General Jumpchain Thread the 13th RP (2025)

Incarnation: Exile
Agenda: Integrationist + Inquisitor

Drawbacks:

Compressed Stay x7 +700
Power Lockout +400
No Liar's Tongue +400
Two Way Pactx3 +300
Cult of the Machine +200
Cryptid Attention +200
Cult Attack Cryptids +100

1000 + 2300 = 3,300 cp
plus item and power stipends!

Perks:

Numina and Influences Oh My!: Free to all Exiles
Angels have special powers called "Numina" and "Influences", these are respectively blunt and direct applications of ephemeral powers which one must use to say, regenerate from damage, blast someone to pieces, move at super speed or otherwise bend the world in obvious ways! And Influences are well, divine influences over specific aspects of reality! The God-Machine creates Angels with Influence over all kinds of things, but usually they don't just grow new ones from nowhere... That's not an issue for you Jumper, with this perk you can by studying and trying to expand your Influence over any given thing learn to control it! Note than an Influence is probably not any broader than say "Fire" or "Lightning" or similar broadness of concept, you aren't getting control over every element off a single type of Influence, and each one you possess has to be learned and improved separately, this is still a broad and easy to expand upon set of potential powers though.

The State of Twilight: Free to all Exiles
What's Twilight you may ask? In Simple terms in the Chronicles of Darkness, Twilight is the ability to become intangible! Best of all every kind of intangible thing works off in essence a different "frequency", ghosts exist in their own type, spirits a different one, ect. And Angel Twilight? Well nobody can access Angel Twilight besides other Angels! This won't save you in a fight against your own kind (or former kind in some cases) but it can let you easily spy on and phase through attacks of anyone who's not an Angel before coming back into reality to deal with them, or just run off if you so please!
Whatever you use it for, this will grant you an unmatched ability to evade and bypass mundane observation and security Jumper, just don't get too cozy around GM stuff. Finally in future Jumps, given that you're probably the only person who even has anything to do with the Machine, anyone capable of interacting with spiritual beings becomes able to affect and interact with you in this state to make up for that lack.

The Nature of Infrastructure and Magitech 101: Free to all Exiles
Infrastructure is the strange occult machinery through which the God-Machine works, and with this Perk Jumper you now understand how to use and even with time build it! Infrastructure can do... Pretty much anything, actually, but creating it takes time and resources, the bigger the project the more it'll take you in every sense of the word Jumper. If you'd just like to turn chicken eggs into robin eggs for some reason, that's probably a pretty simple Occult Matrix (why are you doing that though?) But if you want to grant yourself immortality or the like, then it's going to be a vast undertaking needing many strange and mundane materials alike that could take decades to finish fully.
Besides this, you'll have an instinctive grasp on how the GM's own workings function and how to make use of them, plus in future worlds you'll gain a good if lesser talent for understanding and utlizing any form of Magitech you may come across, it won't make you an instant master outside of Machine things, but it'll give a good headstart in its general use case.

Basic Combat Skills: Free to All
This Perk won't make you some absolute master of violence Jumper, but it will give you the basic understanding of how to utlize your limbs in a fight, various melee and ranged weapons, or even explosives of varied types at a basic but competent level. While not all Unchained and Exiles understand how to fight violence is a useful tool in the kit of most supernatural beings at one point or another. You'll have enough skill to avoid your moves hurting yourself, evade simple blows if you can react quickly enough, and general place your shots in spots that will actually do damage with ranged or melee attacks.

