Chapter 21

Alex did not spend the last month in the world of chronicle laying idle. He was finally going to go to a world he had actually wanted to spend time in since he started this whole adventure. The only reason he hadn't jumped right into the world of Harry Potter from the get go was because he wasn't an idiot. The world of Harry Potter was a candied veneer of whimsy over a rotten apple core of racism, torture and violation of the sanctity of self. Rowling had written the books for children but if you read in between the line, if you considered the implications of the various spells, potions and the actions of Death Eaters, then the Wizarding world took on a much darker tone.

This is why Alex had taken up the various powers he had already. The greatest ability that a Jumpchain gave was the Out of Context solution. His half-ghost abilities from Danny Phantom may look like the ghosts of Harry Potter but were based on incredibly different principles. His Ghost King magic from Luigi's Haunted Mansion gave him a well of magical power that played by different rules than simple wanded spellcasting. Lastly, his foray into the world of chronicle granted him powerful pseudo-wandless abilities that should bypass most, if not all, protections that a magical might set up without already knowing the principle behind his telekinetic abilities.

That did not mean that Alex was completely secure in his ability to achieve anything meaningful within a Harry Potter universe. Depending on the interpretation, the Unforgivables were anything between misused medical spells to the blackest of soul magics. He simply didn't know how the killing curse would affect someone with a Gem-like body or who was already half-ghost. Magic was, after all, one of the greatest and most unpredictable equalisers in almost all universes.

So, he decided, it was time to actually put some effort in preparing himself and spend the remaining time doing what he could with all of his new cheat abilities. While the world was still enraptured in the actions of their new superpowered idols; Alex travelled and trained.

Some of the training was simple: he spent some more time in the Temple and the Warehouse experimenting with his Ghost King magic. Again, he ran into the same problems he had whenever he tried training with his magic before. Simply put, he didn't know what he could actually do with it outside of creating Magical Portrait Traps or conjuring large mansions. Yelling out spell names he had found in a variety of books, from Harry Potter to Dungeons and Dragons, had yielded little in the way of positive results. Anything he did achieve with those spells seemed to be unrelated to the spell itself. Calling out 'Wingardium Leviosa!' certainly caused the targeted feather to float but the same was achieved when he simply channelled some of the violet magical energies and willed the feather — and any other targeted object — into the air, being able to utilise a magic version of telekinesis to move the items around.

The same was found with many other spells as he found he could use a ghost magic equivalent for conjuration, summoning and banishing. With conjuring being the easiest of those tried. Honestly, the only limit he could find on his new conjuration skills was the ability to conjure a fully sentient entity. Gold, silver, and jewels could be brought into existence as easily as foods, trees and technology. Animals could be willed into being even if they did not follow commands and simply acted like wild animals. People could not be created but corpses, puppets and golems in the shape of people could be. Which was a relief truth be told. Alex was cognisant that he already had enough abilities to create true life and didn't need another one that could create fully sentient people with a wave of his hand. Conjured items and animals would fade and disappear if he didn't invest a larger amount of energy into their creation which would result in seemingly permanent conjurations.

Other spell attempts were much more hit and miss. Transfigurations worked only some of the time and most of those times they did work it seemed to be as a result of another affect. He could not transfigure a ball into a bird but he could, somehow, imbue a ball with magic which caused it to grow wings… it was annoyingly inconsistent. Other slightly conceptual spells such as the leg-locker curse or even a stunner simply failed outright, though he did find he could send forth a low-cost blast of destructive magic.

Esoteric spells, however, failed completely. Ghost magic could not summon forth a Patronus even if he could summon a very convincing illusion of one when he kept trying. This led to the discovery of the second easiest ability of ghost magic: a mastery of illusions. Truly, he could create a semblance, image, sound or feel or any object, thing or environment that he could imagine with barely a flicker of will and a spark magical energy. These illusions were, of course, completely insubstantial. But they could certainly be used for distraction and diversion as well as a fantastic way to spread ideas and information.

Alex was only able to discover so much in such a short time through the compounding effects of his various perks. Supernatural Savant made the various magical skills and abilities flow from his fingers with only a little thought and effort. He, near instinctually, knew how to twist and tweak the energies flowing through him to produce the responses he wanted. Compounding that, were his various experience modifiers. By not eating meat for the duration of his training, the time he spent became twenty times more effective due to his Vegetarian perk even if it did make the training ten times more difficult. Except that difficulty was then countered by I Just Do My Best At Everything which allowed him to do his best effort, repeatedly and continuously without accumulating stress or fatigue. Finally, added to that was his Shooting Schedule perk that he got from Morrigan, this let him learn or train at five times the rate he would normally. Together, this mean that his month of training his magical abilities was a combined one hundred times more effective: an equivalence of training for a about eight years!

It was a few days into that training that Alex had a brainwave and jumped his training from ridiculousness to insane. Using his ghost duplication ability, he split himself once, twice and then tree times resulting in eight ghostly duplicate. Each one's maximum power was halved with each split meaning that each one only contained 12.5% of his total strength which was then reduced to 1.25% of his maximum from the drawback of his Vegetarianism. Given that his ghost powers were based on a character that single handily took over the entire planet and that his Diamond physique was capable of crushing dirt into pure diamond with her bare hands, his drastically underpowered clones were still at peak human ability.

This meant that while one of his duplicates focused on magic another would travel from martial arts studio to martial arts studio picking up tips and tricks and, again due to Vegetarian causing him to be a target for bullying, getting into fights. Fights that he handled easily with Death Dealing Machine of Ultra-Violence and Choreographed Mauling.

Three duplicates spent the month in France, China and Japan, respectively, immersing themselves in the languages and learning at a phenomenal rate. A subjective eight years living and breathing the languages had made Alex near fluent by the time the month was up. They also kept pushing the limits of his new telekinetic abilities in subtle ways, such as maintaining a shield around themselves, keeping cups of tea hot with molecular vibration or stretching their range by shaping distant clouds into fantastic sculptures.

Finally, it was the last three duplicates had the most important task of all. They spent the month relaxing with the girls, lounging around, watching over the magical girls, eating junk, playing video games and napping on the couch. While that would seem counterproductive; it was actually incredible fruitful. It made use of the An Opera in the Kitchen perk which made it so that any time spent on simple, necessary or uneventful tasks counted as if he had used that time to train or study to improve one of his skills or abilities at twice the effectiveness. This meant that those three duplicates were spending a combined equivalence of fifty years of training as they lounged about. The only reason that Alex didn't just direct every clone to being lazy, couch potatoes was that the resulting training was a diluted blanket increase of all his abilities over time rather than a directed one, contributing piecemeal to skills such as cooking and painting as much as magical combat and psychic ability.

Suffice to say, Alex felt incredibly confident in his current abilities to survive and act in a world where everyone would have fantastic magical power.

Now, on the last night within the Chronicle universe, Alex relaxed with Alex, Lapis, Lyn and Morrigan on the couch as they watched the evening news. Alex, Lapis and Lyn struggled to hide their snickering as Morrigan gaped at the report of two semi-famous bloggers being found within the local zoo's bear enclosure that morning, dressed in full body bear costumes and suffering extensive blunt force damage to their knees.

"It is unknown how the two, known for their online blog 'My Un-Bear-able Teenage Daughter' managed to enter the enclosure nor how they sustained such intensive injuries but preliminary investigation has unearthed that the two's daughter, and main focus of their blog, has been missing for almost an entire year without such being reported." An attractive blond reporter explained to the camera as she stood in front of the zoo's bear exhibit which was cordoned off with police tape.

The scene on the television spit in half with the appearance of a balding man sitting behind a desk with the channel's news logo acting as his backdrop.

"Stacey, has there been any report as to what might have happened to their daughter?" He asked.

Stacey held a finger to her earpiece, nodding along with only a half second of delay to the male reporters' words.

"Well, John, we spoke to several neighbours and family friends of the couple who had expressed the likely hood that she had run away. The couples' blog was thought to have been a light-hearted and staged comedy where the parents pretended to be raising a bear as their own daughter. Yet, after speaking to those who knew them, it seems that the couple may have been deranged enough to actually believe their own daughter was a bear in actuality and much of the humorous videos on the website were in fact hiding a deeper, darker, truth masquerading in plain sight."

John shook his head with exaggerated sadness. "Truly awful. So far the extent of the truth is unknown but their police have already released a statement that the couple are being charged with Trespass, child endangerment, child neglect and abuse with more charges likely to be given as further investigation of their actions are performed."
The scene shifted to only John in the studio flanked by another female reporter.
"In other news: magic in the air as the Lion and Snake Zodiac Girls were seen flying over New York City with one young lucky fan getting up close and personal with the superheros when they captured his escaped helium balloon." John said with a grin as mobile phone footage of Cassidy and Jade of the Twilight Princess Knights spread across the television and pushed his image into a small box on lower left. The footage showed Cassidy snagging a red balloon out of the air and the two flying down to return it to an excitable little boy who was near yanking his mother's arm off with how much he was jumping around and pointing at the two female heroes.

