]


Now there are beings of purely supernatural origins within your
world. There are now divine immortal beings calling themselves gods with
great power in your world. The more gods you decide exist in your world,
the less powerful and more meddlesome they are. The less gods you
decide exist in your world, the more powerful and less meddlesome they
are. The minimum amount of gods is one, whose power would at least be
powerful enough to beat half of the Users in the Setting at the same time,
and who would only interfere when they find it important about once
during your Jump. The maximum amount of gods is 24, whose power
would at most be enough to beat over 70% of Users individually, and who
would each interfere when they find appropriate (usually regarding their
domain) around once a month. You can approximate the power and
meddlesomeness of gods based on your pantheon size in between those
two. You will meet at least four or over half of the Gods during your stay in
this Jump, whichever is smaller.
Additionally, there are now monsters in your world. You can decide
how many monsters there are, how hostile or domesticated they are, and
how powerful they are. No matter what though, you will encounter at least
three dangerous monsters each year during your stay in this Jump.
Spiteful Gods [+50, Requires Gods and Monsters]
By default, the gods are not necessarily hostile unless they are
antagonized, and you won’t necessarily come to oppose them unless
you’re strong enough to be on their radar and are doing something
they don’t like. Now, the vast majority of gods are inherently
malicious (though not necessarily evil or hostile), either due to
believing the mortals are beneath them, having an unfortunate
philosophy, or just being a jerk. Whatever the reason, the gods are a
little more powerful than they should be for the amount of gods that
there are and their interferences are much more likely to be hostile.
The majority of the encounters with gods that you are guaranteed to
have through the above Drawback are now also guaranteed to
involve a conflict between you and the god.
True Monsters [+50, Requires Gods and Monsters]
At least three quarters of monsters are now feral and hostile to
humans, and at least 90% of monsters are able to easily kill average
non-Users in the Setting. On top of the previous guarantees, you are
also guaranteed to fight a monster with at least an R1 against you at
some point during the Jump (though you’ll have opportunity to
prepare before it attacks).
Ability Creation
Now, on to the main attraction: your very own Ability. Many Jumps
have many many takes on how to balance a custom power. Many of them
are creative, a lot of them require heavy trust in the player to price
themselves accordingly, and others solve this by placing large restrictions
on their creation. This is because it’s difficult to quantify the effectiveness
of hax in a way that works universally.
The solution presented by this Jump is by no means perfect but I
believe it maximizes creative liberty as well as balance at the expense of
effort. Still, the thought exercises involved are fun anyways in my opinion,
so hopefully you enjoy the process. You see, this Ability creation will come
with a 3-Step balancing process:
1. Relativity
2. Recalcitrance
3. Reflection
You’ll get a CP cost from each Step, which you will take the average
of to get the cost of your Ability. Before getting into these Steps, think of
the Ability in your mind. Make sure you have it defined somewhat well and
that you understand that the cost of your Ability is directly proportional to
how kick-ass it is. You can’t make it overly specific, though it can be overly
complicated. So no making your Ability “makes me omnipotent but only
after I’m not in this Jump” or “my Ability makes me immune to hax while I
am in Alabama” but you can still make your Ability’s description a
paragraph long explanation. Feel free to add multiple powers to your
Ability (your Ability can be the powers of electricity and fire manipulation
for example). Your Ability cannot interact directly with Jump mechanics (i.e.
CP, Drawbacks, Jump timers, etc). Also, due to how this system works, your
Ability (and every part of your Ability) has to be at least somewhat combat
applicable. Sorry if you were hoping for something specifically
non-combat, though even then, most Abilities which aren’t directly combat
applicable are still at least a little bit (i.e. healing if it works on yourself,
hyper intelligence, changing materials into other materials, etc). If you still
have questions on limitations for your Ability, check the Notes section.
Other than that, the only limits are your imagination and your
budget, so go wild. You will have time to hone in on all its intricacies,
weaknesses, and edge cases as you progress the following Steps so don’t
feel that you need to have it perfectly from the start, but it would be a
good idea to keep it consistent as you go through so that you don’t have to
redo anything. Oh, and don’t come into this Jump with +2000 CP from a
Universal Drawback Supplement or +9000 from some cheat supplement
and think you’ll get omnipotence and just pay for whatever absurd price it
comes out as. The maximum price for an Ability from this section is 2000.
If you do this whole process and your Ability costs more than that (though
that’d be very impressive) then you cannot purchase it, even if you have
the CP. You almost certainly won’t get anywhere near that without
something that’s cheat-level powerful.
Are you ready?
Let’s begin…
Relativity
The first Step in the process of crafting your Ability, and the most involved
of the three by far. It will test your Ability’s effectiveness by comparing it to
the Abilities of others in the Setting.

If you aren’t in Supplement Mode then you can skip this paragraph if
you would like, but you should still read the other ones even though they
are for Supplement Mode so that you familiarize yourself with this system
because your section a little later on will use a similar system. If you are in
Supplement Mode, take the Ability Users (and those who could reasonably
compete with Ability Users) from the Base Jump’s Setting in order of
appearance. While you get more accurate (and usually cheaper) results
from adding more, you are only required to include a minimum of 20 Users
or just the Users introduced within the first season of the show (or arc of
the story in absence of seasons), whichever comes first. It’d probably be
easiest to write them down in a list. Two beings or people who exclusively
fight together as part of their gimmick (i.e. psychic twins, symbiote-types,
people whose powers are literally useless without each other) count as
one enemy (and only need to be fought as one Battle) for every single
effect, counter, and rule in this Jump. You do not have to include Users if
they match at least one of the following criteria: the User is incapable of
using their Ability (accidentally or on purpose) to fight anyone, the Ability
is completely non-combat (as in, cannot reasonably ever be used to help
in combat against and opponent), the Ability/User is only combat effective
when there is more than one opponent (unless you have an Ability which
would grant you an ally), or they appear in the background / only for a few
moments such that you have very little to no idea what their actual Ability
is.
You will pit yourself (with only your Ability, your bodymod, and the
free stuff from the Base Jump including things discounted to free and
bought with Stipends) against these characters in their prime (at their most
powerful excluding external influences, special circumstances, sequel /
epilogue versions of characters, and future versions of characters seen via
time travel). Don’t worry, these are only hypotheticals so you won’t
actually have to fight all of them. It won’t be a simple win / lose system
however, as these types of Battles are often decided by luck and
circumstance as much as skill. Since it would be difficult to determine with
any amount of certainty the specific probability of your success in each of
these hypothetical Battles, we will measure it with a statistic we’ll call R.
For each Battle you will evaluate your chances using the following
rubric and note it down somewhere (probably directly into a calculator if
you don’t much care about preserving the data):

[R2]
The character has little to no chance against you. The only way for them to
win (if any) is if they were in a circumstance extremely catered to them or if
they caught you completely off-guard / in a weakened state.
[R1]
The character has a chance against you. They could win, if they got lucky,
but in most scenarios they are at a disadvantage. “Getting lucky” in this
rubric does not mean “opponent gets struck by lightning” but instead
involves things like a water bender fighting you near a lake, or someone
who couldn’t usually beat you getting the first hit in.
[R0]
Neither of you have a way of defeating the other. Either that or neither of
you have any specific advantage over the other. That would include
“whoever gets the hit off first would win”, “both of us have the same
Abilities”, and “we both have unrelated Abilities, neither of which counters
the other”. Either that or you both literally have a fifty-fifty chance.
[R-1]
You have a chance against the character. You could win, if you got lucky,
but in most scenarios you are at a disadvantage. Either that or you could
win if a specific interpretation of your enemy’s Ability is correct. These
stories don’t always cover all the edge cases of a character's Abilities after
all, so if you could win only by assuming something about the character’s
Ability that is not shown in the story, then you are in this category.
[R-2]
You have little to no chance against the character. The only way for you to
win (if any) is if you were in a circumstance extremely catered to you or if
you caught them completely off-guard / in a weakened state.

For these Battles, consider the standard equipment of combatants


(that means you too) to be stuff that they would have on them most of the
time, especially if they know combat is happening or if their Ability
requires it (i.e. someone with a homing Ability who usually uses a gun
would have their gun on them at all times, but someone who has used a
gun once should probably not consider it a part of their arsenal). If a
combatant has an Ability which requires some set up (including Abilities
which need time to build up or require resources to function) before
actually facing the opponent, then assume that they complete the set up
beforehand unless the opponent has some precedent for being able to
stop them before they set up (i.e. if an Ability activates when an opponent
touches the floor of an area that they designate beforehand, it can be
assumed that they have already designated it and that the opponent has
walked in the room unless the opponent has danger sense, is primarily
ranged, can sniff out these traps, or something like that). The
environments that you’ll be fighting them are the most likely environments
that they would find themselves in during a Battle (a User whose Ability
only works underwater would probably be fought near water). This counts
for you too if your Ability requires a certain environment.
If someone you’re fighting uses a trick type Ability, assume that you
don’t have the metaknowledge to know their Ability’s trick for the purpose
of these Battles unless you’d have a reason to know (i.e. future sight,
Ability sensing, etc). If the trick type Ability relies on you not knowing
you’re their enemy, then assume there is a one-in-four chance that you
don’t know they’re your enemy unless you’d have a reason to know or a
reason to not know (to be clear, it can be assumed both combatants know
the name, face, and general location of their enemy normally, this rule is
an exception). An Ability would qualify for this only in the case that it
wouldn’t even activate if the enemy knew that the User was hostile from
the start (i.e. needing you to sit down and gamble with them to activate
their Ability). And again, this applies to you too if your Ability would
qualify. Other than that, use your best judgment on where you would fair in
these Battles, these categories are made to be broad and easy to use as
estimation. If you still have questions or you think of one during your
Battles, check the Notes section.
Once you have all of these, get the average of your R-Score, multiply
by 800 and round to the nearest 50. This is the CP cost for the first Step.
If your value is in the negative then you gain CP back for your Ability. This
would represent you having an Ability lower in power than the rest of the
Setting. CP gained from this Step can only be used to offset the cost of
further Steps in Ability Creation. You can only gain a maximum of 600 CP
from this Step.

If you are not in Supplement Mode, then you will be doing


something like the reverse of the Supplement Mode Relativity section due
to the fact that you yourself will be making up the people in the Setting.
Instead of measuring your Ability against theirs, you will be measuring
theirs against yours.
You can now choose the proportions of powerful Users in your User
population. Of course, there’s no way to easily quantify how powerful
Users are in a vacuum (hence this whole multistep process) so you’ll be
deciding how powerful they are in comparison to yourself (in your
bodymod etc). Using the R-Score system from the above section, choose
options from below 10 times, no more, no less, to determine how you’d do
against (roughly) each tenth of the User population. Choosing R-2 once
means that about 1-in-10 Users can almost always defeat you in a
one-on-one Battle. Once you choose an option for all ten tenths, you’ll
have a proportion of their strength compared to you.
Of course if you choose an Ability which is particularly weak (at least
on its own in a Battle) then having a lot of R-2 Users is not necessarily as
dangerous (if your Ability is just X-Ray vision, then R-2 might just mean
something as mundane as minor fire-benders or minor speed powers). On
the other hand, if you have a particularly powerful Ability, then R-2s are
more likely to be incredibly dangerous to you, and maybe even the whole
world (if your Ability is time stop, then R-2s can be anything from just good
aura effects to full-on reality manipulators). At least a third of the R-2s are
specific counters to you and at least a third are just more powerful than
you. You can have most / all of Users be R0 for a much more even power
level, or a lot of either extremes if you want a more chaotic time. Or any
combination of other proportions leaning either way. The maximum +600
CP you can gain from this section still applies here. Remember to make
exactly ten purchases of the below.
R-2 [+150] | R-1 [+50] | R0 [Free] | R1 [-50] | R2 [-150]
Recalcitrance
The second Step in the Ability Creation process. To be recalcitrant is to
have an obstinately uncooperative attitude toward those more powerful
than you. In this Step, we measure your Ability’s effectiveness against the
most powerful people possible.

This Step will use a similar system to the first one. You will be pitting
yourself (still down to bodymod etc) against a number of enemies in
Battle. The difference is that you won’t be facing the people in the Setting.
Instead, you will face off against Jumpchan’s best and brightest OCs: The
Icosahydra. These twenty Users each have one classic, powerful hax as an
Ability, and each of these Abilities are almost completely unlimited,
making them some of the most powerful people ever. You are NOT
expected to succeed in most of, if not all of these fights. But if you can win,
then you clearly have a very powerful Ability, and it’s gonna cost you. Here
are the costs you have to pay for each R-Score against each enemy:
[R2]: 400 | [R1]: 200 | [R0]: 100 | [R-1]: 50 | [R-2]:+50
You’ll notice that R-2 will grant you +50 CP. If you happen to have an
Ability which would let you beat one or two of them, you can offset that
cost by the fact you can’t beat any of the other ones. If you have the type
of Ability that can only be defeated/interacted with by another User of the
same type of Ability (like Stands from JoJo or Servants from Fate) then
decide now whether or not you want that effect to continue into future
Jumps. If you don’t let it continue into future Jumps, then the enemies here
(and any actual enemies in future Jumps) will react accordingly and be able
to interact with your Ability despite not being a User of the same type. The
enemies here don’t have any real identity (body type, sexuality, race, etc),
even their name and gender are just written as such for fun (so they don’t
count for Abilities which rely on such things). If your Ability relies on the
opponent’s identity, assume that the chance that they have the identity
you rely on is the chance that the average person has that identity and
adjust R-Score accordingly. They all have the Spiritual: Innate Ability
Source unless specified otherwise. They have your bodymod for physical
capabilities. After the description of each combatant there will be a note
about what it might take to get higher R-Scores. You can only gain a net
+600 CP from this Step.
#1: Rudo Zawa
Ability: Stop time indefinitely, at will.
This is not a speed power, or a motion stopping Ability, it stops the
flow of time itself across all of existence except for Rudo. Rudo
automatically allows time to flow slightly through the molecules in contact
with him so that he can move without friction issues. Rudo can also see as
if light was moving (although it is not). Attacks made while time is paused
will flow just enough time through the target that they can be affected by
forces. Rudo will subconsciously and instantly adjust the level of timeflow
relative to himself to inflict as much relative force as he wants, essentially
allowing Rudo to strike with an unlimited amount of force.
Notes: If you have a time stop Ability (or just some immunity to time
stop) yourself, you’re basically guaranteed R0, unless it’s particularly
limited (such as JoJo’s time stop which only lasts a few seconds) which
would likely net you R-1 unless you have reason to believe that you’d be
particularly likely to succeed before your Ability fails you. If your Ability
involves time stop / time stop immunity and pretty much any other power,
you’ll get at least R1 (if your other power is not particularly good or if your
time stop / time stop immunity is particularly limited), though more likely
R2. Another strategy is no-selling their infinite force for an R0 draw. Or you
could have an Ability that would kill him even while you are frozen in time
(such as some sort of aura effect or gaseous attack) though remember that
Rudo has infinite time to prepare so that would usually only net you a R0
or R-1.
#2: Jonathan Sully
Ability: Completely invulnerable and gradually increasing
strength.
The powerhouse of physical perfection, Sully is completely physically
invincible. No particle in his body will move in relation to any of his other
particles except for his own movements (from his muscles mostly).
Electricity, radiation, fire, ice, even poison completely fails against him.
Additionally, if he focuses, he can increase his strength for as long as he
focuses. This strength increase is exponential and quick. For nerds who
want the specific formula for his strength (in joules) increasing, it’s x*10t/10
where x is his original strength and t is time in seconds. Go here
(https://vsbattles.fandom.com/wiki/Attack_Potency#Attack_Potency_Chart) if you can’t quite conceptualize that.

