[System Text]
"Speech"
Chapter Zero: A New Player Starts
I felt myself floating in a pool of nothingness and could not bring myself to care anymore. I remember dying in a nice big fireball as my latest idea short circuited on me and caused the gasoline nearby to explode burning me up quite quickly. As I watched the various lights of other souls flying by, I simply floated and wished I could go back to inviting things to enjoy my time. I paused in my musings of death and making new things as I saw a bright purple light coming towards me rapidly. After it enveloped me all I saw was a blazing purple light before hearing the voice of Gladus from the portal games and text appeared before me as the voice spoke.
[Well, this is interesting, a lost soul is floating in the void, and I was able to find it. I know just what I will do with you, I will send you on a journey through the worlds.]
Well now this is going to make for a fun afterlife to live through. I could quite get to enjoy this new life of going through the various worlds. It will at least be better than continuing to float here in a void of nothingness.
[Oh, good you seem eager to get started but since you are so looking forward to this, I am going to need to place some restrictions on you. The first will be, you shall be a Drop-In… always. If the jump has 2 origin types (Race and Occupation perhaps), this applies to only whichever one has the drop-in option for that lump. If the Jump has no Drop-in options or only drop-in options, this has no effect. You may treat any two Drop-In perks or items as if they were discounted for you in each jump. Chain-Only. Putting this on Hiatus costs you 300 CP.]
That would make things a little tougher as I will need to worry about fitting into any world that I am sent to as I will not have any identification in that world, and I can take some drawbacks to make it easier on myself and I can overcome that with enough allies on my side.
[If you are going to be that way then you are now going through this Jumpchain as a game character so you can leave each Jump once you have finished a certain task and all of your skills and perks start off weak but evolve once you have used them enough. Also, you may never select any companion, but you may travel with people through the relationship system in the gamer interface. As a trade off I will protect your mind by making it incomprehensible. Incomprehensible removes and makes the user immune to any unwanted mental illnesses or mental control and gives the user nearly limitless mental storage.]
I was starting to sweat now that I was seeing what kind of being was in charge of my afterlife as it clearly was not a kind random omnipotent being. The voice should have clued me in, but I choose to ignore it for the easy method of not thinking about my troubles until they come up and slap me in the face.
[And as a final bit your warehouse will not be in a separate dimension like other Jumpers you will need to and you won't have access to one so you will need to purchase a property that you can use that will follow you but you will receive a bonus to your CP each Jump for the drawbacks that I have imposed upon you.]
After this message faded away, I felt a tug on my gut, and I began being pulled towards a bright point that appeared in the distance. As I drew closer, I realized that the bright point was a tunnel, and I had no time to think before I was racing down the tunnel as a new screen appeared before me.
[It's July 24th, 1991.
10 years ago, Lord Voldemort attempted and failed to kill an infant named Harry Potter. In the process, his body was destroyed.
His followers were rounded up and the Wizarding World has had peace for the last decade.
The world is not the secure place people think it is, however. The dark forces are rising once more - Lord Voldemort has found a servant at last and plans to steal the Philosophers Stone to regain his body. The Magical World is a dangerous one, full of violent monsters and people with more power than either basic decency or common sense. The non-magic population is ignorant as always.
Today is the day that children with magical ability all over the British Isles are receiving their letters of admittance to Hogwarts. Harry Potter is one such child (although he is currently unable to read his letter) and you are another. You are either 11 years old or will turn 11 in the next couple of months. Hope you like puberty and magic, you will spend the next 10 years in this world.]
Well now this is interesting, I guess I am going to have an amusing seven years ahead of me. At least I am fully aware of what will happen in this world, and I can easily get out of most issues that would probably occur here. This will also allow me to get setups for all of the future worlds that I will visit by working on my skills. The next screen was about the background I would take which was already set to Drop-In and gave me an instant boost of 100 cp since I would have no new memories and I would be impoverished in this world.
[Drop-In
You wake up at the reception of an orphanage. After a brief conversation in which it is ascertained that you have no friends, family or memory of this world the kind lady at reception assures you that you have a place at her orphanage. She also remarks that, oddly, they have already received a letter for you and that there was a strange man in peculiar clothing asking after you earlier that day. You will stay in the orphanage during summers.
