Zetsuen No Tempest Jump
Zetsuen No Tempest Jump
Version 1.0.0
Thousands of years have since passed. The Kusaribe Clan of sorcerers serve the
Tree of Genesis to maintain and protect its laws. Hungry for the destructive magic that
the Tree of Exodus could grant the current head of the Kusaribe Clan, along with the clan
as a whole, has betrayed the clan’s princess - the chosen princess of the Tree of Genesis -
and stranded her on a desert island where there are no artifacts of human civilization to
use as offerings for magic. He, and the clan, have begun to work a ritual to revive the
Tree of Exodus under their control, attempting to reshape the world to their will and gain
even greater power in the process.
Or maybe they fear that the Tree of Genesis is nearing full restoration and that it
will wipe out world civilization in its attempt to recreate its perfect world, and seek to
revive the Tree of Exodus to wound it and hold off its restoration, even if it might involve
an apocalyptic war that would wound and tear apart the world. You’ll have to find out.
You will be arriving in this world at the same time that Mahiro Fuwa has obtained
the doll sent adrift by Hakaze Kusaribe and made contact with the stranded princess of
the Kusaribe clan. To aid you in the coming storm, take these:
+1000 CP
Good luck and good jumping.
Location:
You may choose a location in Japan that fits your background in jump, or any
non-secure location in Japan if you are a drop-in.
Player (Drop-In): You are a mysterious individual who has arrived without traceable
history or past, moving through the world as little more than a whispered legend if even
that. You have no actual background or connections in this world, and no memories from
this world. If you wish you may arrive with a new (low level) position in Takumi
Hayakawa’s governmental agency. You’ll still have no memories or background in this
world, but you’ll not be the first person he’s taken as a close ally without a background he
could figure out.
Antagonist: Laertes, Alonso, Mahiro, Samon… You have been cast as the antagonist.
You are an individual of this world, self-motivated and driven, intelligent and cunning,
forced to make the most of your mind to obtain your goals even if the world itself tries to
stop you.
Sorcerer: Prospero, Hakaze… You are the sorcerer, possessing the blessing of the world,
and great power. Or in theory. This won’t give you the Tree of Genesis’s favor, but you
may well possess great magical power, or aptitude at things.
Understudy: Megumu Hanemura… You are the second string choice of fate. You were
not really meant for your role, whatever role you are taking in this world, but are fitting
shoes bigger than your feet. Hopefully you’ll be able to shape up and fill the role.
Young Lover: Hamlet, Ophelia, Ferdinand, Miranda, Yoshino, Aika… You may be a
truly horrible, and badly twisted individual, though it’d take someone who knew you well
to figure that out. You might instead be a master of spontaneous deduction, a wielder of
words… Or just someone who captures hearts enough to stir action.
Perks:
The 100 CP perk associated with an origin is free if you have that origin, other
perks associated with the origin are 50% if you have that origin. No discounts on general
perks.
Fraulein (50 CP): You’re beautiful. Whether you look like a buxom oneesan, certain to
capture Junichiro’s attention, or something else, you’re a highly attractive individual. And
you seem to age gracefully. You might not actually be 28 yet, but you could probably get
away with calling yourself 28 even when you’re nearing 38.
Loose Screws (100 CP): There’s something off with the kids in this world. It’s like they
just don’t have normal emotions; well at least with Mahiro, Yoshino, Aika, and even
Hakaze. Now you can join them. You have a dimmer switch on your emotions allowing
you to reduce their influence on you. It won’t go down to zero, that’d be dangerous, but
you are able to severely reduce their effect so you can act more based off of pure
rationality and logic. This won’t stop you from deciding to chase after someone’s killer
necessarily, logic doesn’t set your desired end state merely guide how to reach it.
Literary Vigor (100 CP): Everyone who’s anyone around here is apparently fit enough
to beat up half a dozen normal people in a street fight. Now you are too. Well at least
you’re fit enough to make winning a fight against half a dozen other people your age who
are also untrained fighters a real possibility. You’re not strictly superhuman, but you’ve
got some general anime fitness, and you’re not strictly in real world human limits. You
won’t really equal a mage who is boosting their physical abilities but you’ll get closer
than you ought.
Mage of Genesis (200 CP): You possess magic like that of the Kusaribe clan. By
offering up products of civilization, you are able to draw forth magic from the Tree of
Genesis. This magic can have many uses - it can protect against the iron sickness curse
the Tree of Genesis can invoke, it can link two objects to allow for transmission of voices
over distance, it can track individuals, it can determine who murdered someone, it can be
used to fly, hide places from observation, heal broken bones or wounds (though fatal
injuries and medical illnesses are a different matter, and you won’t be instantly
regenerating arms without more power than this perk gives you) and with extreme power
that this perk alone won’t give you and specialized situations can even be used to teleport
through time - but the manga focused primarily on two: the ability to create magical
barriers to wrap an individual (or car, or once in the case of the 2nd most powerful user in
the series an entire battleship, and with an entire clan a whole area including a giant tree)
in a protective barrier that can withstand guns, and limited exposure to tank cannons and
missiles, or in the more extreme cases rather extensive exposure to those things, and to
provide physical boosts increasing strength and speed which together creates a rather
powerful blow as the barriers are pretty hard force fields and you can give them a lot of
speed to go with it. Of course, the fact that by touching a technological object and
chanting an offering to the Tree of Genesis you can instantly unmake it is actually
possibly its greatest offensive power is not the spells themselves, but the ability to make
the offerings that will then power them. Touch a tank, or even an entire battleship and
you can offer it up to the tree and it will disappear. Not all effects are certainly known,
and you begin rather middling with just this, but you should be able to eventually reach
Samon’s level with time and dedication; Hakaze’s level will require more.
