Keijo!!!!!!!! Jumpchain (Version 0.
2, WIP)
By SoftAnon !!pnhSfPlXt15
In the year 2003, a new law was passed in Japan, adding a new form of legalized gambling to the list of horse racing,
cycling, and boat racing… a popular gambling sport. That sport is…
Keijo, the high-tension, high-stakes gambling sport, where players attempt to knock one another off balance using
only their chest and rear! A sport enjoying an unprecedented popularity boom, where any skilled female athlete can
earn enormous cash prizes in pure, healthy, physical competition! And now you step into this world, Jumper, ready to
leave it changed forever. Will you ascend to the peak, and become the ultimate prize queen? Or will you bring the
entire sport crashing down, and leave this world in ruins? Only you can say.
Locations:
It is Spring of 2013. Roll 1d6 to find out where your story begins, or pay 50 CP to choose freely.
1. Downtown Tokyo, Your Apartment
You’re born and raised in the city, where your parents live close to their jobs. But now that you’ve come of age, you’re
ready to make your own way in the world.
2. A Village In The Sticks, Your Run-Down Home
Born and raised in an agricultural village, you’ve never been inside a city in your life. However, the draw of civilization
is undeniable, and you intend to set out today.
3. The Suburbs, Your Boring House
Mundane, uninteresting middle-class life has imprisoned you for too long. You’re tired of your generic two-story
house, and tired of your bland, personality-free neighbors. You’re going to make your life interesting, no matter what.
4. The Family Manor, Your Room
Both your parents are absurdly successful social climbers, and it shows. You live in a ridiculously large manor, staffed
by live-in servants and a dedicated groundskeeper. But there’s some things you can’t buy with your parents’ money,
aren’t there?
5. Free Choice
What sort of life did you lead, before now? You have won the right to choose.
6. Australia, The Airport
You weren’t born in Japan, and in fact, you’ve never even been there before. But it sounded interesting, which is why
you packed your things and began a journey to the east, to see what sort of trouble you could get up to.
Origins: Select the history you have in this world.
Drop-In (Free)
Without any memories or history in this world, you find yourself at your Location with no understanding of how you got
there. Hopefully, the people who live there will be understanding. You keep your previous gender, but may change it
if you elected to spend CP for your Location. Roll 1d10+20 for your age.
Athlete (100)
Whatever it was, you spent long years in another sport or athletic pursuit before turning to keijo. Your gender is
female. Roll 1d10+17 for your age.
Tactician (100)
What you lack in athleticism and natural talent, you make up for in raw intellect and cunning. Your gender is female.
Roll 1d10+17 for your age.
Prodigy (100)
Whether you’re the daughter of a keijo dynasty or just a natural-born keijo player, you rely first and foremost on your
innate talent. Your gender is female. Roll 1d10+17 for your age.
Perks: Drop in gets their 100 CP perk half off, other origins get their for free. Other perks for your origin are half off.
Drop-In:
Spectator’s Eye (100): Long years spent studying players on the Land have given you a preternatural talent for
determining the abilities of others at a glance. Just a quick look at someone’s body can tell you how strong they are,
how much experience they have, and what sort of fighting style they use. When comparing people, you can come up
with a set of mental odds as to who would be most likely to win.
Natural Manager (200): Not content to merely spectate and place wagers, you take an active part in developing
talented players. You can easily determine how to best train someone to take advantage of their innate talents, to
shore up their weaknesses, or to develop a fighting style best suited to them.
Perfect Pitch (400): But what use are players without the sport? You are more than just a fan, you are a proselytiser.
Whenever you are speaking about a sport or hobby you love, people will be inclined to hear you out, and even give it
a try, even if the activity in question would otherwise appear ridiculous or inappropriate. Keep at it long enough, and
you can turn an obscure hobby into a nationwide cultural icon.
The Shell Game(600): In the end, you do all that you do for profit. Sometimes, that means fixing up the odds in your
favor. You have a natural talent for cheating of all forms that approaches the level of total mastery. Whether it’s
forging tickets, sleight of hand, or even just a simple bluff, you can always twist events to put you at an unfair
advantage, at least within the realm of bets and gambling.