Master of the Cypher, Builder of the Pentagram: 400/2900 CP
First some context, let's talk about the basic powes of Demons in brief. Embeds are subtle powers which typically function via warping chance and the underlying laws of reality quietly, these abilities (usually) don't attract any attention from the God-Machine when used and can do things like turn a deadly blow into a graze, let you knock someone out in a single punch no matter how weak that blow was, bend things so your Cover endures in the face of a Compromise to it, or warp chance bluntly so that a lucky break simply happens to occur at the right moment!
These powers are also grouped into 4 types, Cacophony focused upon destruction and breaking which is favored by Destroyers. Instrumental focused on defense and proactive threat removeal before issues arise favored by Guardians. Mundane, mainly used to evade notice and move about without anyone knowing you've done so, favorite of the Psychopomps. And Vocal which is used for social manipulations and communication mainly by the Messengers.
These examples and groups are a small sample of a Demon's power, and Embeds lead naturally into Exploits. These powers are what happens when you take an Embed and overcharge it with Aether, run off from GM projects which serves as the supernatural fuel of Demonic ability when they need fuel. Exploits are where things like conjuring hellfire, turning a beast into a monster for your use, stopping time itself, and other such blatant feats of power which leave no doubt as to if the Demon is a supernatural being. These abilities do however potentially draw down the attention of their maker upon them when put into action as a tradeoff to their raw might.
Finally every Demon has a Demonic Form made up of a collection of Form Powers which grant them generally passive abilities that are facets of how their true body works, these powers will be detailed below more fully in the Form Builder section but for now just now they grant things from teleporting, to built in weaponry and armor, mind reading or seeing in the dark, and many other more physically focused abilities compared to the first two types.
So why is this Perk where I chose to go over these things? Because a Cypher is a collection of powers mixed together, unique to each Demon in fact. They come in sets of 3 new powers, each built up from a collection of 4 Embeds called Keys, under normal circumstances. By default these are always composed entirely of Embeds and nothing else, but this perk allows you to construct yours from a mix of Embeds, Exploits, and even your Form Powers Jumper! Besides that it also ensures you'll have mastered yours, the Cypher is some thing left behind in your nature, some secret facet of the world and GM related to your original design ultimately, learning it enhances your Primum (raw supernatural power as a Demon) by several ranks besides granting those neat new tricks, but what if you wanted to do something new and unheard of with yours?
Say no more, with this Perk you can form what's called a Pentagram Cypher, by installing a fifth Key into your set of Interlocks you can build a whole new set of five new powers for yourself! In fact, you'll gain five new Interlocks bridging the first and third, first and fourth, second and fourth, second and fifth, and third and fifth Keys! Normally this would also break your previous set of Interlocks, inflict a permanent Major Glitch onto you which is very bad, and cause a massive Compromise at the time of doing it, bad news all around right?
But since you're buying this with CP I'll let you just make a Pentagram of your Cypher without any of the downsides it has for normal Demons, no damage, no loss of previous Interlocks or Glitches you can't fix, not at all. You'll just get a new set of powers mixing the previous ones in strange ways to do as you please with.
Additionally this Perk functions as a Capstone Booster. And if you're an Exile taking this perk? Well figure out how your Influences and Numina function as a Cypher for you responsibly Jumper, whatever they do it'll surely by a crazy mix of effects.

Dual Agenda 100/2800 CP: Those Agendas and their fancy discounts above? You can take two of em now, but that's not all! In any future Jumps you take you'll be able to nab two "faction" or otherwise group based Origns for yourself even if having those two makes no sense! How? You're a Demon of course, you probably have two Covers with different loyalties which makes total sense of this naturally! Whatever the case, from now on you can be a two faced spy in a powerful sense Jumper.

Covers and Pacts, a Demon's Best Friend: Free to all Demons, 100/2700 CP for Exiled Angels
No not covers for your clothes or something, I'm talking about Covers for your physical and metaphysical identity. With this you can now perfectly hide who and what you are from... Anything or anyone really, God itself can't find a Demon in Cover with blunt supernatural means, what chance do lesser foes have? What is a Cover though? It's a collection of traits which form an identity that is (probably) some kind of human which you hide behind to keep the GM from finding you. These are notable identifiers of some kind, things that would make a person who knows of the Cover go "yeah that's them", a career, an ex spouse, or a case of cancer is valid, but having once stubbed their toe while mowing probably isn't unless they've made that a hallmark of their identity for some reason!
As for Pacts well, how does one buy and sell traits and relationships? With a Demonic Pact of course! Demons can form the traits they purchase into covers, either mixing them over time to forge what's called a "Patchwork Cover" or buying someone's identity wholesale and cashing it in later as a "Soul Pact" to quite literally entirely become them. Why would people sign up for selling you parts of their identity though? Oh many reasons, you can grant them wealth untold, grand skills, amazing innate talent, and many other things. Here's the balance though, the more you take the more you've gotten give otherwise it'll cost you in supernatural power and resources, unbalanced Pacts wildly in your favor are a good way to cause yourself problems as a Demon! You may note this does not include giving your friends and allies Pacts unbalanced in their favor, that's intentional, the game this Jump is based on doesn't stop you from buffing your friends and minions and neither will I. Though too much abuse of it might drag down the GM's attention if you're moving around things it can notice like physical resources and such.
Exiles don't hold this ability naturally, but since it's iconic of the game I'll let them buy it for cheap just like Liar's Tongue above.