Mages can also make talismans, precast magical effects imbued in objects. They have
limited power, running out quickly in a fight between mages even when made by
someone on Hakaze’s level, but can provide you with a magic effect when you don’t have
an offering on hand. They remain inactive until you authorize them to be used, at which
point anyone can use them meaning they can also be used to provide non-mage allies
with access to specific magic.
Since you’re paying for this you’ll be able to use this magic in future worlds without the
Tree of Genesis. It will work the same, though the value of offerings will scale based on
the predominant technology level of the jump, and roughly cap out at their top-end
(military) technology.
As a warning though if you use magic to kill, even indirectly, you will lose access to this
magic until you perform a ritual purification over the course of a month.
Redirection of Force (300 CP): So you want to be a badass normal? You possess skills
with judo and aikido to rival those of Junichiro. To put this into context Junichiro
specializes in using these soft styles of martial arts and the redirection of force to battle
mages who are using magic to boost their physical abilities and surrounding themselves
with force fields that prevent their injury, by catching their forcefield at the precisely right
angle to flip them using it, continually downing them too quickly for them to cast spells
until their barriers fail or they simply become too exhausted to fight any longer. Your
reflexes and reaction time seem to just honestly be superhuman, your endurance is great,
and your skill is positively ridiculous.
Talisman Maker (500 CP): In this world, mages are able to create talismans. These are
objects which have been imbued with certain magic effects, possessing so much power to
fuel this magic before the talisman will fade away. This allows them to bring magic
effects with them where they won’t be able to carry offerings to the Tree of Genesis, in
effect paying for the spell early, or, as non-mages may use talismans once the maker has
authorized their use, to provide others with the ability to use magic in a limited form.
You don’t need this perk to do that, Mage of Genesis will already allow it. Nor will this
allow you to make them for this world’s magic without access to this world’s magic. No,
this allows you to make talismans of any powers or supernatural abilities you possess
from this world and others. This isn’t limited to magic; superpowers, psychic abilities,
and the like can also be imbued into talismans, and more powerful talismans will require
more valuable and rarer objects to hold the power. Creating a talisman will take time and
effort commensurate with the amount of power you’re putting into it and the more
powerful the effect the less time it can be used.
Favored by the Tree (800 CP): The Tree of Genesis looks upon you with favor second
only to Hakaze Kusaribe herself and at that only barely. That is unless you took Mage of
Genesis and Prospero with this where you are completely her equal. What this means is
that you have nearly invincible plot armor, as the Tree of Genesis which creates the Laws
of the World is actively working in your favor, bending the rules of magic - making a
communication spell connect across time because you would not exist in the time period
that it would otherwise connect in - to help you, influencing people and events in your
favor or to fulfill your wishes, and generally making it a rule of the world that your
victory must always be possible should you pursue it. This isn’t completely invincible,
Samon managed to trap Hakaze on a deserted island for 2 years and even with the tree’s
favor Hakaze reached a place where one misstep from her or her protectors could have
ended it, and the Magician of Exodus was able to defeat her preventing Hakaze’s wishes,
but it is still ridiculous amounts of plot armor, luck, and even nudging individuals’
behavior or giving them ideas. By possessing this Hakaze could be guaranteed to succeed
at nearly anything she tried.
In this world you’ll lose this blessing if the Tree of Genesis is destroyed. In future worlds
you’ll keep this blessing even without the Tree of Genesis. Though do be careful, gods of
fate or those beings which control the laws of the world might be able to negate this if
you give them reason to as this is active manipulation of fate and the world in your favor.
Player Perks
Puss in Boots (100 CP): Wait, how did you get a job as a ‘governmental volunteer’ when
even your boss doesn’t know anything about your past? Did you even exist in this world
before you introduced yourself? Well it seems that people accept a lack of knowledge
about your past and mysteries around you if given some reason to trust you. Something
like an introduction from family, or having helped them. It doesn’t actually have to be
that big, much smaller than you’d normally expect, and they’ll be surprisingly respectful
about you keeping quiet about your past.
Shifting Alliances (200 CP): Wait, weren’t you two enemies just a few chapters ago?
When did you start having meetings and exchanging information? You seem to be adept
at making alliances with former foes. They’ll still need a reason, but people seem very
reasonable when it comes to forgetting any rancor or ill-will from former clashes and
accepting that your goals coincide now.
Polonius (400 CP): You’re a skilled spy and intelligence operative. Probably. It’s hard to
tell, but it would be for a good spy. You do possess some skills at espionage and as an
intelligence operative, if you didn’t before, but while this would make you a decent spy,
it’s ultimately nothing special. You are, however, strangely good at obfuscating your
actions, covering your tracks, and hiding evidence about your life; even your superior
inside of government intelligence might not know your history or past if you wanted to
keep them in the dark.