Athlete:
Transferable Training (100): Really, all this athletic stuff is pretty much the same. What’s the difference between judo
and acrobatics, or volleyball and relay racing? Well, normally, it’s quite a lot. But not for you. Whenever you do any
kind of physical training, you naturally improve all your athletic skills. In addition, when you begin learning any new
physical skill, you’ll find your abilities elsewhere naturally transfer over to it. The more similar these skills are, the
more powerful this ability.
Body Hardening (200): The body is the foundation of strength, and strength is victory. You have extreme control over
your body’s muscles, and can simultaneously tense entire muscle groups to a steely hardness. You can also do the
opposite, relaxing your body until you are as soft and giving as a cloud.
K-Acceleration (400): She who strikes first, wins. Embodying this philosophy, you have chosen to discard everything
in the name of greater speed. While your normal movement speed now puts you beyond the tracking ability of normal
human eyes, you have also found the secret to even greater acceleration: the elimination of resistance. By removing
sources of friction that slow you down, such as clothing or armor, you can utilize the full potential of your body’s
speed, allowing you to seemingly teleport around the battlefield and unleash dozens of strikes in the blink of an eye.
The Spin (600): Beyond speed and power lies technique. You have found the key to multiplying the force of your
strikes: applying centrifugal force. This can be done by spinning your entire body, or only parts of it, but if done
correctly, it can increase the impact of a physical blow by several times. Beware, however, that careless use of this
technique could easily cause serious damage to your muscles and joints.
Tactician:
Heightened Senses (100): One part of your body has had its sensitivity dialed up to eleven. This improved sensory
ability allows you to read your environment and opponents with remarkable accuracy. Choose between your eyes,
hands, legs, and ears. Sight specialists are capable of deciphering body language and facial expressions at a glance.
Hand specialists are able to learn the intimate details of someone’s musculature with only a few light touches, and
even determine the materials used in something’s construction by touch, as long as it’s something they’ve touched
before. Leg specialists are capable of interpreting subtle vibrations from the ground to determine not only where their
opponents are, but how they’ll move next, based on their weight distribution. Sound specialists can hear the subtle
internal noises of others’ bodies, gleaming information about an opponent’s stress levels and overall health.
Battlefield Mastery (200): Many a battle has been won through control of the battleground, even without direct
engagement with the opponent. You are a firm advocate of this strategy, and have studied the art of using your
surroundings to your advantage. You can discern the strengths and weaknesses of any potential arena at a glance,
and know exactly how to manipulate opponents into bad positioning.
War Is Deception (400): Controlling the mental state of your opponent is a fundamental aspect of tactics. You have a
honed talent for this, able to put forth a guise that can fool anyone, at least for a short while. Whether you wish to
come across as afraid, incompetent, or dangerous, you can wear a mask of the appropriate mental state whenever
needed. Once the mask is seen through, however, it becomes ineffective even for portraying other things. Whether
you need to convince your opponents that you’re humorously harmless or deadly lethal, you can manage that first
impression.
Ass of Babylon (600): What one woman can do, another can do. You have taken this ideology and taken it to its
extreme. Any martial art or fighting style you experience, you can replicate. This experience can come from directly
receiving attacks, or from extremely detailed observation. Replicated techniques will initially be inferior to the
originals, though they can be trained up over time. This is especially true if you lack the physical build the technique
would normally require, though that does not stop you from mimicking said techniques.
Prodigy:
Bombshell Body (100): You were born for this sport, and it shows. You’re naturally built to play keijo, with muscle in
all the right places and none of the wrong ones. You also find it much easier to maintain this figure, getting away with
less training and a poorer diet than you would normally need.
Body Hypnosis (200): Similar to many a fictional serpent, you have learned to sway and twist your body in an
entrancing manner, capable of inducing a hypnotic state in anyone observing you. After only a few seconds of
uninterrupted motion, you can lock your opponent in a state of mental paralysis, leaving them unable to move. This is
less effective the more combat experience your target has, but your skill with this perk can be trained up to match
their increased fortitude.
