Overpowered Isekai Jumpchain
Pitch Black. That's all you are able to see. You can't hear anything, smell anything, you are
floating in the void of darkness. You can't even see your own body. But then, something calls
your attention, a tiny ball, shining with white light, it's smaller than a normal human tooth. It's
right in front of you, you instinctively touch it and it glows brighter expanding in size, it
becomes so shiny that looking at it is almost unbearable since the only thing in front of you a
second ago was complete darkness, you close your eyes by a reflex, and after a few
seconds you open them again, your sight begins to adjust and you can see, it's a sort of
shining scroll. You try to read it's content...and you are, everything you've read this far is
what's written in the scroll and you know what you need to do.
You'll receive 1000 CP.
You will spend 1000 years in this jump.
• Setting: It's up to you really, you can choose any fictional/real universe. It could be from a
book, a tv series, a fanfiction, a movie, a RPG, the universe you are currently in but in a
different time (or at the same time), what have you. And you will appear in that universe
whenever you want.
• Specific Location: You know the universe, but where in said universe will you drop-in? Of
course, you can choose the planet, but where in that planet? Roll 1d8 to see where you will
appear, now, if you are not satisfied with the result, you can simply pay 50 CP to choose the
option you really want.
(1 - 2) Wilderness = You start in a forest, or in a forest-like location. You can choose any
forest you want, but you are limited to a forest-like place.
(3 - 4) City = You can start in any city you wish, but being limited to a city-like location.
(5 - 6) Ritual = You were summoned by a ritual, the specifics of said ritual are up to you, if it
was an accident or on purpose, who summoned you, etc.
(7 - 8) Your Choice = The ability to choose, some deem it as a blessing and refuse to let it
go, some deem it as a curse and only want to get rid of it, and others don't even believe it is
real. Regardless, the choice is yours now. You can choose ANY place on that planet to
drop-in.
PERKS
Ageless (0CP and Mandatory): You don't age anymore, I mean...you either will normally
age until you hit your prime, or become younger until you hit your prime, and you'll remainin
there.
New You (100 CP): You (now and at the start of every jump) will be able to change not only
your physical appearance, but also your species (can't be higher than 2 meter high or less
than 10 centimeters high), only being limited by needing to choose a humanoid shape. If you
choose something like "god" and in that universe "god" is a race, you will be an average
version of that race, but the race must exist in that universe. You can be specific, if you
choose to be a human, and in that world there are specific humans who are "chosen" by a
higher power or something like that, you can be one of them, but you would still be an
average version of that specific group of beings. You are also not bothered by biological
needs (eat food, drink water, urinate, defecate, fart, burp, hiccup, sleep, etc.), have immunity
to extreme places (extreme heat, extreme cold, oceanic pressure, gravity increase/decrease,
sidereal space, etc.).
Local Knowledge (100 CP): You master all the languages of the universe you are going to
(yes even extinct ones, without being affected adversely by knowing a language that should
make you go insane or something like that), you possess above average knowledge (80%)
in all areas of knowledge of said universe (examples are: architecture, magic, geography,
geopolitic, data about monsters, mundane/magical plants, potions, mundane/magical metals,
etc.). This updates every jump.
Starting Gear (100 CP): Magic tomes, scrolls, books, one legendary weapon and one
legendary armor of your choice (both are indestructible), components for rituals and spells,
ration foods, potions, rare and exotic materials to forge and/or constroy stuff. All of it, is
inside a backpack with infinite space, everything inside this backpack becomes weightless
and remains weightless 30 seconds after removing it from the backpack. By putting your
hand inside it, you will always get what you want. The items who are consumables will
reappear inside the backpack, the same goes for damaged, stolen or lost items. This
updates every jump.
Preparation (100 CP): You will have 10 years in the universe you are currently in to prepare
yourself before going to the setting you selected. Any items you take with you to the new
place will become indestructible and possess infinite battery, memory, processing power,
ammunition, energy and fuel.
Self-Immunity (100 CP): You are immune to being affected adversely by your
powers/magic. So you can learn a form of magic that makes the ones who use it crazy,
without becoming crazy and use fire powers without burning yourself with your own flames.
Companion (100 CP each/Not Accessible to Companions): You can take someone else
with you to this new setting and they will have 500 CP at the beginning to spend as they
please. You can buy this multiple times.
POWERS
Omni-Wielder (200 CP): You can wield any weapon, item, wear any armor, without being
affected by weight. So you could use a gigantic sword without any problem since when
wielded by you, it feels weightless. You can also wield any object (magical or otherwise) with
mastery and using its full power (yes you can use any magical item without any problem like
being affected in a way you don't want to).
