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Into Infinity (Jumpchain SI) (Dead)

Created
Status
Hiatus
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"Welcome, Jaedin Yuki, to the afterlife. Unfortunately, you've passed away just a few moments...
Build #1
BodyMod 600 CP
Build: Medium
Body Type: Athlete 100 CP
Str
End XXXX
Spd XX
Dex XXXX
Appeal
Shape
Sense
300
Flexibility 1
Metavore 100
Evercleansed 100
Warehouse 150 CP
Utilities
Electricity 10
Plumbing 10
Heat/ A.C. 10
ForceWall 20
Structures
Shelving
Housing 20
Misc
Stasis Pod 20
Portal 30
Food Supply 10
Return 20
Location
It's the birthplace of every adventurer, the lowest level town in the world and a wonderful starting
point for any low level adventurers to be. The people here are friendly and there's never a shortage
of new adventurers that come here looking for people to party up with. Low level shops abound and
there are apparently a few secrets hidden in the alleys, for the enterprising explorer. If you're not
interested in adventuring, you could pretty easily spend your life here as there's enough excitement
to keep things interesting. Can get surprisingly dangerous every now and then though.
Origins
The sneaky sort or at least those without much of a specialisation in other things. Rogues like you
often don't have the best reputation, though that's really more the fault of the people than the
class, but you'll have more potential and freedom than the other classes. If you're choosing to be
born in this world, you'll have grown up on the streets of the starting town, being known to people
as a rascal and street rat.
Race
Every world has them so don't be too surprised. You're one of the many basic humanoid races.
Humans, elves, dwarves, these are all the races that don't really have any special innate advantages
to them and are all accepted as part of good, civilised company. You may pick any fantasy race that
is humanoid and has no real benefit over a normal human for this option. The most difference you
might see is being a bit taller or shorter than the average guy.
Perks:
This world follows the same rules that it seems every new world does these days. On entering this
world, you were given an Adventurer's Card which we'll describe later and the ability to gain and use
skill points to level up. Skill Points are gained by killing monsters or other living beings and are
automatically collected from them when the deed is done. Gather enough and you will be able to
level up on your adventurer's card, increasing your base stats and learning or upgrading your
existing Skills with your new points. You can't learn something you don't have the ability to learn,
haven't been taught or that isn't part of your class. Ah, and Class? Another thing you'll automatically
receive. This'll dictate your general stat growth through levelling up here and the sort of skills you
can automatically learn and unlock via just skill points. Any fantasy RPG class can be taken, though
your origin will limit you to specific types. Rogues may take any stealthy, all-rounder or evasive class.
Mages may take any magic using heavy class. Knights may take classes that focus on high offence or
defence physical combat. Priests may take classes using divine magic or other support classes.
Bosses may freely pick. You will begin with a basic class but you can spend 100CP to upgrade to a
more advanced class straight away, which will give you better starting stats, stat growth and better
skills. An Arch-Priest or Crusader Knight for instance.
You didn't come down to this world without picking up a bit of extra spark along the way. You're a
former Goddess now, a divine being that has lost a large portion of its power but still retains
incredible abilities and varied powers. Just for being what you are, your beginning stats in this world
are far higher, equal to an end game adventurer. You are also able to draw magical energy from any
who worship you in this world, though this particular trait won't persist past this world without a
certain perk. As a Goddess, you also have a series of purviews over which you hold divine power.
You may pick up to three different things to hold power over, such as Water, Luck or The Arts. You'll
find yourself blessed in regards to these things, effortlessly skilled in anything relating to them and
with vastly more power when you use magic associated with your purviews. You also have an innate
affinity to your purviews which may provide passive abilities, such as being immune to heat damage
if you pick Fire. You will also choose whether you are a good or evil Goddess, though this won't
affect your actual morality. Instead it will give you either a Holy or Unholy attribute, respectively.
You'll gain an immensely powerful aura for which attribute you choose, such that a Holy Goddess
could kill high level undead with a single tear due to the holy energy infused within or badly harm
them with a touch. It will empower any Holy or Unholy abilities greatly too. Lastly, buying this will
boost any capstone perks or items that you purchase, as detailed in the notes section at the end of
this document.
It'd be really unfair if we asked you to just drop into this world without even knowing how to speak,
wouldn't it? Usually we'd just stuff your brain with all the info you'd need but apparently, we're not
allowed to take the usual brain trauma risks. Lucky you. Whenever you come to a new world, you'll
automatically receive a wealth of information about it, as if you'd grown up there. You'll know at
least the main language, the main culture, the pricing and measurement systems, some of the
dangers that are common in the world, how to get work and a bunch of other stuff. Go to a new
world and we'll do it again, all risk free. It's not going to let you waltz into the enemy stronghold but
it will help you get on your feet.
A rogue is more than just a charming smile and a cloak to hide under. If you didn't have the skills to
match your occupation, you'd be quite the embarrassment. You've got the skills to sneak around
even some of the more perceptive monsters in this world, you've just about mastered the Steal Skill
that allowed you to take things from people from a distance, though your luck will determine what
you take, and you're pretty good at fighting dirty as ideas to take advantage of the opponent and
your surroundings will pop into your head one after the other.
Blessing from a goddess? As if you'd need any of that. You were born with a luck stat that
outmatches anything short of a literal God of Luck. Most adventurers might see the Luck stat as a bit
of a dump but yours is so high it's like magic. Even if your opponents rig the game, losing a game of
chance or gamble is nigh impossible. Skills that only have a chance of working? Them not working
perfectly will be a once a year occurrence at best. Even in things not directly related to luck, you find
yourself taking absurd advantage after advantage. Master class fighters trip over their own feet,
weapons break mid swing towards you, and monsters develop sudden sicknesses. It's rare that you'll
enter a conflict without at least a handful of small advantages and almost impossible for you to not
get at least one stroke of luck in any fight. That said, your luck seems to find that getting you into
interesting situations is also an aspect of being lucky. Be it adventures, romances or mysteries, you'll
be guided by your luck into having an interesting life...though it can get quite dangerous at times.

