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Jumpchain stories often feature over-powered dimensional travellers visiting Worm and wowing everyone with their out of context abilities, exploiting their meta-knowledge to run rings around everyone. What happens when everyone in Worm knows exactly what to expect, however? This story follows what happens when a jumper and his companions insert into Worm having taken a drawback which gives everyone a full rundown on his capabilities. The Jumper is very powerful, but those powers are also very quantifiable.
An Overview of the Jumper Advent New
This document serves as an overview of the individual known as Jason Scott, also known by the cape identity 'Advent', founding member of the parahuman business concern 'Jumpco' located in Brockton Bay, Massachusetts. For the remainder of this document he will be referred to using his cape alias of Advent.

While born in Brockton Bay and having lived there for his whole life, at the time of this document's release Advent has acquired the memories, abilities, and resources of several past existences lived on worlds separate from Earth Bet. He is a 'Jumper', a being who 'jumps' across realities into fresh lives in new worlds usually every ten years. Every time a new reality is jumped into, the Jumper acquires a new set of abilities and resources specific to that reality. Advent's jump in this reality is expected to end on 12/31/2021.

Historical Overview

Advent was born on 01/04/1999 on a version of Earth with no parahumans, and lived until 03/10/2025 before being selected as a Jumper. He had few noteworthy accomplishments and earned a living as a freelance artist, with most of his income coming from commissions of furry fetish artwork. For a full breakdown of his life, please refer to Appendix 1.A Mundane.

After being chosen as a Jumper, Advent's next life began on the world of Abeir-Toril, where he hatched from an egg as a Time Dragon. Much of his time in this world was spent masquerading as a typical 'adventurer', the term for individuals who fight monsters and explore dungeons as usually depicted in role playing games like Dungeons & Dragons. For a full breakdown of this life, please refer to Appendix 1.B D&D – The Dragons.

The following life took place on a version of Earth with no parahumans, but a historical tradition of magic that was kept secret from the mundane world. In this world Advent was a Magus, a practitioner of magic of no repute. He took part in a ritual known as the Holy Grail War, were magi would summon legendary heroes to battle for a presumed omnipotent wish-granting artifact known as the Holy Grail. His Servant in this ritual was BB, a virtual being from an alternate future made real for the purposes of the ritual, who continued to accompany Advent into subsequent jumps. For a full breakdown of this life, please refer to Appendix 1.C Fate/Stay Night.

The next life was on a version of Earth with no parahumans broadly similar to Advent's original world. In this world Advent was the leader of a Japanese crime syndicate known as the Ryuzo Family. Taking the Ryuzo Family into more legal fields of construction, real estate, and entertainment, he spearheaded the dissolution of many organised crime groups which were no longer able to operate effectively in the modern world. In the course of this he befriended Goro Majima, leader of another organised crime group turned commercial enterprise, who continued to accompany Advent into subsequent jumps. For a full breakdown of this life, please refer to Appendix 1.D Yakuza.

The life following was set on the world of Genkai, what could be considered a 'fantasy' world similar to Abeir-Toril. In this world Advent took the role of a local deity, who sponsored adventurers who would fight monsters and explore the singular Dungeon that had spawned monsters since ancient times. Growing a small but powerful familia, the term for such groups operating under the auspices of a local god, Advent played an important role in securing the peace of the city above the Dungeon. One member of his familia, the famous healer Airmid Teasanare, continued to accompany Advent into subsequent jumps. For a full breakdown of this life, please refer to Appendix 1.E Is It Wrong to Try to Pick Up Girls in a Dungeon.

The life immediately previous to the current one took place in the Lands Between. Another fantastical realm where the previous civilization had been destroyed in an event known as 'The Shattering' and demigods vied for the throne of the Elden Lord to restore the world in their own images. Advent was one such demigod, and in defeating some and forging alliances with others, was able to bring order to the Lands Between and begin its recovery from the Shattering. One ally he made along the way, the warrior jar Iron Fist Alexander, continued to accompany Advent into subsequent jumps. For a full breakdown of this life, please refer to Appendix 1.F Elden Ring.

