Chapter 1

"Jump Chain"

"Gha! What's going on? Where am I." I looked around and found that I was in a completely white room with only a chair, a deck with a computer on it and a large monitor with "A Harry Potter Fanfiction Jump" in large and colorful font.

From the speakers the same voice began.

"Introduction

Welcome Jumper to the world of Wizardsville, or Harry Potter as it's known. I bet you know the

story, rite? A young child with miserable relatives finds out he's got special powers, goes to

a school for others like him, and has adventures full of mystery and intrigue? Sound familiar?

Yes, yes, I know that's the premise of just about every Young Adult novel, but you're not here to

discuss genre tropes are you Jumper? No! You're here to live that life and have an adventure or

several in the world of magic and whimsy!

Here's 1000 CP to help you get started, good luck Jumper!"

I stood there stunned and waited, and waited, and waited, and nothing happened until I sat down and then the voice spoke again

"Age and Gender

I don't think you really need the drama of deciding to spend points on this or not, so you get to

choose for free. Keep in mind though that a female gender can make you a target of unsavory

actions in this setting.

Please ether say your choice of input the choices through the PC.

"Name: Damien Do'urden, Age: 16, Gender: Male." I filled those out.

After a thorough read through of all the options I choose:

"Time and Place

Choose freely or roll a 1d8 for random chance. Here are some places you can visit.

1. The Leaky Cauldron, July 31, 1980. The date of Harry's birth and the beginning of the end

of the first war against Voldemort. You'll have 11years to catch up to the events and prepare for

your new world.

2. Platform 9 ¾, September 1, 1995. You want to get right to it ey? Brave considering it's the

year you'll have to put up with Umbridge. You'll be jumping into the deep end here, you'll have

everything you need to survive at Hogwarts including education, just not the prep time to

Batman your way out of something. So if an event that could have been circumvented comes

along just remember, you picked this.

3. London, June 13, 1991. A month and a half before Harry gets his letter. You'll have to find

Diagon Alley on your own but at least you'll have some time to get things done.

4. Hogsmeade, May 16, 1970. This is a year before the Marauders, Lily, and Severus begin

their school years at Hogwarts. This should give you plenty of time to acclimate to your new

surrounds, derail some plots, and prepare for the first war against Voldemort.

5. New York, April 7, 1923. That's pretty early Jumper, 3 years before Grindelwald and Newt

cross paths in fact. You'll have to spend time planning for two Dark Lords and WW2, unless you

do something about Tom Riddle before he changes his name.

6. Godric's Hollow, March 3, 1899. Hoo boy you really want that head start don't you? Tread

carefully here Jumper for this is the time Dumbledore was still plotting revolution with

Grindelwald. Ariana hasn't died yet but you might just end up facing both of these powerful

wizards if you interfere.

7. The Burrow, November 13, 2010. You missed the canon events by a mile, which means

bad things for the world you've arrived in. Voldemort won, whether that means non-magicals are

all slaves or inferi run around in a post apocalyptic Earth is up to you. If you want to change

anything here you'll have to work twice as hard, so take the Work Ethic Perk for free, though

you'll have to buy the secondary effect unless you pick the Orphan origin.

8. Free choice! You get to pick anywhere in the world or timeline, that's some excellent dice

skills you've got, Jumper!"

I am going to pick The Leaky Cauldron, July 31, 1980. so that I can have an extra 11 years.

Now on to origins. I don't need anything but Drop-in as I am somewhat knowledgeable about the Potter verse.

"Now too choose some goodies." I rubbed my hands

"Hidden Magic

What kind of special hidden powers do you have, Jumper? Pick three that are below 600 CP in

price, for free, buy the rest. If you take the No Magic drawback, you won't be able to use your

hidden powers until the jump completes."

Parseltongue for 100 CP An rare magic the ability to talk to serpents But this version would be upgraded to allow me to talk to anything with scales as easily as I speak my native language. Mermaids, dragons, fish at the local aquarium, I'll be able to talk to all of the critters that have scales.

