

It's like a train wreck you can't look away after a certain point.

Yes, I know, Homestuck is bad, cry me a river, it's a handy reference and I know a lot of us have read it. No cycles of infinite Wish spells, nothing that's only supposed to be possible with Planeswalker-tier or, heavens forbid, Power-tier (in the Planescape sense, where Powers are deities) abilities. Combinations that are strong will remain strong, but anything that is too broken gets brought into alignment with reality. Before that week is up, important information can be accessed by attempting to remember it consciously, but reactions will not match the new background's past until integration moves along some.Ģ) Powers that accomplish the same thing, or close to the same thing, can be combined if it makes sense a Conduit that gains the ability to generate their element doesn't shoot electricity to absorb into their Conduit energy "pool", they just spontaneously generate their element with their Conduit powers.ģ) There is a tacit understanding that, Rules As Written, some power combinations break the 'game', but this isn't supposed to be a game with an exploitable engine. If you make your own chain, you can make your own rules.ġ) Memories are integrated smoothly within 1 week of the Jump beginning, mostly sorted through while resting. These, then, are the rules I'm laying down for myself. Other Jumpers might exist if I think they'd serve the plot as antagonists or simply background noise (I'm considering a sort of Jumper Tavern that allows people to meett up between jumps, share a pint, and swap stories and suggestions on fun destinations or places with useful abilities, for example). That's a very important aspect Justin Avery will never meet a Jumper controlled by another writer.
#NOXIMILIAN THE CLOCKMAKER FREE#
Each writer is free to interpret the rules however they feel like, since Jumpchain is inherently a single-player game. These PDFs allot a number of Choice Points, which are spent on skills, powers, and physical augmentations unique to each Jump. In order to lay down the rules, the Jumpchain community creates Jump PDFs, stored here. At the end of a jump, the Jumper has the choice to stay permanently in that universe (which causes them to vanish from the "real" world), return home as if they'd died in-jump, or make another jump.

If the Jumper dies, they return home at the exact moment they left, but keep everything they got. In exchange, they can amass powers, skills, and followers/companions from all of the dimensions they visit, and are restored to a young age and new body every time they make a jump. The Benefactor is bored, and wants some entertainment, so it strikes a deal with our protagonist they jump across different realities in 10 year increments to provide entertainment. Nothing particularly special maybe a couple handy skills like programming, maybe a college education, but generally just an ordinary dude, and I give them an extraordinary offer from the mysterious Benefactor (colloquially known as Jump-chan or Jumpchain, depending on who you ask). So, what Jumpchain is I take my character (Justin, in this case) from modern day Earth. Every Jumpchain, as far as I can tell, should start with a quick laying down of the rules, in case you've never heard of the concept before. I don't really have much of a plan right now, per se, but I might set one down without telling anyone, so if I can't answer questions without spoiling things then I won't. That's not saying I'll mindlessly follow any advice from anyone, but I will read what you put up and take it under advisement, as long as you don't strike me as clearly not having read the post. I would absolutely love criticism on my work, since I like being good at the things I try to do. Try being the operative word here, since I still, for the life of me, don't know what you people do and don't like.

I've been reading stuff on SB for a while and I've decided I'm going to try and write something interesting.
#NOXIMILIAN THE CLOCKMAKER SERIES#
Filmography Animation Dubbing Animated Series