Infinite Magic Power (200 CP): You have infinite magic power, regardless of the magic
system, this is only raw power of course, not technique. So, in the universe of The Owl
House you could use their magic without having that sack in your heart, in the universe of
Solo Leveling you can use their mana without being awakened, in the universe of D&D you
would basically have infinite Spell Slots in all levels. You will maintain the Magic you learn, if
you leave a jump this power will still work for magic you've already learned, instead of losing
the ability to use a certain type of magic if you go to another jump or something like that.
Your magical presence as a whole remains concealed unless you release it.
Long-Ranged God (200 CP): Your shots don't possess sound (unless you want to). Any
ranged weapons (while you use them) will have infinite ammunition, the projectiles will phase
through solid matter, change directions mid-air, won't lose momentum, just for the sake of
hitting the target, and when it hits it will give 200 times the original damage. Your shots affect
ethereal targets and phase through magic defenses like they were nothing.
Instant Mastery (200 CP): Hearing a word in a language will make you master the language
instantly, watching a martial art movement makes you the absolute master of said martial art.
The same thing applies to systems of magic, subjects like mathematics, chemistry, physics,
cooking, etc.
Essence Manipulation (200 CP): You can manipulate the physical (animated/inanimate
matter), spiritual (souls, magic, ki, etc.) and mental (memory, perception, etc.) aspects of
things/beings. You are limited in range by 20 meters around you and by a mass limit of 1 ton
(with magic energy, ki, spirit and mind: it would be the mass magic energy,ki,etc. would have
if it was something physical; and 100 of souls/minds). You can train to increase both range
and quantity, targets can try to resist your powers through either willpower (mental/spiritual)
or physical resistance (physical); but if you train hard enough it would take the
willpower/body resistance of a deity to oppose your power, and even then it would only be a
fair match.
Monster Lordship (200 CP): You can control the minds and bodies of monsters. Creatures
who are not 100% monsters (for being a human cursed, or having one parent who is not a
monster or something like that) are harder to control, but you can train your power to reduce
this difficulty. Upon seeing a monster, you gain complete knowledge about said creature
(story, strengths, weaknesses, etc.), you can understand and make yourself be understood
by monsters/half-monsters. You can also transform into an average version of the species
that monster belongs too, but with training you can become the peak of said species and
lose all specific weaknesses of that monster's species.A monster is defined by what is
considered as a monster in the current setting, and no this doesn't mean you can control
pure non-monsters (what is not considered a monster in the current setting) by using the
saying "This being is cruel, they are a monster!".
Fair Fight (200 CP): Your powers and attributes increase until you become strong enough to
fight with the strongest opponent you are facing at the moment as an equal. No, you won't
become weaker by fighting someone weaker than you, this only increases your power and
attributes, not decreases. This increase lasts one minute after the battle.
Perfect Copy (200 CP): Upon seeing an item, you can (if you want) gain knowledge about
said item (when it was created, who created it, positive and negative traits, how to create it,
how it's called, the components that constitutes it, etc.) and/or summon one (or more)
perfects copies of said item that will vanish if you wish. The range limit is 20 meters and the
size limit is something like a normal car.
Domination (200 CP): You can dominate the mind of any sentient being upon sight. Strong
willed beings can resist or free themselves after being dominated, but if you train enough it
would take a divine willpower to resist/break your control.
Save and Load (200 CP): You can create and delete save slots. By loading a save slot you
will send your consciousness back or forward in time to that time when you "saved". Should
you die, you can load any save slot you have instead of dying.
Shapeshifting (200 CP): You can change your physical form (or the physical form of
someone who gave you permission), not being limited by size or having to choose a
humanoid shape. You can also change to the shape of something not physical (like imitating
a ghost, becoming a ball of light, becoming energy, stuff like that), or that doesn't technically
exist (like a field of darkness).
Creator (200 CP): You can create animated or inanimate things (items, humans, animals,
metals, monsters, etc.), the power ranges from something a normal human/normal item to
something like a deity/god-tier item. You have an energy that fuels this power, you have
enough energy to create 3 normal items/normal beings or 1 national-tier item/lesser
demigod-like being. But once every 24 hours (according to your perception of time, meaning
that if you stop time and according to your perception you have been experiencing time
stopped for 24 hours, then you will gain what I am about to say) you will gain more energy.
So, let's say you had 3 points of energy at the beginning, after 24 hours you would get more
3 points. And the levels of things you can create from weakest to strongest are:
Items/Beings
- Normal/Normal (1 Point of Energy)
- Street Tier/Peak Human (2 Points of Energy)
- National-Tier/Lesser Demigod (3 Points of Energy)
- Global-Tier/Demigod (4 Points of Energy)
- Legendary-Tier/Lesser Deity (5 Points of Energy)
- God-Tier/Deity (6 Points of Energy)
Your creations are 100% loyal to you.