Note that while the appendixes will refer to items and resources Advent has available, their inclusion should not be considered exhaustive as they are only mentioned when relevant to detailing events or tactics, while the primary purpose of this document is to detail Advent's innate abilities.

Personality Profile

Advent generally presents himself with a humble self-effacing attitude towards others as a means to defuse conflict and 'keep himself real' as with the inhuman perspective of his other lives and the disconnect from the world engendered by the ten year time limit in any given world it would be easy for him to slip into solipsist megalomania.

He lives his life under the (correct) impression that every action and thought are being scrutinised by an unseen audience. Frequently he will refer to this audience, addressing them as 'Chat', and seeks to perform for them under the (correct) belief that the purpose of his journey between worlds is for their entertainment. This leads him to insert himself into situations of significance both on a global and intimate scale, as such events form a source of 'content' for his audience. This conflicts with his own desire for a quiet and unassuming life, and often causes him to detach from events after the initial surge of interest. It is predicted that reading this document will make Advent 'follow through' more judiciously, as he is quite receptive to criticism.

Viewing the world through the lens of a fictional story which he has already read, Advent has preconceived notions regarding many people he deems of 'narrative significance' which can colour interactions with them for good and for ill regardless of someone's public persona or attitude taken towards Advent in turn.

Owing to his wide variety of powers and physical prowess, Advent takes a cavalier attitude towards violent confrontation. So long as no one else is endangered, he typically limits his abilities in order to make a conflict more interesting and to reserve abilities as surprises for true threats. Despite this document detailing his abilities in sufficient detail to ruin said surprise, it is predicted he will maintain this attitude. However if Advent believes an opponent to be a genuine threat to himself, or a threat to innocents, he will execute surprise attacks with overwhelming force in order to end conflict without risk.

Politically, Advent's beliefs hew left-libertarian, and although he holds some authoritarian sympathies in extremis, he holds no respect for right wing views. In particular he despises extreme right wing adherents and 'Nazis' who he views as easy and unsympathetic targets for him to exercise his powers on.

In terms of morality, Advent is motivated to leverage his powers and resources to altruistically help others. He has little faith in laws and government, viewing them as inherently self-serving protectors of a status quo that benefits the few. Due to this, he will take matters into his own hands to right perceived wrongs without deference to legitimate authorities, and will break laws he sees as immoral with few reservations.

Powers

Advent's powers and abilities will be broken down according to the standard Parahuman Response Team power classification system. Threat numbers will not be provided as this is not an official PRT document, the classification is simply used for ease of categorisation. Capabilities within the realm of a talented ordinary human are excluded.

Refer to Appendix 2.A Tactics for a detailed overview of how these are used in typical scenarios Advent is likely to face or has previously demonstrated.

Mover

At his basic unaugmented speed, Advent can run at roughly 40mph for extended periods up to several hours. In his dragon form he is capable of flight at a maximum of 280mph with similar effort. His unaugmented reaction time is 0.1 milliseconds.

Time Control. Advent has a limited capacity to adjust his personal time-flow. Once every day he can pull on future time, effectively allowing him to do two things at once. For a total of 30 seconds a day, which need not be consecutive, he can modestly accelerate his personal time relative to others, allowing him to move and act more swiftly.

Time Stop. At any time, though he must wait between 12 and 24 seconds between uses, Advent can speed himself up to such a degree that the rest of the world is effectively frozen in time. This state can be maintained for 42 subjective seconds, and during it Advent cannot interact with living beings or their held belongings, but can otherwise move freely and interact with the environment.

Time Travel. Advent can freely travel back to a specific period 390 million years in the past. While in the past time continues to progress at a 1:1 rate with the present time, and upon returning from the past he always arrives at the same spot he left. He can take as many passengers as are able to make physical contact with him at the moment of transit, which takes 60 seconds of preparation.

