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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!
3d6 = 15 3d50 = 62
3d6 = 9 3d50 = 84
Lets see if this works. 2d8 = 2
3d6 = 5 3d50 = 88
Testing rolling doing the thing 1d6 = 1 1d50 = 27
30d6 = 93 30d50 = 770
10d6 = 28
I'm rolling using the list at the bottom of the attached document, plus some extra details. So first thing's first, I'll be rolling 30d450, grabbing 3 words for each Dungeon to be recorded in the Type section of the below template. 30d450 = 6047 (Template) >Dungeon ‘Name’: >Grade: >Size: >Types: >Color: >Appearance: >Monsters: >Boss: I will be rolling 10d6 to determine each Dungeon's colors, and another 10d3 to determine size. Bit counterproductive but Size wasn't previously a portion of the template for reasons that would be tedious to get into. (Color Roll) >1. Red >2. Yellow >3. Blue >4. Orange >5. Purple >6. Green 10d6 = 46 (Size Roll) >1. Average >2. Large >3. Huge 10d3 = 19 All the other details are just made up from there based on the rolls. Nobody really needs to know this stuff, but I figured I'd give context for the weird batch roll.
1d14 = 4 1d8 = 4
testing roll command 1d20+4 = 14
>>87066 k it works as expected jump time 1d5 = 4 1. Fossil Fighters 2. Spyro 3. Avatar: The Last Airbender 4. Splatoon 5. Monster Hunter
1d20 = 12
1d50+1950 = 1964 Rolling for a year.
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WARNING: Images spoiler'd for rapid frame transitions (read: possible (((flashing image))) hazard). Just posting 'em in case someone gets bored and wants to do side chain stuff with companions they don't normally run. Anyway, rollin' for an OC. would be nice if the roll tables were evened out, but I guess it's better the content got published than trying to figure out the fiddly bits for another 4 options. 3d6 = 15 2d5 = 6 1d4 = 2
Made a comprehensive weapon roll list in case anyone wants it. Contains normal shit, weird shit, and some extra oddballs at the very end. The idea is just rolling for aptitude and placing roll results in the little brackets. The idea is to use it whenever you're not terribly sure what kind of weapon you want Jumper, Companion, or some other character to use, or when you want them to discover an odd talent with some kind of weapon. (Weapon Aptitude List) >(001.) []: Knife >(002.) []: Dagger >(003.) []: Cleaver >(004.) []: Short Sword >(005.) []: Single-Edged Sword >(006.) []: Double-Edged Sword >(007.) []: Curved Sword >(008.) []: Thrusting Sword >(009.) []: One-Handed Axe >(010.) []: Pick / Pickaxe >(011.) []: Two-Handed Sword >(012.) []: Two-Handed Axe >(013.) []: Flamberge >(014.) []: Katana >(015.) []: Odachi >(016.) []: Combat Saw >(017.) []: Chainsaw >(018.) []: Snake Blade >(019.) []: Vibroblade >(020.) []: Beam Saber >(021.) []: Cestus >(022.) []: Gauntlet >(023.) []: Power Glove >(024.) []: Scissor >(025.) []: Pata >(026.) []: Katar >(027.) []: Claws (Knuckle) >(028.) []: Claws (Finger) >(029.) []: Claws (Palm) / Shuko >(030.) []: Wind and Fire Wheel >(031.) []: Combat Drill >(032.) []: Pilebunker >(033.) []: Whip >(034.) []: Rope Dart >(035.) []: Meteor Hammer >(036.) []: Kusari-Gama >(037.) []: Flail >(038.) []: Nunchaku >(039.) []: Three-Section Staff >(040.) []: Urumi >(041.) []: Chain Weapon >(042.) []: Monomolecular Wire >(043.) []: Yo-Yo >(044.) []: Quarterstaff >(045.) []: Kanabo