"I can't believe you did that." Morrigan finally said.

Lapis stretched out on the couch and half lay, half fell into Morrigan's lap, her arms wrapping around the woman's waist in a hug. Alex, leant against her and threw on arm around her shoulders while Lyn reached across Alex to grip her hand.

"We know that you've just spent the Jump away from them but we made a promise to break their legs at the start and we damn well kept it." Alex said with a grin.

Lyn nodded. "We pulled them out of their beds in the middle of the night and kept unconscious while we moved them. They'll never be able to connect it back to us or you… well, at least not officially. The bear costumes may have been a bit on the nose."

Morrigan just gave a chocked laugh and returned the hug. "I'm going to miss you guys."

Lapis nodded. "We'll miss you too."

"You can still come along." Alex said.

Morrigan shook her head. "No, this is for the best. I'll see you all again in a decade or so."

Lyn crawled over Alex so she could kiss the teary eyes ex-ghost. "Then we better make the most of tonight."

⦖⋄⦕

Alex appeared in the stary void between realities only to immediately be wrapped up in a tight hug by a squealing Seraphina.

"Thankyou! Thankyou! Thankyou!" The fae being squealed as she peppered Alex with kisses.

Alex held the incredibly powerful being carefully and respectfully but still enjoyed the experience. "Umm… you're welcome. But what did I do?"

Seraphina nimbly stepped back and out of his arms yet still excitedly bounced on the balls of her feet. "A full genre shift from canonical variance!"

Alex frowned in confusion. "Is this about the magical girls?"

Seraphina nodded and spun around, conjuring a pair of couches with a snap of her fingers. She proceeded to fall backwards into one of the couches with a satisfying thwomp and pulled out her little red-leather bound book.

"You remember how I explained the various worlds reacting to each other as ripples, right?"

Alex nodded. "Each word was the epicentre of a ripple of variations spreading outward and something about the imagination of those within those realities creating new ripples or something."

Seraphina nodded emphatically as she flipped through the small book. "Yep! That's it… well, no, that's a vastly simplified version of what really happens but that is what I explained."

She smiled as she found whatever she was looking for and with a flick of her fingers on the page a holographic image of a multiple circular ripples of light, like a video of rain drops on a still pond appeared between them.

"So this," Seraphina pointed to a slowly spreading circle in the bottom right, "represent the world of Chronicle."

"Ok." Alex nodded as he watched the various ripples of light that spread and merged and bounced around but he focused on the ripple Seraphina pointed to.

"There! Did you see it?" Seraphina asked excitedly.

Alex squinted. "Can you replay it and zoom in?"

"Sure." Seraphine swished her fingers through the display and the image zoomed in and replayed.

This time Alex could see as the line of light which was the ripple seemed to shiver and split and as the ripple collided — though at this resolution he could see that the lines didn't actually touch — with another ripple he could see that the split line collapsed into itself becoming a small ball of light that bounced between the ripples before flying away at great speed.

Seraphina twitched her fingers and the image replayed but this time followed the ball as it pinged between multiple realities before stopping in an empty area and then spreading outward as a new ripple of reality.

"You created a variant reality different enough that it wasn't caught within the drift of canon and was thrown out at the next thematic merger." Seraphina explained.
"And that's good?" Alex asked.

"Of course, it's good!" Seraphina exclaimed. "That right there is something that never existed before."

"But isn't that how it works? The realities collide and make new splashes?"

Seraphina nodded. "Yes, but that process takes time and a lot if collective imagination from the inhabitants. This," Seraphina jabbed a finger at the new spreading ripple, "took a fraction of the energy needed."

Understanding dawned on Alex. "This is why you create jumpers."

Seraphina grinned. "It's not the entire reason but it is a happy coincidence."

"So, you want me to keep making big changes?"

Seraphina sighed and shook her head. "No. Like I said 'it's a happy coincidence,' don't be afraid to change things, in fact I still encourage you too, but that isn't your purpose."

"I'm confused. Why tell me at all then?" Alex asked.

"Because it's still pretty cool, this is the first new thematic shift I've had a hand in. I got a big bonus for that." Seraphina smiled.

"So, what is my purpose?" Alex asked.

Seraphina just gave him a wooden smile and mimed zipping her lips.
"Right, I'm guessing you can't tell me."

Her only reply was to keep the smile.

Alex heaved an aggravated sigh. "Alright! Onto the next world selection then."
Seraphin's smile morphed into a natural grin. "Have you already decided?"

Alex nodded. "Yeah. I'm going to get me a Hermione. But first I want to see the list of Gauntlets again."

"Finally going to a Harry Potter world then?" Seraphina brought up the list of gauntlets with a wave of her hand.

"Yeah. But I want to do a gauntlet first. They're generally quick and are therefore like free perks… assuming I don't pick something stupid."

Seraphina paused to think while Alex browsed through the list. "Have you looked at 'It's a Game Hermione, enjoy' it's got some really nice rewards."

Alex sighed. "Yeah, I was really tempted by that one but it's a lot of effort to complete. Like, a subjective twenty-one years stuck as canon characters without my other abilities."

"True, but it does have Hermione."

"Yeah, but isn't it insane cannibal Hermione?" Alex asked.

"Umm… yeah, like sixty percent of the time."

"I rest my case."

"So, what did you chose then?"

"A lot of these I just don't know enough about to easily try but I've played 'Superhot' before and finished it only a day or so."

Seraphina brought up the referred to Gauntlet. "This is the stick-figure first-person shooter where time only moves when you do, right?"

Alex nodded. "It's got a built-in bullet-time perk that I'm thinking will be great if, or more likely when, I get into a spell slinging battle in Harry Potter."

"That's a pretty good effect to keep." Seraphina nodded. "Want me to bring up the girls to watch?"

"Sure." Alex said as he went over his choices.

"Seraphina!" Lyn cried out as she leapt at the jump-chan.

Seraphina caught the exuberant girl in a hug as Lapis looked on with an exasperated smile.

Alex smiled then studiously tried to ignore the girls to concentrate on making the right selection. Gauntlets only gave points through drawbacks and he had to maximise his advantages. Though the perks he most wanted were actually free. He did half listen to Seraphina explaining the peculiars of Morrigan's choice to remain behind with an increased time differential between Chronicle and where-ever he went next. Approximately three years would pass in chronicle for every one he spends elsewhere though it could stretch out to four years depending on the thematic drift that might occur in that time. He did zone out once Seraphina started explaining thematic drift and replayed the whole presentation he got before for the girls arrived.

Twenty minutes later he had presented his choices to Seraphina.


Alexander Blake

Superhot Gauntlet.

0CP (+200)

Origin: Bodymod 21yo

Perks:

[Free]

[Free]

[150]

Items:

VR Headset & PC [Free]

Republika [Free]

[25]

Drawbacks

Encore [+200]


"You still have twenty-five CP left over." Seraphina mentioned as she looked over Alex's choices.

"Yeah, but there's nothing I can afford with only twenty-five CP and nothing I want enough to take more drawbacks or to do any of the challenges."

"Not even the FULLSTOP challenge that will make SUPERHOT mode completely time stopped?" Lyn piped in as she peeked over Alex's shoulder to see.

Alex shook his head. "Don't get me wrong. I would take it but I only get five lives in this gauntlet and would rather take what I can get than risk coming out with nothing."

"Well, if you're ready I'll send you in." Seraphina said.

Alex nodded.

⦖⋄⦕

SUPERHOT

/SUPERHOT

/SUPERHOT

Alex groaned internally as he stared at the green text on the black screen in front of him and tried not to throw up.

Despite not taking the drawback that made him incompatible with the VR systems within the world that SUPERHOT takes place in, the motion-sickness that had always plagued him when he played FPS games remained.

Rubbing his eyes Alex opened the message he had received from the SYSTEM and replied with the usual drivel about how he'll never reload the file again. He then immediately ran the program to dive back into the 'game.'

SUPERHOT was… interesting. Alex remembered his first playthrough in his original life and had to say that playing as himself with drastically increased speed from his bodymod made the levels much easier to complete without any deaths compared to playing on a computer. For one, peripheral vision made it that much harder for one of the red guys to sneak up on him. It also reduced the amount of motion wasted looking around in SUPERHOT mode.

The creeping sensation of the SYSTEM trying to brainwash him into a compliant mind-jumping killer was more annoying in person but at the same time was a lot easier to ignore than he expected.

When playing the game in his original life the brainwashing was just a gimmick of the story. If he was actually a person of this world then the overshadowing presence watching him and treating him like a dog to be trained would be terrifying. It would chip away at his identity with constant stress and paranoia.