Though sometimes information about you gets out. Or maybe it’s that you let it leak?
Either way it is easy for you to develop a reputation as a force to contend with, especially
in the shadowy world of spies or criminals where you might become a near legend
spoken of in hushed and terrified whispers.
Experience in Battle (600 CP): Magic and training can only bring you so far in battle.
You, though, have combat instincts that far surpass the norm. Maybe it’s been born of a
long experience in battle, or maybe something else, but you can handle yourself in a fight
whether it’s unarmed, armed with traditional melee weapons, or a firefight, with a keen
mind for the tactics of the battlefield. You won’t be defeating a mage with a handgun, but
you’d put up a better fight than could be expected, and given some talismans of your own
you could press one rather substantially even one on one even with the severe
disadvantage the short life span of talismans put you at.
What is most amazing about you, however, is how quickly you can adapt to using new
abilities and powers in a fight. You are able to quickly, and easily, integrate new abilities
or powers into your fighting style, and identify ways that they can be used properly in
battle. Using talismans in your first fight against a mage, you could probably find a way
to use their barriers more effectively than the experienced mage.
Antagonist Perks
The Prince (100 CP): You’ve got that unnamable something sometimes called charisma.
This isn’t a great deal of it, this is only a 100 CP perk, but you’ve got that spark that
draws people to you whether they’re older women or people seeking a leader. This will
only get their attention. You’ll need to give them a reason to stay yourself.
Top Scorer (200 CP): You have what would be called a photographic memory. Your
memory is just simply excellent - good enough that just by reading the texts in school
you’ll be a top scorer in the Japanese education system. And because you’re an immortal
dimensional traveler, this does come with the guarantees that your memories will never
fade from your eternal existence any more than they would have with a normal human
span, and you’ll always have room for more.
The Problem With Hamlet (400 CP): Is that he wavered and was never fully resolved in
his desire for vengeance until it was too late. Not you. You have the ability to really set
your mind to something. Whether that’s preserving the world from the tyrant god that
gives you your magical powers and that your clan exists to serve by causing another
lesser apocalypse, or killing the killer of your little sister, when you set your mind it’s set.
Or well you can control somewhat how intense this is, but you can set a goal with an
intensity up to monomaniacal fixation. The more intensity you set it at the harder it will
be to move you from this track, and the more hardship you can face while pursuing it. It
won’t be literally impossible to change your mind, even at the highest setting, but it will
shield you against mind control and charisma, requiring more than persuasion but
something like new information which renders your reasons moot - your sister’s killer
was herself to motivate you onto a course of action of her choosing. Besides making it
harder for people to change your mind while you are dedicated to a goal you will see a
small boost to your capabilities when pursuing that goal; the more dedicated you are the
greater the boost though it will never be more than a small fractional increase… to
everything you do and everything about you.
You can only dedicate yourself to one goal at a time with this perk. You may remove this
dedication at any time with an act of will - though this may be hard if you dedicated
yourself too thoroughly to the goal - but unless you completed the goal, you must wait a
year between giving up a goal and selecting a new one.
Alonso’s Scheming (600 CP): Like Mahiro or Samon you are highly skilled at planning.
Perhaps Samon shows this better with his multi-year plan to trap Hakaze on an island and
resurrect the Tree of Exodus. Though his initial plan was foiled, he was able to press
someone who had the laws of the world working on her side, effectively creating the rule
that she could not lose. Your plans are of similar scope and sweep, able to create
situations to counter or pressure even the most unfair advantages. You’ll still need
resources of your own, and information is your friend, but you are good at coming up
with plans to make full use of everything you have. You’re also good with creating
contingencies and back ups for when something inevitably goes wrong. You can be a
realist when it comes to these plans, and recognize when maybe leaving a greater chance
of failure is better than creating a lesser chance of greater failure.
Sorcerer Perks
Exiled Duke (100 CP): Isolation and boredom are real threats to the mind, but not so
much to your own. It seems that your mind can handle the strain of prolonged isolation,
boredom, and lack of stimulation. You could be stranded on an island for 4 months and
while the elements might kill you, your mind would be none the worse for wear even if
you were provided with shelter, food, and water with no effort leaving you with nothing
to do.
Basic Skills are High (200 CP): You’re good at things. Maybe you were born blessed,
but you seem to naturally take to just about everything. This won’t make you anything
special at anything, but you’ll be above average in your talent at anything that a human
can do. Or well anything that whatever you can do can do. This won’t ensure you possess
any truly special talents in future worlds - such as psychic powers or magic - but it will
ensure that if you have them you’ll have an above average talent in using them even if
not necessarily above average power with them.
Shield Bash (400 CP): Sometimes you just need to break something, but all your magic
gives you is a shield. Well you’re an expert at turning defensive magic into offensive
magic. While this does give you skill in doing so, it’s not the main benefit. It’s easier for
you to do so than it would be for other people. Turn a magical barrier into something that
you can reshape and move using it as offensive attack tentacles. Take a spell that protects
you from fire and maybe you could use it to freeze things in contact with you. These will
rarely be at (or even close to) 100% of the power that a true offensive spell from the same
system would be, but you can eke offensive feats out of spells that should be purely
defensive.