Psychopath for 200 CP and since its under the 600 limit its Free

With this one my mind will always be more fortified than others and with magic it will have a formidable occlumency shield to protect it. The structure of my thoughts will be organised and efficient. I would be able to learn things at double the rate and can recall them faster, able to link ideas with breathtaking speed, have greater mental stamina as well as capacity, forming an inner mind palace inside my head would be simple, and I will know how to defend my thoughts from anyone who steps on my turf. With this achieving Legilimency will be a snap, it would take just a little practice, and with it my skill in the mind arts would double in potency. I'd be able to read surface thoughts, speak telepathically through eye contact, plant suggestions, and that's if I'm just casual about it. Delving deeper would let me scan memories, put a damaged mind back together or restructure a healthy one, even blast an opponent back with psychic power.

With this I would have a protected mind.

Alchemist for 200 CP since its under the 600 limit its Free

The fine art of turning lead into gold in the quest to create the immortal granting elixir of life. What few remember is that alchemists rely on more than just magical ingredients for their mixtures. Chemicals, elements, oils, tinctures, spices, metals, it is not the magic that matters to you but the results of the combined reaction. My abilities at brewing are

beyond that of even the most skilled potioneers as anything that relies on ingredients to create

you can make. Whatever I set my mind to I can make a reality. I would know all the proper

techniques and tricks to squeeze the most essence out of your ingredients, how to harvest them

without botching it, how to store them so they don't lose any of their potency. I would know the best ways to prepare them, the best time to add them, how to get the reaction you want and all the steps to achieve it. I'd be able to even tell which ingredients compliment each other best based on smell, taste, touch, and any record of their properties. Eventually I'd be able to create a philosopher's stone.

Spellweaver for 400 CP since its under the 600 limit its Free

I'd be able create spells like a master of the craft, chain cast like a boss, combine existing spells into something different, all the ways that magic moves I would know it. This would allow me to anticipate what spells my enemy is about to throw at me, predict when a charm is about to backfire, and even work out how enchantments interact with ease. I would also be able to silently and wandlessly cast spells naturally and even teach this skill to others to great effect.

Scriptomancy for 600 CP Runes and Arithmancy would be my bread and butter, magical symbols, numbers, and languages just click with me like an empty slot in my mind being filled. Drawing out complex arrays is something I would be able to do for fun, combining different scripts is just might be a Saturday hobby, solving large arithmetic problems can be done in my sleep, and creating my own magical language as easy as it takes to write my first letter. As a result, I'd have a great capacity for learning foreign and especially dead languages quickly within a week or two depending on their complexity and how many available samples of those languages exist. Runes are the foundation of all enchantment, and arithmancy the base of all rituals? Which means I'd be very good at breaking rune based curses and protections as well as forming, shortening, and disrupting rituals based on their arithmetical properties. I'll either make the Gringotts goblins cry or wring their hands in glee.

Vital Magus for 600 CP Life, soul, and death are some of the most conceptual mysteries in magic

and have been the subject of both debate and pursuit by magicals and non-magicals alike. To

me they might as well be an open book. I will know all the hidden depths of the soul and its interwoven aspects, what heals it and harms, and the various systems and redundancies that protect it. Likewise, I will know how to bottle its pure essence, purify it of malicious spirits, and call it back from the great beyond, even learn how to kill the unkillable. Or, I might branch out in to necromancy, maybe even separate body and soul to store the latter in an artificial object, but that I might want to study more or I might just leave it alone. I can be a master of life

and the soul, or death, but I'd have to decide carefully because the effects may not be reversible.

With this one I'll be able to deal with those pesky Horcruxes.

And on to perks.

Perks

100 CP perks are free with their origins. Discounts are half price.

General

The Apprentice for 100 CP This perk makes it so that anything I learn from others I can teach and make it usable by my apprentices regardless of whether my students would normally be able to do so, such as Chakra based techniques while lacking a Chakra system, and anything else I would want to share. I'll also find it easier to locate masters

in whatever I am looking to learn insofar as a master exists, if not I'll find the closest

equivalent. Even though I find them; actually convincing them to teach me is what I'll have to worry about, but once I do, I'll be able can absorb any lessons they'll teach me. The learning rate is improved and increased for myself, as I'll pick things up smoothly, as well as for those that I teach with the lessons being understood in full comprehension. I'll be able to have a maximum of ten students at a time and be able to train anyone up to just below the rank of master within a week, after which the apprentice must progress on their own.

This perk is awesome and it will help me out now and in the future.