Yet, Alex knew he was a Jumper and that this was gauntlet based off of a video game. He knew that only real stakes involved was the time and effort he was putting into the gauntlet to get the desired perks. Deaths in gauntlets, by design, did not count as the end of the Jumpchain and Alex was fairly certain that any Pavlovian responses that triggered the need to kill red mannequins would either be removed by Seraphina or mitigated by the psyche of his Gem form. As such the SYSTEM's threats and commanding attitude could be ignored or placated much as one would follow the commands of a bossy child. That is: with either disregard or amusement.

SUPERHOT

/SUPERHOT

/SUPERHOT

He lied. This game was not fucking easy!

Fuck! Duck! FUCK!

Alex slowly eased himself out of the path of a shotgun blast and behind a conveniently office photocopier and took the time to pick up a glass bottle. Peeking around the corner he accessed the situation. Three Reds. One with a shotgun, one with a rifle and the last running towards a… golfclub? Fuck, ok never mind. He had about four seconds before he could HOTBOD into an enemy and he only had the glass bottle in hand and a fire extinguisher on the wall across the hall. The Rifle Red was already lining up a shot on his head as he peeked around the photocopier.

He ducked back out of the way as four rifle rounds slowly moved through the area of space where his head had been and the space his shoulders and chest would have been if he moved completely out into the hall.

This was the second last level of the original game and Alex had already died two times. Once in this level and once in the level prior. Seriously, how the fuck was he supposed to see the RED with the shotgun!?

Alex timed his move when he knew the rifle Red wouldn't be able to fire again. He used the fantastic ability to crouch that no one else seemed to be able to grasp and rolled into the hall. Immediately, he threw the bottle he was holding at the rifle Red as a cluster of shotgun pellets eased overhead. Coming up from his roll, he lifted the fire extinguisher off the wall and tossed it at the shotgun Red knowing the red fucker would likely get another shot off before it reached him but hopefully the large extinguisher would take most of the blast.

He felt it as HOTBOD became available and quickly zeroed in on the rifle Red who had flinched from the thrown bottle and released his hold on his rifle at the same time.
Keikaku Doori. It means 'according to plan'.

Alex HOTBOD swapped with the flinching red and took control of his body which allowed him snag the rifle out of the air and fire on the shotgun Red, twisting as he did so that four bullets fired were aimed at his head and then at the space immediately to the right were the Red might have moved if he read his body language wrong.

He needn't have worried as the headshot struck true and shattered the Red.
Alex spun to relocate the Red who had been running to the golfclub. The Red hadn't made it yet but would by the time the rifle was ready to fire again. Alex took a moment to breath and carefully aimed the rifle not at where the Red was but where he was going to be. As soon as the rifle was ready to fire, he pulled the trigger allowing for the semi-automatic fire to carve a path of death between the Red and his goal and using the last of the rifle's ammo.

Alex couldn't take the time to see if his shots hit true as he was certain more Reds would be coming down the hall at any moment and he was NOT going to be caught in this death funnel if he could help it.

Throwing the now empty rifle at the doorway through more Reds would likely come through he then edged to the side and kicked the fallen shotgun into his hands. A strange sound and the red glow from behind his left shoulder let him know that more Reds were already porting in, meaning that he certainly hit the golfclub Red and had pointlessly thrown the rifle into what was likely an empty room…. Well, hopefully empty.

Alex dove for the doorway as he heard the distorted sound of gunfire from behind. Rifle rounds streamed pass in his periphery as he rolled to the side while taking in the room proper.

It appeared to be a fairly nice modern office. Large desk with a variety of breakable nick-nacks, a comfy chair and a large glass window. Most important though was the computer terminal sitting on the desk.

The game was not exactly like the game he had played in his original life. Much of the plot was exactly the same and some of the 'levels' were incredibly similar except there were differences. Take this level for example.

In the original, the second last level was hardly even a level at all. It was just a long empty hallway which lead to the CORE:ROOM. It was a level that added to the ambiance and sense of lost identity which was part of the games theme.

Now? Now, it was a long hallway with various rooms and offices off shooting through which he had to explore to get a USB stick from a certain computer which would act as the passkey to enter the CORE:ROOM.

Alex knew that it was part of making the Gauntlet more 'real,' as this technically wasn't a game even if it conformed to game-like dynamics at time. But it was definitely annoying given that he hadn't been expecting a prolonged battle in tight quarters.

Alex grabbed the needed USB and positioned himself to use the desk as cover against any Reds that appeared in the doorway. This wasn't a speed run and he was quite happy to camp if needed.

SUPERHOT

/SUPERHOT

/SUPERHOT

Dual-wielding was freaking awesome!

HOTBOD'ing from head to head at the end of the original game had been satisfying but the fast-paced action of the VR levels was exhilarating even if it was dangerous.
Semi-automatic in one hand, combat knife in the other and a shit-eating grin on his face as he sliced bullets out of the air with a knife while opening up with a stream of automatic SMG fire on the tide of Reds that were coming at him.

This was his last life and every moment had his heart pounding as adrenaline coursed through his veins as he ducked, dove, dodged and fruit-ninja'ed his way through the onslaught of Red gunfire. Eventually though, the last Red shattered into fragments of… well, he wasn't sure. Psyche? Maybe? Either the graphics were representative of cognitive state or they just covered up the gruesomeness of the bloodbath that this would actually be. Anyway.

The BLACKYRAMID was destroyed and Alex was finally free… free to die.
Seriously? If this is a trick that was going to lose him the last life he had in this gauntlet then Alex was going to be incredibly pissed.

Like, talk about morbid interpretations of free will.

Yet, despite completing the missions, destroying the pyramid and supposedly freeing his sense of self-determination; his reward was the freedom of a bullet between the eyes.

"This is what I get for not playing the VR levels before doing the gauntlet." Alex grumbled as he put the cold barrel of the gun against the side of his temple and closed his eyes.

⦖⋄⦕

Alex was engulfed in three sets of arms as Alice, Lapis and Lyn all piled upon him each hugging him fiercely.

"That ending sucked." Lyn grumbled into his chest.

He could feel Alice nodding into his side and Lapis actually growling in agreement.

"Yeah, I wasn't expecting that." Alex agreed.

Already he could feel he various alt-forms expanding his psyche and rationalising his experience. He could feel his Gem mind letting the stress of the gauntlet be washed away in the depths of eons of experience and he could feel his Well Cared For perk and his ghostly regenerative healing at work to repair his mind. It was part of his body after all.

"Congratulations on completing the gauntlet." Seraphina said from where she stood to the side allowing them their privacy, as much as could be expected at least.

"Thanks." Alex replied. "That was more intense than I expected."

"Still, you did complete the Gauntlet and thus reap the rewards. SUPERHOT mode has been added to your bodymod along with the improvement to your strength, reflexes and situational awareness."

"That's what I wanted." Alex grinned.

Seraphina looked over the jumpdoc. "There's a note about cooldowns on the SUPERHOT ability but it doesn't match the rest of the doc so I'm going to ignore it. That said, the ability does not have an overly advanced computer system taking on the strain of its use. With your Gem alt-form you should be fine for at least ten to twenty minutes of continuous use but will likely need at least an hour rest if you push it that far."

Alex nodded. Seeing as most fights with the use of SUPERHOT mode only lasted three minutes at most, it made sense that there was some kind of strain for extended use. He didn't foresee there being many situations where he needed that much time to think in the middle of battle.

"You also get an armoury and infinite ammo added to your warehouse as well as an Endless Arena where you can practice SUPERHOT mode without worrying about the stain. The arena will take up the roll of the SYSTEM."

"Sweet."

Seraphina grinned then frowned seriously. "Take your time with the girls and then go through your next jump options. They really didn't like seeing you shoot yourself in the head."

Alex hugged the girls closer and nodded at Seraphina who faded from view leaving Alex alone with the girls and some comfy couches.

Alex dragged the still clinging girls to the couch and pulled them all down into a hug-pile deciding to comfort them before they selected their next Jump.

Seraphina returned a few hours later once the group had settled and started discussing their options.

"Have you decided on the jump?" Seraphina queried.

"I was thinking of doing the Generic Harry Potter Fanfiction and going to Harry Potter and the Rune Stone Path but I have a few questions."

"Alright, hit me."

"If I take the Jumper Who Lived scenario I can choose to substitute into Harry, right?" Alex asked.

Seraphina nodded. "You can either substitute into Harry or I can create a new character that becomes the Boy-Who-Lived meaning that harry just becomes a normal person."

"If I become Harry, do I get his innate abilities?"

"Yep. But you also get his innate drawbacks without the CP reward."

Alex narrowed his eyes. "But they're not fiat backed right?"

