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Rollposting Jumper 04/27/2025 (Sun) 01:43:41 No. 6742
This thread is for rolling! 1d8 = 4 Instructions for rolling can be found here: https://8chan.moe/.static/pages/posting.html Whether it's starting location, age, or to resolve stuff happening in your chain using a solo-rpg GM emulator. You can also post prompts and tables for other jumpers to use in their chain, or just for fun. It's more interesting if you post what you're rolling for, and how you're interpreting the result!
3d9 = 14 3d50 = 73
Roll for age (+20) 1d10 = 3 Roll for base Skills 3d9 = 16 3d50 = 66
>>98948 Wait, no, base Skills are 3d10, those rolls would be for later Skill themes. 3d10 = 15
7 Frenzy - “Provides heightened physical abilities and natural weapons of a random beast, along with instinctual proficiency.” 1 Constitution - “Provides mild superhuman constitution, dampening the debilitating effects of disease and toxins.” 7 Agriculture - “Provides intuitive proficiency with gardening and plant cultivation to a supernatural extent.” >>98950 And a creature check roll please... 1d50 = 21
>>98952 Earthworm lady??
>>98955 That just sounds bad
1d100 = 98 Just have to see how good of a first impression I make
Can't decide where to start on this new chain, I'll leave it to chance. /roll(1d5) 1. Viscera Cleanup Detail 2. Tinyhammer 3. A Sister's All You Need 4. Betrayal At The House On The Hill 5. Heat Signature
>>100597 Oops, wrong brackets. 1d5 = 1
Okay, let's get an age roll, and then I can do the rest. 6d8+10 = 42
Waifu's Pupils 1d4 = 2 1-3: Round 4: Slitted
Okay, rolling from two different possible sets of jumps. Does fate dictate companions/waifus (1), or does it want interesting powers (2). 1d2 = 2 And what jump will I get for the above selection? 1d5 = 3 If rolling for Waifus: 1. Out of Cruel Space 2. The Coffin of Andrew and Leyley 3. Internecion Cube 4. Pantsahat 5. Cultist Simulator If rolling for Interesting Powers 1. Generic Creepypasta 2. Genius the Transgression 3. SCP Foundation 4. Mega Man Classic 5. Jojo’s Bizarre Adventure Series
Rolling for age. 2d6 = 10 Rolling for X chromosomes.. 1d2 = 1
>1. Breath of Man >2. Breath of Stone and Metal 1d2 = 2
Rolling for next jump. 1d20 = 3 Rolling for month and day. 1d12 = 6 1d30 = 18 Also, any ideas on what to do in 1905, around Las Vegas?
>1. Great Lady Dragon >2. Qilin >3. Kun Peng >4. White Tiger (Spirit Beast) >5. Great Fox Spirit >6. Phoenix Angel >7. Fenrir Werewolf >8. Feminine Sea Monster (Sharktopus?) >9. Yandere Centisnake Symbiote 9d100 = 363
>>124108 God damnit. I forgot I can't see the individual rolls on mobile. Rerolling. I don't think a 100 would be mixed in there anyways because that's a really low result from 9d100. 1d100 = 47 1d100 = 8 1d100 = 53 1d100 = 15 1d100 = 26 1d100 = 4 1d100 = 50 1d100 = 66 1d100 = 43
>>124111 >I don't think a 100 would be mixed in there anyways >>124108 You got two 1s - consecutively... (Phoenix Angel and Fenrir Werewolf), with your best roll being 88 for Byakko (Spirit Beast) Does 34 count as a funny number for the Feminine Sea Monster?
>>124108 What jump do those creatures come from?
>>124478 >Two 1's consecutively Jesus, and I got another 1 from a different set of rolls. It's a good thing I abandoned that plan. >34 Nah I don't really think of it as a funny number. >>126399 I just got suggestions from thread basically.