Notes: You’ll need something that can target the mind / soul for this,
or be able to suffocate Jon. Even if you can, you’ll have to be able to do it
quickly to score more than an R-1. You could also have an Ability which
pierces invincible things for an instant R2 (assuming it is quick to activate
and easy to land). The brute-type is relatively simple outside of that, it just
comes down to how fast you think you can defeat him before he powers
up into insanity (from street level to city block level in a minute and from
there to planet level after three more).
#3: Vita K. Shadow
Ability: Cellular regeneration and perfect shapeshifting.
Every cell in Vita’s body is similar to a mega stem cell in that it can
shift to any other type of cell and multiply infinitely. Vita has perfect
control over every cell in their body, able to shapeshift in seconds, among
other benefits. Vita can also control parts of their body which are not
connected to them for up to 5 minutes before the split body parts must
merge back with Vita or disintegrate. Split body parts can be controlled
and sensed across infinite distances so Vita can spy through them or shoot
out remote-controlled bodies. If Vita’s main body is destroyed, any of their
split bodies can become their main one. Vita can regenerate completely
from a single cell. Their regeneration is high enough that a stab wound
would close as the blade retreats. Vita can change their cells to match
those of various animals / plants and can use them freely as parts of
themselves (i.e. incorporating falcon eyes and cat ears or just
shapeshifting into a mega shark). Vita can pick up new biological abilities
by having them explained to them in detail about them (on a cellular level)
or by absorbing a small sample. They start with knowledge on all standard
Earth organisms.
Notes: You’ll need basically anything which negates durability
(deletion, instakills, soul effects), or a way of completely vaporizing
someone to have a chance at victory. Even then you have to have an
answer to their shapeshifting, poison, reflexes, projectiles and all the other
wacky things they can do with their Ability, or all you’ll get to is R0 or
maybe R1.
#4: Daniel
Ability: Selective and transferable intangibility and invisibility, as
well as true flight and suffocation immunity.
Daniel’s Ability allows him to become intangible and/or invisible,
much like a phantom. While Daniel is intangible, all of his senses still
function as if he were tangible (sight, sound, touch, etc) though it will not
involve any actual contact with things (light, soundwaves, etc) and none of
the sensations can go above being uncomfortable (sounds cannot explode
his head, heat doesn’t burn him, etc). He can selectively make parts of his
body tangible and/or visible. This includes the very surface of his body
which can allow him to do things like phase his punch through someone's
body and make the surface of his fist tangible to punch someone’s internal
organs. Things bigger than the surface of Daniel’s body cannot become
tangible inside of solid (non-fluid) objects. In fluids, things returning to
tangibility will (surprisingly harmlessly) push the fluid out of the way.
Daniel can fly at around 30 mph (~48 km/h) though a little faster if he
pushes it. Daniel can spread his intangibility and/or invisibility across
objects he is in contact with as easily as his own body. Daniel cannot make
half of an object intangible to make it fall off the other half. As long as it’s
connected via a solid, it cannot be broken like this. Daniel also does not
need to breathe.
Notes: Having an Ability which affects intangible things is the most
obvious and effective way of dealing with Daniel, assuming that you can
also find him. Being intangible (ghosty type proper phasing, not
density-based or anything like that) can also let you interact with Daniel
while he is intangible (again, assuming you can find him). Being immune to
getting killed by a punch to the brain or a heart attack (as in, an attack
directly to your heart) is kinda the only way to be safe from him and even
then, that alone will only get you to an R0 stalemate.
#5: Death’s Intern
Ability: Inflicts death with all attacks, has a togglable deadly
aura, and is undead.
D.I. can instantly kill any being which they deal damage to and/or
touch. This will not work on beings who are truly unkillable (like gods and
immortals, not just people who don’t age or who regenerate or respawn).
This works on anything biologically alive and anything with a soul. It does
not work on themself. It kills things on a spiritual and cellular level. D.I. can
also create a dark 50 meter aura that does the same thing. Despite being
really subtly darker than the surrounding area, living things can sense the
aura. When creating this aura, D.I. expands it from nothing to its maximum
50 meter radius in about 30 seconds. D.I. carries a revolver with six bullets
on them at all times. D.I. also counts as undead. Their body is cold and
dead, giving them a pale appearance. D.I.’s body will move how they want
it to move regardless of the fact that it shouldn’t function. No injury
outside of the complete destruction of their body will stop them from
being able to function, with body parts even being detachable and
reattachable. D.I. will eventually heal from any injury, though it’d take a
day to regenerate a limb, a week to regenerate all of the flesh off their
bones, and two weeks to regenerate from a single cell. D.I. is also slightly
stronger than you because they can surpass the mental limits that stop
one’s body from breaking itself.
Notes: Having a very high range attack which you can do
consistently can stunlock D.I. for long enough to count as a victory. This
basically only works if you can grind them into paste and then come back
and do it again every once in a while before they re-coalesce. Things that
you have to sustain actively (like a sustained freeze move) will at most get
you an R0 though since you’re both stuck there.
#6: Kenny Crumble
Ability: Touch-range instant deletion.
Ken can delete things which touch any part of their body with a
purple flash. They can delete matter, energy, souls, and even sound
(through destroying the oncoming air). Pretty much anything with
physicality which touches them can be destroyed. Only the parts they’re
touching get destroyed so stabbing them through the chest with a sword
and then looking down at your blade, you would find about half of your
sword gone. This Ability automatically activates to protect them, so even if
you move faster than they can react, they will be protected. They can also
use their hands to activate a wider area of effect power. When they touch
something (non-fluid), they can mentally designate a portion of that thing
to instantly destroy. This designation can spread across objects which are
in contact with each other so Kenny can put their hand on the ground to
disintegrate several other people standing on the ground around them.
The area of deletion can never be thinner than two feet in any spot unless
either the object itself is thinner (in which case it still has to be at least
visible to the naked eye) or if Ken takes 30 seconds of sustained contact to
focus. Because of this part of Ken’s Ability, they use some supplementary
equipment. They have two scythe-ended chains and two bags of kunai
with strings attached (all of which are for creating a bridge for Kenny’s
deletion Ability to travel across to their enemies). They can optionally
make their Ability have a disintegrating aesthetic which they tend to do
unless they’re taking things seriously because it is more intimidating. The
disintegration aesthetic does nothing to the actual effect of the Ability
besides visually turning the target into quickly disappearing ash after the
purple effect.
Notes: Existence erasure immunity obviously helps here but even
then, Kenny can just create a hole to the center of the planet underneath
you. For those without immunity, staying off of the ground and out of
range of Ken’s chain and kunai attacks are a must. And those are just
survivability, actually beating Ken is almost impossible. Suffocation hax
would be an option, aura effects would also work depending on your
methods. Mind and soul Abilities which do not require physical methods of
connection (which would be stopped by Ken’s Ability) would work as well.
You could ironically use a deletion Ability on them too.
#7: Lucky Luz
Ability: Completely all-encompassing luck / fortune.
All processes which are unknown are under the influence of Luz’s
Ability. To count as unknown there simply has to be no one who knows for
certain how it is working. This means that someone looking at the
subatomic particles of an object who completely understood the physics
of those particles could prevent the Ability from affecting it. This Ability
can mildly alter friction, temperature, and directional motion of unknown
objects. It can also affect the various fundamental and quantum forces
acting upon particles, as well as their general position. This Ability is a
completely omniscient force which uses what little effects it can upon
particles and objects throughout all of existence to benefit the goals of
Luz. It has infinite and perfect planning which accounts for all things which
are not inherently unknowable (such as true randomness or things hidden
from clairvoyance), though its intelligence allows it to predict most things
with incredible accuracy. Although the Ability works as if controlled by an
intelligence, there is not literally a being or mind which is making these
decisions. Luz’s decisions are also (accidentally or not) always the best
decisions to get them what they want, unless they are being purposefully
self-destructive. Examples of the things this Ability can cause include:
heart attacks (and other health problems which could reasonably develop
at any point in time unnoticed) after a couple hours, lightning bolts /
meteorites / falling bullets, heroes arriving at just the right time for Luz
(while the Ability cannot influence people's minds and decisions directly, it
can influence them indirectly and a long time in advance, exploiting the
butterfly effect) guessing one-hundred digit passwords (or the computer
glitching due to cosmic rays and hardware degradation and opening itself
up), throwing a bunch of marbles in the air and having them land in a way
that forms a picture, etc. A good rule of thumb is, if it is even remotely
possible and no one can prove that it is not the natural course of events, it
will happen.
Notes: This is one of the harder fights to judge for yourself because
it’s almost entirely dependent on circumstances. Normally the
circumstances of a Battle would be generally contained to “both
combatants are nearby each other in an otherwise safe enough location
and want to kill the other” and then the exact nature of the circumstances
depending on the combatants method of combat (a sniper would probably
be out of range of a melee fighter at the start of a Battle because they
would have no reason to have approached). However, since Luz trying to
kill someone involves the other person just being cursed while Luz
accidentally stays completely out of the way, a situation in which Luz and
someone trying to kill Luz are within the same room doesn’t make a lot of
sense. Since the place of the fight will always be somewhere Luz managed
to go which would be the best place for them to fight, and basically all
chance-based things will go their way, the only circumstances not in their
control are the Jump and time period (though exact time can be longer as
their Ability is obviously great at stalling).
Here’s a handy guide: If you think you can’t kill Luz within a couple
hours and can be killed by a heart attack or stroke or another random
thing in your body happening, then that’s an R-2. If not, and there are any
time periods in any Jumps in which you could not be killed by anything that
could happen to you, that’d be an R-1. If there are around half of Jumps
which contain time periods where nothing could kill you then it’d be R0. If
you think that in most Jumps and time periods, you would kill Luz, that’d be
an R1. And if you believe that there is little to no way for you to die from
Luz’s Ability before you kill Luz, under any circumstance, then that would
be R2. Things which help outside of that are infinite range instakills (or
teleports) that you could have 100% certainty in working before the
universe can kill you, luck powers of your own (though that only helps a bit
because of the intensity of Luz’s own Ability), luck-negation, and any
power / combination of powers which could allow you to observe the
world around you with such certainty that Luz could not affect the area
around you. See Notes for details if you want, it is possibly the most
complicated effect (because I am a sucker for specificity).
#8: Taylor Cosmic
Ability: Infinite matter and energy creation.
Taylor can create anything that he can visualize, with a blue glow
effect, in any non-solid (so, a fluid) within 2 meters of himself. This
visualization must include internal components as well so he can’t create
complex machinery if he doesn’t understand it, and he can’t create things
which he only has a vague idea of (i.e. “something to get me out of this
situation”, “the opposite of a car”, “a clone of Abraham Lincoln”, etc).
Taylor has telekinesis over what he creates for a few moments
immediately after creating it, able to move it around / fling it in a direction
during the creation process. This allows him to shoot energy beams,
knives, mega acid, and generally make constructs in a certain orientation.
He can selectively decide whether or not his creation has recoil, which
gives him the ability to fly or just enhance his attacks via flame boosters. It
would take 10-20 minutes to make a mountain-sized construct, about 10-15
seconds to create a large-building-sized construct, and much less than that
for anything smaller. Constructs that he’s created can be dismissed by him
at will, causing them to harmlessly dissipate. He can output as much
energy as he wants at a time, though it’s unsafe to output any amount that
would split atoms in front of him. The excess heat and energy of his own
attack can be directed away from him safely but an atomic bomb going off
in his face as an indirect result of his power cannot be redirected by the
temporary telekinesis. Taylor starts off with knowledge of all material and
energy types in whatever Setting he’s in, as well as various vehicles, guns
appropriate to the Setting, and basic computer creation (the last of which
requires some focus). Taylor is a skilled user of all conventional weaponry
though he’s especially skilled at small firearms, long-range rifles, RPGs,
and all forms of swordplay. Taylor wears flexible but incredibly durable
armor of his own design based on whatever materials he has available to
him (though it will at least be equivalent to the best possible
military-grade armor). Taylor can create air in his armor to breathe so it’s
airtight. He swaps it out or alters it if he needs to in any given scenario.
Notes: Remaining undetected (or even just obscuring his vision), will
help a lot, as Taylor has many ways of killing you as soon as he sees you
(guns, rockets, lasers, flames, lightning, buildings, etc). If you can catch him
off guard or maybe outspeed his reaction time, he’s just a dude with really
good armor. Taylor’s attacks are also pretty obvious, so if you think you
can consistently avoid his attacks and could land meaningful hits, then
that would be good. Simply overpowering him is possible if you have a
way around the energy attacks.
#9: Ms. Jade
Ability: Infinite range teleportation of self and others.
Ms. Jade can teleport anyone and anything including herself, from
one location she can think of to another. Destinations can be based on
coordinates, relative locations (10 km to the left of here), and/or
knowledge that a location exists (like “the Eiffel Tower'' even if she hasn’t
been there or doesn’t know its exact geographical locations). She can only
teleport things which she either sees, knows the location of, or owns.
When teleporting herself, she can change her orientation. She can teleport
parts of things as long as they are not alive. She cannot telefrag things by
teleporting them on top of each other, she instinctively switches the places
of the volumes she teleports. Stated more clearly, if she teleported an
apple to the left, the air in the shape of an apple in that location would
switch places with the apple. If she tried to telefrag it into the wall, an
apple-shaped chunk of the wall would appear in the apples place. Ms. Jade
can also remote view locations (using the same rules as teleportation
destinations), which is useful for checking places before teleporting there.
Notes: You basically need to be undetectable or incredibly fast to
defeat her since if she can see you, she can kill you. The only other strategy
is being immune to teleportation outright, or being able to survive no
matter where she teleports you (which would involve being able to survive
the vacuum of space, the center of the sun, and a the surface of a black
hole) and even in both of those scenarios you still need to hit her
somehow which will be obviously difficult.
#10: Will Freeman
Ability: Infinite range mind control and endless willpower.
William has incredible psychic power. Along with an endless amount
of willpower, Mr. Freeman can reach out to any thinking being in existence
and read their minds. This is not inherently detectable by the beings in
question, so they’ll only notice if they have a specific ability to do so.
Freeman can access all of this person’s memories, knowledge, current
thoughts, and all five senses easily. He has perfect memory and infinite
storage capacity for information. He cannot copy muscle memory / skills
of others via mind reading, at most understanding the physical mechanics
of the skills, but he can copy Mental: Universe Exploit sourced Abilities.
Freeman can target anyone whose name he knows and who he can picture
somewhat accurately. He can bypass these requirements by being able to
see his target. He also does not need a name if the target does not have
one. He can target several people at once this way. He can also
communicate telepathically to his targets or control their brain to make
their body move according to his will.
Notes: For the purpose of these Battles, assume that Will knows your
name and appearance unless you specifically have a reason for them to be
secret (like being a shapeshifter, being in the habit of never telling people
your name, primarily going by a pseudonym, having a cognitohazardous
true name etc). If you do have a reason to have a secret name or
appearance, probably bump your R-Score up by one. If there’s no way for
him to have figured out your name or appearance then that could net you
an R2. Of course, all of that is moot if you can’t be sure that you won’t be
seen. Will’s Ability obviously doesn’t work on mindless targets so if you
count as one of those (hopefully you don’t) then you can win. Also if your
Ability is automatic (and doesn’t have a mind) then you could try to win
anyways before Freeman can make you off yourself. Remember though
that Freeman can also bring other random people into the fight with his
power if he can’t beat you directly.
#11: Iota Vector
Ability: Perfect telekinesis.
Iota can exert force over matter and energy just by thinking on it.
She can exert force based on how she wants to move something (i.e. “I
want to quickly bring that to me”) or just based on how hard she wants to
push (i.e. “I want to pull on that hard”). She can use her telekinesis to push
people around by exerting force on their whole body, or to hurt people by
exerting force on just the outside (for a punch / strike) or just the inside
(for internal damage). Her Ability has very fine control and very large scale.
She can exert force over as small as one cubic micrometer and up to the
size of the Moon. She can exert enough force to lift a continent, and any
amount less than that. Iota can control things she can’t see as long as she
can visualize their position. While she doesn’t have an abnormally fast
reaction speed, she can prepare her telekinesis to do certain things
passively, creating shapes of ‘force’ without having to define their specific
dimensions.. She can, for example, create a forcefield (as in a literal field of
force) surrounding herself, though making it actually effective against
more than small caliber firearms requires focus. With focus she can block
attacks which could destroy moons. If she knows lightning is about to
strike, she can redirect it by preparing her Ability beforehand. She can also
use her Ability to true fly (and quite fast too).
Notes: Iota’s thing is that she’s basically an everything-bender, so if
you try to hit her with attacks which rely on flinging matter or energy,
you’ll probably find Iota does it better. Iota constantly has her low-focus
forcefield around her at all times if she knows a Battle’s going on (which
she implicitly does unless you have an Ability which would suggest
otherwise). Being undetected helps, as without her using her Ability in a
constant area around herself (which she can and will do if she figures out
you’re nearby) she can’t attack you. Being able to get off the first strike
with something which could pierce her forcefield would give you at least
R-1 but hypothetically up to R2 depending on how sure you are that you
could get that strike in without notice and how sure you are that it’d kill.
Speed blitzing is also an option assuming that you can pierce her defence
and act before she could react. Effects which could activate at range,
without requiring contact, before she can kill you, would work to give you
around R0, depending on your confidence in your Ability.
#12: Kris Orezer
Ability: Saving / loading and temporal beams.
Kris can create save states at will, saving moments in a list in his
mind which he can load his mind and soul back to at any moment. Kris
automatically loads his most recent save from at least ten seconds ago
upon death unless he specifically allows himself to pass on. Kris also gains
a very short burst of clarity immediately following a loaded save, so if he
loads back to a save where he isn’t sober, he can still think straight for at
least a moment or two. Kris can have an unlimited amount of save states
and can identify, differentiate, and pick them out in his mind easily and
instantly. Kris can also send out temporal beams which accelerate the rate
at which things move through time for a moment. In essence, it is an aging
beam. When it hits an object, the object will experience major time dilation
so that in the following one second for Kris, the object has experienced as
much additional time as he wants. This allows him to essentially
disintegrate anything which would dissipate or decay over time. On living
things, it instead causes the target to age as much as Kris wants. The mind
is unaffected by this aging process except by indirect effects afterwards
(like hormones of the new body). Kris does not age.
Notes: Means of success here have to not only be lethal, but
unavoidable. While technically Kris is undefeatable by death, Kris will
eventually give up if he can’t find a way to defeat you. This means you’ll
have to kill him in a way which he can’t avoid no matter how much he
loads. Either that, or use mind / soul-based attacks since they’d be able to
have long-lasting effects, even through loaded saves, and you only have to
land them once. Being immune to aging will help you, and not relying on
equipment (which could be destroyed by the time beams) would too. If you
can move fast enough to dodge his attacks after he’s launched them (so
that no matter where he aims you could dodge it) then you’d probably get
an R1 or R0 (he can still work creatively with the environment and setup)
unless you could be absolutely sure you could speed blitz him. Just
remember he only has to win just once.
#13: Zoom Pal
Ability: Super speed.
Pal here can increase the speed of his actions by up to
3,000,000,000% at will. This is not a temporal Ability, Zoom Pal simply
moves and thinks faster. Zoom Pal has a reaction time of around one
zeptosecond. Zoom Pal’s Ability makes him and his clothes immune to
heat, friction, air resistance, and other harmful effects of moving at
supersonic speeds. Zoom Pal is also proportionally more durable
depending on his current speed modifier, so he can attack at massive
speeds, shattering metal without shattering his own arm. Zoom Pal can
hold his breath for up to 10 minutes. Zoom Pal tries to not to move at
relativistic, atom-busting speeds unless in a vacuum since he cannot
survive the ensuing radiation which he’d have to outrun at lightspeed
which would only cause more explosions. Zoom Pal can see even without
light hitting his eyes. Pal can run on any surface as long as he is going
around Mach 1. Pal is very good at judging his own speed and what its
effects and damage will be.
Notes: Even having a time stop Ability, you’d need good reaction
speed / timing to catch Pal within a reasonable range, so that alone will
only net you around R0. If you can survive almost any kind of force then
you’ll probably be okay to survive for at least long enough that Pal has to
run over and nab materials to set you on fire or tase you or something.
Actually hitting Pal is nigh impossible as well because of his reaction so
even if you have a one-shot Ability, it’s not gonna help on its own. Aura
effects and tricks which can’t be dodged are pretty much your only hope
besides outspeeding him somehow.
#14: The Powerful and Great Sir Mortimer Douglas Rodrigo the 51st
Ability: Infinite soulpower, allowing for unlimited magic and a
nigh invulnerable soul.
Sir Mortimer Douglas Rodrigo’s soul is impossibly powerful. His soul
cannot be negatively affected in any way, except effects which simply
damage or attack the soul. Sir Mortimer Rodrigo is proficient in whatever
magic system is used in the Setting he is in. Sir Mortimer has a soulbound
component pouch on him at all times. His component pouch cannot leave
his person or be destroyed as long as his soul is intact. The pouch will
magically create anything that Mortimer requires to cast spells (i.e. spell
components, wands in Setting which require them, non-sentient creatures,
etc as long as it is required for any given spell) and they will dissipate if
not used for a spell in a reasonable amount of time. No matter what magic
system he’s using, he has access to the following spells:
● Mage Armor: The caster uses up two 20 gram diamonds to cast an
invisible forcefield around the caster, about an inch off of their body.
It will stop anything inherently dangerous like fire, lightning, and
stuff like that. It will also activate if anything tries to move too fast
through the field. If you tried to stab them and held the knife against
their forcefield, it would get stopped by the field which would not
stop rejecting it until you removed your knife and tried again (at very
slow speeds). It can block bullets, though that’s about the limit of
what it can stop. If something breaks through, the spell collapses.
When it is active, the part of the forcefield being used will glow
golden white. Lasts 20 minutes, can be refreshed by using another
20 gram diamond before the duration ends.
● Conjure Element: The caster may create their element and launch it
offensively at their enemies. The usable elements and their limits are
as follows: Flame (hot enough to melt steel and enough of it to cover
a small house instantly), Lightning (just as powerful as Earth-natural
lightning, sourced from the user, not the sky, and aimable to the
user’s target, not the most conductive nearby object), Wind (100 mph
or 160 km/h winds), Ice (shoots cold magic in a max area of about a
house, which induces temperatures of about -100 F / -77 C,
comparable temperatures to dry ice), Acid (shoots a fire hose-like
blast of acid which is about a million times more powerful than
sulfuric acid).
● Healing Touch: Can be used to heal wounds and disease. The caster
can use it on themselves, or on others by using their hands. Has a
casting time of about 5 seconds and can heal fast enough to
regenerate a limb in about 15 seconds.
● Levitate: Requires the caster to eat a mint leaf. The caster can, after
casting, fly around at about 20 mph (32 km/h) with some focus.
All these spells can be overcast by Morty to go past their limits by a
little bit. Assume that Mort can do any spell in a given Setting which one
person could hypothetically accomplish alone.
Notes: Mortimer’s Ability is highly dependent on the environment. If
you have a magical Ability yourself then assume he can use the same
magic system. If your Setting has magic, assume that he can use that form
of magic. If not then just use the default spells. Speaking of the default
spells, he has a number of many powerful forms of attack, so outright
immunity to him would be difficult to achieve without generalized
invincibility. Even regen would have to deal with his acid and fire. He only
really has one defence though and that’s his armor. If you can break
through it through sheer force (and reach him if he’s flying) then you can
probably beat him, assuming you don’t give him enough time to recover
with Healing Touch.
#15: Anaya Arson
Ability: Cryokinesis strong enough to reach absolute zero.
Anaya has the Ability to manipulate a bright blue anti-energy,
producing as much of it as they want from their body, moving it around
and slinging it. When it impacts something, it deletes heat, up to as much
as Anaya wants. Anaya can also trigger this effect before it impacts
something, or delay it for a few moments. Anaya can surround themselves
with their power defensively which will activate if someone tries to attack
them, as they would impact the freezing effect. The range of this Ability is
roughly 200 feet. They can output this fast enough to freeze their entire
area of effect to absolute zero within about a minute. Anaya’s body has no
issue functioning even at absolute zero. Anaya can manipulate ice within
50 meters, shattering it into fragments and/or moving it around. Anaya
can use perfectly frozen air offensively as ice shard bullets or defensively
as shields of various sizes. Ice will move out of Anaya’s way like a fluid if
they use some effort, so they’re unlikely to freeze themselves.
Notes: Being able to keep yourself warm despite the insane cold is
one way of dealing with this (though your heat would have to be insanely
fast and effective). More likely, being out of range, fast, or hidden is the
way to go, so that you can get an attack in before they can. Even then of
course you have to get through their shield but that’s not too difficult with
enough force or with some sort of trick.
#16: Ayana Arctic
Ability: Unlimited pyrokinesis and immunity to heat.
Ayana has the Ability to produce and manipulate unlimited flames.
Ayana’s flames can be made into just heat waves. Ayana’s body cannot be
damaged by heat or the burning process. The heat of Ayana’s flames can
be as high as they want and can be precisely controlled within their range
of roughly 200 feet. Ayana can use their flames to fly if they want.
Notes: Ayana is pretty simple. If you can survive the heat, and/or get
a successful attack in, then you’re good, but if not, then you’re not.
#17: Urahara Kumagawa
Ability: Sight-range power copying, 20 meter automatic power
copying.
Urahara can choose to copy your Ability if you are in his sight, or he
can toggle a 20 meter automatic Ability copier which will copy your Ability
automatically. This will copy the few free Perks you got from the Base
Jump, as well as your Ability. Urahara cannot copy powers whose Ability
Source is: Biological: Symbiote, Mental: Impossible Skill, Mental:
Universe Exploit, Spiritual: Bestowed From On High, Itembound: Drug,
or Itembound: Technological. He cannot copy Mental: Impossible Skills
or Mental: Techniques that he hasn’t seen in use. If Urahara requires
special body parts or biology for the Ability to work, his body will
shapeshift harmlessly so that it works. Urahara can uncopy Abilities at will.
Urahara, unlike most of the rest of the Icosahydra, is not set to your
bodymod’s stats, but is instead slightly stronger, faster, and more durable
than your bodymod. The reason this isn’t an instawin for Urahara
everytime is that they do not copy your knowledge or personality. They get
enough of an instant understanding of your Ability to use it right off the
bat, but if your Ability requires strong willpower, external knowledge, or a
specific personality trait / identity, then you’ll win despite the physical
disadvantage.
Notes: If both of you are evenly matched and have no disadvantage
or advantage over each other whatsoever, it counts as R-2. If you have a
slight advantage, it should be R-1. Only R0 if the Ability is strictly defensive
and would mean neither of you could ever win, or if both of you have
balanced out disadvantages and advantages. If your Ability is significantly
better with a skill / property only you possess then you probably get an R1,
and if it requires a skill / property only you possess then you can probably
take the R2. Outside of that, if you are able to kill him before he sees you,
from farther than 20 meters, you can put that up to an R1 or R2 depending
on your confidence.
#18: KYA-Bot (Kick-Your-Ass-Bot)
Ability: Has no soul or mind, has perfect skill in all forms of
combat, can shift / regenerate body using nanomachines,
technological possession, and can copy movements / techniques /
skills they witness.
KYA-Bot (pronounced “kya bot” or “kyabit” like ‘rabbit’ when spelled
“Kyabot”) is a humanoid robot made of nanomachines with no apparent
method of functioning. Despite this, the machines are capable of:
reproducing endlessly, rearranging to allow for shapeshifting, producing
an endless amount of electricity, hijacking / infecting / hacking technology,
and copying the form and function of scanned technology. While their
nanomachines can multiply and communicate to each other instantly at
any distance, Kyabot cannot make full constructs which are wholly
separate to themself so no cloning or turret creation or anything like that.
Kyabot is strong enough to easily bust through almost any mundane
material and can lift up to around 100 metric tons. Kyabot is as skilled as it
is possible to be (i.e. no Impossible Skills) at all forms of mundane combat
(martial arts, swordsmanship, gunplay, etc). Kyabot can analyze and
instantly copy movements, techniques, skills, and technology which they
see / scan. Kyabot can perfectly replicate and often improve upon the
things they scan unless these things require components (such as
biological or material ones) which they cannot replicate (although they can
and will harvest the components they need from wherever they can get it).
They will never copy something which would be detrimental for them to
copy unless they’d have no way of knowing that it’d backfire. They start
Battles with no initial knowledge of any technology to create constructs
of, besides swords. Kyabot is also a pretty capable tactician, in that they
can understand when they are outmatched and will attempt to retreat to
acquire better resources / technology. Due to having neither
consciousness nor spirit, Kyabot is immune to mind-targeting and
soul-targeting effects. Kyabot’s Ability is Biological: Innate rather than
Spiritual: Innate.
Notes: Obviously technopathy or magnetic Abilities will allow you to
deal major damage to KYA-Bot. Kyabot is not particularly more or less
resistant to electricity (unless they get technology which could deflect it,
absorb it, etc) so if it would work against a human it would probably work
against Kyabot (though their regen means they’d be okay if you didn’t
instakill them). If you are immune to physical attacks and the attacks of
any technology which Kyabot could reasonably scan then you’ll be pretty
safe. Kyabot is also vulnerable to Abilities which affect only objects,
though conversely is invulnerable to Abilities which affect only people or
living beings. Similar to Vita, Kyabot must be destroyed down to the last
nanomachine. Similar to Taylor, Kyabot is a skilled combatant and can
create constructs and adapt at a moments notice. And obviously if your
Ability is technological then you’re pretty screwed if they get close
enough. Mostly, just make sure that they don’t get away. They’ll be
cautious not to be hit by any of your attacks no matter what, but once they
witness your Ability, if it is one which poses a threat to them, they are likely
to retreat and find a better way of defeating you, either by scanning new
technology, or just being more indirect in killing you.
#19: Anna Knifehands
Ability: All damage is reflected back onto the attacker and glass
manipulation.
Whenever another being causes something negative to happen to
Anna’s body, mind, or soul, that negative effect is dealt back to them. An
effect on the mind or soul does not count if it is not supernatural (by your
original world’s standards) in nature. If the effect is not reasonably
divisible (such as the effect of “exploding”), it will simply happen to both
the attacker and Anna. The attacker counts as the last person involved in
causing the damage to occur. This means that even indirect attempts to
harm (like deliberate negligence, manipulations of luck, or setting up
traps) would count as long as there was intent to harm. Additionally,
someone being commanded to attack her would be the attacker, not the
person who issued the command, even if they were forced to attack her.
The damage would scale to the size and proportions of the attacker’s
body, as closely as possible to their relative proportions on Anna. If Anna
dies and her attacker dies within a minute, she will return to full health.
Anna can also produce and manipulate shards of glass. She can produce
as many of them as she wants and fling them at pretty high speeds. She
only has control of her glass and only within 10 meters.
Notes: You essentially have to be able to take what you dish out to
survive Anna. Being immune to your own powers would help, but you’ll
still have to defeat her before she defeats you with her not insanely
powerful, but still decent, glass manipulation attacks. Out regening her is
also an easy way to win this.
#20: One Trick Pony
Ability: I seeeee you :}
Hiii there! I’m just like the rest of these clowns (⋆° ✧˖affectionate⋆✧˖), a
one trick pony who’s got one wacky Ability to rely on. Though I am also a pony,
fyi, but more in the kids cartoon character kind of way than the small dinky
little horse kind of way. My powers? I have meeeta 4th wall-breaking powers
(looky, I put it in bold cause it’s important :3 ). That’s how I’m chattin’ with you
right now reader (or Jumper depending on your personal headcanons on how
Jumpchain works). Don’t worry though, I’m not a narrative manipulator, so I
can’t just write “I win” into the narrative or anything. I can, however, sense and
perfectly subvert narrative manipulation of any potency. If your powers include
narrative manipulation (like being able to act as the author or being tagged by
the narrative as the main character or something) then I can make use of those
powers right back at you (for hilarious effect). I can also see through both my
own cute eyes and the eyes of the fourth wall. Depending on your headcanon
on the canon narrative structure of any given Jump in your Chain, my fun
powers will end up acting a wee bit differently. If we’re operating in a first
person written narrative then I can read your mind and perspective at all times
(or at least whatever is written about your thoughts and perspective). If we’re
in an animated narrative then I can see and hear whatever the camera is
pointing at. I also have some really fun toon force! Being able to pull funny
objects out of hammerspace, recover from being chopped into pieces or
exploding just by popping back together with funny sound effects, and appear
and disappear impossibly from offscreen. Oh! And I figure since you shouldn’t
take my fight too seriously, it won’t cost you any points if you win against me.
I’ll still slide you a +50 if you score a good ol’ arr-minus-two, but you won’t
have to worry about being able to beat me. Although… I think it’ll cost you 400
CP if you have any proper narrative manipulation. whether or not you win. I’m
not talking about the fun stuff of course (the winking at the camera, the
referencing things that you shouldn’t know, the toon force), I mean the cheating.
The author powers, the main character narrative weight, the especially
powerful plot armor (the stuff strong enough to be used offensively), all of it
is… unfun, in my opinion. With the strong stuff you probably got a lot of points
racked up from beating all my other friends (well, my family really) up there.
So I’m going to drive you, painfully, into the ground and make you pay for it too,
dirty story cheater…
Notes: OTPs specific powers vary wildly depending on what you
consider the closest narrative layer is in your Jumpchain. For example, if
the Battle takes place in My Hero Academia, you’ll need to decide if the
narrative is in the form of an anime or in the written form of a Jumpchain
story which it literally is in reality. In places with defined narrative
structures (such as Homestuck or more relevantly, Medaka Box), their
narrative is what is used no matter what your headcanon on Jumpchain is.
OTP cannot come back from any attack which is taken seriously. So you
throwing out a random fireball will make them turn to ash with two
eyeballs and then just form back together with a honk sound effect, you
fighting them for several minutes and then using an ultimate attack, or
screaming with effort while attacking, or just generally being quite
uncomedic about the whole thing, will finish them off. If you have any way
of killing someone dramatically / seriously / uncomedically and you can
survive them shooting you (yes they can shoot guns despite having
hooves), bludgeoning you with giant hammers, and teleporting
everywhere (among other things), then you’ll have at least a chance at
victory.
Reflection
The third and final Step in the process of crafting your Ability. For this Step,
you will consider the full breadth of your Abilities, and everything in the
Base Jump if there is one. This is because this Step will test your Ability’s
effectiveness on yourself.