Seraphina laughed and shook her head. "No, any innate drawbacks are just circumstantial, they won't be enforced if you can mitigate them. That, of course, is negated if you actually take the drawbacks though."

Alex nodded. That was fair.

Lyn raised her hand. "If Alex can substitute into Harry for the scenario, can we substitute into other characters?"

Seraphina pulled out her little red book and flicked a few pages in. "Hmm… that should be easily doable. You will get all their memories even if you pick the drop-in origin, though."

Alex tilted his head at Lyn. "What were you thinking?"

"I was thinking it would be easier to interact with other characters if we were certain cannon characters. I was hoping to insert as Ginny so I could spend some time with Luna before we arrive at Hogwarts in your second year."

"That could work. That way she'll definitely have a friend before Hogwarts starts."

Alex turned back to Seraphina. "Speaking of them as companions, how does our method of sharing abilities work with Merlin Reborn?"

"You mean your needlessly complicated method of having Alice give birth to mindless spirits containing an inherited version of your perks and abilities?"

"Yeah, that." Alex deadpanned.

"Hmm…" Seraphina thought for a moment. "It should work at least if you purchased Merlin Reborn; giving another a copy of Merlin Reborn won't work as well as having Merlin Reborn and receiving a copy of the other perks but it will still provide some form of boost."

"Right." Alex said and flicked through the jumpdoc making a few changes.

"Any other questions?" Seraphina asked.

"How much railroading will there be?" Lapis asked.

"If you make changes then those changes will stick but there will be some minor fate-based situations." Seraphina said, then went on to clarify at their look of confusion. "I'm saying that things like the Weasley's winning the Prophet's lottery will happen unless you actively take steps to change it. The Triwizard Cup will happen with the same tasks unless you actively push for change. Things like that."

Alex nodded. "That's probably better than unrestricted butterfly effects. It will allow us to make plans."

"Don't rely on it too much though." Seraphina warned. "Your actions will still have consequences and people will treat you differently depending on how you act around them, just that choices that others make are likely to follow the same patterns."

The four of them nodded that they understood.

"So, have you made your choices then?"

Alex looked at the others. "Ten more minutes, I think."


Alexander Blake

Generic Harry Potter Fanfiction – Harry Potter and the Rune Stone Path

1000CP + 1700CP

Time: August, 1991

Origin:

Grey!

Race:

Half-blood – Harry James Potter

Perks:

Local Magic [Free]

Building Bridges [Free]

Gifted [200CP] – Necromancy

Merlin Returned [600CP]

World Walker [300CP]

Items:

Common Wand [Free]

Deathly Hallow – The Cloak of Invisibility [300CP]

Companions:

Import [150CP]

CP Donation 1:4 x4 [200]

Local Companion x4 [600CP]

Scenarios:

Master Of Death [+500CP]

The Jumper Who Lived [+500CP]

Drawbacks:

Dumbledorean Troubles [+200CP]


Brooklyn Blake

Generic Harry Potter Fanfiction – Harry Potter and the Rune Stone Path

800CP + 800CP

Time: August, 1991

Origin:

Light!

Race:

Pure-blood – Ginevra Molly Weasley

Perks:

Local Magic [Free]

Friend Maker [Free]

Gifted [200CP] – Multi-Animagus: Raven, Cat, Wolf

Gifted [200CP] – Magical Animagus: Phoenix

+ 1 form [100CP] – Basilisk

+ 1 form [100CP] – Dragon

+ 1 form [100CP] – Thunderbird

+ 1 form [100CP] – Lethifold

Hard Measures [200CP]

Legendary Healer [300CP]

Items:

Common Wand [Free]

The Ride [Free]

Jumper School of Magic [300CP]


Lapis Lazuli

Generic Harry Potter Fanfiction – Harry Potter and the Rune Stone Path

800CP + 800CP

Time: August, 1991

Origin:

Dark!

Race:

Pure-blood – Daphne Greengrass

Perks:

Local Magic [Free]

Pureblood Etiquette [Free]

Gifted [200CP] – Mind Magic

Gifted [200CP] – Parsel-Magic

Gifted [200CP] – Wandless Magic

Gifted [200CP] – Blood Mage

Gifted [200CP] – Magical Resistance

Dark Lord [300CP]

Items:

Common Wand [Free]

Basilisk Hide [Free]

Marauder's Map [50CP]

Hogwarts, a History [50CP]

Ritual Hall [200CP]


Alice Blake

Generic Harry Potter Fanfiction – Harry Potter and the Rune Stone Path

800CP + 800CP

Time: August, 1991

Origin:

Drop In!

Race:

Half-blood – Tracey Davis

Perks:

Local Magic [Free]

Work Ethic [Free]

Gifted [200CP] – Metamorphism

Gifted [200CP] – Magical Animagus: Wampus

+ 1 Form [Free] – Dementor

Gifted [200CP] – Shadow Mage

Heart of Golf [400CP]

Technomage [300CP]

Items:

Common Wand [Free]

Muggleborn Introduction Booklet [Free]

The Tower [100CP]

Epic Wand [200CP]


"That is just ridiculous." Seraphina gaped at the selections everyone had made.

"Yep" Alex said, popping the 'p.'

"I can't believe that's allowed."

"To be fair," Alex began, "it wouldn't be worth it without the means to share abilities."

"One-fifty points to import three companions and then two hundred points to give them each an additional eight hundred points, with the ability to share perks it's like you spent three-hundred and fifty to gain four-thousand-eight-hundred points!" Seraphina said in shocked amusement.

"Some was lost when spent on items because we can't really duplicate them, but yeah, that's about right. I almost wish Morrigan was here to add another sixteen hundred points but I'm not sure I could afford it and still keep enough to purchase all the locals I'm hoping to get."

Seraphina shook her head in defeat and changed the subject, though she was sure there was shenanigans there too. "So why did you get so many Magical Animagus forms?"

"Each form is able to be shared and falls under the aegis of Sir Bearington." Alex started to explain.

"So you'll be able to use those magical animal's abilities without actually having to change forms." Seraphina immediately grasped the benefit.

"Phoenix immortality and tears, Basilisk killing stare and venom, a thunderbird's ability to manipulate the weather." Lyn started listing.

"A dragon's fire breath, a lethifolds magical resistance, a Wampus' memory whipping tears and hypnotising gaze and a Dementors ability to spread fear and consume souls." Lapis finished the list.

Seraphina shuddered under the smug grins of Alex, Lapis and Lyn. At least Alice just smiled happily and more importantly without any sadistic glee as she cuddled into Alex's side.

"Alright, you're all officially broken characters!" Seraphina threw her arms up dramatically.

"You're not actually annoyed right?" Alex asked with a hint of trepidation.

Seraphina sighed and shook her head no. "Nah, it's completely legal."

Alex let out a breath of relief.

"Anything else before I send you in?" Seraphina asked.

"Yeah, can I have the Deathly Hallows Scenario start halfway in? The main plot and such should only take four to five years which will give me time to prepare for the flood of Seekers."

Seraphina nodded. "That's fine. It stipulates so in the jumpdoc. Remember that that this scenario cements the Jump to a ten-year period even if you complete the Jumper-Who-Lived scenario requirements and you won't get the extended benefits from owning the Hallows until the full ten years are up."

"I know. Seeing as we want to give Morrigan time in Chronicle it made sense to do the full period anyway." Alex nodded his understanding.

"If that's all." Seraphina looked at each of them expectantly.

"Oh!" Lyn exclaimed. "Where are you going to put the school?"

"I hadn't decided yet. Did you have somewhere in mind?"

"I was kinda hoping you might let us place it." Lyn said sheepishly. "I was thinking we could do something like the Moonstone Temple in the Chronicle Jump and put the school up on the moon."

Seraphina just blinked at her. "You want to put the Jumper School of Magic on the moon?"

"Mhmm!" Lyn nodded. "If you let us set up the space first then it should be alright."
Seraphina pinched the bridge of her nose. "Alright! Here's what I'm going to do. In the warehouse you'd find a crystal globe with the school inside. When you put it down on solid ground and tap it with a wand it'll expand to full size over the course of a day. I'll list the dimensions of the grounds on some paper next to it. Will that work?"
Lyn nodded rapidly.

"Ok then, if that's everything?"

Everyone nodded.

"Then good luck."

⦖⋄⦕


AN: Here are the Perks:

SUPERHOT

basic core
You have a talent for death, you have an instinctual grasp of how to use any commonly available
weapons in the 21st century, along with the ability to use most other weapons with at least basic
proficiency. This also boosts your reflexes, agility, and strength appreciably, leaving you on the
level of an experienced combatant. Finally, you gain enhanced situational awareness, allowing you
to rewliably keep track of about 10 threats at once.

