Generic Ability Battle Jump v1.1
Generic Ability Battle Jump v1.1
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!
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.
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.
≥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.
≤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.
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.
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.
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.
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.
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.
[General Drawbacks]
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]
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.
-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.
-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 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 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.
-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.
-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.
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.
-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.
-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.
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 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
-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.
-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.
-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.
-If you can’t complete The Plot Beckons then you cannot take The
Plot Beckons. Sorry and rip.
-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