The cost of your Ability against those of the other people in the
Setting, and the cost of your Ability against powerful people are both valid
measurements of your Ability’s power. However, they do not account for
one incredibly important thing: synergy; The resulting advantage which is
created from the combination of abilities, becoming more than the sum of
their parts. Plenty of synergy is likely when factoring in all of your Perks,
Items (so access to your Warehouse), and Powers from previous Jumps and
the Base Jump if you have Supplement Mode (but not the Perks in this
Jump because I figured it would be annoying with them all using the same
CP pool after all, just do Perks when you’re done with your Ability, it won’t
factor in to any of this). We need to measure exactly how much stronger
you are with your new Ability, than you were without it (it’s okay if this is
your first Jump, this still works well enough without that).
To do this, we’ll pit you against yourself. For the purpose of this
section, assume that “you” is the you with the Ability + all your previous
stuff and “Jumper” is the you without the Ability but who also has all your
previous stuff. In the fights between you and Jumper, there will likely be
Perks you both have which seemingly contradict each other (such as
perfect stealth Perks and perfect detection Perks). For these, the priorities
for Perks are generally: immunity piercers > immunity > resistance piercer
> resistance > powers. If it doesn’t qualify (such as with the stealth vs
detection example) then just judge how powerful each of them are in
comparison to each other yourself. If they are equally effective then have
them cancel out completely. Also assume that you are skilled at your
Ability for the purpose of these Battles.
Before we start, if you fought Jumper and have an R-2 or R-1
(meaning you would be at a mild to extreme disadvantage), take +400 CP
for making yourself actively worse with this Ability and skip this section,
great job. If you would get an R0 against Jumper in a fight (as in you have
no advantage or any advantage you do get is completely offset by
disadvantages) then give yourself +200 CP for having an almost useless
Ability (but do not skip this section). Be very honest with yourself about
both assessments. Even if Jumper is fireproof and you have a fire Ability,
think about how you could affect the environment to your advantage in a
way Jumper couldn’t. These things could give an advantage in Battle, if
only a small one. Now if your Jumper can perfectly control and absorb
flames, then you’d probably count for R0.
Now that that’s done, you’ll see in the below sections, lists of several
tiers of buffs. Imagine for each section that you do a Battle between
yourself and Jumper with that tier of buff. If you beat (“beat” meaning R0
or higher in this section) Jumper in Battle, you must do a Battle in the next
tier. Continue until you lose or reach the last tier in a section. Pay for the
strongest tier that you were able to beat in each section. Add these up
at the end for your Step 3 cost (and don’t freak out if it’s bigger than the
other Steps, it’s supposed to be). Let’s begin.