SUPERHOT core(Free)
Time only moves when you move, sound good? Hell yeah it does, there are a few things you should
note though, since it's impossible to stay perfectly still (At least without perks) time will always be
moving at least a little bit, and enemies with time powers may be able to circumvent/override
superhot mode with their own time bullshit. Finally, Scenarios still add special effects to your
SUPERHOT mode, other than that, go nuts.

Aesthetic Hack (Free/100CP)
You also have the toggleable ability to make everything look like a level of superhot, with
everything being made of white concrete substance, living entities made of a red vitreous substance,
and you and anything you can use being made of a black vitreous substance. This effect is purely
visual, and this will make distinguishing allies from enemies a bit tricky. For 100CP, you may apply
these aesthetics to any items you own, as well as the warehouse, this effect isn't purely visual, but
won't impede the functions of anything, this effect is also toggleable. (did not buy full effect)

Killer Hack(300CP)
Your combat abilities are highly enhanced, you can use almost any weapon you pick up aside from
the truly obscure or esoteric with skill equivalent to a few years of diligent study, your agility and
reflexes are enough to dodge most projectiles provided they aren't moving faster than your eye can
track, and your situational awareness allows you to track up to 20 threats reliably.

VR Headset & PC (Free)
Required to progress through the gauntlet, the PC constantly updates to have the latest software, and
the VR headset allows you to interface with any game, and post-jump allows you to take external
powers into games.

Republika (Free)
The assorted works of the polish rock band Republika, in CD, MP3, and vinyl format.

(50CP)
A random household object, made from the black glassy substance everything else in superhot is
made of, it is called to your hand when you need it, and is guaranteed to be lethal when thrown.
Regenerates after the battle is finished.

DRAWBACK:

ENCORE – Did I say 32 levels? Nah, you have to go through the additional 26 levels from
superhot VR as well. (+200CP)

Generic Harry Potter Fanfiction Jumpchain 1.2

Local Magic - 0 CP

The magic system of whatever fanfic you're going to. This is almost always a variant of the Harry

Potter magic system, so any and all magic you learn is fully compatible with that. This also gives

you the ability to teach the magic to others you meet in the future.

Gifted - 200 CP

You're special, Jumper. Besides the whole 'jump across the multiverse' thing, I mean. You have

one or more gifts of magic, which place you above and beyond ordinary witches and wizards. You

may have received them through your in-universe ancestry, a ritual, or the favor of a very

powerful being... but we all know it's actually that last one. Each gift adapts to the future jumps

you go to, providing you equal powers under that world's rules.

Pick one of the following gifts per purchase, Only Elementalism can be bought more than once:

Metamorphism

- You are a Metamorphmagus, meaning you can change your body and

appearance at will. You start out only able to do superficial changes, but with a bit of work you

can change your looks however you like, and once you've mastered that you steadily become able

to control each and every aspect of your body, internally and externally. You must retain a

humanoid shape, but you can be any height between four and eight feet as an adult, and of

proportionate width. Beyond that, go nuts. Colours, shapes, sizes, gender, age, everything is wide

open, and hardly any limits apply.

Holding your transformations requires little to no effort, to the point that you can even sleep or

fall unconscious without losing it. And unless you go really crazy, your magic will prevent any of

your more 'unconventional' transformations from killing or seriously harming you, and will warn

you if something you're going to do is beyond its ability to mitigate.

Mind Magic

- You have mind magic! Not only are you a whiz with obliviation and related magic,

but you're a natural Occlumens and Legilimens, which both have their own uses. Your natural

Occlumens and Legilimens abilities start out incredibly formidable, akin to someone who's spent

years studying them. With some work you could be a master.

Mastery in occlumency comes with an eidetic memory and perfect control over all your tells, to

the extent that no one can tell when you're lying. It also lets you make a Mind Palace, and

enhances your ability to recall your memory massively, so that eidetic memory can be of some

actual use.

Similarly, mastering legilimency allows you to almost instinctively tell when someone is lying, and

also makes you a tremendously skilled cold reader. You're also a dab hand with spells like

compulsions, the confundus and the Imperius.

Finally, once you've developed your talents enough to acquire all of these abilities, by combining

them you become able to rip skills and knowledge straight out of people's heads. It takes less time

and effort the more you practice it, but eventually taking mere seconds to seamlessly copy entire

lives' worth of knowledge and skills without the target even knowing it is possible, though it'll

take a lot of work.

Parsel-Magic -

The branch of magic depending on Parseltongue to use, which you also now have,

this gives you a variety of useful skills. Firstly, spells cast in Parseltongue are naturally more

powerful than normal spells, and in certain cases can only be broken with counters spoken in

Parseltongue.

More than that, you're able to naturally command snakes of all kinds, who honor and revere you

as a 'Speaker', and will, indeed, cannot disobey you barring absolutely extreme conditions.

Magical snakes can resist this somewhat and it comes down to a contest of wills, but you have an

immense advantage.

Taken along with Magical Animagus this gives you a Basilisk form for free in addition to whatever

form(s) you take.

Wandless Magic -

Magic is in your blood, Jumper. And you can feel it. Not for you the crutches

that are wands. You can do any spells that normally require magical foci without them, and not

lose a single smidgen of effectiveness. Nor do you need to crudely shout your spells, being

perfectly able to cast wordless spells.

Furthermore, magic comes instinctively to you, meaning you can dispense with the complexity

that the more advanced magic usually requires. Spells that would require long chants and

complicated wand movements can be done with the wave of a hand, days long rituals can be done

with as much effort as a moderately complex potion or ritual would take for an ordinary wizard.

Indeed, you can do all magic you know with similar ease.

Multi-Animagus -

You have multiple Animagus forms, instead of the standard one. Taking this

perk gives you three forms, and you may have any number more for 100 CP per form. This may

be any mundane animal between the size of a flea and an African elephant, including dinosaurs.

This Gift can be paired with 'Magical Animagus' to give you a magical form in addition to the

three mundanes you have, and you may pay 100 CP per form for more magical forms. For magical

forms, the size limit is waived, but it must be a known magical form.

Magical Animagus -

Your animagus form isn't a run-of-the-mill animal, but rather a magical

being, such as a dragon or a unicorn. You have all the powers a normal specimen of this animal

might have.

Shadow Mage -

You are a Shadow Mage, a Wizard with strong abilities tilted towards the

shadows and darkness. This can have different implications in different fanfics, but at a minimum

you have the ability to travel through the 'Shadow Realm', a strange realm that exists alongside

the material world and connects all shadows to each other. It's nearly instant in short areas, and

at its longest takes about five or six seconds for you to go from one shadow to another.

Also, you have a link to 'Darkness'. This lets you wield it like a weapon at times, while at others

you can use magic based on it. At will, you can shape weapons and shields out of it, though those

don't last long at all.

Finally, your link to darkness and shadow extends to the beings that inhabit it. Creatures like

Dementors and some types of Vampires consider you one of their own and tend to be friendly

towards you, at least until you do something to change this.

Taken with magical animagus, you have a choice between getting a Dementor or a Lethifold form

for free.

Blood Mage -

You are a Blood Mage, a Wizard with strong abilities towards 'Blood Magic' and

Rituals of all kind. This, again, means different things in different worlds, but the least of the

powers you have would be an ability to control your own blood's flow absolutely, up to and

including an immunity to all magic or abilities that specifically targets blood.

Beyond this, you have a ludicrously high affinity towards rituals towards all kind, such as

adoption rituals, inheritance tracing rituals, or rituals that boost your physical or magical abilities

through runecraft or sacrifice of creatures. Indeed, you can outright acquire magical abilities like

an incredible physical strength through Re'em blood, magical resistance through sacrificing a

Dragon, so on and so forth.

Necromancy -

Souls, death, and the other assorted stuff are your domain now. Be it raising vast

armies of corpses as Inferi or Ghouls, binding them as bone golems or similar or summoning

and/or binding ghosts, you have a preternatural talent at everything that has to do with Death

and the Dead. Beyond just this, you are a master of the skill called 'Soul Magic'.

You can bind and control ghosts and spirits, exorcise them, enable them to possess someone or

end ongoing possessions. You also have an ability to work with the soul for all kind of things,

such as creating Horcruxes, stealing energy or memories from it, and so on. And, if you somehow

get someone else's horcrux in your possession... well, you can imagine.

Taken with Magical Animagus, you get a Thestral form for free.

Magical Resistance -

Somehow you have skin like a Dragon or a Basilisk, which provides you an

incredible resistance to harmful magic of all types. This ability is strongest in your skin, allowing

you to tank mighty spells without even noticing them, but it's only slightly less potent elsewhere.

This Gift works through absorbing the magic used on you, meaning that sufficiently strong magic

can still affect you, it's just that the bar is sky-high now. Ordinary spells like jinxes and hexes

aren't even noticed, a fireball that would vaporize anyone else leaves you mildly smoking, and

dancing naked in Fiendfyre would give you a slight burn.