Here's the roll list I'm using to collect martial art scraps during my time in Generic Murim. It's very thrown together so I wouldn't recommend others use it without making their own adjustments. (Stage) >1. Basic >2. Basic >3. Basic >4. Advanced >5. Advanced >6. Ultimate (Type 1) >1. Unarmed >2. Armed >3. Movement >4. Breathing (Flavor) >1. Heavenly >2. Demonic >3. Phantasmal >4. Storming >5. Mountain >6. Flowering >7. Blazing >8. Frozen >9. Beast >10. Hidden (Unarmed Type) >1. Fist >2. Palm >3. Finger >4. Leg >5. Body >6. Sundering >7. Splitting >8. Penetrating >9. Shooting >10. Combination (Armed Type) >1. Longsword >2. Greatsword >3. Spear >4. Staff >5. Club >6. Axe >7. Dagger
[Expand Post]>8. Bow >9. Chakram >10. Shield (Movement Type) >1. Steps >2. Stride >3. Dance >4. Leap >5. Sprint >6. Flight >7. Approach >8. Departure >9. Feint >10. Illusion (Breathing Type) >1. Yin >2. Yang >3. Mind >4. Heart >5. Body >6. Blood >7. Poison >8. Steel >9. God >10. Demon
>>126922 So let's start with like four sets of rolls. Since I'm starting at seven years old in the Jump, I'll say my aunt manages to find roughly four scraps of worth a year, and I'll ultimately stop at around twenty scraps in the end, finishing collection when I'm around twelve. I'll progress things in other ways from there. That seems cool enough? Let's see what I get year one. (Martial Scrap 1) 1d6 = 2 | 1d4 = 1 | 1d10 = 6 | 1d10 = 10 (Martial Scrap 2) 1d6 = 1 | 1d4 = 2 | 1d10 = 2 | 1d10 = 6 (Martial Scrap 3) 1d6 = 6 | 1d4 = 3 | 1d10 = 1 | 1d10 = 3 (Martial Scrap 4) 1d6 = 5 | 1d4 = 4 | 1d10 = 3 | 1d10 = 5
>>126927 Phenomenal distribution year one, very happy to see one of each type. (Scraps 1) Basic "Flowering Combination" unarmed combat techniques. Heavily emphasizes flexibility, versatility, and diversity. Punching, kicking, orthodox and unorthodox strikes, blocks, and parries. It doesn't place emphasize on any one technique as compared to how they link together, but as it's just the basic techniques of the art it isn't anything too complicated. (Scraps 2) Basic "Demonic Axe" armed combat techniques. Powerful techniques utilizing an axe emphasizing brutality and lethality. Although the expanded art could be dangerous, the basic techniques alone - in absence of breathing techniques - should likely be safe to learn. (Scraps 3) Ultimate lightfoot technique of the "Heavenly Dancer" arts. Far too complex for me to learn right now especially with the lack of movement arts leading into it. In spite of that it's easy to see just how good it is, a movement art of peerless and seamless grace. (Scraps 4) Advanced stages of the "Phantasmal Body" breathing method. Seems to develop the bones and muscles of the warrior's body with ephemeral qualities that more easily allow them to make gliding movements or conceal obe's presence. Too high level for me to get right into but the basic bitch "Steady River Method" I began with should help me advance far enough in my qi development to transition into this later. Very nice haul. I'm already starting to see the shape of things.
>>126922 Second year rolls. (Martial Arts Scraps 1) 1d6 = 6 | 1d4 = 4 | 1d10 = 7 | 1d10 = 8 (Scraps 2) 1d6 = 2 | 1d4 = 1 | 1d10 = 4 | 1d10 = 10 (Scraps 3) 1d6 = 5 | 1d4 = 4 | 1d10 = 10 | 1d10 = 9 (Scraps 4) 1d6 = 1 | 1d4 = 1 | 1d10 = 10 | 1d10 = 6
>>126955 (Scraps 1) Ultimate stage of "Frozen Steel" qi circulation method. Clearly relating to yin energies and weapon techniques. Perhaps this art was associated with some art that used sharpened cold energies? (Scraps 2) Basic "Storming Combination" unarmed combat techniques. Seems similar to the other basic unarmed techniques but rather than sheer versatility it seems to emphasize rapid barrages leading into decisive strikes. I think I can potentially elevating the Flowering Combination techniques I've been learning with this. (Scraps 3) Advanced stage of "Hidden God" breathing method. That kind of naming flavor makes me believe it could be a qi circulation technique belonging to a "One Shadow" or "King of Thieves" figure with unparalleled stealth arts who just disappeared from the Murim one day. It's of a similar level to the Phantom Body technique I've previously acquired, so I can't start learning it yet, but I can potentially start adjoining the two for a more rounded technique, and it seems like it's leading towards qi and presence concealment which is ideal. (Scraps 4) Basic "Hidden Sundering" unarmed techniques? Seems like the art would likely be named something to the effect of "General's Bane" where in it's part of some form of unarmed style used by assassin's to subvert armored targets. It's a bit awkward since this leans very heavily into decisive strikes from advantaged positions where the other techniques I'm practicing are for more open, freeform combat. The training listed might be able to help me elevate some of the the Storming Combination combo finishers though.