Strength
Find where Jumper is on this chart (https://vsbattles.fandom.com/wiki/Attack_Potency#Attack_Potency_Chart) in
terms of raw physical strength / durability. Assume that increasing their
strength also sets it to the top of the new row they’re in. If you are already
at Universe level (you show off) then just assume that each “row” increases
strength and durability by one octillion (1027). If you have infinite strength
(very necessary I’m sure…) then skip this section. Increase their strength
and physical durability by…
[50]: …one row. This would take a peak human to street level strength. Not
super impressive looking but enough that it won’t feel unimpressive if they
actually hit you.
[100]: …two rows. This would take a peak human to wall level strength.
This gets to noticeably superhuman levels, busting through cement and
shattering ribs.
[200]: …four rows. This would take a peak human to building level
strength. This starts to be strong enough that it could be a Jumper’s main
thing if they are a pretty early-chain Jumper.
[400]: …six rows. This would take a peak human to city block level. This is
“if you are within a mile of me and I punch the ground you die” level of
strength.

Speed
You don’t need to use this chart (https://vsbattles.fandom.com/wiki/Speed#Speed_Levels) for this but you
can if you are having trouble visualizing it. If you have infinite speed, skip
this section. The thinking speed, movement speed, and combat speed of
Jumper all increase (with similar protections to #13: Zoom Pal) by…
[50]: …50%. This is enough to notice but it’s mostly just a little uncanny to
watch. They’ll be at a significant advantage if you two are just in a fist fight,
but this isn’t a superhuman boost on its own.
[100]: …100%. This is very noticeable, mostly in reaction speed. When your
reaction time is halved, combat becomes way easier.
[200]: …5 times. This is enough to be visibly super speed, and makes
reaction times way better, but it still isn’t quite enough that you’ll be
causing major collateral damage in your wake or punching down brick
walls.
[400]: …10 times. This is enough to get a normal human to around Mach 1.
This will make it seem to Jumper that the world is moving 10 times slower.
This will also mean they can probably hit you with a sonic boom so, be
careful with that.

Regeneration/Stamina
Find where Jumper is in this list (https://vsbattles.fandom.com/wiki/Regeneration#Types). If they don’t
have enhanced regeneration then they are one tier worse than “Low” for
the purpose of this section. If they cannot regenerate then they are two
tiers worse than Low. Your Jumper’s regeneration is improved by…
[50]: …one tier. Their regeneration speed increases by 50%. Their pain
tolerance and stamina are doubled. They’ll be able to bounce back from
attacks way faster, and take more of a beating than you normally would.
[100]: …three tiers. Their regeneration speed triples. Their pain tolerance
and stamina are quadrupled. They are significantly better at recovering
than you are, and if they already had improved regen, the effect is quite
visible.
[300]: …five tiers. Their regeneration speed increases by 10 times. They
have almost endless pain tolerance and stamina. Even if they only had
normal human levels of regeneration before, they can now survive most
normally fatal wounds, including decapitation, and they can push through
the pain of such things.
[500]: …six tiers. Their regeneration speed increases by 100 times. They
can push past any pain and have nigh-infinite stamina. A normal human
could now survive something as extreme as being blown to smithereens,
surviving from just a finger or heart.

Cooldown/Mana Cost Reduction


The mana / stamina (or equivalent for other supernatural systems) cost of
Jumper’s abilities will be referred to as just mana for this set of scenarios.
Cooldowns in this set of scenarios counts as any Perks / Powers / Item
Restocks which require an amount of time (and only an amount of time) to
pass in order to be used again. If you have neither of these, they are not
combat applicable (i.e. even if there were no cooldown / mana cost to
those abilities, they would not give a significant advantage in combat), or
they’re only 1-Ups, then skip this section (be responsible in your judgment
on this one though). Cooldowns and mana costs for Jumper will be
reduced by…
[50]: …20%. This means they’ll be able to cast things a bit more often than
you. If they have things like basic attack spells, their dps is going to be just
a bit higher than yours. Most things with cooldowns over a couple minutes
aren't going to be affected though.
[100]: …50%. This halves all cooldowns / mana costs, meaning they can
cast twice the stuff in the same amount of time. This is going to be a
significant advantage.
[200]: …75%. All cooldowns / mana costs are now one quarter of what
they were. This means they will be casting four times as much as they
should.
[300]: …90%. This allows Jumper to cast things ten times for every one
time that you can. This gets absurd for cooldowns that are already short
and starts to have an actual effect on longer cooldowns with ten minute
long cooldowns only taking one minute and hour long cooldowns only
taking six minutes.
[400]: …100%, meaning they can be spammed endlessly. 1-Ups with one
year or longer cooldowns can only trigger three times each. This has got to
be ridiculous for you, assuming that they have any combat mana /
cooldown stuff at all, it’s gonna be major bullet hell time for you.

Invisibility
If Jumper can already turn invisible, ignore this. Your Jumper gains the
ability to turn completely invisible, including objects they’re immediately
touching.
[50]: They can still be heard and seen via infrared. This will usually mean
they can get the jump on you.
[200]: They cannot be detected by sound or infrared either. This means
there will be very few ways to detect them at all.

Extra Lives
Jumper will gain the ability to respawn at the closest safe location after
death, fully healed and with negative status effects removed. This will also
activate automatically in a situation in which they would be classified as
“defeated” (i.e. mind break, indefinite paralysis, permanent entrapment).
Jumper can do this…
[100]: …once. Should only be a difficulty if your Ability depends on the
element of surprise, or if your Ability is some sort of trick. That, or if you’re
damaged and exhausted after the first victory and don’t have a way of
recovering fully before they come to attack you again.
[200]: …three times. This allows for luck and circumstance to have more
chances of being in their favor, if only because they keep rolling the dice.
Can turn an R0 into an R-1 for you, depending on how close it is.
[400]: …a dozen times. This can quickly become a war of attrition, since
they’ve got a significant 1-Up advantage over you. However, if you had a
good enough R2 to start with then you can kill Jumper however many
times it takes.

Prep Time
Jumper has extra time before you are introduced into the Battle. They will
know the absolute basics of your Ability and (obviously) all of your
previous Perks, Powers, etc. They have…
[50]: …one extra day to prepare.
[100]: …one extra month to prepare.
[200]: …one extra year to prepare.
[300]: …as much prep time as they want.

Icosahydra Abilities
Jumper has one of the Icosahydra’s Abilities (see Notes if the tiers in this
section confuse you, I tried my best to make it clear though). The Ability
is…
[100]: …the one that is the least advantageous for them of the 20 besides
OTP’s Ability. This means you don’t need to pay for this tier unless there is
at least one Icosahydra Ability Jumper could have that would fail to beat
you.
[600]: …one of the ten least advantageous of the 20 for them. This means
you don’t need to pay for this tier unless you could beat Jumper while
they’re using an Icosahydra Ability in at least ten of 20 possible Battles.
This would be truly impressive.
[1000]: …one of the two most advantageous Abilities of the 20 for them.
This means that you only need to pay for this tier if you could beat Jumper
while they are wielding one of at least 19 of freaking 20 Icosahydra
Abilities they could have. In other words, at most one of the Icosahydra’s
Abilities can help your Jumper beat you. This suggests your Ability is truly
egregiously powerful, though I can’t imagine you don’t know that already.

You should be done with your creation now, though maybe double
check that you added the cost for all the tiers you were able to beat and
not the ones that weren’t able to beat. Common mistake to make in this
Step since it’s a little unintuitive. Average out the cost of each Step, round
to the nearest 50 CP, and you’ve got your price! Feel free to spend spare
CP below on Perks, and if you’ve got an Ability which costs >1000 CP, there
are plenty of Drawbacks below to help you get there. Hope that wasn’t too
much of a headache, and that you’re happy with this new power of yours!
Perks
Also known as the stuff you buy with the CP left over after buying your
Ability. Or you can come over here and dump your CP into this section if
you just want to supplement the abilities you already have. Either way, you
get no discounts.

Ability Users Attract Ability Users [Free, Mandatory for this Jump]
Users have a strange cosmic attraction to one another. Even Abilities
themselves cannot fully allow one to avoid this effect. You will find that
when it comes to meeting new people, more of them will be Users than is
really probable. Additionally, you will meet at least one new User a month
(unless you’ve run out of Users to meet of course), whether potential
friend, apathetic stranger, or hired enemy, you’ll run in to them at some
point. This is mandatory for the Jump but you can also keep it if you want.
In future Jumps, you can turn it down as much as you’d like, including
turning it off completely.

Hereditary [Free/100, Incompatible with Itembound Sources and


Spiritual: Bestowed From On High]
Your Ability is now hereditary if you want it to be. Depending on the
Ability Source, this makes more or less sense. If the other parent of your
child is also a User with this Perk, then they have a 50/50 of getting one
Ability or the other. For 100 CP, you can decide which one is inherited, if
they mix and combine into a new Ability of similar strength, or if they
inherit both at a lower strength each.

One at a Time Boys [Free/400]


Abilities are exponentially more powerful when used in tandem. A
team of four weak Users will almost always beat one strong User, and not
just because of the Power of FriendshipTM. It’s simply objectively
advantageous, and similarly disadvantageous to be on the other end. This
Perk lets you rest easy as you (and your immediate allies) will never be
attacked by more than one User at a time. Even if you have angered an
army of Users, you will only be attacked by each of their Users one at a
time. There is an exception: if there are two Users who have no chance
against you individually (R-2) then they will be allowed to team up against
you. Additionally, if you are about to defeat someone, then they will count
as “weak” to you, and a second enemy User which you could normally
defeat (R-2) can jump in to help. There will also be at least a couple
minutes between Battles, if you want there to be.
You can have this Perk for Free during this Jump if you accept the
stipulation that your enemies also benefit from this Perk against you (and
your immediate allies). This means even with a team of Users some of you
will end up isolated from the rest or maybe you’ll just be compelled to
watch and commentate from the sidelines or some other excuse. They
have the same weakness as you however, in that two of you could attack
them if they could beat both of you individually, and that if they are about
to beat one of you then one of your weaker members can join. This Perk
cannot be utilized by the main antagonist of the story if there is one (or
main protagonist instead if you think you’re more likely to come to blows
with them). This exception from using this Perk updates one month after
the current main antagonist is defeated (so once you defeat the main
antagonist of an arc, a month later, the next arc’s antagonist will no longer
be able to use the Perk).
You can have this Perk in future Jumps as well if you pay 400 CP. This
also alters the Perk slightly. Firstly, it is now toggleable. Secondly, your
enemies can no longer utilize your Perk, meaning you can team up on
them while they cannot team up on you. If you do team up on them
however, they are allowed to bring in up to the same amount of Users on
their side (so if you try to go 3 v 1, they are allowed to pull in two allies if
they have any, but no more than that unless you add more to your side as
well). This still does not count for main antagonists, you can team up on
them all you want.
Training Arc [50 per]
Just because you’ve got skills and powers which put you above the
rest doesn’t mean you can stagnate. You’ve gotta keep increasing your
power! Your skill! Your endurance! You must train! And with this your
training’s effectiveness is doubled. Can be purchased multiple times.
Stacks additively (so triple, quadruple, quintuple etc.).

Talking is a Free Action [50]


Communication in combat is key when in a team, and fun when
taunting the enemy. Too bad it’s way too much trouble to try to talk and
fight at the same time; it leaves you open to way too many attacks. Not
anymore though, as talking will miraculously not take much time at all
combat-wise. This does have its limits but you’ll find that pretty much no
actions will start or finish while you are speaking, nor will timers or
charge-ups progress. If you want, you can extend this to your allies and/or
enemies as well. It’s not really effective offensively because you’re also
under the influence of the “nothing happens” field, unless you have some
sort of language-based attack I suppose.

No Pain, Still Gain [100]


However important training is, leisure can be equally important.
Taking care of your mind and body is the way to true strength. However,
not training for extended beach episodes can cause gains from training to
dissipate. You never want your overpowered Ability to degrade over time
just because you haven’t had the need to use it. Now none of your abilities,
skills, or physical statistics will degrade over time.

Ability Proficiency [100]


Your Ability is, obviously, very important to your success in these
stories. This Perk allows you to be proficient in using your Ability, knowing
by heart all its nuances and the weird tricks you can do with it, as if you
had spent a lifetime (a normally sized one) practicing.
General Proficiency [100, Requires Ability Proficiency]
This proficiency now extends to all your supernatural and/or
superhuman abilities.

No Matter What Happens to Me [100]


Sometimes, when victory is most important, you have to prioritize
winning over everything else. Unfortunately, that sometimes involves
things which are gross, painful, or even deadly, so even if you wouldn’t
want to prioritize your discomfort over winning, it’d be hard to commit to
it in the moment. Now you’ll be able to temporarily stop your discomfort
from making you hesitate. This doesn’t stop you from feeling pain or being
grossed out but you’ll be able to do things which will cause you discomfort
without hesitation. Now you can chop off your own leg to escape a trap if
you absolutely need to stop someone from gaining absolute power. This
won’t make you more reckless than normal, you’ll only do what you think
would actually be worth it, but you should still probably turn this off if you
don’t need it, you generally want to heed those “don’t do that to yourself”
signals. Also, the pain (and/or blood loss) can still cause you to pass out if
it becomes too much, assuming you don’t have other survival Perks or
abilities.

Required Secondary Powers [200]


Required secondary powers are the usually unaddressed minor
safety powers which are implied by necessity. Running super fast? Must
have super reflexes and friction negation or you’d run into a wall and burn
to death. While it’s easy enough to bake required secondary powers into
your Ability, and most powers from elsewhere come with the stuff as well,
this Perk will guarantee that all of your abilities (besides the Ability you
purchase here which is not affected by this so that you can’t cheese the
Ability Creation section) have required secondary powers. You do not take
any damage from your own abilities unless the damage is what makes the
ability work (your super strength will never shatter your arm, but abilities
which overclock your body past their limits and abilities which drain your
vitality to achieve its effects will not be affected).