This works not just on deliberately cast magic, but also on magical gifts, be they possessed by

humans or beasts. Unless they're exceptionally powerful, of course. A Dementor's aura does

nothing to you, nor do the weaker diseases of a Nundu's breath.

There is one single exception to this however. The Killing Curse isn't hindered in the slightest by

this.

Merlin Returned - 600 CP (Capstone Booster)

There were ancient tales of your coming, Jumper. Actually, wait, no. There weren't. But there

should have been. You were born to greatness, and this reflects in everything you do. Magic is

second nature to you.

While you don't get any skill or knowledge innate with this perk, nor any gifts or talents that pass

down bloodlines or through rituals, you now have limitless talent in every single branch of magic

apart from these limitations.

Besides that, you are a genius at learning magic too, mastering years' worth of material in days

and weeks without even stressing yourself. This growth continues indefinitely, never slowing no

matter what.

Work Ethic - 100 CP

It takes hard work to do things in this world. And you've never shied from this fact. You now have

the kind of drive that would make the most wanked incarnation of Hermione Granger blush.

When you decide to do something, you will remain at it, come hell or high water, until you

succeed.

Technomage - 600 CP

There is so much more to magic than what these stuffy inbred old purebloods believe, and you

can show them! You are an absolute master of the art of Techno-Magic. Making machines that

run on magic, or just magical equivalents of Muggle technology, or something as simple as just

making muggle devices work in magical environments is all child's play for you. You can translate

flawlessly between technology and magic, meaning that you can make technological equivalents

to all magic you know and magical equivalents to all technology you can make without losing so

much as an iota of the effectiveness.

Your grasp of magic and its theoretical framework is such that you can manipulate the very

Merlin Returned Boosted - While being good at merging magic and technology is pretty good,

being able to merge wildly futuristic technology with highly advanced magic is better. Not only

are you highly skilled at magic, but you're now just as good at the technology side of it, being a

certifiable genius among geniuses. Your merged devices now run far superior to either the magic

or the tech would run alone, providing dramatically higher effectiveness and utility. In addition,

your skills with the more 'technical' branches of magic, such as Arithmancy and such cross all

imagined levels.

Finally, you can achieve even things normally believed impossible through combining spells and

technology. You can dispense with the more symbolic and ritualistic components of any and all

magic you do, making it entirely as reproducible as technology.

Automated spells, potion-making through machines... it's all possible now.

nature of it, and do so with an almost contemptuous ease. You can take apart spells, rituals or

even entire magic systems, and put them back together in whatever different arrangement you

like, even in entirely new magic systems of your own. Even altering spells in real time is second

nature to you, changing their effects, size, scope, everything. As is coming up with entirely new

pieces of magic, with due research and innovation.

Finally, to fuel all this, your 'Magical Core', per se, is proportionately vast. You have a humongous

amount of magic at your fingertips, stretching far and beyond any known metrics well into the

realm of legends like Merlin and the Founders.

This perk follows you in the future too, providing you all of these effects in any and all magic you

become able to do. This perk is a capstone booster, meaning that it serves to enhance each of the

origin capstones in their own ways. The interactions are mentioned alongside the respective

perks.

Friend Maker - 100 CP

You're a nice guy, Jumper. Whatever else people take away from meeting you, this is something

just about everyone who has so much as exchanged a few words with you agrees on. You're

polite, somehow make time for everyone, and have an easy smile.

Getting people to like you and let you join their social groups and clubs is a matter of trivial

effort, staying in any groups you're already part of is easier still. Even your worst detractors will

have to dig very deep to find bad things to say about you.

Hard Measures - 400 CP

You may have heard of the saying that Good is not Nice, Jumper. Well, now you know how to put

it in action. While your morals are clear, you're not necessarily bound by the stupider parts of

them. 'Fair play', 'Second, third, fourth, fifth chances' are things you need to honor only if you

want to. More importantly, however, you have the unique ability of convincing others of this.

No matter how hidebound or how naive their mentality, you can impress it upon others when

some things are just stupid to do, like trusting that Death-Eater or using stunners against the

enemy's killing curses. You can enable others to prioritize, to let their morality move beyond any

absolute Black-and-White distinction into a more nuanced mindset, one which allows more...

'flexible' plans.

Legendary Healer - 600 CP

You are a good person, Jumper. And this reflects in your magic. You are a healer without peer,

being a master at all aspects of it. From potioneering, to tricks of transfiguration, whatever it

takes to heal another person is something you are an expert at already.

But a talent for healing is well and good. However, there are gifts and abilities of any and all types

in the world. Necromancy, Parsel-Magic, Blood Magic, etc. While several are benign and helpful, a

lot of them seem like they can only ever be used for evil. Not by you, though. You have the ability

to use any and all gifts and powers you have for good and benign purposes.

Blood magic can be used as a healing tool, powers that can rip the land asunder can be used to

divert floods and prevent earthquakes, an ability to eat souls can be used to instead remove any

curses or maladies lain on a soul, and so on. You have the unique ability to share this ability with

others, allowing good people born with "bad powers" to use their powers for good pursuits

without issue.

Merlin Returned Boosted - When it comes to healing people, what you do cannot be matched.

Not only does your mere presence make most usual ailments irrelevant, you're brilliant enough

that conventional limits and boundaries are meaningless before you.

You can cure things like Lycanthropy and Vampirism, regenerate limbs effortlessly, toss back the

effects of degenerative diseases and even heal genetic defects. And you're not limited to the

physical problems either. You can help people whose minds have been shattered into nothing pull

themselves back together, remove even the most crippling of addictions, and wipe away any and

all curses and maledictions. You can even resurrect the recently dead, if you get to them within

24 hours.

Simply put, it might take you a while, it might take a whole lot of labor, but there is no disease or

injury you cannot fix, no curse you cannot unravel.

Pureblood Etiquette - 100 CP

Manners Maketh Man. Those of higher status or purer blood should act like it, no? You find you

have an impeccable understanding of social norms and etiquettes, knowing just the right way to

treat everyone higher, equal and lower in status to you at all times. You're at home in any

high-level gatherings, and will never be caught wearing the wrong cut of robes.

Aside from being able to make good impressions with the people you interact with, others will

always assume you to be a person of high breeding and class unless they have specific evidence

otherwise. Even the snootiest pureblood wouldn't suspect you of being muggleborn with this

(assuming you were a muggleborn, of course).

Dark Lord - 600 CP

There is no such thing as Good or Evil, only Power and those too weak to seek it. You know the

truth of this, and you. are. not. weak! Magic is a great and wonderful thing, and among its greatest

uses is its breathtaking capacity for harm.

You know this, which is why you're so good at this. You are one of the best at fighting with magic

in the world, period. Formal dueling, casual combat or just a magical brawl, you're very, very good

at all three. More than just good, you're utterly brilliant. Your reflexes, your breadth of knowledge

and just your sheer skill leaves the likes of Voldemort and Dumbledore gaping.

But more than conventionally used battle-magic, you have the gift of being able to turn any spell

into a combat spell. It might require creative application, or it may require some editing of the

spell's wand movements or incantations or whatever, but you have an instinctive grasp for the

potential in combat of any spell, and know just how to bring it out to maximum effect.

In future world, this extends to all similar mystic or esoteric forces.

Merlin Returned Boosted - Fighting using magic is one thing. Maybe a good thing, maybe a bad

thing, who knows? And really, who cares? Because you can go far, far beyond fighting with

magic. You can wage a War with magic.

Your abilities at using your abilities in combat skyrockets and evolves, taking an entirely more

advanced form. To begin with, you can toss around wide, area-effect versions of any magic you

can normally do, letting you throw your curses against fortresses and armies instead of individual

people.

This takes more energy, obviously, but far, far lesser than it normally should. Something to the

effect of a tenth as much. And that's for systems that actually cost any power to cast magic in the

first place. You can do this in reverse also, 'shrinking' spells meant for battles and sieges to use

them in one on one duels.

Building Bridges - 100 CP

As it usually works, people in high-tension situations almost always develop 'us vs them'

attitudes. Anyone who's friendly with the 'other side' is consorting with the enemy, probably a

traitor, so on and so forth. Not you.

You're immune to such petty suspicions. As long as you're not actually betraying any of them,

you can spend the night partying in a Vampire club and the day attending the wedding of the

most vicious hunter in town, and neither group will mind.

The greatest use of this, however, is in mediation. You can assist disparate groups find points of

agreement, and also come to terms with their differences. As long as your points are valid, no one

will dismiss you as being a 'lapdog of the other side!'.

Heart of Gold - 400 CP

It's a curious thing you do, alternating between horrific evil and lighthearted whimsy as you are.