>>126922 I'm only about 9 by this point so it's fine, but the lack of a proper movement technique or breathing technique to work on until later stages is a little troublesome. Let's see what year 3 can get me. (Scraps 1) 1d6 = 1 | 1d4 = 4 | 1d10 = 4 | 1d10 = 8 (Scraps 2) 1d6 = 3 | 1d4 = 4 | 1d10 = 2 | 1d10 = 4 (Scraps 3) 1d6 = 1 | 1d4 = 2 | 1d10 = 1 | 1d10 = 1 (Scraps 4) 1d6 = 6 | 1d4 = 1 | 1d10 = 7 | 1d10 = 8
>>126958 Hmm, still no lightfoot techniques, but this year brings great results for qi circulation (Scraps 1 & 2) Basic stages of the "Storming Steel" and "Demonic Heart" breathing techniques. Both are imperfect, but together I might be able to produce my own method with its own unique advantages. The former would help me with cultivating a more volatile, destructive qi highly compatible with weapon techniques, while the latter would help me quickly develop a lot of powerful, full bodied qi at the expense of being very likely to carry a corruptive influence. I need to do some kind of "Heart of the Storm" art that is more versatile and less corruptive I think, something that helps provide my qi with a robust, powerful foundation. It won't grow as fast but I shouldn't develop any inner demons, hopefully. (Scraps 3) Basic techniques of some kind of "Heavenly Blade" art. Seems to heavily contrast the demonic axe arts I've been learning; with the techniques overflowing with dignity and majesty. They're humble due to their stage, but perhaps their contrast can help lead me towards enlightenment. (Scraps 4) Ultimate technique of the "Blazing Penetrating" arts, a form of unarmed combat technique. Blazing Penetrating, that brings to mind a spark that begins a chain reaction leading to a fortress destroying fire. Would its true name then be "Unassailable Consuming Spark" or something to that effect? It would be an extremely powerful and yet subtle technique that applies damage that quickly grows and spreads from imperceptible origins, cascading into terrible destruction that could even devour the enemy whole. Subtle yet decisive is exactly my style, so I'm likely going to be organizing my methods to make my transition into learning it as seamless as possible.
Will finish these later when I can actually take notes properly.
>>126922 (Year 4) (Scraps 1) 1d6 = 2 | 1d4 = 3 | 1d10 = 9 | 1d10 = 7 (Scraps 2) 1d6 = 5 | 1d4 = 2 | 1d10 = 1 | 1d10 = 3 (Scraps 3) 1d6 = 3 | 1d4 = 4 | 1d10 = 9 | 1d10 = 5 (Scraps 4) 1d6 = 5 | 1d4 = 3 | 1d10 = 5 | 1d10 = 4
>>127180 Alright, here's what I've been hoping for. (Scraps 1) Basic "Beast Approach" movement arts. This comes off as some predatory lunging, just jumping right at the enemy's face with some form of aggressive follow up. Now that I have a basic lightfoot technique to practice I can start making something cohesive with my basic techniques. A more realistic name for this sort of thing is probably like "Tiger's Leap Technique" or something. (Scraps 2) Advanced "Heavenly Spear" armed combat techniques. Strong, decisive, complex, ingenious; generally possesses the undertones of the Heavenly Sword arts I previously obtained and studied but exists at a higher level. Bit odd trying to pick up advanced weapon techniques with a weapon I haven't used before, so I guess I'm basically trying to translate my experience with axes and swords into that? Maybe I should get a glaive or something for myself to better intermingle things. (Scraps 3) Basic stage of "Beast Body" breathing technique. I only recently would have started using "Heart of the Storm" breathing methods after getting a feel for qi and mingling some stuff, so there's likely still some time to mix in Beast Body with things, and I think that will help with the Tiger's leap thing above if I learn techniques with similar vibes at the same time.. (Scraps 4) Advanced "Mountain Leap" movement arts. This is really, really useful since helps join the basic lightfoot technique I just picked up, and the advanced one I've been studying for a while, as far as complexity and stuff goes. Beast Approach, Mountain Leap, Heavenly Dance, it doesn't flow smoothly to the end meaning I'm going to need to put work in to figure out how I can make these techniques relate to one another. Only one more year left of this scrap scavenging.