Think Fast! [200]


Seriously! Really fast! You’re going to need some serious thinking
speed in a lot of these fights, not only to react appropriately when your
enemy starts reversing gravity, but also to think up a tricksy plan to use
your own Ability to defeat them. You can now think fast enough to form
full sentences in your mind while backflipping over a projectile in the
middle of stressful combat. This will not negatively affect you in any way
(you won’t feel like time is slowed and it won’t mess with your brain or
anything). Note that this does not affect the quality of your thinking, only
the quantity.
Anime Time Is Slower Than Real Time [100, Requires Think Fast!]
Now this is getting silly. You can now have full monologues to
yourself within seconds, being able to think as if you had roughly five
times as much time as you really do. Again however, quantity not
quality.
All According to Keikaku [200, Requires Think Fast!]
Now the quality of your thinking has increased. Specifically,
you are much better at planning things out, thinking ahead, and
playing chess with your opponents. This has its limits. Most of the
specifically intelligent characters in these stories will be better at
planning than you (assuming you only had this Perk boosting your
mind), but this does give you an advantage over one episode goons.
You See, I KNEW That Would Happen! [200, Requires All
According to Keikaku]
Those limits are a lot less limiting now. You have an
extreme proficiency in: predicting your enemy’s actions, using
your abilities creatively, and involving the environment in your
tactics. Feel free to combo with Talking is a Free Action to
brag to your enemies that you knew what they’d do all along.
More helpfully, pairing with Ability Proficiency will let you
figure out the best ways to use your powers in pretty much any
scenario where you know what’s happening.

The Perfect Supplement to Your Ability [300]


Abilities are all well and good, but if your Ability is non-combat or
can only help in a fight rather than finish it, then you’ll have to carry your
own weight. You are now stronger, faster, and more durable than before.
This would raise a normal human almost to the level of Captain America. It
also comes with some pretty decent martial arts skills, allowing you to
defeat most mixed martial artists in combat even without considering your
extra physical might from this Perk. Alternatively to the martial arts, you
can get equivalent training in a weapon type of your choice (though
broader categories will be less honed than smaller ones).

Talk No Jutsu [300/600]


The most powerful ability truly is friendship. And you now have that
ability. For 300 CP, you are now many times better at convincing
combatants not to fight you. If they are acting out of an emotional place
and/or don’t have an issue that can only be resolved by fighting you, then
you can talk them down with a conversation whose length is determined
by your own charisma and how much they would normally be convinced.
Having a philosophical / ethical issue with you counts as an issue which
can only be resolved by fighting unless you can convince them that you’re
on their side. You must be willing to stand down once they stand down for
this to work. If you can’t convince them before the fight is over you can
convince them after dealing with them assuming you did so non-lethally.
This does not work on beings under the effect of outside negative
influences (like mind control) or entities who are inherently evil. Pairs well
with Talking is a Free Action.
For 600 CP, your words can literally reform and rehabilitate those
who are insane (or just mentally ill in Settings which are more serious),
though you need to actually beat them for this level of the Perk to work.
Someone could be a psychopathic sadist whose purpose in life is
murdering people, and as long as you completely and undeniably kick
their butt (they must be at least unconscious and minorly injured) they will
be inspired to turn their life around for the better. This also doesn’t counter
mind control or inherent evil etc. This can technically work in reverse too if
you are evil, though I can’t imagine that not backfiring.

The Conviction to Defy Fate [500]


There are many times when the challenge you face is not just
daunting and uber powerful, but completely impossible to defeat for one
reason or another. Whether fate itself ordains your downfall, the rules of
their Ability forbidding your survival, or reality itself explicitly making it
impossible for you to succeed, you are truly screwed. In such a scenario,
there is only one thing to do: just win anyways. You see, under certain
conditions, you can now do one small thing once per Jump / once per 10
years which is completely impossible. To activate this, you must be facing
absolute defeat. This isn’t necessarily Chain Failure, as it can also be failure
to protect something or someone who is incredibly important to you or
similar. Additionally, you have to be motivated by an extreme
determination to not be defeated. This cannot be something simple like
not wanting to die (unless you have some sort of trauma related to not
being alive), it must be related to protecting someone / something
important to you, completing some important goal, being there for
someone important to you, or something similar which you might label as
your primary motivation. When it does activate, it cannot give you a huge
boost in power or a new ability. Instead it makes you an exception to some
rule and/or prevents you from dying during the few seconds that it’s
active. For example, if someone uses their future sight to see that you are
going to be hit with a sword slash to the right, you can dodge the sword
anyways, getting in a strike and winning the Battle. Perhaps the enemy
Ability stops time and you are able to move during stopped time just
enough to attack and save yourself. Or maybe you just impossibly survive
for a few seconds longer, even in a video game setting where such survival
at 0 HP makes no sense whatsoever.

Unnatural Twenty [600 per, Discounted with Icosahydra: The Sitcom]


Once per Jump, or every ten years, when you are about to die, a
cosmic (metaphorical) d20 will be rolled, summoning one of the
Icosahyrdra to your side to save you. They’ll stay around for up to 10
minutes from their perspective. It will always roll an Icosahydra member
that can actually save you, assuming there is one (dear god if there isn’t
one, you are soooo screwed). They will know all your Powers / Perks / etc
so they can best work with you. They also know the basics of what you
know of your situation. You can take this even if you take the Icosahunter
Drawback. They’re Ability Battle characters, fighting them is the best way
to make friends with them. Although this Perk will not trigger to protect
you from whichever of the Icosahydra is after you, and that member of the
Icosahydra won’t come to save you when the Perk triggers in other
scenarios until after you’ve defeated them. If there are no Icosahydra who
can save you, the Perk won’t trigger or start its cooldown. Can be
purchased multiple times for multiple charges. Cannot roll the same
person twice before the 10 years pass / the Jump is over.
Companions
Friendship is a cheap trick to make weak Abilities stronger. And it works
really well. And it’s fun!

Import [100 per/50 per]


Spend 100 CP to import one of your Companions here with 800 CP. If
you are using Supplement Mode and imported the Companion in the Base
Jump, you can import them here for only 50 CP. Importing Companions is
free after the fourth purchase (though you must pay for those which would
cost 100 before you pay for those which would cost 50). Companions can
take the following Drawbacks: “Can YOU Find the User?”, Weird, But
Probably Not Important Right?, This Must Be the Work of the ENEMY,
My Ability HAS NO WEAKNESSES!, Why Does This Always Happen To
You, Perk Lock, and Dis Ability (+related Perk).

Export [200 per/100 per, Incompatible with Supplement Mode]


You can now create and export a character you befriend in this
Setting. You have 800 CP to create them with. Costs 100 CP after the
second purchase. Can take the same Drawbacks as the Import option. If
you have Supplement Mode active, you can just use the Export feature
from the Base Jump.

Icosahydra Member [999999, Requires Spark]


Lmao no.
Drawbacks
In case you made an incredibly powerful Ability and need some more
points, you can add some extra challenge to your stay. No Drawback limit
but don’t get yourself killed (or do, it’s your funeral).

[General Drawbacks]

Incredibly Attractive [+50 per]


You are now doubly as likely to meet other Users as you were before.
This means you’ll meet twice as many as you would with just Ability Users
Attract Ability Users which is already many times as many you normally
should in the situations you get yourself in. This also increases your
minimum rate of meeting Users from 1/month to 2/month (once per two
weeks). Can be purchased up to four times, stacking additively (triple,
quadruple, quintuple).

“Can YOU Find the User?” [+50]


No, apparently you cannot. No matter how obviously someone is not
a background character, you won’t notice that they are an Ability User.
Their unique nonsensical clothes, their unnatural hair, their strange
mannerisms, all of it goes right over your head. You cannot take this if
you’re in Supplement Mode and you already know who the Users are from
knowing the source material.
Weird, But Probably Not Important Right? [+100, Requires “Can
YOU Find the User?”]
No, that was very obviously an Ability. You will no longer
assume that any weird goings on are the result of Abilities. You will
try to rationalize any supernatural things which happen to you as
much as you can. Thought you saw an entity swoosh by out of the
corner of your eye? Was probably just some guy. A dog on the street
coughs up their lungs and dies? Must’ve been really sick. Either you
have to see someone use an Ability directly or witness something
completely unexplainable, consistently, in order to be convinced that
maybe you’re being attacked.

This Must Be the Work of the ENEMY [+100]


Careful on the trigger finger there Jumper, I think that guy just has a
weird haircut. And no, the swirling of the coffee in your cup isn’t forming a
skull due to an Ability, that’s just the coffee (and barely looks like a skull at
that). You seem to be a lot more prone to assume something is the work of
an enemy’s Ability and to assume that someone who stands out is an
enemy User. This isn’t crippling mind you but you will have a false alarm at
least once per actual Battle that you face in the Jump. This also isn’t
particularly dangerous unless you tend to deal out swift and lethal attacks
to those you recognize as enemies, though most calmer people will just
end up embarrassing themselves more often. In combination with “Can
YOU Find the User?”, you are now only sure that someone is a User when
you are wrong. Even trying to game the system (“I think this guy is a User
therefore he isn’t!”) will also fail (“OH NO HE WAS”). Adding Weird, But
Probably Not Important Right? does the same.

My Ability HAS NO WEAKNESSES! [+100]


Note: it probably has weaknesses. You won’t think that though, as
you are now completely convinced that your Ability (in combination with
your other Perks and Powers) makes you unstoppable. To be fair, you
might be right most of the time, considering you are Jumper. However I’d
advise you not to underestimate the powers of the Users in your Setting.
There are ways of getting around almost any Ability or set of Abilities.
Either way, you’ll be incapable of seeing any way you can lose during this
Jump.
Why Does This Always Happen To You [+100]
While not unreasonable, this kind of thing has got to be unlikely. For
some reason, you always seem to be put in awkward or embarrassing
situations during Battles. Whether it’s an enemy User attacking while
you’re in the bathroom, having to do something gross to defeat an enemy
Ability, or even the classic weirdly sexual Battle (“oh goodness while
fighting this enemy you’ve accidentally seen up the skirt of your ally! How
wacky and quirky”). Besides being silly, it won’t ever make you lose
(though maybe you’d sometimes prefer it to the loss of dignity).

Wait, That Doesn’t Explain It at All [+100]


Sometimes, before an enemy attacks you, they do some weird thing
with their Ability, to be intimidating or just because they’re a weirdo (Users
often are). But wait a second, after defeating the enemy, in retrospect, that
wasn’t even a thing their Ability can do??? By taking this Drawback,
enemies will inexplicably do something with their Ability that they literally
cannot do (and is often barely related), until you learn what their Ability
actually does. This new power is never actually useful, it’s just weird
and/or intimidating. The actually bad part of this is that it can throw you
off when trying to guess their Ability, which can often be the difference
between outmaneuvering an enemy Ability, and failing to survive your
Battles. Oh, also, no one will remember them doing their weird thing, if
you ask anyone who should know what happened they will tell you
(correctly) that that’s not their Ability. There will be no evidence of this
besides your memory as well. Cannot be taken in Supplement Mode
unless you also have What Was Your Power Again?.

Item Lock [+150]


This Drawback locks away your access to Items from previous Jumps,
as well as your Warehouse. Cannot be taken if the Base Jump has a
Drawback which would do this (even indirectly through a general power
lockout Drawback).
Perk Lock [+150]
This Drawback locks away your access to Perks, Powers, and
altforms from previous Jumps. Cannot be taken if the Base Jump has a
Drawback which would do this (even indirectly through a general power
lockout Drawback).

Inverted Metaknowledge [+150/+300]


You can only take this if the main antagonist(s) has at least an R1
against you with all your Perks, Items, Ability, etc. If the main
protagonist(s) have at least an R1 against you and you think they will be
trying to defeat you, then that also allows you to take this and replace
“antagonist” with “protagonist” in the following description:
For +150 CP, the main antagonist(s) has metaknowledge of you and
your abilities. They have all the knowledge of someone who has read the
full wiki page on a character (that character being you of course). If taken
with Usurper or The Arc Ender, this instead grants +300 CP.

Not So Hypothetical [+200]


Ya know how all the Battles against the people in your Setting and
the Icosahydra and yourself were all just thought experiments used to
measure your Ability price? Weeeell not anymore. You will now go through
a Battle for each Battle which you evaluate for R-Score in the Ability
Creation. The scenario / circumstances for each Battle are randomly
chosen from likely scenarios / circumstances. After each Battle you will be
reset to full health in every way (to be clear though, your memory will
continue between Battles, you’ll be experiencing every second of these).
The Battles will not take time away from your Jump. You don’t have to win
all the Battles though of course. You just have to win at least half of the
amount that you are predicted to win based on your overall average
R-Score rounded down. All R1s means you have to win (half of 75%) 37.5%
of the Battles, four R-2s and one R2 means you have to win (half of 20%)
10% of the Battles etc. For those who don’t want to do even more math
(valid), know that you can mostly just eyeball it, especially since the actual
amount you have to win is half of the expected. Additionally, you can
approximate based on your Relativity CP price: +800 means half of 25%,
+400 means half of 37.5%, +0 means half of 50%, -400 means half of
62.5%, -800 means half of 75%, -1600 means half of 100%. If you don’t
have Supplement Mode, you do not need to fight every single User in the
Setting, you just need to fight until you’ve beat the right ratio of Users,
though you have to fight at least twenty Battles for the Relativity Step and
at most one hundred. The Recalcitrance Step is even easier to eyeball. You
will have to fight yourself with every possible buff in the Reflection Step
sequentially as well. You also won’t be able to remember anything about
the Abilities and Users from the Setting that you didn’t already know. That
means you won’t actually learn anything from this (though the memories
will fully return whenever it would no longer be helpful).
High Standards [+100, Requires Not So Hypothetical]
You must now beat at least the amount that you are predicted
to win. This doubles the difficulty and means there is almost no
wiggle room for failure.
Practice Round [-200, Requires Not So Hypothetical,
Incompatible with What Was Your Power Again?, No Warning,
and “Can YOU Find the User?”]
I see, you want to get a quick run of the Setting before you
start properly. Well, your memories of things that you learned about
Abilities and Users from the Setting are no longer removed. This
doesn’t work with things that mess with your metaknowledge (hence
the incompatibilities) and is definitely a somewhat dangerous way of
getting some foreknowledge but it works.

Dis Ability [+300]


Your Ability is more of a hindrance now than a boon (at least for this
Jump while the Drawback is active). Your Ability will now come with some
major drawback that makes it problematic, and your Ability will be able to
activate out of your control (i.e. telepathy that is always on and
overstimulates you, time stop that triggers at random times when you’re
bored / understimulated, an electrical Ability whose static can cause
seizures when you’re stressed). The downside of your Ability will pierce
any Perks which would make it less bad directly (the telepathy would
pierce anti-overstimulation Perks, the time stop would pierce
anti-boredom Perks, the electricity would pierce perfect body control
Perks) and the downsides have to actually be a problem for you as much
as it would be a problem to a normal person with a similar real life
disability. It’s not all bad though, as it still has to be mitigatable in some
way even if that way would involve making adjustments to your lifestyle
(you can stay away from large gatherings of people with the telepathy,
carry fidget toys with you at all times with time stop, and sit or lay down
when you are stressed with the electricity). This will make combat harder,
so let’s hope you aren’t fighting much, have friends to back you up, or can
keep your disability from hindering you in the fight.
If I Beat That, I Can Beat Anything [Special, Requires Dis Ability]
You’ve probably faced many esoteric and difficult threats
before, and you’ll probably face many more in the future as well, but
dealing with a disability is probably one of the more real ones.
Disabilities of all kinds and intensities affect millions of people in
almost every world. And just like it’s done to them, the daily struggle
has made you a stronger person. For Free at the end of this Jump,
gain this Perk (not Drawback). It guarantees that no matter how
powerful a despair takes hold of you, it will never quite take you over
the edge. It only actually increases your tolerance for pain, suffering,
tedium, loneliness, and hopelessness by a small amount, but it really
kicks in when the despair starts becoming too much to handle, like a
safety net. If you upgrade this Perk for 200 CP, it can also save you
from any effect trying to hold your true self back (usually mind
control / soul effects) once per Jump / once per ten years.
Separately, for 400 CP, you can get this Perk at the start of the Jump
instead of the end. Kinda defeats the purpose of taking the
Drawback and the point of getting the Perk though so you’ll have to
endure a small disappointed stare from Jumpchan. If you had a literal
disability before you started Jumping then you can take the fully
upgraded version of this at the start of the Jump for no points.
You’ve earned it just by not giving up until now.