Prospero (600 CP): You possess a great deal of magical might and power. If you took
Mage of Genesis you’ll possess magical strength on par with Hakaze’s own - enough that
the entire rest of the clan would be hard pressed to defeat her or to use a knife to block a
spell capable of dealing massive damage to a city where others could give a tank and still
have barriers that barely stand up to barrages of heavy military equipment. With
Cherubim you’ll see a lesser, but still substantial growth in power; you might not even
need to summon the Tree of Exodus in its sword form to destroy the Tree of Genesis, and
you would be able to easily overwhelm the likes of Hakaze in a fight.
For other forms of magical might and power such as those not from this world, the
increase will be less substantial, but you will still find it increased. All of your magical
powers are noticeably improved by this; those that outscale the greatest feats of this
world already will see proportionately the least, enough to be noticed and useful but far
less than doubling, and you shouldn’t expect to be increased by orders of magnitude like
Hakaze compared to common mages of the clan, but for weaker magic an order of
magnitude might not be impossible.
Understudy Perks
Truthful Chorus (100 CP): Sometimes you just have to say something that other people
don’t want to hear. It doesn’t matter how much they don’t want it to be the case that their
best friend was dating their little sister behind their back, sometimes it just needs to be
said. Thankfully when you tell someone a truth they’d rather not have heard they tend to
take it better. This won’t help you convince them that what you’re telling them is true so
much as help them accept it emotionally - and not shoot the messenger - when you do
convince them.
Flourish of Art (200 CP): Acting as the Magician of Exodus required quite a bit of
showmanship, and shaping its destructive magic into more visually appealing and
exciting forms. Hanemura took to this quickly, and you seem to too. Though yours isn’t
limited to the magic of Exodus. You find that you are able to tweak the aesthetic and
cosmetic effects of your spells and supernatural abilities. For those that already could be
shaped and controlled this way this makes it much easier for you, but even for those that
normally wouldn’t be able to be, you can change the appearance and displays of your
magic and supernatural powers with some work and effort.
Don’t expect much additional functionality from this, but you might scrape out a bit.
Maybe you can manage to change the flight trajectory a little, reshape a spherical
explosion into something more cone-like, give something a delayed onset, or make
something flashy enough to be momentarily blinding. Mainly it’s good for making your
supernatural displays more artistic and impressive.
Comedic Fate (400 CP): Not to be laughed at, but a happy ending. It’s not guaranteed,
but when you work for a happy ending for the world around you, somehow it tends to
ripple back towards a happy ending for those who you care about most. What this means
is that by doing good for the world at large, you bring good results to those you care
about even if you’re nowhere close to them and don’t even know where they are: save the
world and you could also save your once and future girlfriend’s life.
Cherubim (600 CP): You possess the magic of the Magician of Exodus. You only get
this at the level of Hanemura, not the original intended, and this only includes flight and
their offensive magic. Still this is magic that can tear through even Hakaze’s barriers, is
said to be able to wipe out a city, and has been shown to destroy kilometer long pieces of
the Tree of Genesis which was completely impervious to conventional weapons (we’re
not told if they tried nuking it). You’ll have to work your way up to the larger feats, but
this is the magic of destruction able to casually unmake anything in this world save the
Tree of Genesis’s core itself which did prove too large to casually destroy and able to
regenerate faster than the magic could damage. Still you possess a variety of destructive
energy projections capable of wiping out what they strike - or forming into a sword of
destructive essence. It also grants you the ability to fly at fairly high speeds. Unlike the
magic of the Kusaribe clan, this magic doesn’t require offerings or sacrifices and is not
lost if you kill someone with it. Using it heavily is tiring, however.
If taken with Mage of Genesis you will be able to use all the magic that the Kusaribe clan
does as well, and it will not require offerings or fear killing people; though you can still
make them to avoid some of the strain on yourself. This does include making talismans of
this destructive magic.
Young Lover Perks
Actor’s Mask (100 CP): You are highly adept at hiding your emotions and true thoughts.
This won’t stop you from feeling these emotions, but your thoughts and true self do not
show on your face unless you choose to show them. You could be fuming with rage and
bloodlust and it’d never show. You could be deeply in love with someone so that you
would be willing to move heaven and earth for them, and your best friend - their brother -
would never realize as long as you put on a show of hating them. You could know a dread
secret of the world and be imbued with immense destructive power and no one in your
life would realize it if you didn’t choose to show it.
Power of Words (200 CP): You’ve got a way with words. It’s rather impressive. You
seem to know just what to say to give someone pause, or make them reconsider. Whether
you’re trying to get someone to rethink something, convincing someone of the logic of
your suicide as part of a larger scheme for their sake, or thinking up a bluff to stop your
friend from siding with the villain, you’re good at finding the words you need when you
need them. This isn’t perfect - some people are too stubborn to be convinced to change
their mind - and you won’t be weaving long term manipulation with this, but you are
good at finding the words you need at the moment in the moment.