+ No memory set affecting your actions. *+50 CP
- You have no family therefore no choice over family wealth, you are instead granted *+50 CP as if you were impoverished automatically. No evidence of blood status. People will likely assume you're muggle-born.]
With that I advanced to the next screen and nearly had a stroke as the colors kept changing rapidly on me. The screen was switching between the four house colors until it finally stopped on the yellow of Hufflepuff.
[Hufflepuff
You are sorted into the inclusive house of Hufflepuff. Pomona Sprout, a cheery and positive woman, is your head of house. Your common room is cozy and welcoming, is situated near the kitchens and looks out onto a sea of grass and dandelions. Hufflepuffs are known for their loyalty, dedication, hard work and sense of fair play.]
With that settled I advanced to the next screen which was all about the skills and abilities that I could get for this jump. I already knew that I am going to spend enough of my points here in this section to get my crafting skills and a defensive ability. I only received one perk for free in the form of Just and Loyal from being a Hufflepuff. I followed that up with getting Dedicated to help with my need to study as I went through this world and beyond. I then picked up the three crafting skills available to me in the form of Setup Wizard, Wandlore, and Moste Potente Potions, which I used my first Must Drop-In Discount on, allowing me to have an ease of access to my needs of crafting things. The final skill I got was Fiendfyre Master so that I could protect myself from anything that I came across.
[Just and Loyal:
You have a sense of fair play that promotes comradery in like-minded individuals. You find that as long as you retain a sense of decency, you will have the support of other decent folk should you need it.
Dedicated: -100 cp
You find it much easier to study for a long period of time without getting bored. You can do a few hours of reading of even the driest material a day without ever losing focus and retain more information.
Setup Wizard: -200 cp
You have a natural knack of melding technology and magic. You can easily jury-rig technology to work at Hogwarts. Your inventions could do considerable good for the magical world if they weren't all such luddites.
Wandlore: -150 cp Drop-In Discount
You have a great knowledge of wandlore and practical skill at wand making. You can make decent wands out of imperfect woods and unconventional cores. You may use nearly any magical part of magical creatures as cores with varying success. Unconventional wands with powerfully magical cores are potentially powerful but erratic and extremely dangerous.
Moste Potente Potions: -150 cp Must Drop-In
You have an intrinsic grasp of potion making and will find both the technique, the principles and the theory unusually easy to grasp. You are not likely to get any potion wrong regardless of the difficulty involved and you are likely to come up with innovative, better ways to brew potions with new materials
Fiendfyre Master: -200 cp Drop-In Discount
You know the incantation for fiendfyre and you're the only person alive who truly controls it. For you the giant flaming creatures seem to have a real intelligence, are unusually obedient and (strangest of all) the fire dies down at your command]
After that I went onto the next screen which was all about the items that I could get. I easily took my first wand for free before taking a look at the list of items. The first one I grabbed was a copy of the Marauder's Map so that I would not be taken by surprise by anyone inside the school. I then went on to gather the items that would help me in crafting here and on future worlds. The first one I got was the case of Potion Reagents which I followed by a Phoenix to get me out of difficult situations along with providing different ingredients for potions and wands. The last item I got for crafting was a Philosopher's Stone because it would no doubt be useful. I then used my left over Must Drop-In Discount to get a Time-Turner to allow me to have more time to manage my tasks.
[Wand (Beech with Phoenix tail feather)
A wand. You don't have it yet, mind you, but you'll get one soon enough on a trip to Ollivanders. You can choose the wood type and between one of the wand cores he produces wands with (Unicorn Hair, Dragon Heartstring and Phoenix Feather). You may instead choose a more exotic wand core (excluding Thestral Hair and limited to parts from other canonical magical creatures/beings of this world e.g. Thunderbird Tail Feather, Veela Hair, etc.) although the three previously mentioned are among the most reliable and powerful. Different cores and woods tend to act a little differently but regardless of what you choose the wand will choose you as soon as you are introduced. Different woods may alter your historical personality (for all but Drop-ins) and therefore tendencies very slightly (e.g. Cypress wands tend to choose brave people and you will as such have been a relatively brave child, Blackthorn may result in you being slightly more combative, etc.). If you already had a wand, you may import it into this role and while it will keep it's wood and core it will gain a significant loyalty boost.