>>126922 (Year 5; Final Rolls) (Scraps 1) 1d6 = 2 | 1d4 = 2 | 1d10 = 9 | 1d10 = 5 (Scraps 2) 1d6 = 6 | 1d4 = 3 | 1d10 = 3 | 1d10 = 8 (Scraps 3) 1d6 = 4 | 1d4 = 1 | 1d10 = 4 | 1d10 = 4 (Scraps 4 1d6 = 3 | 1d4 = 1 | 1d10 = 6 | 1d10 = 9
>>127247 (Scraps 1) Basic "Beast Club" weapon arts; very unga bunga. Beast denotes ferocity, aggressive offense and instinctive defense, rougher patterns no less intimidating and dangerous. It's at odds with other armed combat techniques I've been practicing with, but synergizes with other types of techniques I've been gathering. It's not a clear choice on what to do with it. (Scraps 2) Ultimate "Phantasmal Departure" movement technique. Another ultimate movement technique, but very different compared to the other that had been recovered. This might actually fit in significantly better than the previous one, however this comes in the fifth year of me practicing martial arts, where the other one I've been studying since the first. This one at least feels like an extreme disengage tool to get out of the line of fire undetected, making it hard to intercept or stop. (Scraps 3) Advanced "Storming Leg" unarmed combat techniques. Storm generally denotes linear movement, aggressive pacing, decisive attacks, so I suppose this art introduces a variety of powerful, direct kicking techniques and flurries. (Scraps 4) Basic "Flowering Shooting" unarmed combat techniques. Perhaps a variation on coin bullet techniques? Flicking stones hard enough for them to shatter on impact, blooming into shrapnel, or perhaps using coins and ricocheting them. Flowering often denotes variation and free-spirited combinations of techniques, but at the basic level with shooting techniques it's a bit harder to conceptualize.
Rollin some general stat stuff Elves Greed index: 1d100 = 4 Innovativeness: 1d100 = 47 Beauty enhancement (additive to base): 1d100 = 19 General physical stats: 1d100 = 77 General social stats: 1d100 = 63 Adaptability: 1d100 = 35 Humans Greed index: 1d100 = 72 Innovativeness: 1d100 = 80 Beauty enhancement (additive to base): 1d100 = 42 General physical stats: 1d100 = 82 General social stats: 1d100 = 72 Adaptability: 1d100 = 36 Fighting ability: 1d100 = 32 Brains: 1d100 = 67 Dwarfs Greed index: 1d100 = 68 Innovativeness: 1d100 = 24 Beauty enhancement (additive to base): 1d100 = 68 General physical stats: /roll{1d100 General social stats: /roll{1d100 Adaptability: 1d100 = 26 Fighting ability: 1d100 = 98 Brains: 1d100 = 6 Demons Greed index: 1d100 = 71 Innovativeness: 1d100 = 82 Beauty enhancement (additive to base): 1d100 = 49 General physical stats: 1d100 = 35 General social stats: 1d100 = 60 Adaptability: 1d100 = 4 Fighting ability: 1d100 = 65 Brains: 1d100 = 51 Lizardfolk Greed index: 1d100 = 8 Innovativeness: 1d100 = 34 Beauty enhancement (additive to base): 1d100 = 37 General physical stats: 1d100 = 24 General social stats: 1d100 = 95 Adaptability: 1d100 = 41 Fighting ability: 1d100 = 65
[Expand Post]Brains: 1d100 = 46 Orcs Greed index: 1d100 = 59 Innovativeness: 1d100 = 23 Beauty enhancement (additive to base): 1d100 = 86 General physical stats: 1d100 = 66 General social stats: 1d100 = 38 Adaptability: 1d100 = 73 Fighting ability: 1d100 = 58 Brains: 1d100 = 42
>>133107 Dwarf reroll General physical stats: 1d100 = 45 General social stats: 1d100 = 81
Aready decided a jump, so I just need the location roll. 1d3 = 2


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