Icosahunter [+500]
You may be powerful Jumper, but can you truly handle Battling the
strongest people alive? Roll a d20. That member of the Icosahydra is now
after you. They spawn into your world (with any Free Origin and anything
they can get for Free / with stipends if you are in Supplement Mode) far
away from you (or as far as is reasonable for smaller worlds), and under a
fake name if they think you’ll be able to find them by their name. They’ll
know your Origin, name, and current appearance, no more, no less. They’ll
go after you over the course of the Jump, with the objective to Chain Fail
you. Even if you have an R2 against them in a fair fight, know that they
have the advantage of preparation here. They have (presumably) 10 years
to find you, stalk you, and wait for the perfect chance to attack. They can
use things in the Jump to get the advantage as well, like getting a gun,
stealing an important artifact, using a drug, or even obtaining allies of
their own. And of course you won’t know what they look like either
(though they’ll look as unique as any other User in the Setting so you
might be able to tell they’re a User at least). Even OTP won’t be a pushover
(they’ll make a lot of allies to fight ya, and exploit the tropes of the Setting
against you). Good luck Jumper.
Re-Roll [-50 per, Requires Icosahunter]
Rolled an Icosahunter which hard counters you? Would you
rather someone a wee bit easier? You can use this to roll again on
the d20. Re-roll if you roll one you already have as an option. You
can choose between the ones you’ve rolled in case the re-roll is
worse than your original. Can be purchased multiple times for more
options.
Prepare for Trouble [+100 per, Requires Icosahunter]
As if one wasn’t enough, there is now another hunter coming
for you. Roll again on the d20. Re-roll if you roll one you already
have as an option. Choose two hunters from your options instead of
one. Thankfully for you, they won’t work together. They won’t be
against each other and they won’t accidentally get in each other's
way, but they follow the ancient tradition of “one at a time” so that’s
good at least. Can be purchased up to five times for one more roll
and hunter each time. Can be purchased up to twenty times with
Cheat Level Synergy.
Cheat Level Synergy [+200/+400/+600, Requires Prepare
for Trouble]
Dear god you’re in for it now. They will no longer refrain
from working together. They will also be immune to the effects
of One at a Time Boys when it comes to the other hunter(s)
meaning that multiple Icosahunters can fight you at once. The
strength of synergy is unbelievably pronounced when you have
the Abilities that the Icosahydra do. This gives you +200 CP. If
you have five or more hunters then it instead gives you +400
CP. If you have ten or more hunters then it instead gives you
+600 CP. You better already be ridiculously powerful if you
hope to stand a chance.
Kitted Out [+100, Requires Icosahunter and Supplement Mode]
Instead of just getting freebies and stipends, your hunter(s) get
a full, 1000 CP build of the Base Jump (or whatever amount of CP the
Base Jump gives you). Whatever would be best to compliment their
fighting strategy is what they pick.
[Incompatible With Supplement Mode]

Tournament Arc [+50]


No matter what the stakes are for whatever it is you’re doing at the
time, no matter how unnecessary it is, no matter how easily you could just
circumvent the whole process, you are now guaranteed to be involved in a
tournament arc. At some point during your stay, when other, more
important stuff should really be getting done, you’ll unfortunately be
caught up in a tournament (with at least 16 contestants), where you must
face off in combat brackets against other Users until everyone is
eliminated. These don’t necessarily have to be to the death and there can
even be on-site medical support, but no matter what, at the very least a
third of the fights are going to get close to lethal. Even if you lose
(assuming you don’t die) you’re not allowed to leave until you watch the
rest of the fights. Oh, and don’t forget what I mentioned earlier about
more important things. The tournament is, through some amount of
unfortunately coherent shenanigans, going to end up being either: the
only way to achieve the next step towards your current goals (maybe you
need to face off against a certain competitor in front of a crowd in the
finale or you need to draw out an ancient entity by ritualistic combat) or it
will be a dangerous but necessary distraction from completing your goals
(maybe the countries economy relies on these tournaments for tourism or
you need to keep up appearances for some reason). At least these arcs are
usually fun.
Double Elimination [+50, Requires Tournament Arc]
The brackets are now double elimination, meaning that losing
contestants fight in a separate tournament whose winner fights the
winner of the first tournament. It goes without saying but you’ll be
here about twice as long now.

The Arc Ender [+250]


This guarantees the existence of a person in your world whose
gravitas is significant enough to serve as the final Battle of a major arc.
This is a serious powerhouse, with an especially unstoppable Ability. Using
this potent Ability (along with their own significant personal strengths and
skills) they have an R2 against you in your Ability-having bodymod and
(more impressively) at least an R1 against you with your Ability, Perks,
Items, etc. They also have at least an R1 against all of your Companions.
This will make them a significant threat. You will hear about them at least a
month before they become a threat to you specifically but at some point
(whether because you’ve wronged them in some way, you have something
they need for their goals, you are philosophically opposed to them, or
some other reason) they will begin to plot ways of making problems for
you and eventually killing you. Either that or the goals they are going for
are completely unacceptable to you in a way where you will be compelled
to stop them before the Jump is over.
No Warning [+50, Requires The Arc Ender]
You are no longer guaranteed to know of the villain a month
before they appear. In fact, the opposite is now true: the villain will
know of you, and begin plotting against you, at least a month before
you know of them. If you have some way of sensing the threat
instantly such that it’s impossible for them to know of you a month
before you know of them, then they will know of you a month before
the Jump starts.
Goons [+50, Requires The Arc Ender]
What is an evil villain without goons! The villain will now have
at least two dozen Users under their command, either by mind
control, persuasion, money, or combinations of any of those, who
will be sent after you. If there are less than 24 Users in the Setting,
then the remaining slots are filled with individuals who are
exceptional enough to beat several of the other goons even without
an Ability. If you don’t have One at a Time Boys, then nothing will
stop them from coming at you in groups of three or four at a time (or
if your villain is especially logistically gifted, in massive coordinated
groups of ten or more). If you do have One at a Time Boys, then
expect the process to take a couple weeks (again, depending on the
coordination of your villain and their goons).
Final Boss [+150, Requires The Arc Ender]
Your villain is now fit for a series finale. Instead of at least an R1
against you and your Companions (individually), they now have an
R2 against each of you (still individually). This means you’ll require a
significant amount of training, planning, luck, and/or allies to win in
an inevitable final confrontation. They will not be so powerful that
they are literally not defeatable by you, assuming you make good
choices, from the start of the Jump. Of course, if you screw up then it
might become impossible but it will never start impossible and it will
never become impossible because of something that was out of your
control. Additionally, they could (and likely do) pose an immense
threat to the people of the entire Setting. On top of all that, this also
upgrades the two above Drawbacks if you have them: your villain has
at least 40 goons if you took Goons and they will know of you a
month before the Jump starts even if you don’t learn of them for
much longer if you took No Warning.

Icosahydra: The Sitcom [+300, Requires Slice of Life]


Oh dear. Your little slice of life is about to get a lot more crowded, as
you’ll be living in the same home as all twenty of the Icosahydra. They will
all have at least one drama / problem that you need to help them solve
(whether that be drama between themselves, or drama with others, or
some skill they need to learn etc) each month. You need to help them all
with their issues over your 10 years here. If you fail to help with enough of
their issues (missing over half of them in a month, or over a quarter of
them over a few months) then you will Chain Fail. All of their issues are at
least hypothetically solvable by you. Also, if you’re worried about having to
fight them, then you should be! But not too much. Battling is quite
important to even the most laidback of these characters. They will fight
others and each other on occasion (at least once a year) and oftentimes
you’ll either be the target or you’ll have to step in to stop it from going too
far. Whether they trust you, or you’ll have to use your Ability to properly
stop them, you’ll need to keep an eye on them on occasion. Instead of
Unnatural Twenty summoning a random Icosahydra from nowhere, if it
triggers during this Jump (assuming that it’s not against another
Icosahyrda member) then the Icosahydra member you roll will simply
happen to be nearby and will help you out. You are not responsible for
helping solve the problems of the Icosahunter(s) until after they are
defeated.

[Requires Supplement Mode]

What Was Your Power Again? [+100]


Knowing the Abilities of enemy Users is an incredibly helpful
advantage. Your metaknowledge of Abilities in the Setting shall therefore
be removed. This may make some of your knowledge of the story also
blotted out if it’s directly related to an Ability, but you’ll still remember the
general story and characters. Cannot be taken if the Base Jump has a
Drawback which would do this (even indirectly through a general amnesia
Drawback).
Meta-Ignorance [+100, Requires What Was Your Power Again?]
ALL of your metaknowledge of the Setting and story is
removed. Good luck fighting blind, it’s only fair.

The Plot Beckons [+150]


You can only take this in Settings where there are at least ten beings
and/or events which could kill you, including the main protagonists and/or
main antagonists. You cannot take this if the Base Jump is making you
replace a character in the story (including if it was an optional thing which
you opt into). You are now forced to interact with the plot at least a little
bit. No hiding out in your shed with your infinite free food and water for
ten years Jumper. Specifically, you must: 1. Meet three of the protagonists
or just the main character if there aren’t enough protagonists. By “meet” I
mean you must know each other’s names and interact for at least 24 total
hours OR you can just interact with them for at least 168 hours (one week).
2. Oppose a main antagonist at some point. This can be directly or
indirectly but it must be in a way in which the antagonist in question
knows it was you who did it. 3. Be there for one of the top five most
important events of the story that you’ll be in the Jump for in your ten year
stay. Try to be honest in which events are most important but you have to
be present and noticed by either an antagonist or protagonist at that
event.
You can do these in any order and you can do multiple at the same
time. If you’d like, you can flip “antagonist” and “protagonist” in the above
requirements (eeeevil Jumper). If this is not possible for you to complete
due to the nature of the Base Jump’s story then sorry and sucks to be you.
This is for Protagonists to Be Handling [+150, Requires The Plot
Beckons]
Can only be taken if the main antagonists (or protagonists if
you have it inverted) would have an R2 against you. You will now
have to personally help resolve the conflict of the story even if there
are multiple conflicts over several arcs. You have to be involved
enough that the main protagonists (or antagonists if you inverted it
yada yada) would agree that you helped a lot and that it would have
been more difficult without you (and no, mind controlling them to
like you does not count). For the purpose of determining if you
helped or not, at the end of the Jump they are temporarily: revived if
they died, brought to full sobriety, and granted knowledge of how
the story originally would have gone without your intervention. You
have to get the majority vote among them (tieing does not count as
majority). If you fail to do this, you Chain Fail.
Usurper [+200]
You can only take this if the main antagonist(s) has at least an R1
against you with all your Perks, Items, Ability, etc. If the main
protagonist(s) have at least an R1 against you and you think they will be
trying to defeat you, then that also allows you to take this and replace
“antagonist” with “protagonist” in the following description:
The main antagonist(s) now know that you exist, your name, your
appearance, your general location (for most Settings it would be whatever
small country or large state you’re in, but it’ll be more specific in smaller
Settings and less specific in larger ones), and a two sentence synopsis of
your abilities. They are also under the impression that if they are able to
kill you, they will be able to become Jumper in your absence. These will
obviously combine into a target on your head from the antagonist(s).
End of Jump
At the end of your stay, all Drawbacks are revoked. And of course, you are
now given your choice:

Stay
You stay here in this world that you either crafted or entered, living out the
rest of your days (or eons) in occasional Battle or well-deserved peace.

Go Home
Did one of the protagonists get to you with their speeches about
friendship and family? Or perhaps some of the fates worse than death
made you homesick. Whatever the reason, you’ve hopped back to your
home world.

Continue
You have more adventures yet to come Jumper. Good luck on your journey,
and I hope that your Ability serves you well in the next world. You can use
this Jump again as a Supplement to another Ability Battle Setting in
the future, though you’ll start with 0 CP and can’t take Perks that you’ve
already taken (unless they can be purchased multiple times).
Notes
You probably don’t need to read most of these if you don’t want
to, though maybe skim the Ability Creation clarification (the
first Note with subnotes) if you think you got away with an
exploit, because you probably haven’t. Other than that, these
are just clarifications on things, so scroll through for
anything that confused you and you should be able to find it.
The Notes are organized in order of what they are referencing in
the Jump from top Jump to bottom.

-If you read through this whole thing, then I formally apologize
for making you do math. So. Much. Math. ‘Twas the only way to
get consistently accurate results. If it makes you feel better,
I rigorously tested several systems to find the most simple one
that didn’t sacrifice too much functionality.

-Seriously though, I hope you enjoyed the system as much as I


liked making it. And if you didn’t I hope you at least got a fun
Ability out of it in the end. Anyways onto actual notes.

-Thank you to u/Hyperion_Industries for listening to all my


first drafts of things, and writing basically all of the Time
Periods.

-I use the words “Ability” and “Battle” to mean “specifically


the abilities which are counted to be eligible for this Jump”
and “specifically battles between two Users” respectively. When
I say “ability” or “battle” without capitalization, I just mean
“thing that you are able to do” and “an instance of combat”
respectively. I do the same kind of thing with “Setting” and
“User”.

-Examples of valid Ability Battle Settings: JoJo’s Bizarre


Adventure, My Hero Academia, Medaka Box, Naruto (barely, since
their Abilities aren’t unique for the most part), One Piece,
Epithet Erased, Danganronpa (mostly some parts of 3 and in the
backstory), and many more.

-Remember for Ability Sources that it’s the source of their


Ability, like the absolute source. So even if a genetic Ability
has a psychic-type effect (Professor X), it is sourced from the
genetic component.

-Yes you can choose as many sources for your Setting at once as
you want, either for different types of Abilities or the same
type of Ability that can have different sources. Either way, do
so at your own risk. Your mileage may vary on chaos mode there.

-Spiritual: Bestowed From On High may have been a bit


confusingly worded so allow me to clarify: let’s say you get an
Ability from the god of truth, and the god of truth would take
away your Ability if you lied because of their nature or if you
murdered someone because the god of truth is a nice guy that
would generally not like if you killed people. They might let
you repent if you do enough that they would subjectively forgive
you. In the next Jump, the god of truth is not still looking
over your shoulder, but if you lie or murder someone then your
Ability will go away until you repent according to the god of
truth’s standards. Again, the god of truth is not actually
there, although your Ability functions as though he is.

-Something would not count as Spiritual: Magical if it was just


a spell that only you knew how to cast. That would be Mental:
Technique. It has to be a magic that only you can wield because
you’re special. Either that or it’s a magical enchantment which
isn’t a Spiritual: Bestowed From On High, Itembound: Enchanted,
or Itembound: Magical Girl Ability. Actually a lot of them can
be magical. The point is this is the catch all one for Abilities
that are explicitly magic but also not any of the other
categories.

-All of the Innate Sources are defined with examples of how you
can be taken advantage of because it would be useless to say
pretty much anything else. The Innate Abilities are immune to
pretty much all tampering and ways of being used against you
besides other Abilities and the ways described in their
description.

-The difference between Itembound: Enchanted and Itembound:


Magical Girl is that Enchanted just gives you your Ability while
it’s equipped while Magical Girl gives you an alternative form
and that form has your Ability.

-You’ll notice that Supplement Mode has a lot less ways of


getting CP than the Non-Supplement Mode (mostly in the Generic
Setting Options). Mostly because in Supplement Mode, you get a
bunch of stuff from the Base Jump, while you’ve only got the
stuff in this Jump to buy when not in Supplement Mode, so you
deserve more options for CP.

-If you are using the Generic Setting Options to recreate a


Setting that doesn’t have its own Jump, fanwank appropriately on
which things apply. Most of them don’t matter too much, but on
things like Determined Fate, even if the description doesn’t
quite match, just try to grab whatever fits the best and then
pay / gain the CP as appropriate.

-Can you tell I haven’t consumed many Renaissance Era stories?

-Feel free to have more advanced technology for certain Settings


that don’t seem like they should have it. As long as you have an
explanation in your mind you can mishmash things however you
want (maybe your Ability Source is Itembound: Technological
because aliens dropped by your medieval world with nanites or
something). The same is true of adding magic to sci-fi.

-Be responsible when fanwanking whether you count as


significantly over the normal population for the Ability
Distribution.

-The descriptions for each distribution setting are unimportant,


they’re just for getting a feel of how much they are. Feel free
to disregard any of the specifics they say, besides the actual
values of the distribution range of course.

-I suggest only activating a Mood/Tone setting if you know you


want the tone to stay a certain way. Like, you can already write
a noblebright or grimdark story if you wanted, but in-universe,
you might want to spend CP on a guarantee of noblebrightness
during your stay, or maybe you wouldn’t mind a guarantee of
grimdarkness for some extra CP.
-Getting Drawbacks like The Arc Ender which increase danger,
along with Slice of Life will definitely balance out to a lot
less danger, but you’ll still have a lot of problems. Firstly,
Drawbacks trump Perks and other options, so a lot of the dangers
are going to persist past the Slice of Life mood. Secondly, even
if they don’t kill you, they can still break/take your important
stuff. Thirdly, if it comes down to it, people can and will
still kill you in Slice of Life mode. Just don’t assume all your
problems are solved by it.

-In case it wasn’t clear, Setting Drawbacks can only be taken by


those using the Generic Setting Options. You can’t toggle
Supplement mode and put a Post-Apocalypse Drawback on the Base
Jump.

-While the Setting Drawbacks which specify “Only Abilities can


access these” say “which are quite rare” you can have there be a
huge amount of people with such Abilities. It’s more of a
minimum.