One day you might be bathing in the blood of a thousand innocents, the other day you might be

saving orphans from a fire. What this means for you is that no amount of foul and/or corruptive

influence, magical or not, can actually hold a hope of corrupting or subverting you, always sliding

off like so much dreck. Unless, that is, you want to be evil for some reason.

Additionally enemies you have will be highly likely to think that you could be "redeemed" (either

for good or evil, it works both ways!) and therefore will probably try to capture you first and are

unlikely to try to kill you outright unless you've proved beyond a shadow of a doubt that you

won't join them. Finally you possess both an incredibly sinister villain laugh and a hearty "good

guy" laugh as well, and can chew the scenery and be as hammy as you want while still being

taken completely seriously instead of being seen as a lame try-hard.

World Walker - 600 CP

You have an affinity for spellwork that has to do with long distance magic, such as transporting

people or things, even things like words or messages. Not only are you one of the finest experts

in apparition in the world, being an absolute genius at every variation and technique that exists,

you're also capable of extremely fast flight without a broom, which has the curious effect of

enveloping you in thick clouds of any colour you like.

Apart from this, you're extraordinary at creating things like Portkeys, Vanishing cabinets or

Portals, being able to create Portkeys that can move people as gently as a mother's touch, and

portals that move people around without them even noticing it until it's too late. Summoning and

Banishing spells are trifling to you, even the most powerful or complex ones.

You have a considerable aptitude for penetrating wards and defenses when building these things,

so much so that with even rudimentary information about the protections on a place, you can

figure out how to circumvent them, and with a bit more work you could bring them down

outright.

These abilities also carry over to any spells that revolve around observing people from afar, be

they scrying spells, listening charms or other, similar magic.

Merlin Returned Boosted - Normally even the best of transportation or observation magic is

limited by the range, be it a continent or a planet. Not for you such petty limits. Your portkeys can

take someone to a different galaxy or a different reality just as easily they would take them next

door. You can create portals between two places being continents away from either, or even ones

between parallel dimensions.

You can go into both alternate realities, such as ones where someone who was a boy in your

reality was born a girl instead, or where there were twins, or where Voldemort never fell at all.

This ability also ensures there are such realities in all future jumps. You can also go to the

connected multiverse, even spiritual or astral realms like Faerie or somesuch.

This ability covers any form of transportation that you can use. Portkeys, portals, apparition,

anything can be used to travel thusly by you. You can't use it to travel to other jumps until

post-spark, however.

Common Wand - 0 CP

A normal, common wand. Made of wood and something from a powerful magical animal. Lets you

cast magic. In future jumps you get more of these, one for everyone you decide to teach magic.

Simply by touching the wand they become capable of casting magic themselves.

Hogwarts, a History - 50 CP

Perhaps the most common book in the Harry Potter universe, this book details everything about

the castle and the school. Unlike the local copies, though, this book details everything. Who

fucked whom in which cupboard, who cheated on which test, everything. It even updates itself in

real time.

Curiously, this doesn't provide any magical knowledge. But it's great for knowing all the stories.

In the future you may denote any one building or any organization that is limited to just one

building, and get similar histories.

Marauders' Map - 50 CP

A to-scale, updating map of Hogwarts school, complete with the people. It pierces Polyjuice,

Invisibility cloaks, and anything else people might come up with, always telling the real names of

people.

In the future you may pick any area about the size of Hogwarts and apply these effects

unerringly to it. You know a short ritual to change the area the map shows, but it requires you

being in that location in order to perform.

Deathly Hallow - 300 CP

The Deathly Hallows: Three items of legendary power and history. You have one of them now.

You may choose to have a perfect copy or the original, but in both cases it has all the powers

attributed to it in the local universe, along with the powers mentioned below.

You may not take more than one.

The Cloak of Invisibility - This is the third item of the set of Deathly Hallows. Again, made either

by Death or by Ignotus, the third Peverell brother, this cloak is a timeless, eternally functional

invisibility cloak. In addition, you don't age while you have this on, but only when you have it on

completely, meaning no part of your body should be visible.

No magic except that cast by the Elder Wand, or of a similar strength can penetrate this

invisibility, and attempts to summon this cloak from you fail. In addition, you can always see it

unless you want otherwise.

You may turn this into any other form of full-body covering garment at will.

Muggleborn Introduction Booklet - 100 CP

This is your basic 'introduction to magic' booklet. It has a simple primer on the local politics,

social structures and good-to-know information of the magical world, and is guaranteed to be

able to give a basic understanding of how things work to anyone without them freaking out.

In future worlds it updates to new locales, and you may use it to explain any society, nation or

group of people you know about in detail to anyone and be assured that they'll be able to

comprehend things without freaking out.

The Tower - 200 CP

Research and advanced work, be it on science or magic, is best done in a dedicated space. And

there are few such spaces better than this one. This is a Wizard's Tower, hidden far away from

prying eyes, and holds just about anything you might need to play the 'Hermit Scholar' and play it

well.

To begin with, it has every single book in any kind of public circulation in the world. Nothing that

is limited to private libraries or that only exists as one of a kind or part of a small collection, but

anything that was ever available to be bought on the open market and/or was somehow brought

into the public domain.

More than that, it has a huge supply of potion ingredients, wand woods and cores, ritual

ingredients, metals and stones for enchantments, blood and parts from exotic creatures, and

everything else you need to properly work on advancing whatever fields of magic you choose to

work in.

The quantity of the things you have here, the knowledge and the materials, all depend on how

rare or common they are in the world, but they restock every six months. However, you don't get

anything that is truly only one or few of a kind here. Needless to say, you get the same in all

future worlds.

Epic Wand - 400 CP

Now where did you get this beauty? This is a wand of the very highest quality and power. In fact,

it might just be safe to say this is one of the most powerful, best-crafted wands in the world. And

it's made specifically for you. Firstly, it is compatible with any and all systems of magic you can

use, regardless of whether or not they normally use foci. And it's not just compatible, but actually

amplifies the effect of any spell you cast with it by an order of magnitude, if not slightly more.

Even spells that don't exactly depend on power have their effects boosted in whatever way would

best make sense. You may choose the boost to be less than the maximum if you want people to be

unaware of how potent your spells can be.

Finally, magic cast with this wand is utterly undetectable to any means other than someone

seeing or hearing you doing it, whether directly or through having been looking at you remotely

somehow at that exact time. This does not mean that anything you enchant with this will register

as mundane, but rather no one would notice you actually enchanting it.

It does, however, make it so that nothing can be traced back to you, scrambling any 'magical

signature' you might have. As an extension of this effect anyone attempting to "check" your wand

to see what spells have been cast through or with it will be unable to detect any spell use you

would not want them to know about. It expands into a cane or a staff at your will.

The Ride - 100 CP

You know how to travel in style, now. This is your own flying motorbike or car, complete with

certain 'defensive' measures, such as an exhaust pipe that releases dragonfire at the push of a

button, along with walls, nets and other fun things. It goes hundreds of miles an hour without any

trouble, and can go higher if you want to push it. Oh, and has an invisibility button that will never

malfunction.

Sidecar optional, and you may turn it into a broom at will. It doesn't have the defensive measures

as a broom, but the speed is doubled. And no matter how fast you go on this, in vehicle or broom

form, you will never suffer any adverse effects of the wind or the sheer speed. Has collision

warning spells, but actually preventing them is up to you.

Jumper School of Magic - 600 CP

This is your very own school of magic. A huge castle complete with a lake, a forest and a vast

grounds area, this is a place of learning, and what a place it is! The library here is one of the best

in the world, holding a vast variety of texts about every branch of magic in the world.

Nothing too advanced, but enough to get everyone very solid foundations in whatever branches

of magic they choose to pursue. In addition, the NPC teachers this place generates are

extraordinary at their jobs, being able to impart weeks worth of knowledge in hours. There exists

a register that lists everyone in the world with magical potential, along with full and complete

details regarding said potential

The most important feature of this school is, however, that the possibilities of who can learn

what magic are blurred in here. In here, any person who knows a certain style of magic can teach

it to anyone else. Any internal requirements to be able to learn or use that magic just develop by

themselves.

Depending on the complexity it can take a while, but it'll never take more than a week for a

person to acquire a rookie's skills in any style of magic, whatever that style may be and whatever

they might have been previously.

There is one requirement, though, which is that anyone learning here must have been capable of

some type of magic all along. Complete muggles or squibs cannot be taught here. This limitation

is removed Post-Jump, allowing you to induct even completely mundane people into any and all

styles of magic you can perform, and vice-versa. Post jump it becomes a warehouse attachment

until you decide where to place it in the world, at which point it then integrates itself flawlessly

into that location.

Basilisk Hide - 100 CP

This is a cool piece of wear. Black or a very dark green in color, it's a trench coat that goes down

to just below your knees, as long as you're between four to ten feet in height. Extremely resistant

to all magic but your own, it can turn into a suit of armor at will, losing none of the effectiveness.