Reaction Programmer (200 CP): You can create, alter and delete pre-programed
responses which your body and/or mind will perform in response to specific circumstances.
So you could block close-ranged attacks, avoid arrows coming from behind you, activate
defensive spells/powers automatically; with enough programming you could become
"untouchable". Mind programming could be used to activate powers and magic. You can also
programm your body to aim at the head of your target when you are holding your bow and
arrow while pointing towards them, to have something like an "aimbot".
Force of Many (200 CP): Whenever you perform a type of attack (like kicking, punching,
swinging a sword, etc.), these attacks will be accumulated, so whenever you want, you can
use the accumulated attacks at once. Meaning that if you (after acquiring this power) give 10
punches as hard as you can, and after that release all of your 10 punches with one punch,
you can with this attack give the damage of all punches you gave after receiving this power,
(and no don't worry, this doesn't mean you will spend those punches and then you will need
to accumulate them again or else you'll only give a punch with the strength of one, your
power keeps accumulating these attacks and you can release a number no bigger than the
maximum of attacks you gave after acquiring this option, so if you gave 100 kicks, you can
give 1 kick with the strength of 3 kicks, or 56 kicks, or 79 kicks, or 99 kicks; or just one kick,
your choice really).
Guardian (200 CP): You can summon an spectral guardian (the appearance is up to you, it
doesn't need to look like a spirit, it can look like a being with a completely physical body even
though it doesn't have one, but it can't be higher than 3x your size or smaller than 5
centimeters), this guardian follows your will and is completely loyal to you. This spectral
being is 100 times stronger than you in physical aptitude and it will take half the damage of
any physical attack, if defeated it will disappear and be accessible 1 minute later.
Mystic Apprentice (200 CP): You can learn any kind of magic, even if it is something that
requires praying to a being, making a pact or having a certain type of blood; as long as it is
considered magic in that setting, you can learn how to use it upon sight without having any
of those requirements. So you can use any magic and ignore the original requirements, if it
requires magic energy, or ingredients and you don't have it, you can use that magic through
sheer willpower with the same ease as you would otherwise, but let's say the average beings
in that setting have 50 Magic Points and after spending all of it they start feeling tired and it
takes 1 hour to regenerate it, you would be able to use magic through your willpower, but
you would get tired when you used the equivalent of 50 Magic Points even if you don't use
Magic Points to cast your spells. By seeing magic being done, you master like...80% of it.
Satanic Presence (200 CP): You can, whenever you want, release an intimidating aura,
akin to Satan himself, weak willed beings exposed to it are likely to either faint or die. You
can direct this aura to specific targets, and if you want to hold back to not make the targets
die and just faint or to make them not die and not faint as well, you can.
Teleportation (200 CP): You can travel across dimensions connected to your current
setting, but not across jumps. And you can instantly teleport to a place you can see or have
visited/seen (seeing a picture of the place is enough even if you've never been there).
Force Manipulation (200 CP): You can generate and manipulate a force akin to the Green
Lantern's power, you can create constructs, barriers, objects, with this force who has a color
of your choice. This force is indestructible, it requires concentration to use it, the range limit
is 20 meters around you and a mass limit of a small building. You can train this power to
increase range and quantity.
Divine Willpower (200 CP): Sometimes in this document I talked about "only a divine
willpower being able to resist some of your powers after you train them.", but even though
your offensive would be strong, you yourself wouldn't have a defense like that, but now you
have. Your willpower is on divine level, you can shrug off all but the extremely powerful forms
of control, possession, magical persuasion, etc. Basically you can resist most magic/powers
who try to control your mind, possess you, convince you with magic persuasion, etc. And
yes, you can train this to have even stronger willpower.
Time Bender (200 CP): You can, whenever you want, stop time for everyone except
yourself, you can choose objects and/or beings to not be affected by it. If someone tries to
use time freezing, slow time, or something like that to harm you, this power will activate
automatically and you will know who triggered it. You are conceptually immune to temporal
manipulation of any kind that you find inconvenient. And you can reach any alt-timeline even
remotely conceivable for your local setting.
Powerful Memory (200 CP): Your memory has unlimited storage, your more traumatic
and/or uncomfortable memories become, by default, less clear (it's like you've seen a movie
about what happened rather than experiencing it yourself, but you remember it and you
know that it is a real memory), you can make memories so clear that it looks like it happened
a second ago, or erase them completely (no you won't delete any by accident and no your
morals and ideals won't change because of this). And it's not possible to force you to erase
your memories against your will, or erase them with spells, technology, or anything really.