Ophelia’s Echo (400 CP): Love is a powerful, motivating force especially, it seems, love
for you. This won’t help you to become loved, or to keep love once you have gained it,
but you will find that for those who do love you it is a powerful motivating force. The
sort of thing to drive people on quests of revenge, or even to reconsider their beliefs
about the world. While powerful when you’re still present, the memory of you when you
have gone - whether through death or merely having left - seems to hold an even more
powerful effect.
Recapitulation (600 CP): You have a way of figuring things out. Whether it’s a locked
room murder mystery, the reason that a causal loop paradox has to play out the way it
does, or how a villain’s plan to recover a potentially dead enemy through magic works
via teleporting through time using their skeleton and a barrel, you’ve got a keen
combination of deductive reasoning and intuitive insight. In fact, it sometimes seems like
some outside force is guiding your mind to make great leaps of logic to come upon the
correct solution. Whether that’s true or just how your mind works, you could probably
make a fine consulting detective if you chose to apply yourself to it.
Items:
The first copy of each 100 CP item associated with an origin is free if you have
that origin, other items (or additional copies of the 100 CP item(s)) associated with the
origin are 50% if you have that origin.
You may purchase multiple copies of items. Purchases of an item after the first are
discounted (50%); this does not stack with other discounts. You may import similar items
into those you purchase here merging them together, or even combine similar items
purchased here.
Collection of Talismans (50 CP): This is a set of 5 talismans, on a scale of the average
ones made by Hakaze. They’ve been authorized for your use, and you may authorize
them for general use, but you simply need to press them against your skin and will it for
the magic to be used. They each have limited power and as you use them will wear out,
but even a few of these talismans would let you put up a decent fight against a magician,
assuming you knew how to fight. These talismans only replenish at the start of a new
jump.
Additional purchases are not discounted, but each one grants you twice as many
additional talismans as the previous purchase did (so if you purchase it twice you get 10
more on the second purchase for 15 total, 3 purchases would give you 20 more for 35
total, and 4 would give you 40 more for 75 total).
Jumperibe Clan (400 CP; requires Mage of Genesis): This is a clan of mages similar
to the Kusaribe clan, but they see you as their leader. Like the Kusaribe clan they draw
their magic from the Tree of Genesis, though it will continue to function in future jumps.
None of them are at Samon’s level, but they’ll include several skilled warriors and will be
willing to help you in your endeavours.
If bought with Cherubim they may also possess offensive magic, though at a far lower
level than that perk grants. It will be scaled down much like the Kusaribe clan’s magic is
compared to Hakaze’s own.
Player Items
Gun (100 CP): This is a gun. It can be a pistol, a rifle, or a shotgun. Take your pick. It
will maintain itself, never jam, and automatically reload over time. If you lose it, you
should expect to find a replacement for it within 24 hours somewhere convenient.
Spear Talisman (200 CP): This spear is a talisman. It can’t be used for general purpose
magic, only for the forcefield it can project. But you will find it particularly easy to shape
this forcefield in battle, spreading it to protect your body, or focusing it to just the point to
gain the most power from it and help it win clashes against other forcefields or punch
through hard armor. It also seems to last a little longer than most talismans - even those
made by Hakaze - and since you’re paying CP for this it’ll recharge itself over time,
taking a few hours to fully restore its power.
Air Strike (400 CP): This is 3 flights of modern fighter jets. They don’t seem to exist
until you call for them at which point they will arrive within half an hour to perform the
mission you desired when you called them, serving until they run out of flight time - or
are destroyed - and then disappearing once more. Once you’ve called these jets you
cannot call them again till 6 months have passed.
Government Position (600 CP): This is a decent position in the local governmental
bureaucracy. It won’t make you the prime minister or head of any major agencies, but
you might be the head of a minor agency or a department. It’s not a top tier post, but it’s
high enough to have some influence in the government. In future jumps you’ll find a
similar post waiting for you in an appropriate government, that is your home one or one
you’d consider an ally not an enemy government, even if you have no background in the
world.
Antagonist Items
Antique Books (100 CP): This is a collection of rare, old books, the sort that are hard to
find even in libraries. This collection will expand slowly over time as you jump, getting
another old, rare book or two in each world you visit. You won’t be finding anything
magic or completely lost here, but these would be books that’d be hard to track down.
Mansion (200 CP): This is a mansion. It’ll maintain and repair itself over time if it is
damaged, but otherwise it’s a fairly mundane, but large house that you might expect a
very wealthy family to live in. Though the taxes on it and its land are paid for you. It will
insert into future jumps somewhere appropriate, with you maintaining legal ownership
(and paid taxes on it).
Sword (400 CP): This sword - Japanese style by default, though if you’d prefer
something more European that’s available - is a wonderful conduit for your magical
powers and abilities. When you wield it you can channel them through it, covering its
blade with them, or sharing them with it as if it was part of your own body. If used for
offensive magic that is delivered by its blows - including defensive barriers used as a
boost to the effectiveness of your blows - you’ll see a small but noticeable boost to its
effectiveness.