The Art of Spycraft: 100/2600 CP for Exiled Angels
Congratulations Jumper, you have the amazing power of actually knowing how to act like a damn spy! You can case a place to figure out entry and exit points without being noticed, sneak around, move quickly and quietly at the same time, perform disguise work and break into places. Really anything you can think of that a talented spy might be capable of is within your grasp on a mundane level, while this won't innately give you enough Demonic powers to keep up with the GM's best agents, it'll surely give you the skillset needed to figure out how to apply your new tricks efficiently and with minimal chances of being caught! Exiles on account of not being innately hunted by the Machine, must pay 100 CP for this Perk as it is not a mandatory survival skill for them.

Half Renegade: 0/2600CP
An Exile isn't truly Fallen, nor are they an agent of the God-Machine any longer, and you now embody this dubious state Jumper. When you've joined any group you can to some extent turn against them and become a free agent again with no true consequences upon yourself so long as you don't act against them openly. Even being welcomed back into the fold later with minimal to no questions only to repeat this song and dance once more later on if you so wish, just don't actively try to destroy them (that they know of) and you'll be free even if these people normally kill all deserters ASAP!

Angelic Connection: 100/2500 CP
No Jumper not bargaining and connecting with other Angels (that's in Integrator perks down below), this Perk allows you to literally stay connected to the God-Machine to some extent. It's not perfect, but you can read the eb and flow of this divine construction to better understand it's goals and deployment aims, predicting what Infrastructure is being built and what it does or where a GM group is being sent before it happens by literally reading the divine network. In future Jumps, this will allow you to connect yourself to some other Being or nebulous force like Fate or Destiny or such to read in the same way as you can GM networks here.

Incepts, The Horrors Angels Bring to Bear: 200/2300 CP
What's an Incept? Well with the direct support of the GM an Angel can bring out special highly dangerous powers that modify their other abilities in some ways. Such as multiplying the number of targets/attacks launched, area affected, duration, making something take longer or less time to activate, ect.
Normal Angels couldn't do this an Exile, but you're different Jumper. You can use any Incept in the GM's book as you please and then some, you're able to invent entirely new ways to warp and bolster your powers like those stated above! This won't give you any totally new tricks, but it's a bag of metaphorical metamagic for everything you're capable of doing so it should come in handy sometimes.

Self Determination: 300/2000 CP
Every Angel is made with a purpose in mind, normal Exiles break down mentally when they stop getting orders, but not you Jumper. You can select your own personal purpose, and change it whenever your goals shift so that it no longer matches what you truly care about. But what does this do?
First off no power in this universe or any other can stop you from pursuing your purpose to the best of your ability, full stop. This protects you from mind affecting and such as a side effect, but the true impact is that you will always chase this to the utmost with a dogged determination that puts the most stalwart of humans to shame till you choose to back down for some reason like shifting goals or needing a break.
Secondly? You're much more efficient and effective when pursuing this self given mission in a direct and active way, just doing something tangetnally related doesn't count like it would for the protections. But if you're gunning for it properly then your shots and blows are aimed better, you can slip past guards you'd never outwit normally, and when you need to hack a computer if you only had basic training you could were it mission critical probably find some way to carve through top end government security. So long as you follow your determination you'll match up to nearly any challenge in your path.
Capstone Booster: To Go Even Further Beyond
But what if doing the best just isn't good enough anymore? Alright then, you can now invent entirely new powers in active pursuit of your mission then. Before you ask, no this isn't infinite, nothing you invent can be more than half as strong in terms of raw destruction or scale as your strongest current power, and these new abilities won't last for long, a few minutes at most in fact. But so long as it's critical to the mission you're chasing after then these temporary new tricks can make up for a lack of specialized supernatural power when it would spell failure otherwise. Just as long as you didn't need it long anyways, raw self determination can't replace proper planning forever! And it can't do it very often either, you can only use this effect of this perk once per Day so don't plan your operations around it constantly or anything.