Marauder's Map: -100 cp Drop-In Discount
A perfect copy of the Marauders Map. A map with a detailed, dynamic layout of Hogwarts displaying the location of everyone in the grounds as well as various secret passageways. Each jump this will change to another area (up to the size of a vast castle) of your choice.
Potion Reagents: -300 cp
A small case with compartments that has a replenishing store of a range of potion reagents. Such reagents replenish once every two weeks and come in reasonable quantities. Does not contain any extremely rare ingredients.
Phoenix: -300 cp
A pet Phoenix. Able to carry immensely heavy loads, their tears have very powerful healing powers, and they make for highly faithful pets.
Philosopher's Stone: -250 cp Drop-In Discount
A stone that allows you to turn any metal into pure gold and produce the Elixir of Life which grants indefinite lifespan to those who drink it regularly.
Time Turner: -250 cp Must Drop-In
A device that allows the user to go back in time by up to five hours. Must not let your past-self see you.]
After I finished up getting my items, I realized that I would need to take at least five hundred points in drawbacks to make myself even with the four hundred points that I received from the chain long drawbacks that I was given by the system that still creeped me out with its voice. I looked over the list of possible drawbacks and quickly discarded any that would cause me to be expelled from Hogwarts. I then went to the bottom of the list and passed on being a werewolf or panicking over new magics, but I had no problem accepting that a prisoner would escape Azkaban and come after me. I passed on the two hundred point drawbacks because I had no want to forget the plot, speak in limericks, or save everyone and not punish my enemies. That left me needing to take two one hundred point drawbacks of which I had no issues with taking Marked which I would need to hide from being seen by those I do not trust. I paired that up with Bully Teacher as that was one I had no issues handling as long as I remained patient and kept my head down.
[Marked: +100 cp
Your upper arm is branded with the dark mark. Expect both Voldemort's supporters and his enemies to react hostilely upon seeing it.
Bully Teacher: +100 cp
A teacher of one of the main subjects at Hogwarts despises you. will be cruel and vindictive towards you and will try to make your life miserable and get you expelled. they Will be replaced by another if they leave.
Prisoner of Azkaban: +300 cp
A mad wizard will escape from Azkaban at some point in your first 3 years. He will desperately want you dead, cannot be reasoned with and is very intelligent, skilled and resourceful.]
I reviewed my choices before accepting the results and advancing into the world with one final screen showing me my current character sheet.
[Name: Kong
Level: 1
1000 experience times current level to go up a level.
Experience: 0
25 experience times skill level gained outside of Jumpchain documentation.
Origin
Drop-In
You wake up at the reception of an orphanage. After a brief conversation in which it is ascertained that you have no friends, family or memory of this world the kind lady at reception assures you that you have a place at her orphanage. She also remarks that , oddly, they have already received a letter for you and that there was a strange man in peculiar clothing asking after you earlier that day. You will stay in the orphanage during summers.
+ No memory set affecting your actions. *+50 CP
- You have no family therefore no choice over family wealth, you are instead granted *+50 CP as if you were impoverished automatically. No evidence of blood status. People will likely assume you're muggle-born.
Hufflepuff
You are sorted into the inclusive house of Hufflepuff. Pomona Sprout, a cheery and positive woman, is your head of house. Your common room is cozy and welcoming, is situated near the kitchens and looks out onto a sea of grass and dandelions. Hufflepuffs are known for their loyalty, dedication, hard work and sense of fair play.
Perks
Incomprehensible:
Incomprehensible removes and makes the user immune to any unwanted mental illnesses or mental control, and gives the user nearly limitless mental storage.
Just and Loyal:
You have a sense of fair play that promotes comradery in like-minded individuals. You find that as long as you retain a sense of decency, you will have the support of other decent folk should you need it.
Dedicated: -100 cp
You find it much easier to study for a long period of time without getting bored. You can do a few hours of reading of even the driest material a day without ever losing focus and retain more information.
Setup Wizard: -200 cp
You have a natural knack of melding technology and magic. You can easily jury-rig technology to work at Hogwarts. Your inventions could do considerable good for the magical world if they weren't all such luddites.