-The difference between your Ability taking advantage of a


Setting Drawback for no points and it being fiat-backed into
future Jumps for however much CP is as follows: with the former
your Ability will only work in other Jumps which have the same
kind of mechanic (i.e. alternate timelines) and in the latter
your Ability’s associated mechanic will be forced onto every
Jump you go to unless it would explicitly contradict established
lore in that Jump. That way your Ability is almost always
useful.

-The reason that the time travel Drawbacks are so specific and
restrictive compared to other Drawbacks is that most Settings
that aren’t specifically about time travel (and a lot which are)
aren’t very clear on the mechanics of their time. So if I just
say “Back to the Future time travel” or similar then you’ll have
no idea how the specifics of that will work, especially in
relation to all the wacky Abilities in your Setting. This would
be fine to leave up to interpretation were it not for the fact
that these have to give you specific points values.
-There is an option to have determinism with the Free Will
Drawback but no option to have free will (by some definitions)
with the Determined Fate Drawback. This is because having
determinism in Free Will (assuming you don’t also have Jumper:
Into the Jumperverse) doesn’t alleviate or invalidate any
problems that Free Will causes while free will in the Determined
Fate Drawback would basically eliminate the problem. You can
still defy fate if you have a separate Perk for it though which
is why that clause is there.

-Free Will For Thee But Not For Me is not incompatible with
Jumper: Into the Jumperverse if you exclude alternate versions
of you from being created in alternate timelines, and only took
Jumper: Into the Jumperverse for alternate universe versions of
yourself.

-If you take Determined By Whom? and got no points from


Determined Fate due to taking advantage of fate with your
Ability (not by allowing a fate defying perk to defy fate
because it’s incompatible with Determined By Whom?) then you
will gain a net +100, not +150, or +0.

-Sorry that this note is long but, for further clarification on


what happens in closed loops with Determined Fate, you can
basically think of it as there being several different
internally consistent possibilities when you see the future
(/time travel but I’ll keep with “see the future” for
simplicity). There are many possibilities of visions you could
see which would lead you to making those visions come true (and
therefore avoiding paradox). Unless you’re the type to just
blindly follow whatever your visions say, visions will probably
already be narrowed down to things which you’d see and then want
to replicate (you probably wouldn’t want to kill a baby even if
you saw yourself do it in a vision, therefore it would cause a
paradox and isn’t a valid vision). Of the visions which are
possible, the one which you’ll see is the one which works out
best for everyone involved in the vision, although the will of
the person seeing the vision has priority over the others. This
doesn’t give anyone obscene luck (no lightning striking down the
danger just because that would “work out best”) because it can
only affect the actions of those who see the vision and only
within the bounds of whatever instructions they would follow. So
for example, seeing five seconds into the future when in a fight
would probably see you dodging out of the way, which you could
then replicate. However, you couldn’t necessarily do the same
thing to see yourself five seconds into the future filling out a
winning lottery ticket. This is because it can only make the
future work out best for the part of the future you actually
saw. In between the present and the vision, as well as in
between the vision and future, it all just works out however
works out. So instead you’d just see yourself fill in whatever
lottery numbers would be the most in character for you to do.

-Of course, if you have Determined By Whom? then throw a lot of


the above out the window because now whichever force you’ve
decided to be in charge of fate will personally decide between
the possible visions.

-If you don’t know how Hyperdimensional works, don’t worry about
it, just leave it for the nerds who do know how it works and for
some reason want to enable it.

-The “real” Jumper, in regards to Inconvenient Time Travel +


Jumper: Into the Jumperverse, is the one having the continuous
experience from the beginning. If you, Jumper A, go back in
time, your past self will be there (Jumper A -> B) but you will
count as the prime Jumper. If both of you hang out for two
minutes and then go back in time a minute, the two past versions
of you (Jumper A -> C and Jumper B -> D) will be there, hanging
out, but Jumper A (not B or C or D) will still be the primary.
Hope that makes sense.

-I have no idea how one would consistently win There Can Be Only
One, considering alternate universe versions of you are
inherently of roughly equivalent power, and any advantage you
have, most if not all of them would also have, but have at it.

-Default Gods and Monsters is meant for lots of creativity. You


can have almost useless gods of the multiverse like in Konosuba,
or more direct gods of certain aspects of the world, or classic
greek-style gods, or whatever else. You can have Pokemon,
creatures of myth, hyperdimensional creatures, or whatever your
mind can imagine. The upgrades (Spiteful Gods and True Monsters)
are mostly for if you were already wanting to get especially
dangerous gods or monsters, so that you can get some
appropriately earned CP for it.

-On the limits of what kinds of Abilities you can create:


-As stated, it cannot directly affect or be affected by
other Jump mechanics, which includes: CP, Perks, Drawbacks,
Jump time limits, Scenarios, etc. “Directly affect” means
your Ability cannot “multiply all Perks by ten”, “negate
Drawbacks”, or “make this 1-Up recharge faster”. It still
can “increase all my physical, mental, and spiritual power
by ten”, “use luck to decrease danger I’m in”, or “bring me
back to life when I die”. “Directly affected by” means your
Ability cannot “activate whenever this specific Perk
activates” but it still can be activated by the indirect
effects of the Perk (like triggering when near death if
it’s a last stand Perk). It also cannot mess with this
Ability Creation process (fourth-wall breaking/narrative
manipulating will not be able to pierce out of the
hypotheticals for example).
-The Ability cannot have clauses built-in to make you
weaker during these hypothetical Battles. This means you
can’t say “my Ability will instantly make me lose any
Battle during the Ability Creation process of this Jump and
makes me god in every other situation” or even a more
general “my Ability makes me god except during situations
which are hypothetical in which case it does not work”. Any
way of getting around this and making the hypotheticals
different from what would actually happen if they really
occurred will not work (there should be NO DIFFERENCE
between one of the Battles you imagine against a User and
actually showing up to fight that User with only your
bodymod etc).
-Your Ability and any part of your Ability cannot be made
to only do anything with the rest of your powers. So if you
have Chaos energy, you can’t just choose your Ability to be
infinite Chaos energy amplification, and take the +600 from
Step One and Two for your insane Ability. Everything your
Ability can do must be somehow helpful to normal bodymod
you to be valid. I can’t define terms too rigid in this
regard but as a rule of thumb, if you have +600 from Step
One and Two and in Step Three around -2000, then you’re
probably abusing the system, intentionally or not. We’re
all for synergy here, but we aren’t for you making an
uncreative Ability only meant to further your power for
cheap.
-In the same vein, you can’t have an Ability or part of an
Ability which will only be useful to you after this Jump.
This wouldn’t show up in Step Three because you wouldn’t
have the power yet but if you knew you were going to get
Chaos energy in the next Jump and made your Ability or part
of your Ability infinite Chaos energy amplification, that
would be cheating. As long as every part of an Ability is
useful to you in some way NOW it’s okay if it becomes more
powerful LATER. So if you have general energy amplification
and electricity then that’s fine even if you are doing it
because you plan on getting Chaos energy next Jump, that’s
fine.
-Anything else that would make you pay less for an Ability
than you should will not work. Seriously, you can do
whatever you want with your Ability as long as you account
for all of the things you want to use it for in the
creation process and pay for it appropriately. Trying to
abuse the system will not only fail but also result in a
brick being thrown at your head.
Other than that, you can almost literally make anything you
want! Narrative manipulation, perfect deception, mega-destructo
jutsu, the Omnitrix (Itembound: Magical Girl or Itembound:
Technological… hmmm), robotic irresistible sexiness powers,
ultra-complicated four page wiki entry powers that only make
sense after twenty hours of straight contemplation, whatever the
heck you want! And combinations of whatever the heck you want!
Trust me, the 2000 CP limit on power is a lot harder to hit than
you think, especially if used in a Jump like Medaka Box where
you can still get your ass beat in the Relativity Step. Just
make sure that you don’t make it stomp the verse, destroy half
the Icosahydra, and kick your own ass no matter what levels.

-”Those who could reasonably compete with Ability Users” is


definitely subjective, but think like Zenkichi Hitoyoshi from
Medaka Box, Kenshiro the former strongest man from Danganronpa,
and Pillar Men from JoJo (though you don’t necessarily have to
include them depending on if you go to Part 3 or whatever and
don’t want to). Just try to fanwank responsibly and consistently
on who counts.

-Examples of people you would not have to Battle: a baby that


can turn invisible, a normal man with the power to make food
taste really really good, a lady with the Ability to stick two
enemies together and kill them both (unless your Ability grants
you allies, there isn’t really a fair way to judge whether or
not you can beat them, which is why there is requirement that
the enemy is able to fight one-on-one), and Pineapple Man who
shows up once with a pineapple for a head in a flashback.

-Okay time for the chunk of notes about Battles:


-If you’re ever confused about whether or not your Ability
would be able to do something or if it would count for such
and such of another Ability then here’s how you resolve it:
just decide how it works. If you’re wondering if your time
manipulating power could let you move during stop time,
then decide whether or not it would. If you’re wondering
whether or not someone who copies your aging beam Ability
will inherit the immunity to your own aging beams, then
decide how it works. If you’re wondering if your fiery
bodyguard ghost Ability is fast enough to block bullets or
if it can react to bullets that it doesn’t see coming, then
decide whether or not it’s fast enough. As long as your
answers to these questions are consistent, answering these
questions will allow your Ability to flourish, its heights
and limits defined, its strength and utility explored in so
many interesting ways, and then fairly paid for through the
very same system. But yeah, as long as the uncertainty over
the R-Score is not because of a rule in this Jump’s system
of judgement or because the Ability from the source
material is unclear in some way, you should resolve it in
whatever way you think is best for the Ability which you
are trying to create.
-Defeating someone doesn’t necessarily mean killing them.
Alternate ways to defeat enemies are as follows: permanent
mind control, permanent incapacitation, or permanent
banishment. “Permanent” in all three really means “until
the opponent would reasonably concede or be dealt with”.
This depends on the opponent, as certain determined Users
won’t mind being incapacitated for hours and certain
immortal Users will not mind being incapacitated for years.
Literally permanent will also count as permanent of course.
Mind control also includes super-charisma and otherwise
making them your ally forcefully. Banishment does not count
moving them far away, it only counts moving them to places
from which they cannot return (also depends on the
opponent).
-If you (or your opponent, all of these apply to both
combatants but I won’t write it as such for simplicity) can
only win by using some very limited resource then that
might lower an R2 to an R1 or R1 to R0, since you may
hesitate to use that resource for long enough to be
defeated.
-If you can only win by self-destructive means (i.e. you
can only defeat the enemy in a way which defeats yourself)
but you would definitely win if successful, that would
still only be an R0. If it’s not entirely certain that you
will succeed in the attack, or that the attack would defeat
your enemy before it beats you, then it would be an R-1
since you only have a chance of sorta defeating them.
-For something to be a proper stalemate, there has to be no
reasonable way for either of you to defeat the other. “No
reasonable way” includes: having to fight for more than
several straight hours (unless one of you are specifically
able and willing to fight for that long), needing a
specific item or scenario that is completely unreasonable
to defeat one or the other (this has to be very unlikely in
both directions), or both simply having no method of
defeating the other.
-If you technically have a reasonable way to defeat them
(even if it’s quite unlikely) and they don’t have any
reasonable way to defeat you then that’s an R1 or R2
depending on if your victory is likely or just possible.
-If your Ability / skill set is specifically catered to
ambushing / catching someone in a weakened state / Battling
under extreme circumstances, and that’s the only way you
can win, then instead of the usual R-2 that would fall
under, do R-1, since it’s more likely for that to be a real
situation. Maybe even R0 or higher if it's a very high
chance of you getting the ambush (like absolute
invisibility could be an R2 if that would win you the
fight).
-This is probably obvious but in case it wasn’t: both
combatants will be going all out to defeat each other, they
do not have a particular reason besides being the
hypothetical they’re in so don’t try to convince them or
something unless your Ability is mind control a charisma
enhancer.

-Fun fact, if you treat the R-Scores as 0%, 25%, 50%, 75%, and
100% respectively, you can average it out to get your win
chance! It’s normal and expected for an Ability to have between
35% and 65% win chance. Intuitively, you may assume that 50% or
lower Abilities suck and Abilities only get good around 70%, but
really, 70% and higher is for suuuuper powerful Abilities and
80% and higher is basically “the best Ability in the Setting”
kind of power.

-Refer to the above when doing the non-Supplement Mode version


of the Relativity Step. Having 10% of the Setting be able to
beat you most of the time is normal and expected. Load up on a
bunch of R-1s instead of R-2s if it makes you feel better
though.

-Shoutout to u/Hyperion_Industries for helping me find the only


word that starts with an R and is even slightly related to Step
Two (Recalcitrance).

-To be clear, “Abilities which rely on identity” include


Abilities which rely on the gender of the target (obviously) but
also Abilities which rely on the personality traits or desires
of the target.

-Notes on my babies the Icosahydra, formatted as such:


[#]
Name: [My explanation on their strange names]
Author’s Notes: [My silly headcanon on what they’re like which
is very much not necessary for you to read but I wanted to
share. You can use these if you’re using one of the Drawbacks
which make the Icosahydra manifest, or use your own headcanons.
If you use an Ability which makes use of identity, you should
technically randomize it for fairness but I won’t enforce that
because it could be unfun and it doesn’t really matter that
much. Just don’t abuse it Jumper or I’ll tell Jumpchan and
she’ll throw a brick at you.]
Additional Clarification: [This is just for in case the Notes
section of the normal page wasn’t enough for you to fully
understand all the possible counters to the Ability and stuff.
Might be empty for some of the simpler ones.]

1
Name: Rudo Zawa -> Zawa Rudo -> Za Warudo aka the thing that a
certain famous Ability User shouts while stopping time.
Author’s Notes: Looks like a protagonist, though with slightly
browner hair. He takes things seriously and doesn’t
underestimate his opponents. Despite not being the oldest or
(arguably) the most powerful, he’s respected by the others as
#1, the head of the family.

2
Name: This just kinda sounded right. A lot of them are like
this. I was just having fun with them.
Author’s Notes: Looks like a stereotypical white blonde army
man. Wears camo tank top and cargo pants. Is actually a
wonderful himbo who will help others get into shape.
Additional Clarification: Don’t underestimate the aoe of being
very very strong. That being said, Jon probably won’t go
planet-level or similar on purpose. Although he’ll survive, he’d
suffocate afterwards (Goku style). Still, he can and will punch
a 50 km crater out of the Earth to defeat you if you don’t get
him fast enough.

3
Name: Vita as in Vitality, K. as in Kars the Ultimate Lifeform
from JoJo (who has a similar powerset), and Shadow as in Shadow
the Hedgehog (cause he’s the Ultimate Lifeform? You get it).
Author’s Notes: I have no specific headcanon for Vita, but they
are cool.
Additional Clarification: While the regeneration and
shapeshifting is all super impressive, don’t forget that Vita
has access to all Earth creatures’ biology. Pistol shrimps,
venoms / neurotoxins (including those mega painful hell plants
that are like the worst experience you can have), and can just
shoot out projectiles with offensive shapeshifting.

4
Name: Daniel is Not Danny Phantom. I tried to find a last name
that would be like Phantom but not too on the nose but the show
itself already has “Fenton” and I figured just “Daniel” would be
more funny anyways.
Author’s Notes: I have no specific headcanon for Daniel, besides
looking pretty normal and being a bit of a prankster.

5
Name: Death’s Intern is self explanatory. I imagine they prefer
D.I. be pronounced “Die”.
Author’s Notes: Has a black cloak. Maybe a staff, for funsies.
Can’t decide if I like skeleton DI or very pale human with night
black hair DI more. Probably the latter but they like to burn
off their face for the skull look occasionally.
Additional Clarification: D.I. is probably one of the weaker
Icosahydra (which is why I gave them a gun lol) but they still
can and will instantly kill you if they have some time (mostly
if you roll them from Icosahunter).

6
Name: Kenny is nice alliteration for “Crumble” as in “crumbles
you to dust instantly by touching you lmao gottem”.
Author’s Notes: Kenny is a jittery teen with a stutter problem.
Only stops jittering nervously when he feels comfortable (rare
unless he’s around those he cares about) or is in combat
(becomes laser-focused physically but still nervous on the
inside). I like the idea of him weakly reaching out to someone
in order to kill them. Likes chicken nuggies.
Additional Clarification: For those familiar with the JoJo
character with a similar power, Okuyasu’s “The Hand”, Kenny
Crumble cannot do what Okuyasu does and “delete the space”
between themselves and their target to teleport forward.