Items:
The sign of your adventuring nature. This is your Status Sheet, effectively. It denotes your level,
statistics and any special abilities that you have. It's also proof that you're an adventurer and will
give a good idea of how strong you are and how good an adventurer you are. If you ever lose it, it'll
appear right back in your hand the next time you need it. You use the card to level up with skill
points in this world, so don't let anyone else get a hold of it if you've got unspent points.
The currency of this world. You've got a fair sized amount of it in here, around 50,000. It should be
enough to set you and your party up with some beginning gear and let you stay a few nights at an
inn at least. The bag will refill once a year and in future worlds, will be filled with the currency of
your current country.
It's a whole new world, filled with excitement and wonder. And things like needing a job to pay for
food or a house for shelter at night. Gotta wake up from the fantasy sometime. You'll have a few less
worries with this at least as a comfy house will be waiting for you in each world that you go to. It's
fairly large, having enough room for a half dozen people to comfortably live together. If you're
willing to shell out an extra 100CP, undiscounted, you can upgrade this house to a luxurious
mansion. It'll eve be maintained for you by ghostly servitors from a nearby cemetery, apparently not
yet wanting to pass on to the next world.

Companions:
We'd really like you to take her off our hands. She's gotten awfully lazy, loud and boorish as of late
and seeing someone like you, working on these point things, we thought we'd do our best to get
Goddess Aqua to just bugger off from the divine realm. Sure she's loud, stupid and unlucky but you
can't say no to that power, fan service and....you can't say no!
Please take her off our hands. It won't even cost you anything. We'll kick her down with you. She'll
become a companion free of charge, though she will have only her abilities as a fallen Goddess.
Please don't leave her with us.

Drawbacks:
You came into the world just a little bit earlier than you normally should have, taking the spot of a
young man who died a rather embarrassing death. Kazuma will no longer be present or coming to
the new world, with you taking his place and time of entrance. Whether you follow his path or not is
up to you but his place will be left empty and open.

Luck Capstone
Miracle Man- Your luck is far further reaching than normal. You're just as lucky as ever but now your
luck will actively work to set up things in advance or from a distance to eventually help you. If you
enter a new world, your entrance will cause a shock that saves the life of a powerful wizard from
their demonic foe, eventually leading that wizard back to you to become a loyal and strong ally.
Instead of having their weapons break mid swing, enemies might just hurt themselves before ever
leaving camp to come and encounter you in a fight. You might not be aware of your luck working but
it'll be constantly supporting you form the background as well as with immediately obvious things.
 
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