[Expand Post]>(046.) []: Short Spear >(047.) []: Long Spear >(048.) []: Trident >(049.) []: Sword Staff >(050.) []: Glaive >(051.) []: Halberd >(052.) []: Scythe / War Scythe >(053.) []: Lucerne >(054.) []: Lance >(055.) []: Twin Blade >(056.) []: Shield >(057.) []: Baton >(058.) []: Tonfa >(059.) []: Club >(060.) []: Mace >(061.) []: One-Handed Hammer >(062.) []: Two-Handed Hammer >(063.) []: Rocket Hammer >(064.) []: Oar >(065.) []: Stone >(066.) []: Throwing Needle >(067.) []: Throwing Knife >(068.) []: Throwing Axe >(069.) []: Shuriken >(070.) []: Chakram >(071.) []: Boomerang >(072.) []: Javelin >(073.) []: Atlatl >(074.) []: Sling >(075.) []: Slingshot >(076.) []: Shortbow >(077.) []: Longbow >(078.) []: Crossbow >(079.) []: Spinning Top >(080.) []: Handgun >(081.) []: Submachine Gun >(082.) []: Heavy Machine Gun >(083.) []: Shotgun >(084.) []: Assault Rifle >(085.) []: Sniper Rifle >(086.) []: Railgun >(087.) []: Grenade >(088.) []: Grenade Launcher >(089.) []: Rocket Launcher >(090.) []: Flamethrower >(091.) []: Laser >(092.) []: Plasma Blaster >(093.) []: Freeze Ray >(094.) []: Tesla Cannon >(095.) []: Acid Launcher >(096.) []: Gravity Gun >(097.) []: Saw Launcher >(098.) []: Roll 2, Average Results, Combine >(099.) []: Roll 3, Average Results, Combine >(100.) []: Other
>>96315 (1-10) 10d100 = 600 (11-20) 10d100 = 380 (21-30) 10d100 = 474 (31-40) 10d100 = 563 (41-50) 10d100 = 448 (51-60) 10d100 = 419 (61-70) 10d100 = 453 (71-80) 10d100 = 500 (81-90 10d100 = 488 (91-100) 10d100 = 569
>>96315 >>96321 (High Rolls: 90+) >Two-Handed Sword (95) >Chainsaw (99) >Pata (97) >Trident (90) >Mace (99) >Short Bow (98) >Longbow (100) >Shotgun (94) >Roll 2, Average Results, Combine (98) 2d100 = 129
>>96331 Hmm, it comes to mind that the Roll 2/Roll 3 options don't make much sense. I'll adjust that or add notes maybe. Maybe instead of 'roll 2' or 'roll 3' it's pick? Averaging results still though, so whatever you rolled for those options before rolling other things still matters. So like, here, I got 98 on the combine 2 option, so that means I have some really strong hybrid weapon options and could even pull like an 80's or upper 70's result into a High Roll if I use one of my High Rolls as the other side. Maybe it could work like that.
>>96315 neato. I remember talking with you about the genesis of this idea.
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How bad off are these kids How much do they trust me at the start How much natural talent do they have if I want to teach them my magic 1d100 = 16 1d100 = 15 1d100 = 50 How many urchins do I wind up adopting? 1d5 = 2
>>96685 Oh no thats bad I guess makes sense, they are royally fucked as is Not terrible talent
>>96315 Quick extension with Monster Hunter's unique assortment in mind. 9d100 = 538 9d100 = 417 >1. Greatsword >2. Long Sword >3. Sword & Shield >4. Dual Blades, >5. Hammer >6. Hunting Horn >7. Lance >8. Gunlance >9. Switch Axe >10. Insect Glaive >11. Charge Blade >12. Tonfa >13. Magnet Spike >14. Accel Axe >15. Light Bowgun >16. Medium Bowgun >17. Heavy Bowgun >18. Bow
>>97023 These appear to be the most notable results. Not sure if this changes anything though. >7. Lance 95 >8. Gunlance 93 >16. Medium Bowgun 90
3d10 = 20
1d50 = 30
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


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