Teleport. See Appendix 3.A Vancian Magic. This spell allows Advent and up to 3 people and their belongings to travel up to 1,000 miles instantly. Advent must have a clear idea of the intended destination, with a small chance of missing the target that grows inversely with the clarity of his mental image. Certain parahuman powers can prevent this spell from succeeding.

Expeditious Retreat. See Appendix 3.A Vancian Magic. This spell boosts the speed of Advent or anyone touched by 3mph for 10 minutes.

Shaker

Black Mud. Advent can generate from his body a magical black mud composed of 'All the World's Evils'. This can be produced in vast quantities, sufficient to cover a major metropolitan area within an hour. Exposure to the mud has a corrosive effect on the sanity of humans, quickly rendering most people catatonic or psychotic. Additionally the mud can be shaped into various configurations to use as a physical weapon.

Rubber Fists. This ability effects every other one, and is placed in the Shaker category due to the potential range it can have between melee and ranged attacks. Fundamentally Advent can guarantee that no matter how devastating his attacks are, they only do as much damage as he wishes. From full lethality down to leaving a foe passed out but otherwise unharmed. This cannot be changed by anyone other than Advent's own decision, even under the influence of all-consuming Master effects.

Light. See Appendix 3.A Vancian Magic. This spell creates a light source attached to any physical object that glows like a torch and lasts for 100 minutes.

Mending. See Appendix 3.A Vancian Magic. This spell perfectly repairs any broken object up to a mass of 1lb.

Solid Fog. See Appendix 3.A Vancian Magic. This spell creates a zone of fog anywhere within 200 feet, measuring a 20 foot radius and a height of 20 feet. The fog blocks vision past 5 feet, and reduces the speed of anything within to half a mile per hour. It can last up to 10 minutes, although winds above 31mph will quickly disperse it.

Gradation Air. See Appendix 3.B Magecraft. This spell creates objects that Advent can visualise the construction of. The size generally can't exceed that of a European auto-mobile, and these objects can't last longer than approximately 10 minutes.

Brute

In his human form, Advent can carry up to 10 tons of weight without strain, and 25 at his maximum effort. These values change to 120 and 300 tons respectively in his dragon form though this is more due to superior leverage as Advent's base strength and striking power are the same in both forms.

While toughness is difficult to fully quantify, weapons exerting less impact than high calibre firearms will not so much as scratch Advent unless they are magically enchanted to a level impractical for anyone reading this document. While harm can still be inflicted, Advent is considered likely to survive even the close proximity detonation of a nuclear device in the high kiloton range.

Advent is completely immune to all naturally occurring diseases and poisons, as well as any kind of effect that would induce paralysis, sleep, or slow his relative passage of time.

In terms of environmental hazards, Advent is unbothered by voltages of electricity below 300, acids above PH 1, temperatures between -100F and 300F, and sounds up to 180 decibels. While levels above these ranges can potentially cause harm, they must still deal with his innate toughness and regenerative ability.

Said regenerative ability is sufficient for Advent to completely recover from near fatal wounds such as bisection within three hours.

Black Mud. An additional facet of the Black Mud is that any parahuman effect that seeks to control or read Advent's mind must go through a portion of 'All the World's Evils' to reach him mentally. This is sufficient to block powers of limited throughput, and even ones capable of affecting vast numbers of people simultaneously can take longer to prove effective and subject their users to thinker headaches.

Heat. When engaged in combat, Advent builds up a resource known as Heat. This is visible as a glowing blue aura around him, and improves all of his physical abilities to a small degree, and can be expended to significantly increase the potency of a single physical attack. When his Heat is maximised, which can be seen by the aura turning red, he can expend it on Extreme Heat mode which massively increases speed and strength, and ensures he cannot die under absolutely any circumstances. Extreme Heat can last for 28 seconds.

Water Breathing. See Appendix 3.A Vancian Magic. This spell allows Advent or anyone touched to breathe water for up to 20 hours, the duration divided by the number of creatures the spell benefits when cast.

Endure Elements. See Appendix 3.A Vancian Magic. This spell allows Advent or anyone touched to be unbothered by temperatures between -50F and 140F for up to 24 hours.