Drop-in

Optimism for 100 CP, Free I will have an optimistic attitude about things. I'll be able to see

the potential of the setting around me and what I need to do to lead it in a more positive

direction, and this optimism spreads. Sharing my ideas with people causes them to naturally

gravitate towards me like a fire drawing them in from the cold until they too start to see potential

and ways to improve. This has the added effect of benefits being made with more sensible

goals in mind so I don't have to worry about sudden idiot balls setting the train ablaze and

driving it into the abyss.

Safe Haven for 100 CP, Free I'll be able to find a safe place to hide or rest and I won't be found for a whole night regardless of the resources or abilities geared to look for me and so long as I leave the next day no one will trace me to the place I previously stayed.

However this only lasts so long as I don't visit the same place twice in one week exactly, if

I do my adversaries will be able to track me down within hours without further protections.

This will help if I'm ever on the run, and I know that I will be on the run.

Error. Has Crashed for 200 CP, Discount 100

This a will make it so that I will be immune to things like magical diseases and other degradation caused by foreign powers. I'd be able to see and use my senses to detect things I shouldn't things like se through illusions or through magical barriers. Low level spells have a hard time latching on to me, the Jelly Legs Curse may as well just be someone sticking their foot out to trip me for all the effect it has and memory altering charms break down within a week of them being cast on me as does being Charmed in general. This perk of course has no effect on my own powers even if they are the exact same as those used against me.

Orphan

Silver Lining for 100 CP This perk is like having a pep talk to cheer me up when I need it, even if I've been bound in chains and thrown into the deepest darkest hole I'll have a knack for finding the bright spot in my situation. This knack of mine will keep me warm when I'm cold, allow me to remember good things during bad times, and look forward to the future even if it's centuries away. To me it won't matter when bad times come or how long they last because I'll know they have an end and that end will arrive, eventually. This will help me through the hard times and will make it so that I will have a difficult time getting depressed.

Work Ethic for 100 CP. For 200 with the extra Good things will come to those who wait but the best things in life come when I work for them and I work especially hard because I have nothing. Whether it's bookwork or physically demanding I get more gains out of the work I do then others who go at it twice as hard and the longer I stay at it the better those gains get. I can get up to a professional level in academics or from physical training within a few months and keep improving from there. My mind is good at remembering what I need but it can be better, for an extra 100CP I can retain all you learn perfectly.

Items

If you still need an edge here's a list of items you can get.

Wand for Free A wand perfectly tailored for me, made of some rather unusual materials making it many times more resistant to breakage.

Marauder's Map for 50 CP A self-updating, password protected GPS, to-scale-map of Hogwarts

on parchment paper that shows anyone with a soul, as well as their name. This enhanced version pierces through all illusion based magics, potions, and whatever people can come up

with to hide their identity. It's highly resistant to damage from destructive elements and won't

tear.

When the jump concludes this will be updated to a full blown planetary map for any world I

visit and include loads of useful map features such as height and depth. I'll never be lost

again with this work of art!

Pocket Guide: Free for Drop-ins More like a full sized book in content this device will

provide me with historical information about important locations and people. Not all the history mind but enough for me to be privy to secrets swept under the rug, it even self updates. The device also provides Drop-ins with their universal passport providing legal papers of their

existence, licenses, education, social security, and even an updating travel passport that allows

them entrance into any country as per that nation's laws.

This handy pocket guide can be used for the same purposes in future jumps and can look like

any acceptable data object in whatever era I find yourself such as stone tablets, scrolls,

books, pokedex, etc.

Etching Pen for 100 CP A specialized etching tool that can carve stone, wood, metal, or other

hardened surfaces like a hot knife through butter or switch to a regular pen that can write on any

softer surfaces such as rice paper. The tool is capable of erasing any damages it causes,

reversing inked mistakes, and even absorbing certain fluids like blood, acid, ink, or venom to

write with. The tool will always be sharp and never run out of whatever fluid it has currently

absorbed.

Walking Storage Trunk for 200 CP A loyal companion with infinite space to carry your things, guard them and me when the occasion calls for it, and enchanted to hell and back against thieves and especially elements that could destroy it and what it carries. I need not worry about losing me faithful wooden friend as it is spelled to appear by my side or nearest vicinity when I call its name and it can disguise itself as an ordinary trunk, wheels included, or turn invisible if necessary. It is also self-repairing, can be shrunk for ease of transport, and the space inside will be perfectly preserved with nothing lost even if the trunk is smashed to bits, with a dragon's resistance to most destructive spells included. It comes with multiple compartments for all my needs including a housing compartment with a three story home within the expanded space with all the necessary enchantments to maintain it, providing fresh air even underwater, utilities, food, etc.