Gun Talisman (600 CP): Hakaze produced a special talisman, one which would be
strong enough to shatter a barrier that was maintained by the entire Kusaribe clan,
including its head Samon, and meant to control the Tree of Exodus. It took the form of a
submachine gun wrapped in a chain. This is… not necessarily that talisman but a similar
one. When you fire this chain-bound submachine gun it will shatter and destroy any
supernatural barriers or defensive magic in its path. Whether that’s Hakaze’s barriers,
magic maintained by an entire clan of mages, or something else. Unfortunately it’s only
one use. Thankfully you’ll get a new one in a year after using it, but no sooner.
Sorcerer Items
Bottle (100 CP): This is a glass bottle with a water tight cork. Set this bottle adrift, into
the ocean, on the wind, or somehow onto the will of fate and luck, and it will deliver
itself to someone who you would approve of receiving its contents. This isn’t impossible
to intercept, though it’d take your enemies actively seeking it out, and it tends to find
someone in a timely manner but the further away such a person would be the longer it
will take. And there does have to be a person you actually would approve of receiving the
contents, otherwise it’ll stay unpicked up for a long long time.
Communication Dolls (200 CP): This is a pair of two, crudely carved, wooden dolls.
Anyone holding one of these dolls may talk through the other one. There’s no range limit
on this. They can work across galaxies, or interdimensionally, and if one managed to
travel through time at a different rate - time travel, relativistic time dilation - they could
even communicate through time.
Warded Island (400 CP): This is a desert island. It has been cloaked against outside
observation by a magical barrier preventing anything on this world short of Hakaze or
one of the Trees from finding it from the outside. This island will insert into new jumps at
an appropriate location, and may retain changes or reset to its original state at the start of
a jump; you may choose this each jump.
Your Own Skeleton (600 CP): This is a perfect copy of your skeleton. Or maybe it’s
your skeleton from another point in time. I don’t know. What is important is that this
skeleton counts as being (a part of) you even though it is not currently inside of your
body. In fact you can use your powers through it as if it was still part of your body even if
it is in another dimension, or galaxy. If you somehow each moved through time at
separate rates - such as through time travel or relativistic time dilation - you could even
continue to use powers through it at its displaced ‘present’ compared to yours.
Understudy Items
Magician Costume (100 CP): This is a somewhat flamboyant, fantasy seeming costume.
Maybe it’s a black ‘armored’ suit, or ritual robes with a veil. Either way this is a full body
outfit that seems to scream ‘wizard’ or ‘sorcerer’ and which conceals your face. When
worn this costume seems to increase your stage presence, and reduce any nervousness or
stage fright you might feel.
Plane Ticket (200 CP): This is a ticket for a plane, or other means of transportation. This
can be used as a ticket for any plane, bus, train, boat, or similar, becoming a proper ticket
for the one you desire when you desire it. Once used you’ll have to wait 1 week before it
replaces itself.
Fruit of Exodus (400 CP): This is one of the Fruits of Exodus, or a well made
simulacrum. It doesn’t cause iron sickness - that was the Tree of Genesis after all -
though in this world the Tree of Genesis still might respond to it that way. It does
however come with a giant, iron chain wrapped around it which breaks apart and falls as
it flies, and will slowly reform should the fruit land. It can fly pretty fast too - outpacing
modern fighter jets - and by an act of will you call it to fly to your location, or direct its
flight to a place you can observe.
Worochi-no-Aramasa (600 CP): This is your own personal Tree of Exodus… sort of.
Resembling the Tree of Exodus’s final sword-form, this giant sword represents the sum
totality of your destructive abilities manifested in the form of a giant sword and
amplified. You may summon this weapon to you, though be careful as once its power is
unsealed it will only last for a limited amount of time, serving as a massively destructive
weapon always substantially more powerful than your personal destructive capabilities.
Once its time runs out, this sword will disappear until your next jump, so use this power
wisely and carefully.
Young Lover Items
Cell Phone (100 CP): This is a flip phone, you know the old ones that were used before
smartphones got everywhere. It has a great battery life and recharges when not in use,
strangely excellent coverage receiving service in places that it really probably shouldn’t,
and an absurdly large storage space for pictures.
Stun Grenades (200 CP): This is a set of 3 stun grenades. Not as powerful in their way
as a mage’s talismans, but a flash and a bang can still stun an enemy and buy you time.
As a special benefit you’re unaffected by the flash and the sound even if you’re looking
straight at it when it goes off. These grenades replace themselves weekly.
Message to Those Left Behind (400 CP): This is an envelope. Once per jump you may
put a media storage device - whether this is a low tech version called paper, a USB drive,
an sd card, or something else - and by an act of will put a message onto it. This message
will write itself to perfectly express what you want it to express, and fate will seem to
guide the message to your intended recipient; assuming you can’t just deliver it yourself.
Protection Talisman (600 CP): Talismans were used to protect individuals from the iron
sickness that the Tree of Genesis caused. There weren’t actually specialized talismans for
this purpose, but this one is. It’s shaped like a piece of jewelry and when worn you may
will it to protect you against any supernatural transfigurations or transformations. You
don’t have to will it to protect against specific effects - it’ll protect you from any and all if
it is ‘on’ for as long as you leave it ‘on’ though it will slowly drain power when ‘on’ even
if nothing is affecting you. And it does only have a limited amount of energy, and the
more powerful the effect the shorter it will last. It could hold off a transformative aura or
energy field for some time depending upon how powerful the field is, and if it is at at
least 80% power it can stop any effect that would transform you no matter how powerful
once. Unlike other talismans this one is not destroyed when it is used up, but will
recharge slowly over time. And while this keeps saying you, it actually protects others in
a small radius - say 20 or so feet - of you.