Divine Favor: 0/2000 CP
Integrators tend to be rather good at understanding and bargaining with Angels of the God-Machine Jumper, and with this Perk you'll be better than nearly anyone else among your kind with that. You can figure out what Angels want and how to phrase things so they'll at least consider your words within a single conversation fairly easily, though if their mission is killing you or they're enraged for some reason beyond listening this Perk probably won't help much. In future Jumps, this Perk will allow you to have the same grasp on any other Divine creatures or Gods you may encounter.

Esoteric Empathy: 200/1800 CP
Divine Favor may give you a good grasp on well, the Divine, but there are strange things till you may end up wanting to integrate with as well. Angels and most divine beings still have something akin to understandable human motives typically, with rare exceptions. This Perk? It lets you get those rare exceptions, you can now empathize with and grasp totally inhuman mindsets and likewise cause beings with those mindsets to respect you as though your own nature were one of their kind. From bargaining with an Outer God's servants or potentially the God itself, to cutting deals with barely sapient metaphysical forces that may or may not have any normal understanding at all, now you can make a connection and learn how to integrate with such weirdness Jumper.
As an added bonus this Perk also protects you from the potential consequences of any esoteric knowledge you happen upon in the process of using this understand, the things man weren't meant to know will never harm you as your razor sharp wit in dealing with such things can grasp them with ease.

Ghost to the Machine: 300/1500 CP
Normal demons have to worry about being hunted by the GM just for existing, but that doesn't apply to you any longer Jumper. Angels will now regard you as a neutral party so long as you don't directly interfere with any of their goals, and you can now even actively modify Infrastructure without reprimand so long as this doesn't compromise the purpose any, go forth and study freely without fear, so you may gain the understanding needed to make your Hell of integration a reality. In future worlds this Perk has two ways of functioning, decided by you whenever you enter a new Jump. Either you'll decide upon a new similar being to gain these benefits with, allowing you to profit off their works, or... Incorporate the God-Machine itself into the settings you visit from now on, it's odd neutral nature towards yourself allowing ease of study and constantly building up the understanding of its techbase you're working towards rather than pivoting and adapting to new forms of power. Whatever you chose, no God will hunt you just for being Demonic or using Demonic powers from now on.
Capstone Booster: Infrastructure Architect
While Exiles with their increased understanding of GM tech from a greater connection to it have a basic understanding of the stuff, you've studied it so hard in trying to become a part of the Machine again in one sense or another you're now damn good with the stuff. You can build the impossible reality warping constructs of the God-Machine your own damn self now, creating them to perform various functions as you desire, this won't let you make a whole new Machine of course, even your understanding isn't that great. And creating Infrastructure takes both resources along with time to make it happen, but it's enough to make some serious reality bending creations for your own purposes. And if original creator of Infrastructure is around for some reason? You can piggyback your projects off existing works in the world to create greater effects as well, so long as they don't interfere in any of the missions involved no Angel working upon them will stifle your attempts at using these works to aid in forging Hell.

Where the Bodies are Buried: 0/1500 CP
The Inquisitors believe that information warfare is the most underappreciated form of warfare and thus seek to master it, focusing on gaining secrets of the Machine and other foes so that they can always have a plan for how to respond when needed. With this Perk you'll gain an extra sense that lets you figure out where secrets are hidden, specifically by focusing on an area you can gain a sense for where secrets within it are (though not what they mean or will be), or by focusing on a person you can gain that sense for where their secrets are hidden instead.
And once you've found the info? Then your new sense will put together some context, telling you who this secret belongs to if you don't know and giving a rough impression of how it can be used to either harm an enemy or benefit yourself depending on which it's better for.