Wandlore: -150 cp Drop-In Discount
You have a great knowledge of wandlore and practical skill at wand making. You can make decent wands out of imperfect woods and unconventional cores. You may use nearly any magical part of magical creatures as cores with varying success. Unconventional wands with powerfully magical cores are potentially powerful but erratic and extremely dangerous.
Moste Potente Potions: -150 cp Must Drop-In
You have an intrinsic grasp of potion making and will find both the technique, the principles and the theory unusually easy to grasp. You are not likely to get any potion wrong regardless of the difficulty involved and you are likely to come up with innovative, better ways to brew potions with new materials
Fiendfyre Master: -200 cp Drop-In Discount
You know the incantation for fiendfyre and you're the only person alive who truly controls it. For you the giant flaming creatures seem to have a real intelligence, are unusually obedient and (strangest of all) the fire dies down at your command
Items
Wand (Beech with Phoenix tail feather)
A wand. You don't have it yet, mind you, but you'll get one soon enough on a trip to Ollivanders. You can choose the wood type and between one of the wand cores he produces wands with (Unicorn Hair, Dragon Heartstring and Phoenix Feather). You may instead choose a more exotic wand core (excluding Thestral Hair and limited to parts from other canonical magical creatures/beings of this world e.g. Thunderbird Tail Feather, Veela Hair, etc.) although the three previously mentioned are among the most reliable and powerful. Different cores and woods tend to act a little differently but regardless of what you choose the wand will choose you as soon as you are introduced. Different woods may alter your historical personality (for all but Drop-ins) and therefore tendencies very slightly (e.g. Cypress wands tend to choose brave people and you will as such have been a relatively brave child, Blackthorn may result in you being slightly more combative, etc.). If you already had a wand you may import it into this role and while it will keep it's wood and core it will gain a significant loyalty boost.
Marauder's Map: -100 cp Drop-In Discount
A perfect copy of the Marauders Map. A map with a detailed, dynamic layout of Hogwarts displaying the location of everyone in the grounds as well as various secret passageways. Each jump this will change to another area (up to the size of a vast castle) of your choice.
Potion Reagents: -300 cp
A small case with compartments that has a replenishing store of a range of potion reagents. Such reagents replenish once every two weeks and come in reasonable quantities. Does not contain any extremely rare ingredients.
Phoenix: -300 cp
A pet Phoenix. Able to carry immensely heavy loads, their tears have very powerful healing powers and they make for highly faithful pets.
Philosopher's Stone: -250 cp Drop-In Discount
A stone that allows you to turn any metal into pure gold and produce the Elixir of Life which grants indefinite lifespan to those who drink it regularly.
Time Turner: -250 cp Must Drop-In
A device that allows the user to go back in time by up to five hours. Must not let your past-self see you.
Skills
Skills level up with use.
Wandlore: 30
This is your ability to make magical foci.
Technomagic: 20
Your skill to charm Technology.
Potion Brewing: 30
This is your ability to make various magical brews.
Feats
Gain one each level
Relationships
Max out one to get them to go with you.
Affection / Obedience / Respect
Quest/Scenarios
Graduate
You need to successfully obtain one NEWT from Hogwarts and graduate out of the school to continue on to a new world.
Chain Drawbacks
Gamer: +200
You are now going through this Jumpchain as a character so you can leave each Jump once you have finished a certain task and most of your skill and perks will need training in their use although this will let them grow beyond your purchase of them.
Must Into Drop: Special
You must be a Drop-In… ever. In exchange You may treat any two non Drop-In perks or items as if they were discounted for you in each jump. Putting this on Hiatus costs you 300 CP.
No Warehouse For You: +200
Your warehouse will not be in a separate dimension like other Jumpers and you won't have access to one so you will need to purchase a property that you can use that will follow you.
Jump Drawbacks
Marked: +100 cp
Your upper arm is branded with the dark mark. Expect both Voldemort's supporters and his enemies to react hostilely upon seeing it.
Bully Teacher: +100 cp
A teacher of one of the main subjects at Hogwarts despises you. will be cruel and vindictive towards you and will try to make your life miserable and get you expelled. they Will be replaced by another if they leave.
Prisoner of Azkaban: +300 cp
A mad wizard will escape from Azkaban at some point in your first 3 years. He will desperately want you dead, cannot be reasoned with and is very intelligent, skilled and resourceful.]