Auto-Mode (400): Natural talent takes many forms, including that of incredible instincts. Your body is capable of
attacking, defending, and generally fighting opponents without your conscious involvement. This capability is limited
to only one limb or appendage at a time, though the automated bodypart can cause you to move around the
battlefield as part of its
Qikong (600): You have studied the traditional Chinese medical and martial techniques needed to develop your ki. As
such, you can add disproportionate force to your blows, and defend successfully from attacks that should leave you
reeling. You can also apply your ki to your legs for improved movement speed, as well as rely on meditation to heal
wounds faster. This is only the first step, however, as the road to properly cultivating one’s ki is truly endless.
General Perks:
Professional (100): Normally, every would-be keijo player must pass an exam, then attend a training school for a
period of several months before being licensed as a professional player, able to compete in official matches. Buying
this perk bypasses that step, adding you to the list of registered professional players currently active. In future jumps,
this perk will greatly expedite the process of qualifying for any given profession, allowing you to cut through red tape
and easily convince examiners of your qualifications.
Life And Hometown (200): As a jumper, you have certain priorities. This caters to one in particular. You gain the
ability to use or activate any technique or special ability (supernatural or otherwise) that would normally require your
hands or legs through your chest or posterior instead. However, doing so effectively will require a brief period of
acclimation to the new form your abilities will take, for each ability.
Only Land (200): In the end, a keijo match is between sportswomen. As such, there are no hard feelings after the
match concludes. Your acceptance of this philosophy is so great, however, that it goes beyond keijo. Now, as long as
no lives or livelihoods are being threatened, you can engage in fair combat with just about anyone and expect them to
be completely fine with it afterwards.
Items:
A Full Wallet (50): When you begin your time in this, or any world, you will find in your pockets, or otherwise in your
possession, sufficient local currency to survive for a month, if you’re frugal. Can be bought multiple times.
The Ledger Book (100, discount Drop in): This small, leather-bound notebook comes totally blank. When used to
truthfully record any bet you witness or participate in, those involved will feel an extremely strong pressure to honor
the bet, as if violating it would bring about some terrible consequence. However, this feeling is nothing more, and the
Book has no power beyond inducing that sense of dread.
Swimsuit Closet (100): Your Warehouse has a walk-in closet attached to it which contains an endless variety of
swimsuits. They are well organized and seem to be an excellent fit for anyone who wears them. These swimsuits also
seem to be unusually durable and resistant to unwanted shifting as you move.
Pocket Land (200): Name aside, this is an olympic-sized pool which also comes with a variety of different Lands that
can be easily set up on it. “Land” is the catch-all term used to refer to the various environments keijo is played on.
They are incredibly varied, but each is made to sit above the surface of a pool of water. The pool is built as an
elevated, mobile structure that can be placed on any open field. When not in use, it can be attached to your
Warehouse.
The JTM (300): The Jump-chan-Tailored Maillot! Unlike the UTM developed by a famous past prize queen, this
specialized bodysuit does not just help develop the muscles needed for high-powered keijo techniques. This suit,
when worn, will almost completely restrict the motions of the wearer, greatly reducing their strength and speed across
the entire body. Even if you were previously capable of punching mountains apart, the first time you wear the JTM
you will barely be able to clench your fist. But continuing to wear the JTP will allow you to acclimate, gaining more
strength and speed over time. More importantly, your control over both will skyrocket. When you eventually remove
the Maillot, you will notice that the physical improvements you gained remain, and are noticeable no matter what sort
of strength you had before. Must be worn for several weeks to have an effect.
Companions:
Import: You may import one companion for 50 CP, 8 for 300 CP. Each gets a background for free, 600 CP, and the
relevant discounts.
Canon Character (200, First Free to Drop Ins): Each purchase of this option adds one canon character from the
series to your party as a companion, assuming they consent freely to join you.
Drawbacks:
Keidan [0]: Does the idea of women relying on breasts and buttocks to engage in what amounts to glamorized
cockfighting not appeal to you, for some unfathomable reason? Well… there is an alternative. Taking this drawback
will gain you zero CP, but will swap the genders of every character in this world. Yourself included. Keijo will be
replaced by keidan, a sport that functionally amounts to shounen men’s MMA in speedos. Hopefully this will be more
to your liking.
Klutz
The Assless Wonder