What's the Sitch?: 100/1400 CP
Information is worthless if you don't know how to apply it, isn't it? So when you enter a new situation you'll get a sense of how the information you've got can be effectively applied to reach your goals in this situation. If a building is under terrorist attack and you want to escape from them, your knowledge of the layout would tell you the quickest and safest route your knowhow can provide instantly. Likewise if you're seeking to talk someone down from a fight, your knowledge of them will point out the easiest way to do that.
This Perk doesn't care much about the long term consequences of the actions you take in using it though Jumper, if leaping out of a window to escape enemies and using your powers to survive unscathed draws down trouble later well, that's tomorrow's problem for you to figure out then isn't it?

Information Warfare: 200/1200 CP
As I said, it's the most underappreciated form of warfare there is, and this Perk gives you a comprehensive knowledge of the subject. You'll know how to easily and swiftly obtain secrets through investigation, social manipulation, and any other methods one can think of that are relevant to Information Warfare within the current Jump (though this won't give you new supernatural powers, just skills and knowhow).
But that's not all Jumper, this Perk puts the Warfare into Information Warfare, now the more secrets you have about your enemies put into a plan for tackling them, the better you'll be able to fight against them in open battle. When the agents come calling because you've been poking at their secrets and devising plans, you'll find those plans of yours working out much better than they should for anyone who follows them, attacks are evaded that shouldn't be, shots hit more easily, and as long as you stick to the plan divised from their secretive info then even a nerd with minimum combat skills could contribute competently, and a good warrior to begin with would become a nightmare made real by going with these plans.

Information to Change the World: 300/900 CP
So you're a master of information warfare who's got all kinds of secrets and less hidden data gathered, but now what are you going to do with it? Why build your own personal ideal of Hell of course, or at least have a good headstart on doing so. By revealing the secrets you've gathered up you can force a result you want from that revelation which makes sense in theory even if it's unlikely or impossible in practice. If you were to gather conclusive details about the existence of the God-Machine and expose it to all the world, arming them with the tools to fight back against it's manipulations, then they'd start doing that if it's what you want rather than just descending into a mad panic. Likewise, by gathering up the data about a corrupt corp and showing it to people in a Cyberpunk world where it'd normally be shrugged off, you can have folks unite to fight against or properly boycot that corp, manipulate the world itself with your secrets Jumper. This Perk can only impact physical reality as most of the setting knows it though, you aren't going to render God powerless just by proving the right things.
Capstone Booster: Esoteric Information Warfare
Unless of course you have this, then you might just be able to pull that off. It's not instant, and it isn't absolute, but by finding the secrets behind metaphysical beings and forces then revealing them in such a way people would be driven to want those things changed you can start making them change. Unlike the previous Perk this won't make the result just whatever you want it, you've got to the result follow logically from the united will that's enforcing this change upon the world, but if you can do that then you could even shift the rules of the God-Machine or other divine entities by just giving people information to make them want it bad enough.

The Pen Is Mightier: 600/300 CP
This Perk is an enhancement and building upon of a few specific powers of Demons, namely "Play On Words" and the aptly named "The Word" which respectively let a Demon bring puns to life, and force anyone to obey a single command they speak, which only works on a single person at a time. But you're not limited to just those functions any more Jumper, you can use The Word on any number of targets within earshot as you'd like now for one, and you can do it without attracting the attention of the Machine or burning your Aether supply as Expliots normally do too.
As for Play On Words? Normally a Demon can only actualize the double meanings and puns of words spoken by other people, now you can use your own phrases and dictate precisely how that double meaning manifests Jumper, but this little trick is still obvious and blatant enough to draw down the attention of the GM upon you or in future settings set of alarm bells for anyone else who's against you that can detect esoteric energy. Warping reality with your words isn't a quiet art.
Capstone Boosted: Winning Hearts And Minds
The fundamental limitation of The Word even with the Perk above is that it lasts for but a moment, you can get around that now though if you push a little harder. Simply order someone to become absolutely loyal to you and they'll do it, staying just as competent as they'd be otherwise merely now devoted to you and your causes above all else. This effect may only be maintained on a few dozen people at any given time however, but it's a potent ability to simply walk up to someone and hijack them long term with a single pair of words.
Additionally your Play On Words can now just skip past the "actually needing a double meaning" part of it entirely, by speaking no more than say a single sentence you can brute force warp reality to conform to it exactly as you envision on a localized scale. This won't be able to instantly kill anyone (though it can injure them greatly and leave them too hurt to fight back) but besides that, the sky's your limit within that one sentence limitation. This does count as a rather hefty compromise of your secrecy though, not enough for people to know where you are instantly every time but expect the aftermath of this reality bending to leave behind an exotic energy that those who know your ilk can track you down with in the affected area for a day or so.