Advent can draw sustenance from eating any physical matter, even rocks.

Breaker

Resurrection. Should Advent actually be killed, his body and belongings swiftly disintegrate and within a day he and his belongings will reappear in a place of safety. Killing him multiple times in quick succession makes subsequent resurrection more taxing and take longer, and it is theoretically possible to exhaust him enough to prevent any further resurrections but this is speculative as it depends on his own willpower.

Master

Black Mud. The earlier mentioned Black Mud can be used to create minions of sub-human intelligence that are capable of following simple orders. Because they can be formed into varying shapes their specific physical capabilities are variable, with previously demonstrated examples listed in Appendix 3.C Familiars.

Hypnosis. See Appendix 3.B Magecraft. This magic can be used on groups of people at a time, and requires both eye contact and hearing Advent's instructions to work, but can place people into a suggestible state where short-term memory can be adjusted and orders implanted. All parahumans are naturally able to overcome this due to the function of how their powers work, otherwise exceptional willpower is required to resist it.

Unseen Servant. See Appendix 3.A Vancian Magic. This spell creates an invisible and shapeless projection lasting 10 hours capable of performing simple chores and repetitive activities. It must remain within 50 feet of Advent or ceases to exist.

Frightful Presence. Any time Advent physically attacks or performs a dramatically imposing action, opponents who witness it within 90 feet of Advent become unsettled with fear, those with little experience in battle likely to simply flee in terror while the more experienced become unnerved for 24 to 36 seconds.

Tinker

No applicable powers.

Blaster

Sting. This is Advent's parahuman power, and thus interacts in predictable ways with Trump effects. Unfolding a touched object (up to the size of a large truck) though nigh infinite dimensions, it becomes capable of ignoring all forces that would effect it, such as physical resistance or durability. Interaction with objects time-locked by other parahuman powers cancels both effects.

Dragon breath. Note Advent can use this regardless of his current form. Comes in two forms, both of which are functionally invisible but for their effect. A straight line projected 120 feet ages everything within by 30 years – no time passes, starvation does not occur, the physical body simply degrades as if it had become 30 years older. A 60 foot cone ejects creatures and their belongings (objects and terrain are unaffected) from the time-stream for 18 seconds, effectively travelling them forward through time. After using either version, Advent cannot use it again for 6 to 24 seconds. The ageing effect can theoretically be resisted with sufficient toughness, though this level is unlikely to be found outside of high-end brutes. The time travel effect similarly can be resisted with sufficient willpower.

Acid Splash. See Appendix 3.A Vancian Magic. This spell projects a small volume of acid up to 50 feet away, functionally equivalent to battery acid.

Blindness/Deafness. See Appendix 3.A Vancian Magic. This spell renders a subject within 200 feet either blind or deaf as a permanent magical curse.

Thinker

Though it is difficult to quantify, Advent's native intelligence, reasoning speed, and ability to make deductions places him more in the realm of a parahuman with a Thinker power than even the top percentile of geniuses.

Eyesight. Advent possesses visual senses that are considerably greater than the norm for humans. His eyesight is comparable to that of a bird of prey, able to judge distance with superb accuracy and see well even in his peripheral vision. Bright light doesn't impede his vision, and in low-light conditions he can see five times as well as a normal human can. Even in complete darkness he can see up to 240 feet, albeit this vision does not discern colour. This darkvision can be granted to others for up to 10 hours, see Appendix 3.A Vancian Magic though this version only extends to 60 feet.

Blindsense. Even without looking (and overcoming certain Stranger effects that do not remove the parahuman from physical reality), Advent can detect anything within 60 feet that is not blocked by physical barriers.

Hearing. Advent can easily hear a casually spoken conversation within 700 feet under normal ambient noise conditions without specifically paying attention.

Polyglot. Advent can speak and understand all languages.

Draconic Appraisal. Advent is able to identify the exact value of anything he looks at with just a glance.

Sense Motive. With a short interaction Advent can determine a person's overall ethical and moral framework on the spectrums of law vs chaos and good vs evil.