Companions:
Companion Import (50+ CP): For 50 CP you can import or create 1 companion with
600 CP; they gain a background as normal. For 100 CP you can import or create 3
companions with 600 CP. For 200 CP you can import or create up to 8 companions with
600 CP. If you want more than 8 companions you can pay an additional 50 CP per
companion to give them 600 CP (and ability to get an origin). You may pay 150 CP to
import 4 companions if needed.
Canon Companion (50+ CP): For every 50 CP you pay you may recruit 1 canon
character. If they possess magic and you wish them to be able to continue to use that
magic in future jumps they cost 100 CP or 200 CP in the case of Hakaze or a Magician of
Exodus.
Fairy Tale Inheritance (50 CP): This is a normally independent operative who you seem
to have inherited. She’s cagey and mysterious about her past even with you, but she’s
quite capable and competent, and she’ll serve you loyally. Who knows you might even be
able to marry her. She has all of the Player perks, as well as Fraulein, and Literary Vigor.
Drawbacks:
Need more than 1000 CP, you may take drawbacks for additional CP. All
drawbacks fade at the end of the jump.
Anime Toggle (Toggle): The jump is based on the manga exclusively. I have not watched
the anime and do not know how it differs other than TV Tropes mentioning a filler
episode with Yoshino doing more detective work and a flashback of Hakaze performing
much larger scale destruction than she ever does in the manga. Still if you’d rather go to
the anime than the manga, you may choose to.
Early Exit (Toggle): The entire series takes place over a pretty short timeline. If you’d
like you can reduce your stay to where you will leave a mere 6 months after the
destruction of the Tree of Genesis. If you do so you receive ½ CP from drawbacks for the
jump.
Dead Beloved (100 CP): You loved someone. You loved them deeply and totally, even if
you didn’t know it, and now they’re dead. Someone killed them, and there’s no way to
bring them back, and their death will haunt you and pain you. You may eventually
recover, with time to heal, but you will feel this pain no matter how emotionally strong
(or dead) you normally are. This will also be whoever you love the most, so it may be a
companion (imported or otherwise), though in that case if imported they still gain CP and
they will be coming back at the end of the jump… though you won’t remember that until
the end of the jump.
Island of Exile (100 CP): That free choice of location? Forget about it. You arrive
abandoned on a deserted island without your out of jump powers or abilities, or even
supernatural powers from this jump, and without access to your warehouse or items.
Once you escape this island and reach another land mass you’ll get everything back, and
your powers and abilities will return after a month if you manage to survive that long.
Law Against Killing (100 CP): If you kill someone, you will lose all powers, perks, and
abilities (from this jump and others) for 1 month. Be careful.
Said Too Much Again (100 CP): You have a tendency to say things that you shouldn’t
have - like tell someone you suspect of having committed murder how and why you
suspect them of having done so without any plan to deal with them if they want to kill
you, or an emotionally unstable teenager that has shown desires to murder his dead
sister’s boyfriend and an inexorable will that the boyfriend is probably their best friend
who you don’t want killed at the moment.
Twisted Personality (100 CP): You’re standoffish, aloof, and something of a jerk. You
might have a heart of gold in the end and care about people, but you’ll also go out of your
way to give people - even your friends - a hard time and bully them.
You Went to Highschool? (100 CP): You find yourself lacking all out of jump
knowledge of the events of Zetsuen no Tempest, and its world. Also all of your
knowledge of Shakespeare’s works beyond the vaguest - you would know he wrote
Romeo and Juliet but you’d have trouble saying what it’s about and you’d almost
certainly have no idea who Hamlet is or anything about The Tempest.
Bad Guy With Major Issues (200 CP): Do you possess the heart of Exodus? Did you
really kill Aika Fuwa? Are you secretly a horrible abuser of others hiding behind a sweet
face and a false kind exterior? These are questions you’ll find people asking about you
behind your back, as for some reason or another people just seem to suspect the worst
about you. You can overcome this with time and actions, but you can expect to have to
work on it again and again and again.
Confidence of a Princess (200 CP): For someone who is literally not allowed to lose,
Hakaze is surprisingly grounded and humble - maybe it’s the Tree of Genesis controlling
the laws of the world at work - but you, you have the sort of overwhelming and absolute
confidence of someone who has never failed at anything in life, and who is used to the
laws of reality including your inevitable success. Somehow you won’t learn easily from
any defeats you do have.
Iron Sickness (200 CP): You seem to have been affected by the Tree of Genesis’s iron
sickness, albeit in a strangely incomplete form. Half of your limbs have been transmuted
into metal. This is inanimate, non-living metal that remains fused to your body. You
won’t be able to animate or grant life to this metal, and even if you cut it off you won’t be
able to regrow these limbs or replace them with prosthetics more advanced or functional
than traditional wooden prosthetics.