Unseen Paper Pusher: 100/200 CP
Do you love being normal? If so this perk is for you, specifically with this Perk you'll be taken as the kind of 'normal' which gets to wander around literally anywhere that might need someone who does math and runs numbers. A government base? Sure they have people for that. A store's back rooms? You bet. As long as you don't do anything to attract attention to yourself somehow, you'll be taken as just a normal paper pusher and numbers type.
As an added bonus, this Perk also gives you the skills needed to actually analyze things effectively and figure out the numbers behind them, it's not an infallible skill, but you're on par with the best of mundane accountants and investigators for number crunching and quick analyzing of things. Just like a real master Analyst should be.

Never Tell Me the Odds, I Already Know Them: 200/0 CP
Analysts are the number crunchers of the God-Machine, they gather all its data and figure out the best courses of action from which to go with that data. And with this Perk you can do that second part easily. By taking a few seconds to examine a situation you're in and it's relation to the course of action you're considering, you can figure out the chances of that course of action working to reach your intended results from it. This won't tell you what a better plan is if those odds are wretched, but it'll give you the foresight to realize you should reconsider given the data at hand.

Powers:

+2,000 cp

Wound Healing: (600/1400 cp) You can regenrate about 5% of your overall "health pool" every "turn" aka 3 seconds, this ability will cure diseases, limb loss, and other forms of pemenant issues just as surely as a simple wound. As an added benefit, once per Jump or every ten years this Process allows you to come back from the dead at full strength in health and supernatural resources after being slain, your healing factor kicking into a wild overdrive to bring you back from the end. The revival effect applies even with this Form Power is not currently active as long as it's useable.

Plasma Drive: (400/1000 cp) With this burning engine in place of a heart (or however it looks on your form) you can quite literally dodge all day long, you're fast enough to evade a bullet after it's been fired when actively trying or dance between many foes at once with the same ease as avoiding one, and you can easily move long distances and still have time to land a good solid blow without even exposing yourself to a counter attack too. This ability will always notably increase your speed when activated, regardless of current base speed levels.

Teleportation: (400/600 cp) You can teleport to anywhere within your line of slight by spending some of your Aether, bringing anyone or anything you're touching along with you if desired or sending them off somewhere on their own even. For the purposes of this Form Power, a live video feed such as a security camera (or the Clairvoyant Sight Form Power) count as line of sight as well.

Mind Reading: (200/400 cp) Should thoughts really be private? As a techgnostic superspy you may not think so in which case this Technology is right for you Jumper. You can easily read the surface thoughts of anyone without specific defenses against mental intrustion, easy enough to do it mid conversation without skipping a beat even. But for deeper more specific things it'll take a bit more effort, you'll need to actively focus on drawing those things out and since the range of this trick is about 30 feet you probably won't be able to stare at most people without speaking for a few minutes at a time unless they're restrained, or you're just so charming they find it endearing I suppose.

Savant Core: (200/200 cp) Have you ever wanted to be great at something despite having no knowledge of it whatsoever? If so consider this ability Jumper, a Savant Core allows its owner to be equal to top world class masters of a single skill when its active normally. Yours though allows you to do this with any singular skill at a time, all you have to do is channel some Aether into it and you can pick up a brand new skill if the old one is no longer useful.
And of course "top world class master" is a by nature shifting definition on a Jumpchain, so this ability scales to the best world class master of any Jump you've been to. Going to a new setting with a lower skill ceiling won't make yours weaker now either, so enjoy this sometimes impossible talent Jumper.
As a final note, uncapper Perks and other ways of ignoring limits on a power sadly do not apply this (not that I can stop you from ignoring me if you want, but they're not intended to) as being able to obtain infinite mastery of any skill as soon as you acquire one would be perhaps a bit much.