"Whew." I breathed out, that was allot now I just have to take the draw backs that will be able to balance out the CP that I spent. I need about 1000 cp worth of Drawbacks.

"Drawbacks

Sometimes to get what you need you have to give a little in return. Take any drawback you want

for more points and an extra challenge." The voice spoke once more.

Locked for 100 CP No warehouse access for you until this jump is finished. If you take this any

companions you have from previous jumps won't be able to enter the world with you even with a

teleporter but you can still talk to them if you have those options.

"Umm. What warehouse? Maybe it's something that I will get in future Jumps?"

Ok next.

Special Scar Boy for 300 CP That's right, Jumper, you get to be Harry Potter,

yay! On the other hand, you're Harry Potter...yay? You take this and your age, possibly gender,

time, and place are locked in to the first three dates on the timeline. You may have to deal with

relatives who will abuse you in excess, a highly manipulative possibly evil Dumbledore, a Snape

who's really not on your side, a secretly Death Eater Ron, as well as a Voldemort out to see you

suffer enough torture to break the minds of most adults, and whatever grimdark Harry Potter

tropes that might be active in this setting. And if you took the above drawback you can expect to be one of the characters breaking out into song at important narrative moments. But hey, at

least you've got a fiat guarantee that destroying the scar horcrux in your head won't kill you, so

that's something.

Always wanted to see what it might be to be Harry. And this means that my life would start as a one year old Harry.

Clean Slate for 600 CP You begin this jump with none of the powers or equipment from previous

jumps. Be certain this is what you want or unless this is your first jump then help yourself to the

free CP.

I didn't want to pick any other draw backs as they were uninteresting, and after looking around the page I found a link to:

UNIVERSAL DRAWBACKS SUPPLEMENT

The idea here is to apply drawbacks to your entire chain, thus changing the difficulty curve and your starting CP in each jump. You could also, in theory, apply one or more of these to a jump if you just didn't like what was on offer in that jump. Yes, this messes with the balance of other jumps. But this is a single player experience and sometimes you just want a few more tools in the tool chest. I 've tried to make these as generic as possible and keep the pricing reasonable.

Most of these can be used either as Chain Drawbacks or Single Jump Drawbacks. Chain Drawbacks are always active and affect your entire chain, and can be activated before any jump, but once active cannot be deactivated. Single Jump Drawbacks last only the length of a single jump but are overridden by Jump Specific Drawbacks. Chain Drawbacks add to Starting CP. Single Jump Drawbacks are bound by Drawback Caps. Once again, Jump Specific Drawbacks always trump Universal Drawbacks. A Chain Drawback can be put on Hiatus (i.e. completely ignored) by forfeiting twice its value in CP for that jump, plus the value of the Drawback itself (e.g. A +100 would end up costing a total of 300 CP to put on Hiatus). This can happen no more than once per 4 jumps and after that jump the Drawback resumes right where it left off. Chain Drawbacks with a value that changes every jump or that have a Special value cost 400 CP to put on Hiatus, though not all can be put on Hiatus.

I f the Jumper enters a Gauntlet (or a Jump that grants 0 starting CP), one of two things happens; either the Chain Drawbacks are halved in value and still applied to the Gauntlet, or put on Hiatus for no points, but it must be consistent across all such jumps. I f a Chain-Drawback would duplicate a Jump Specific Drawback, you cannot gain points for the Jump Specific Drawback.

The Long Road [+100] For all Jump Chains: You must remain in jump until you die of old age… or reach extreme old age for your race.

If you're immortal, un-aging, or belong to a race that cannot or does not die of old age, the jump ends after 100 years (unless something else would extend it.). If you can die of old age, you must last at least 10 years or the jump ends with failure. If you cannot die of old age, you must last the full 100 to successfully complete the jump.

There were more draw backs that would apply towards the whole chain but I had enough points so now on I go.

The moment I decided that I clicked the finish the world went black and I found my self in a basket covered in a warm blanket with a letter tucked in on the porch of 4 Privet Drive.