To Be or Not To Be (200 CP): That is the question. Hamlet’s soliloquy is a classic, a
work of true art, and much more. But Mahiro has a bit of a point. Hamlet came to a bad
end because he kept starting and stopping on his vengeance, refusing to go all the way till
it was too late. Now you also have trouble sticking to your resolve. You will find that you
are easily swayed, that you are easily manipulated by charisma, and change your goals
and desires with the wind.
Further Events (300 CP; incompatible with Early Exit): The sufficiently advanced
aliens behind the Tree of Genesis and Tree of Exodus originally had further events
planned. We have no idea what these events were… but you’re going to find out, as they
will be happening. And this will move the Tree of Genesis timeline up to where it will
destroy civilization so you can’t wait it out if it’s not destroyed. Taken with Jumper
Blaster these events will be targeted against you personally and start once you have taken
out the original trees… or after 5 years.
Jumper Blaster (300 CP): The Tree of Exodus and Tree of Genesis can sense your
presence and your entry into this world, and they have decided that you are a threat that
must be destroyed. They will drop their normal antagonism to team up to kill you, and
pressure others to do the same. They will also drop their normal game antagonist-like
behavior, going into a full out attempt to destroy you, manipulating the law of the world,
and destroying human civilization for power in the process.
Zetsuen no Hamlet (400 CP): The Tempest is a comedy. And despite comparisons of
characters to Hamlet and Laertes, Zetsuen no Tempest follows after it in that regard. Or it
did. Now, it is a tragedy. No matter what you do, no matter what powers you bring to
bear, no matter how you try to avoid it, this is a story that will have an unhappy ending
for you and those you care about. It may not kill you or end your chain, though you will
need to bring powers to bear and try to avoid it if you don’t want it to, but you will find
sorrow, you will find suffering, and you will be unhappy with how it ends. Perhaps it’d be
better not to pick this?
Scenario - Civilization Blaster
This scenario is incompatible with the Early Exit, Island of Exile, You Went to
Highschool?, Further Events, Jumper Blaster, and/or Zetsuen no Hamlet drawbacks.
By taking this scenario you will not be arriving on Earth. You will instead be
arriving on another world which the unnamed sufficiently advanced aliens would have
sent a Tree of Genesis and Tree of Exodus to. Would have. You will be arriving there
instead. You must perform the same ‘test’ that the Tree of Genesis and Tree of Exodus
would normally perform, creating both the tyrannical god that brings peace under its
limitations and will reset civilization when it grows too advanced and the destructive
force of chaos that threatens to destroy the tyrant god, as well as the servitor clan which is
given magical power by the ruling god, and the chosen representatives of each force. As
with the two trees only the chosen representative of the Exodus equivalent force can be
informed of the system and events. You must follow this general set up, and the test must
be no easier than that of the two trees on Earth, and you are not allowed to interfere in the
development of civilization and the inhabitants of this world outside of the parameters of
this test.
You will not be leaving here after 10 years. You will be playing the role of the two
trees - or creating proxies to do so for you - and administrating the event in full. This
means you will be watching over this world from before the beginning of history till it
reaches modern-equivalent technological sophistication, and then they will either rise to
the occasion to ‘destroy’ the ruling god, or you - as said ruling god - must wipe out their
civilization and try again.
The world will have three chances. If they do not succeed within these three tries
you will fail this scenario (though not the jump). You gain no special abilities or powers
to help you run this test or serve as a replacement for the two trees. The challenge is how
you manage that yourself. Given this should take you at least several thousand years I
might start with immortality or at least eternal lifespan. Though if you take Favored by
the Tree it will still function despite there not being a Tree of Genesis on the world you
are arriving on.
Tree of Genesis (Reward): This is a fully functional copy of the Tree of Genesis. It is no
longer restricted by its purpose as a testing device, unless you want it to be, and instead
will serve whatever purpose you assign it. It will take the form of a seed between jumps,
allowing you to plant it on a world to let it grow to full size and power.
Tree of Exodus (Reward): Of course you need the full set. This is a fully functional
copy of the Tree of Exodus. It is no longer restricted by its purpose as a testing device,
unless you want it to be, and instead will serve whatever purpose you assign it. It will
take the form of a seed between jumps, allowing you to plant it on a world to let it grow
to full size and power.
Outro:
Your time here has come to an end. Whether through failure, or success, it’s time to
leave this world behind, and to make the final choice of a jump.
Go Home: The only option if you failed your chain. Return home, time resuming
on your home dimension and every one you visited on your chain. You get to keep what
you had gained on the chain at least.
Stay Here: You’ve grown to like it here. You’re definitely not leaving. End your
chain, time resuming on your home dimension and every one you visited on your chain.
You will remain in this reality, no longer a jumper, but you will keep what you gained
from your chain.
Continue: You can’t just throw away the gift of a chain. You’ll leave this world
behind, passing further than even the nexus of all-realities might allow you, continuing
on to another world and another jump. Proceed to your next jump.
Notes:
Jump by Fafnir’s Foe
Yes, Mage of Genesis is pretty cheap for its effect without requiring a discount. Really
it’s a 400 CP perk that’s just discounted to everyone so becomes 200 CP.
Changelog:
Version 1.0.0: Released.