Alarm. See Appendix 3.A Vancian Magic. This spell wards a 20 foot radius area for up to 20 hours. Any time a creature the size of a rat or larger enters the area it can either mentally alert Advent so long as he is within one mile, or creates an audible noise in the vicinity.

True Strike. See Appendix 3.A Vancian Magic. This spell provides a moment of brief precognition solely focused around the next potential attack Advent might make.

Locate Object. See Appendix 3.A Vancian Magic. This spell allows Advent to locate the nearest example of any object he can clearly visualise, so long as it is within 800 feet. Objects encased within lead cannot be detected, and the spell lasts for 10 minutes.

Sting. This is Advent's parahuman power, and thus interacts in predictable ways with Trump effects. The secondary aspect of Sting gives Advent a near perfect sense of timing and trajectories.

Stat Sheet. Anyone Advent encounters, he can perceive their fundamental abilities in a similar fashion as seen in a role playing game. Demonstration of further skills or equipment adds more detail to the mental sheet as it constantly updates.

Dynamic Intro. Whenever a physical altercation begins with Advent, his subjective time briefly slows down and he is provided with some background information and the rough power level of his foe in comparison with himself.

Financial Wizard. Advent's understanding of financial markets could be considered a thinker power in terms of its scope and effectiveness.

Mountains of Paperwork. Simply by touching a physical document with a pen, or touching the keyboard while an electronic one is loaded on a device's memory, Advent can complete any kind of formulaic or administrative document instantly as if he had carefully considered and taken his time over the document.

Divine Mirror. Functioning on a similar basis to the Teleport spell of having a clear idea of the destination, Advent can create a one-way window allowing visual and auditory monitoring of any location in the world. The presence of the window on the receiving end is not detectable with human senses or modern technology, although many parahuman powers and tinker-tech devices will be able to detect it.

This is my Story. A supernatural sense alerts Advent should anyone he has an emotional bond with be in trouble, though it does not give any concrete details on the nature of the trouble.

A Father to your Familia. Much like the earlier mentioned Financial Wizard trait, Advent's organisational skills are on a similar level and can be applied to almost any field or scale.

Opportunist. What could be considered a sixth sense for seizing opportunities, momentary vulnerabilities or helpful coincidences are always immediately clear to Advent when they are presented.

Striker

Black Blade of Destined Death. Typically sealed inside of Advent's body, this can be unlocked to provide a significant increase to all of his physical abilities and allow the production of energy such as red beams, flames, and blades which are all extremely deadly. The reason this power is listed here and not as Blaster power is because of the sword it produces as its final aspect. A melee weapon, it erodes defences and imposes the inevitability of Death upon anything struck.

Even without unlocking the seal, Advent can apply the energy of Destined Death to his physical attacks, though at the level of the previously described energy manifestations and not the sword.

Greater Magic Weapon. See Appendix 3.A Vancian Magic. This spell can be cast on any weapon (or up to 50 projectiles), modestly improving its function in all parameters for up to 10 hours.

Tiger Drop. See Appendix 2.A Tactics for a more thorough detailing of Advent's martial arts capabilities, but this technique deserves special mention. As a counter-attack against any melee attack that requires precision timing, Advent can perform the Tiger Drop which in addition to being a powerful blow by itself, negates all damage that the countered attack would have inflicted.

Changer

Master Shapeshifter. Advent can freely change his shape to that of a human, animal, or even a fantastic monster. There are too many to list in this document, but in addition to creatures found in nature refer to Appendix 3.D Shapeshifting Forms for a more complete list of the possibilities.

Trump

Blessing of the Falna. Via a brief ritual, Advent can grant a status known as 'falna' to an individual. This immediately increases their physical capabilities to the level of a high end athlete. Those who are already physically fit receive a smaller relative gain but still come out stronger than those who are less able.

Over time by performing actions that push their limits, individuals with falna build up a store of potential power, which Advent can unlock with further rituals to improve the physical boosts granted by the falna, potentially unlocking a variety of superhuman abilities. See Appendix 3.E Falna for examples.