EMP Field: (100/100 cp) The ability to destroy tech in a barely controlled way is one many Demons have, yours is a bit finer controlled though. You can take down all electrical devices of your choice within an area of about 300 feet around yourself by releasing a targeted EMP, choosing either to only short out those you specifically select, or fry everything that you didn't exempt from this field by design.

Conjuration: (100/0 cp) By using Occult-Science principles you were built with an understanding of, you become able to teleport any small (let's say no bigger than a single bicycle) inanimate object you're in contact with, you can place anywhere within 30 feet of you in fact. This is mainly useful for quickly drawing guns or slight of hand and theft tricks, but one could easily turn it into a weapon or defense with some clever application and the right materials.

Items:

+600 cp

An Angel's Guide to Basic Occult Physics: Free to all Exiles
This book contains a rudimentary guide on the basics of the God-Machine's strange occult physics, it won't show you exactly how to understand any specific Infrastructure, but it does offer a good grounding in basic principles that can be applied to more efficiently figure out how things are working or with great trial and error, begin to replicate simple things on one's own like healing or killing those who enter, simple concealment tricks most can't see through, or turning animals into Crytpids within rough design guidelines are examples of things easy to figure out with this grounding. Advanced and highly complex tricks such as time manipulation, space warping, constructing Angels, and other tricky but potent techniques might be gleaned in time by reverse engineering from this but they'll take a great deal of work to see how the basics fit together into grander forms.

Badge of Office: 0/600 CP
A blank badge which allows you to pose as any faction you wish (though only one at a time), even those with powers that should question it will find themselves simply being fooled and ignoring those traveling with you as obviously legitimate employees of your org somehow too. Acting outright against the interests of that org will make this fail, but otherwise you'll be taken as any normal member.

The Rules of Paranoia: 0/600 CP
A book on the basics of keeping secrets, avoiding detecting, and watching out for potential threats. It has the mystical property of insuring anyone who reads it will master these basics and have a good foundation to build upon, taking no more than 3 days for any given reader to learn if they dedicate themselves to it properly. It won't be of any use to you, but any associates less adept in Information Warfare will become much smaller potential problems by browsing these pages.

Badges of Divine Favor: 0/600 CP
A set of 8 badges you can distribute as you wish, so long as someone wears one of these they'll gain the benefits of the Divine Favor Intergrator Perk and find themselves far more liked and tolerated by gods and their servants. These badges only function if you possess the Divine Favor Perk.

GM Interface Device: 100/500 CP
This USB stick can somehow, plug into any Infrastructure and download a copy of its schematics and details over a course of time ranging from a few minutes for simple things to a few hours for the most complex pieces of work. To do this it'll have to reach the control panel or lacking such a thing, as close to it as you can get. And you'll need to read it off on a separate device and unless it has vast processing power doing so could be troublesome at best, but you can understand it given time and resources. In future settings this will allow you to download and read off the details of any tech or Magitech you may encounter and wish to know more about.

Angelic Binding Infrastructure: 300/200 CP
Some Angels are bound to a specific Infrastructure which will in time revive them whenever they suffer a seeming "death" unless killed with specific means. You now have one such Infrastructure Jumper, this shouldn't even be possible for an Exile but yours remains functioning against all sanity. Once per week when you'd be killed you can reform at your Angelic Binding Infrastructure with heavy injury and your supernatural resources drained, but nevertheless still alive. This process will take a day to complete. Finally if this Item is destroyed then it will take a whole month before it can respawn again, and if its destroyed while you're reviving well... That's a final death. Still, as long as its kept hidden or defended this will prevent the worst from coming to pass for you.

Esoteric Understanding Algorithm: 200/0 CP
This program which can be run from any device capable of computing is stored on a USB stick, and what it does is make sense of the desires and demands of esoteric beings. Esoteric Empathy allows you to grasp their mindsets and empathize with them, and avoid being driven mad by it too. But this will tell you precisely what the goals of any Infrastructure or Angel you anaylize with it actually are, how they connect to other projects in the area you know about, and how to aid (or hinder) them more efficiently if you so desire. Of course it doesn't only apply to the ineffable workings of the GM, this program is capable of decoding all sorts of Eldritch beings beyond the keen of mortal kind's designs with relative ease.