Light Speed (200 CP): You can be as fast as light speed whenever you want, you have
infinite stamina and complete control over it, so you won't be affected adversely by this
power.
Share Skills (200 CP): You can share any perks, powers, abilities, with any being you feel
like. You can also take it back if you wish.
Concealment (200 CP): You can, not only become invisible, but you also don't make any
sounds while invisible, can't be affected by magic while invisible, you don't move the wind or
leave footprints on the surfaces you step in, or digitals/hand marks on the places you touch
while invisible. You can be visible to specific beings if you want and you can deactivate
specific attributes you gain while invisible (you can allow sounds to be made while you are
invisible for example) for either anyone, or specific beings.
Sexual Prowess (200 CP): You can control your own fertility, you know instinctively how to
please your sexual partner(s) and you have enough stamina to last as long as you feel like.
Clones (200 CP): You can summon up to 100 clones, they have your powers, perks, and
whatever items you have with you at the time. These clones last as long as you want, only
disappearing when they are destroyed or you want them to disappear. The cooldown to
summon them again is 5 seconds and you control all bodies of your clones with your mind,
you receive enough multi-focus to control all of your clones at once without a problem. You
can train to be able to summon more clones.
System (200 CP): You can increase the attributes (Strength, Dexterity, Constitution,
Intelligence, Wisdom and Charisma) using points you gain after exercising once a day (yes,
100 push-ups, 100 sit-ups, 100 squats and a 10 kilometer run will do). Once every 24 hours
(according to your perception), after training, you'll be able to train again and receive 3 points
to spend as you like, no you don't gain more points for working out harder.
Psionics (200 CP): You possess the powers of: Telekinesis and Telepathy, with telekinesis
you can manipulate a quantity of mass equal to 1 ton with dexterity of a surgeon, and your
range limit is (yes you guessed it) 20 meters, with telepathy you can control, read, contact,
etc. minds at the range of at least 1 kilometer of distance and a maximum limit of 10 minds
at once. You can train to increase the quantity/dexterity and range of both and after some
time of training, it would take a divine willpower/body resistance to resist your power and it
would still be just a fair fight for the target.
DRAWBACKS
All drawbacks effects end after the jump is finished.
Lost Sense (+200 CP each): Choose one of your senses, now you've lost it completely.
That's it, it's pretty simple actually.
Selfish/Selfless (+400 CP): Choose one of two options:
1. Selfish (you do things for yourself, and even though one could say that "all actions are
selfish", for the sake of this drawback we'll say that selfish means doing things directly for
the sake of yourself, you can't like "make charity to make yourself feel better" for example.
2. Selfless (you do stuff for others rather than for yourself, only exception being survival, you
are that type of "selfless" person that does things for others but is so focused on this
objective, that they forget to think about themselves).
Now you'll only use your powers and take actions for the sake of either selfishness or
selflessness.
Hunger (400 CP): You will feel hunger, and you'll need to eat 10 times more than you
needed originally.
Sleepy Head (400 CP): You will need 18 hours of sleep every 6 hours.
Obvious (600 CP): Your opponents somehow will always know what you are trying to do
during the combat. Now it doesn't mean it won't work, but they will still be aware of it.
Bloodthirst (600 CP): You will once every 24 hours feel the urge to kill something, killing
something like a pig or a cow will make it bearable, but you would need to kill 3 of those to
quench said thirst, if not your thirst will keep growing and eventually take over your mind,
and you will try to kill beings who have a at least human level of intelligence.
Magicless (400 CP/800 CP): You will not be able to use magic, if your setting doesn't have
magic in it you'll receive 400 CP, if it has magic you'll receive 800 CP. You can still use magic
items, brew potions and craft magic items, as long as you don't need to use magic to either
activate the item or enchant the potions/items.
Random Use (800 CP): The usage of your powers/magic will be random. So you can try to
activate the power to manipulate fire, but activate the power to control ice, or you could be
lucky and activate the one you intended to.
Nemesis (800 CP): Someone who opposes your morals and beliefs in the setting will know
that you are coming and will receive the same powers as you. They will do whatever they
can to destroy you.
Weakened Power (Discounts): You can choose one power to be significantly weakened in
order to make it cost half the price. How you'll weaken it is up to you, but it needs to be
something like "100% becomes 10%" and if you keep the possibility to evolve this power it's
still not 10%, so I suggest getting rid of it.
END
- Go Home (Go back to your hometown)
- Stay (Stay in this setting)
- Move On (Go to the next jump)