Dimensional Anchor. See Appendix 3.A Vancian Magic. This spell must strike a target with a physical ray within 200 feet. A target struck becomes incapable of using any parahuman power or tinker-tech device that would teleport them or move them to or through another dimension for 10 minutes.

Prestidigitation. See Appendix 3.A Vancian Magic. This spell has a variety of minor effects, and is thus considered a Trump effect for categorisation. It can slowly lift 1 pound of material. It can colour, clean, or soil items in a 1 foot cube each round. It can chill, warm, or flavour 1 pound of non-living material.

Reinforcement. See Appendix 3.B Magecraft. This magic can be used to boost Advent's physical abilities in any metric – from strength, to speed, to eyesight, or hearing. He can generally augment a function by 50% before risking injury from over-saturating it with magical energy. Objects can be reinforced to boost their function such as the sharpness of a blade or an object's overall durability, with the amount they can be boosted by varying by their inherent quality and sturdiness before they risk destruction from over-saturation.

Best in the Business. Anyone working directly under Advent will find their skills in whatever job they are doing expand to put them among the elite within a week, and continue to grow at a still noticeable rate after that. The effect is slower and less pronounced for those working on the fringes of his organisation but still apparent. This skill acquisition is permanent and does not go away if they stop working for Advent.

Stranger

Advent is specifically immune to the precognition of Contessa, The Simurgh, and Scion. Other forms of precognition are not guaranteed to work or fail regarding him, as he can alter a projected future if he applies meaningful effort to it.

Message. See Appendix 3.A Vancian Magic. This spell creates allows up to 10 people within 200 feet of Advent to hear any words whispered by any individual connected to the spell for up to 100 minutes. The effect is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of metal, or any amount of lead.

Invisibility. See Appendix 3.A Vancian Magic. This spell renders Advent or a creature he touches invisible to all forms of visual detection for 10 minutes. Any attempt by an invisible creature to cause direct harm to another ends the spell prematurely.

Major Image. See Appendix 3.A Vancian Magic. This spell creates an illusion within 800 feet which can be arranged in any configuration made up of 11 connected cubes 10 foot across on each side. The illusion covers visual, auditory, and thermal senses, and remains as long as Advent concentrates on it plus an additional 18 seconds.

Leave me Alone. Barring a pressing need or provocation (which this document presents), people will generally leave Advent alone and unbothered.
 
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Companions and Followers New
Companions

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Item Construction A - "Of course a helpful kouhai needs to know to make all kinds of useful items, like a potion cures status conditions and turns you into a Saberface, or an injection that boosts your luck with the opposite sex while removing your libido, or special headphones that let you only hear BB's voice..."
Noble Phantasm
Cursed Cutting Crater (Anti-World) Ex - "Isn't this really boring? I made things more interesting by taking away my invulnerability skill and self modification, but was that really me or was that Senpai being stingy so he could put all of his points into an unbeatable ultimate attack turns a scoop of reality into an imaginary number space where BB can disassemble and rewrite everything down to the sub-atomic level? Really, this kind of thing isn't cute at all..."

BB is Jason's first companion, and was created using the Servant Supplement rules as a custom Servant for the Fate/Stay Night jump where you can be absolutely sure people were very confused by her appearance. Her overall power level is reduced to fit in with Stay Night rather than CCC or Grand Order, and she's missing a bunch of skills, but she makes up for it with a Noble Phantasm that can match up with Gilgamesh's Ea, and the absurd luck to walk off a stab from Lancer's Gae Bolg.

Since then she's been an Idol in Yakuza, an Adventurer in Danmachi, and a Carian Royalist in Elden Ring. Currently she's a Rogue in Worm and known for her potentially terrifying sensory manipulation power that she uses for entertainment purposes, though it may not be long before she becomes better known as a villain...