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Okay, the good news is, in an RPG about being hunted by God and his Angels, you are not being hunted by God and his Angels. The reality engine is indifferent to your existence - which is a separate kind of horrifying, but not one you can really do anything about.

You should still be be to use an Essence feed, having not really Fallen as such and thus probably don't have to seek out Infrastructure constantly to survive like Demons. But just in case, there's a ready made role for you. Friendly neighborhood information broker. Angels won't target you if you don't attack or actively, directly hinder them, you have a program that tells you exactly what any Angels or Infrastructure in the area is up to, and can download the specs, plus perks for being a peak human data analyst/investigator. Find the answers, then sell the answers to interested parties.

Drawbacks, a cult is hunting you with trained Cryptids, oh no! You have access to Twilight, you can become invisible and intangible any time you want and there's jack shit they can do about it but watch their hunting dogs run in circles. You can also just do the Code Geass thing where you tell them to kill themselves and they will, without hesitation. You can't effectively, directly lie to Angelic scrutiny so... don't? No outside powers, three mortals you need to support with mundane busywork, and your stay is just three years but packed with the problems you otherwise would have dealt with over a decade. Since the plan is to avoid any trouble if you can, I figure that evens out to moderately busy, because of the mortal entanglements.

You have superspy skills, are a crackerjack data analyst. You are really uinteresting, even when wandering high security areas, and can turn invisible/intangible at will and read minds. You can predict the odds of any plan succeeding and come up with a plan to achieve any short term end. You have all the espionage shit on lockdown.

You can also release information in such a way people do as you want with it, and can make real changes. You are exteremly effective when pursuing a self-set, all-consuming goal. You have stronger abilities than the player characters, access to Numina, and limited reality warping. A little weak on the combat, but you can still bullet-time, teleport, regenerate and become the world's greatest X, which can include commando or martial artist. You also repawn twenty-four hours after death with a one week cooldown, thanks to your Infrastructure phylactery. And have another +1UP for the month of vulnerability if anyone destroys that.

If you can make it out of, and provide for Essence without using the toggle to import the God-Machine, you're gonna be pretty set for the chain.

Much like the Flintstones/Jetsons, I don't feel great about a meta-perk letting you take two origins for the rest of your chain. But I would cheese the heck out of it given a chance, so...

General Jumpchain Thread the 13th RP (2025)

FAQs

What is r JumpChain? ›

JumpChain is a sort of self-insert solo crossover isekai RPG; it draws on the Choose Your Own Adventure format and multi-world fanfic RPG tropes. It's described as a "giant self insert mega-crossover as you jump from world to world for 10 year periods gathering skills, companions and items.

What is a JumpChain cyoa? ›

Jumpchain is a single-player "Choose Your Own Adventure" (CYOA) type game. Exactly how you play it will depend on what you enjoy and get out of it. Like a normal CYOA, you will be presented with a wide range of options in a format called a Jump (link).

What is a jumpchain gauntlet? ›

Gauntlets are special jumps that use a different format than standard jumps. Jumpers are stripped of existing powers and must adapt to difficult trials to gain rewards. Because Gauntlets are so difficult, Jumpers who die do not suffer any penalty but continue onward (empty-handed).

How do companions work in Jumpchain? ›

Companions are allies granted to you via the CYOA itself. Pokémon, PMD Partner, Sidekicks, these all count as Companions. Every individual Pokémon takes up a Companion slot. You can have an infinite number of Companions, but only eight can be active at any time.

What is Celestial Forge jumpchain? ›

One thing that's come up during my trawling is the concept of the Celestial Forge: from what I understand, it's a power that allows a character to collect powers from Jumpchains (usually of the crafting variety) and thus let them become all-powerful with some buildup.

Who is Jump Chan? ›

A Jumper is a (typically normal) human from Earth who is selected by (typically) a powerful entity, often referred to as “Jump-Chan” or “The Benefactor” (although I tend to refer to this entity as The Banker), to go on adventures through fictional universes.

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