Aside from being extremely light and easy to move in, this comes with a full array of

enchantments, including expansion charms on the internal pockets, cooling and warming spells,

and durability spells that boost its already great durability, equivalent to about five or six layers

of kevlar, by several orders of magnitude. You could brush off a point blank tank shell in this

thing. Or the magical equivalent, for that matter.

Ritual Hall - 400 CP

This is a Grand Ritual Hall. Runes in beautiful script cover most of the floor, there are multiple

sacrificial altars, a rack full of the finest ritual equipment in the world, and a closet full of Ritual

Garb, designed and made to never interfere with anything you might be doing.

In this ritual hall you have, and will always have, everything you need to perform any ritual you

might need to do. Specific inks to paint runes, special knives, up to and including a few animals

that you can sacrifice and perfect replication of any astronomical events of mystic significance.

Blood rituals, power-enhancers, sealing, unsealing, any kind of ritual that has ever been

mentioned in a Harry Potter fanfiction can be performed here, and as long as you do your part

right, it will not fail due to any external factors.

Companions

You can give each of your companions more CP by spending yours, at a 1:4 ratio. That is, spending 50 CP

gives 200 CP to every companion, not just one.

Import - 50 CP: For every 50 CP, you may import a companion with a budget of 800 CP.

Local Companion - 200 CP

Someone from the local world you want to take along? You can, now. Discounted for the third

purchase and above.

Scenarios

You can take any number of scenarios you can manage the details of.

Each scenario provides 500 CP in addition to the outlined rewards.

You may choose for them to occur in the middle of your stay instead of at the beginning, but

regardless, you must complete all requirements to count them as successful.

Master of Death

Requires Necromancy, Deathly Hallow

The Deathly Hallows are items of great power and greater legend, and have been lost for ages.

Many powers are associated with them, such as invincibility in combat, a perfect concealment

ability, and the ability to call up the dead, wondrous powers that make all those who hear of them

desire them.

You are one such seeker, now. Over the duration of your stay in this world, you must unite the

Deathly Hallows and take up the mantle of Master of Death, whatever it may mean for the local

world.

But you will not be alone in this. A new hunt for the Hallows starts shortly after your arrival, with

people coming from far and wide, seeking the items and their power. There will be hundreds of

them, some Dark Wizards who want the wand, some who are good people who just want to talk

to their loved ones again, others veteran treasure hunters. All will be willing to go very far indeed

to take the items, and ripping them out of your cold, dead fingers is an entirely acceptable

prospect for most of them.

You must prove the greatest in this struggle, and gain and retain your title against all comers. If

you do not have all three Hallows in your possession at the end of the Jump, you fail, and not only

does whoever does possess them gain the title of Master of Death, it cannot be taken from them

anymore.

You could defeat them and take every Hallow, and they would just return to them, having newly

acquired a loyalty to their greatest Master. Needless to say, your chain ends in failure, although

you have a choice between staying here or going back home.

Reward: Your mastery of the Deathly Hallows, and of Death, becomes a fact that follows you

from place to place. This manifests in a number of ways, but part of it is the full flowering of the

Hallows' powers. Aside from whatever powers they may have thanks to the world, there are a

few basic changes.

Shades summoned with the stone are now bound to obey you unconditionally, and you may keep

them here however long you want without them feeling any pain. Unlike ghosts or poltergeists,

both of whom you can also now control, they can move around freely. Unless you command

otherwise, of course.

The Cloak now allows you to go through any and all magical defenses perfectly, allowing you to

ignore wards, enchantments, even the Fidelius. What magic could ever keep death at bay? Of

course, if you do ever encounter such magic, this won't help you there.

You may use any magic that normally requires additional reagents with the Elder wand, and it

counts as all the ingredients you needed for them, up to and including your own life force or any

other metaphysical components. Though you must source the magical energy to cast the spell

yourself (if the spell requires such).

Beside these abilities, your position as Master of Death means any gods, demons or other entities

related to Death will now regard you as their ally and champion, and will be prone to granting you

their favor. You may enter and exit any afterlife freely, without any danger of being trapped. Your

necromancy skills are boosted to the same level as they would be if you had Merlin Returned,

allowing you to control tens, and with time hundreds of thousands of undead and achieve other

feats on a similar scale. If you have Merlin Returned, your powers are boosted by the same

proportion nonetheless.

And yes, you are also, of course, Immortal now. Nothing short of reducing you to your

constituent atoms, destroying your very soul or wiping you out conceptually from the world will

kill you anymore. You can be hurt and hurt bloody bad, though, so there's that.

The Jumper-Who-Lived

Time of Entry is set to November 1, 1981 or later

Because the best kind of fanfic is self-insert fanfic! You are now the Jumper-Who-Lived. You were

born as the seventh month died to those who thrice defied the Dark Lord (unless your fanfic had

a different Prophecy, of course) and you're the one with the cool scar and the destiny and all that.

You are replacing the Person-Who-Lived of your particular fanfic's continuity, whoever that

might be, and enjoy both all the upsides and downsides of that position.

Since this is a fanfic, continuity will bend enough so that whatever gender you import as your

backstory will agree that you have always been that gender. Likewise, you are under no

requirement to pick any particular origin or perks, although regardless of which origin you pick

for discount purposes you will import as the Jumper-Who-Lived with all the backstory of that so

it would be a good idea to take something that will help you deal with the upcoming challenges.

You may freely choose the start time of your jump as per the normal options laid out in the

jump-document, although your starting location is set to wherever the protagonist would have

canonically been at that time ('canon' as per the particular fanfic you are in).

Because you are the Jumper-Who-Lived, you cannot escape your destiny. Whether it be

Voldemort, Dumbledore, your evil twin sibling, Hagrid, or anyone else in-between, you are the

one fated to oppose the Dark Lord of your particular storyline and you cannot leave the jump

until they have been permanently vanquished. This may be by killing them and destroying all their

Horcruxes, fast-forwarding them to the end of time, binding their soul into a rock and then

burying the rock where it will never be found, exposing all their crimes so thoroughly that they

will never be able to regain their power base and then stuffing them in Azkaban for the duration,

or whatever else reasonably fulfills the definition of "vanquished" and is something they won't be

able to come back from.

They don't necessarily have to be vanquished by your hand, but somebody needs to get rid of this

asshole before you're allowed to move on and unless you're blessed with an unbelievably

competent Wizarding World you'll likely have to get involved at some point.

Once the Dark Lord has been defeated you may choose to end the jump at that point or postpone

leaving until you have completed whatever amount of epilogue you feel sufficient. If you happen

to die after the scenario has been completed you do not fail the chain, you simply end your jump.

Also, if one of the Dark Lord's Horcruxes happens to be in your scar then you will be given a

special, conditional 1-up for this jump only. The first time you die by a dramatically appropriate

Horcrux-destroying method (such as a Killing Curse, being soulsucked by a Dementor, basilisk

venom exposure, etc.) that 'death' will only destroy the Horcrux in your scar and not you. After

the Horcrux is gone you're on your own.

Reward: The saga of the Boy-who-lived has nothing equal to itself in this world, and this follows

you in future worlds too. In all future worlds, you find yourself accompanied by all your

achievements, the glories you have achieved.

Perhaps you were a Prince once, an Emperor another time, a Hero in one tale and a Villain in

another. They all weave themselves into the histories and myths of every world from hereon,

scattered into appropriate cultures. Where possible, your local selves might even have actually

done similar, equivalent things.

Much as real historians and storytellers, you control this, being able pick out any stories you

don't want inserted.

Drawbacks

Dumbledorean Troubles - 200/400/600 CP

Albus Dumbledore, the Headmaster of Hogwarts, takes far too much of an interest in your life. He

likes to keep tabs on you, and keep an eye on where you go and what you do, even when he really

doesn't have any reason to.

For an additional 200 CP, instead of the canon-ish version this drawback normally gives you, you

get a defective version. Your version of Albus Dumbledore is either absolutely buffoonish,

unbelievably stupid or he is absolutely, moustache-twirling Evil with a capital 'E'. Either way, he

will actively enact schemes and plans, and they will never be to your good.

Evil Dumbledore makes slow, steady plans with long term goals in mind, moving at a crawl with

his work. Meaning that you face fewer dangers, but the ones you do face are much more

complicated and problematic. Stupid Dumbledore comes up with a new scheme every week, but

they're half-baked and just completely idiotic.

Finally, you may get a last 200 CP, the cost for which is that Dumbledore now has the worst of

both worlds. Some of his schemes will be hellishly clever and complicated, some still stupid, but it

will be a continuous onslaught that you need to dodge and survive, and it won't let up at any

point before the end of your jump.