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Also known the Mad Dog of Shimano, the boss of Majima Construction, Goro Majima is a legend in the yakuza underworld most known for being terrifyingly unpredictable. Due to a combination of drawbacks and scenarios in the Yakuza jump, he spent most of his time picking fights with Jason and then at the end of the jump with Kiryu able to peacefully run his orphanage, Majima followed along as a Companion to join in the adventures so he could find all kinds of new and exciting people to fight across the multiverse. He brought along Majima Construction with him, which effectively merged with the Jumper Family item Jason had taken himself in the jump which gave him a small yakuza clan of loyal followers.

Since then he's been an Adventurer in Danmachi, and a Haligtree Knight in Elden Ring. Arriving in Worm as a Drop-In, he has no history in Earth Bet, but surely he'll soon rebuild his terrifying reputation on a fresh audience.

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Perhaps noticing the skewed morality of the party thus far, or perhaps wanting a straight man type for comedic purposes, Airmid Teasanare became the third companion after the Danmachi jump. This jump saw Jason arrive in Orario during its bad period seven years before canon, giving him time to affect canon and build up his familia before Bell appeared. Airmid was snagged early on before Dian Cecht could get her as she was canonically in his familia, and during the course of the jump she spent more time adventuring and gained a higher level than her canonical self. Her level continued to rise through the decade she spent in Elden Ring, thus her much higher status seen here. She's far from the highest levelled person in the party, but she's also not the lowest.

She picked up an extra spell not seen in canon as well as a unique skill, plus a selection of development abilities skewed towards crafting which puts her firmly in the support role. Despite BB having the Item Creation Servant skill, no one really trusts her items.

She's only had one jump before Worm, spending her time in Elden Ring as a Needle Knight of Miquella. Currently she's a Rogue in Worm, of only limited renown due to having had very few chances to flex her bio-tinker power.

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Alexander is the most recent companion recruited from Elden Ring, he's a Warrior Jar, and took the Case 53 drawback in jump so he could continue to be a jar rather than having a human body while still being able to take the Hero background rather than being a Drop-In like Majima.

While few have realised his true power, Alexander is every bit a match for Alexandria when it comes to his parahuman power. Add onto that his long life as a warrior fighting every horror of the Lands Between, and this stalwart champion is sure to forge a new legend for himself on Earth Bet.

Despite lacking skin, he still has a falna and can gain levels in the Danmachi system when Jason updates his status. Perks of being a companion.

Followers

Followers are effectively 'items' purchased in a jump that come along into each new jump but don't get to pick up perks themselves, and their backgrounds in the jump are a function of their role as followers.

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Majima Construction and the Ryuzo Clan from the Yakuza jump are both basically integrated together, and for the purposes of the Worm jump the members became the employees of the Business items that Jason, Airmid, and BB all purchased. They were all there for Danmachi and Elden Ring and so all of them have picked up levels in the Danmachi system, some of them being higher than Airmid (though she has the additional benefit of her Elden Ring perks and the runes she collected there, so pure level isn't everything).

Aside from the people you might know in canon as Majima's minions such as Nishida and Minami, Jason's family includes a few recognisable Yakuza characters who's lives went differently. Kiryu's friend Shinji Tanaka survived the dissolution of the Nishikiyama Clan and joined the Ryuzo Clan, and Susumu Gondawara became captain of the Ryuzo Clan rather than patriarch of his own family, to give two noteworthy examples.

The Dragon Lair from the first jump is effectively the Warehouse for this Jumpchain, and it gets maintained by three groups of followers that came with it. First is the kobolds, who're basically just general gophers that do all kinds of work, having only started as a small group but multiplying as kobolds do so there's now dozens of them. Second is the fire giants, who mostly focus on crafting pursuits. And finally there's the maids and butlers, all of them human who're exclusively focused on cooking and cleaning and other domestic work.

They're all D&D characters, but nothing fancy. The kobolds are mostly warriors and experts with a few sorcerers, the fire giants are mostly just racial hit dice with a couple clerics, and the maids/butlers are exclusively commoners. They all have falna though few have even made it to level two because they don't really get many chances to gain excelia, and most of the kobolds and fire giants are also effectively Crucible Knights from Elden Ring by making use of the Crucible item that Jason picked up there and attached to his lair.
 
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