7
Name: Luz is nice alliteration. I pronounce it “Looz” like it’d
be in Spanish.
Author’s Notes: A short dark-skinned hispanic girl with floofy
brown hair around 15. Likes multicolored clothing, pastel hair
pins, and those crappy little dum dum lollipops. She’s a pretty
content person (thank god, or the universe would be in a very
different state) and enjoys having little bits of fun and
pulling pranks. Arguably the most powerful of the Icosahydra,
it’s a good thing she’s chill and easygoing.
Additional Clarification: Luz’s luck power is very strong and
all-encompassing but its method means that it can’t set things
up before entering the Battle / Jump (if you took Icosahunter
etc). Luz can only affect things over time so “insta-lightning
bolt at the beginning of the Battle” is more like “over the
course of a couple minutes, a thundercloud forms and then
lightning bolts you 27 times in the chest” which is still
powerful but not fast. Having perfect knowledge of your
surroundings will counter the active and direct effects of Luz’s
Ability which would stop it from giving you a heart attack or
breaking your technology, but it won’t stop it from sending a
conveniently malfunctioning car careening towards you or
striking you with lightning. On a more useful note though,
certainty on a more general level is also still helpful like if
you just checked that your health is good, then you can’t die of
a heart attack instantly since you can’t reasonably have had
your health instantly deteriorate within 10 seconds of having
good health even if you were very very unlucky. Still not great,
nor is it immunity but it helps. Good luck against tha- er…
well… ya know.

8
Name: Taylor Cosmic was a name in a Snapcube video whose context
I’ve completely and utterly forgotten, but which instantly stuck
with me as a perfect name for #8.
Author’s Notes: Taylor’s almost always in his cool armor. He has
a neon blue highlight in his hair. He’s friendly and likes to
help whenever he can.

9
Name: The green themed teleporter is named Jade. If you know the
reference then you have my condolences for having read the
webcomic that shall not be named.
Author’s Notes: The oldest Icosahydra member at like 40. She’s a
tall strong african american woman with curly black hair,
green-jeweled jewelry, and wearing a very pretty black dress.
She’s the mom of the group obviously.

10
Name: Will Freeman -> Free Will Man.
Author’s Notes: I can’t not think of him as Gordan Freeman.
Additional Clarification: Again, unless you have mind control
immunity or are specifically established to already hide your
identity in most scenarios, he probably wins instantly. Even if
you do hide your identity, he can still get you if he sees you.
And even if you are immune to mind control, he can still control
an army of people to fight you.

11
Name: Iota is a cool as hell name and Vector is obviously
related to her Ability.
Author’s Notes: Okay Iota is basically a brighter-haired, less
tsundere (but still sassy) version of Tatsumaki from One Punch
Man. Though unlike Tatsumaki, she is actually as young as she
looks and also wears real person clothing.

12
Name: Kris like from Deltarune (I felt Frisk or Chara from
Undertale would be too on the nose) and Orezer -> Rezero -> RE:
Zero since there’s a similar respawn system in that show.
Author’s Notes: I have no specific headcanon for Kris, besides
looking pretty normal-looking and cool-headed. Can’t help but
feel no fear except when he knows his opponent has something
that can permanently harm him. Is very very stubborn when he
actually wants to do something.
Additional Clarification: While Kris will eventually give up,
assume that he will keep trying as long as he thinks it’s
possible. Like it’d take decades of loaded time for his
superhuman patience (or obstinance) to run out as long as he
thinks there is still a possibility of success and many times
longer than that if he feels he’s making even a little bit of
progress.

13
Name: Zoom pal fast. Your pal has the zoomies. Faaast.
Author’s Notes: Zoom pal is a bit of a cute, dumb, helpful,
cartoonish character in my mind. Has a “not the flash” dark
colored super suit which he wears even when completely
unnecessary. Mostly wants to go fast and be helpful.

14
Name: The Great and Powerful Trixie was an inspiration. Long
majestic names for long majestic wizards.
Author’s Notes: Has the classic wizard look going on except he’s
only like a 30 year old blonde man, so he doesn’t have as
majestic a beard as he wants. Has cool glasses though.

15
Name: “Ha ha I made the fire and ice one switch last names
thematically and have the same first name reverse of each other
I’m so funny and clever”
Author’s Notes: Has fiery orange hair all combed to one side and
soft whites and oranges in their clothes. Very androgynous and
emo. Can you guess what I think Ayana looks like?
Additional Clarification: I don’t really know how effective
Anaya’s freeze shield would be against physical attacks. Like if
a bullet came at them and froze before it got to them, would it
just like? keep going? Probably not. Assume not.

16
Name: I do kinda like their names unironically though honestly.
Alliteration is a cheat code to good names.
Author’s Notes: Has icy blue hair all combed to the other side
and soft whites and blues in their clothes. Otherwise looks and
acts just like Anaya. I don’t care that it’s uncreative, they’re
beautiful.
Additional Clarification: Ayana’s defensive use of their Ability
is a lot more effective. Even though I guess even if the bullets
vaporized they would still travel very fast as gas towards them…
just assume it works out anyways.
17
Name: Urahara means reverse or something in Japanese (I used
google translate so it probably doesn’t really but it’s close
enough) and Kumagawa is the nemesis of Medaka in Medaka Box.
Since Medaka has a similar power to #17 (but hers even more
powerful than his believe it or not) I wanted to include her but
doing it by name was too easy so Kumagawa it was.
Author’s Notes: Urahara is the most normal fellow of the bunch.
Just a 20-something Japanese man.
Additional Clarification: When physically manifested (via
Icosahunter, Icosahydra: The Sitcom, and/or Unnatural Twenty),
assume that Urahara can copy the physical capabilities of any
User they copy the Ability of and assume that they can only copy
the Abilities of people who are similar enough to the concept of
a “User” in this Jump.

18
Name: Kick-Your-Ass-Bot is pretty self explanatory. The
abbreviation “KYA” also sounds like a cute attack sound for a
robot to make.
Author’s Notes: Kyabot looks like Dave Bot from the even more
cursed sequel to the webcomic which shall not be named. The
exception being Kyabot’s face which is three light panels in the
shape of this =3. Their face lights up when they talk, green
when just hanging out, red when in battle, and rgb rotating when
they’re feeling like a gamer cute. They say, “Understood” or
“Now I understand” when they finish analyzing something and are
about to incorporate it.
Additional Clarification: They can copy even biological
techniques sometimes with some level of effort. The example I
enjoy is witnessing Hamon breathing from JoJo (a technique which
generates energy by breathing a specific way to energize your
blood), piercing and suctioning the blood out of a civilian,
creating an artificial air filtration which mimics lungs, and
then trying every frequency of breathing within a predicted
range to find the correct breathing technique. This probably
wouldn’t work very well mind you but it would be cool.

19
Name: I asked a friend of mine at like 1 AM what I should call a
person with damage transferal and glass manipulation powers and
they said “Anna Knifehands”. They did not have an explanation as
to why they thought that would be even slightly appropriate but
the name was so badass that I couldn’t resist. Plus now whenever
I read her name I think to myself afterwards “Note: Does not
have knives for hands” which is good fun.
Author’s Notes: A late 20-something redhead with green eyes in a
dress. She’s got bags under her eyes and looks crazed.
Definitely sadomasochistic and always talks in a kinda breathy
manic way. She is actually mostly normal besides that. Like
she’s not dangerous she’s just quirky like that.

20
Name: One Trick Pony is a great expression regarding the
Icosahydra, and it meant I had an excuse to make them a pony.
Plus, the acronym is OTP which I think is really fun.
Author’s Notes: OTP thematically is like a combination of Pinkie
Pie, The Mask, and Sans. I don’t have a specific headcanon for
their appearance but I do feel they wear a Sans-like jacket and
that they’re favorite weapon is a big fuckin’ hammer. OTP is the
“knows more than they let on” type, mostly trying to keep the
tone goofy, and only being serious when they feel the plot is
going in a dangerous direction.
Additional Clarification: You need to be able to survive
gunshots, bludgeoning, and explosives to survive OTP (at least
for a while before they get more creative). Then to kill OTP
you’ll basically just need a (preferably named) special /
signature / final attack to defeat them. And make sure that it’s
not funny, at most it can be funny in how over the top it is.

-The Perk priority list in the Reflection Step is probably a


little confusing so here’s an example: You use a mind control
power on Jumper. Jumper has a mind control resistance
(resistance > power). You use your Perk which allows you to
negate mental resistances against you (resistance piercer >
resistance). It doesn’t matter that you negate resistance though
because Jumper is outright immune to mind control (immunity >
resistance piercer). Thankfully you have a Perk which allows you
to use mind control powers on people even if they shouldn’t be
able to be mind controlled (immunity piercer > immunity).
-This example above would probably be obvious enough to parse
without my explanation but just remember that this can be
applied to more seeming contradictions than you think. Before
assuming that they cancel out, do try to think about whether
they may fall into the above Perk priorities, even if they don’t
mention immunities, resistances, or piercing by name.

-Like many things in this document, don’t try to cheese this


Step by making a clause in your Ability be “does not work on
self” or something. That stuff will not work and also probably
isn’t necessary given the amount of CP you can get in this Jump
vs the amount of things to purchase. Like seriously go to the
Generic OP Protagonist Jump if you really want, it’ll take way
less effort than trying to make your Ability silly in order to
cheat out this Jump.

-I cannot stress this enough: DO NOT PAY FOR THE TIER IN WHICH
JUMPER BEATS YOU. PAY ONLY FOR THE STRONGEST TIER IN WHICH YOU
BEAT JUMPER. I don’t mean to treat you like you’re dumb it’s
just a mistake that me and my playtesters made a lot while
testing and I literally made the system so it’s an easy mistake
to make.

-In case you’re wondering, I put the urls down as small plain
text next to the links in case the links didn’t transfer
properly to pdf.

-Remember that Strength, in this case, deals with physical


durability as well.

-The Strength examples are compared to peak human since I think


most Jumpers are around that level even if they didn’t spec into
strength.

-To be clear, the VSBattle links are necessary for Strength and
Regeneration but it’s just helpful and optional for everywhere
else.

-No I don’t know how fast ten times regeneration would look
like, but neither do you probably. Just use whatever feels in
your heart like the right speed, that’s probably right.
-Even if your Ability lets you beat “100% cooldown
reduction”-Jumper, that doesn’t mean that it didn’t give them
some advantage. Just because your power is strong enough that it
doesn’t matter if they can spam laser beam attacks forever, or
hard counters them, doesn’t mean you can skip the section as
“non combat applicable”. Just try to be responsible about
skipping the section.

-The Extra Lives section is very generous with how much it heals
Jumper. Manipulating their soul, personality, memories, body
shape, etc etc etc, none of it will stick between extra lives.
Even magic evil knowledge (SCP or unknowable horror style) will
simply be forgotten between lives.

-Keep in mind for Prep Time, that in the USA, it is pretty


reasonable for a person to obtain one or several guns with only
a light bit of effort within a month.

-A guide to the Icosahydra Abilities Section of the Reflection


Step (because I can’t think of a better way of writing it down
so I’m just going to shove some examples in here) with IA
standing for Icosashydra Ability for simplicity (these are just
examples, it doesn’t have to be specifically these):
If you can’t beat Jumper no matter which IA they have
Then you pay 0 CP
Because even if they had the IA which gives you the most
advantage, you would still lose and therefore your Ability
is not OP.

If you can only beat Jumper while they have OTP’s Ability
Then you pay 0 CP
Because OTPs Ability is arguably the weakest (or at least
the hardest to judge in a fight) and therefore only counts
for the higher tiers. If your Ability can only beat Jumper
with OTPs power, your Ability is not OP.

If you can only beat Jumper while they have Lucky Luz’s
Ability
Then you pay 100 CP
Because if they had the IA which gives you the most
advantage, you would win and therefore your Ability is
powerful.

If you can only beat Jumper while they have Lucky Luz’s
Ability or OTP’s Ability
Then you pay 100 CP
Because if they had the IA which gives you the most
advantage, you would win and therefore your Ability is
powerful. OTP’s Ability does not matter for the first tier
of this section.

If you can beat Jumper if they have Rudo’s, Jonathan’s,


Vita’s, Daniel’s, DI’s, Kenny’s, OTP’s, Taylor’s, Jade’s,
or Will’s Abilities (that’s ten of them if you don’t feel
like counting)
Then you pay 600 CP
Because even if they had the IA which gives you the most
advantage of the least advantageous ten, you would win and
therefore your Ability is very powerful. OTP’s Ability does
count for these tiers.

If you can beat Jumper when they have an IA, no matter


which one it is
Then you pay 1000 CP
Because even if they had the IA which gives you the least
advantage, you would win and therefore your Ability is OP
as hell.

If you can beat Jumper when they have an IA, unless it’s
Rudo’s Ability
Then you pay 1000 CP
Because there is only one IA Jumper could have that
wouldn’t let you win, and therefore your Ability is OP as
hell.

If you can beat Jumper when they have an IA, unless it’s
Rudo’s Ability or Jonathan’s Ability
Then you pay 600 CP
Because there are two (more than one less than eleven) IAs
that Jumper could have that wouldn’t let you win, and
therefore your Ability is very powerful.
Hope that helped

-Rationalize Hereditary however you want.

-”Immediate allies” means, like, the people in your party. If


you want a more specific definition, try “up to a dozen people
who you are within a mile of and who are all currently working
towards the same goal”. While I think you probably got it, I
figure I’d specify this doesn’t work on whole armies or people
you like halfway across the galaxy.

-Remember that the R-2 for Users being weak against you in One
at a Time Boys accounts for all your Perks and Items and stuff,
as well as your current state vs theirs. Even if you would have
an R0 against them in the Relativity Step, you could still have
an R2 against them in an actual scenario.

-If an outside observer saw two people stuck in Talking is a


Free Action, it would look kinda like one of those optical
illusions where something looks like it’s moving but never
really gets anywhere. Or one of those moments in anime where
someone is attacking, has a shit ton of action lines, and the
camera is shaking but they just kind of hold that attacking pose
until they finish what they’re saying.

-Don’t worry how Talking is a Free Action affects the world at


large. It doesn’t.

-You can’t be intending to backstab someone if you want to use


Talk No Jutsu.

-The 600 CP version of Talk No Jutsu can be used against


sociopaths but still not inherently evil entities or those under
the effects of mind control. You still have to kick their butts
though.
-The ten minutes that #12 Kris sticks around during Unnatural
Twenty are from his perspective but not including the time spent
in loaded timelines.

-Companions are expensive because having Ability synergy is


amazing. They have the same no-cheating rules as you, no making
their Ability “give one bajillion super powers to those that I
love” so that it only targets you, costs nothing, and is
insanely OP or anything like that. Seriously, be fair about it,
I gave you a huge inch, don’t take a mile.

-Not seeing any way to lose due to My Ability HAS NO WEAKNESSES!


doesn’t necessarily mean that you’ll just walk into Battle and
get yourself killed. You’ll still try to win, you just probably
won’t cover your ass or be careful or defend yourself at all.
You also won’t necessarily be cocky or egotistical unless you’re
that kind of person. You’ll just be super confident in your
combat abilities.

-I was going to have a note clarifying Not So Hypothetical, but


I honestly already overexplain the heck out of it. If you still
don’t get it after re-reading it another time or two, fair
enough, but just don’t bother taking it. It’s a silly one
anyways.

-I truly hope that Dis Ability and If I Beat That, I Can Beat
Anything didn’t upset or offend anyone, or (more likely) sound
patronizing. I tried my best to phrase it well and ran it by a
very close disabled friend of mine. Know that I had the best of
intentions at least.

-Luck powers cannot affect the d20 for Icosahunter, this is a


real life thing that you, the author, should roll.

-Icosahunters will have their own very small, default Warehouse


(enough to hold whatever Items they got in the Jump) and will be
able to altform shift if they got an altform from their Jump
build.

-To be clear, you roll once for Icosahunter, once for each
purchase of Re-Roll, and once for each purchase of Prepare for
Trouble. Each of them are unique (i.e. reroll duplicates). From
the list of things you rolled, you must select one of them to be
your hunter, and one more of them for each purchase of Prepare
for Trouble.

-Prepare for Trouble gives a relatively small amount of CP


because if you have R1s and R2s against a lot of Icosahydra,
this is (almost) free points. That’s also why you need Cheat
Level Synergy to get more than five hunters, so that it’s a
challenge even to someone who is confident enough to get more
than five hunters.

-Your Companions lose any metaknowledge you told them as well if


you take What Was Your Power Again? and stuff. Can’t use them as
external memory storage. Can’t write it down either, etc.

-If you can’t complete The Plot Beckons then you cannot take The
Plot Beckons. Sorry and rip.

-Gonna be honest, I don't know how broken or useless it is to


take this as a Supplement again later, but I feel like it should
be helpful.

-Thank you once again for reading, I hope you enjoyed it.
Whether or not you enjoyed it, have a very pleasant day and an
entertaining Chain!
Changelog
v1.1
- Added “(including Abilities which need time to build up
or require resources to function)” to the section about
Abilities which need set up
- Changed the JoJo example for non-Users in the Notes from
Hamon Users to Pillar Men because it was more appropriate

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