>>134094
>Most of it is (I assume) Mystery Men descriptions being copied out of the books.
The first five are. The eight after are OCs.
>The actual changes to the chain consist of immorality (a chain already resets your age each jump),
Longevity basically ensures that you flat out can't die from physical sudden death (and non-supernatural illness) at the cost of slow deaths still working just fine - drowning, exsanguination, asphyxiation, etc - and the fact that Rule #2 means instant sudden death if even a child tosses say, a pebble at you. It's not just being immune to aging, but the fact that most methods to kill you just flat-out don't work.
>the ability to see supernatural beings (something any horror themed jump that has such beings is going to offer),
Perception not only let's you see supernatural beings, but also let's you perceive hidden spaces, liminal zones caught between reality and elsewhere, the obscured invisible temples of cults, and let's you move freely between reality and the Outskirts and back again to hide out, ditch pursuers, or track people without being tracked yourself. It wraps several similar ideas that most perks in those jumps only cover on a case-by-case basis.
>and a guarantee that monsters won't attack you (jumps are balanced around the idea that you can live 10 years as a first jump without this guarantee).
Involvement in the Ocean Game, and depending on what TYPE of Ocean Game it is (Monkey or Clown) inherently means interacting with threats to your life in some way shape or form. You could just chill out in SoL settings to get stones, but since they form primarily through either abrasions in reality that flood a place with the Outer Dark, at the spots of great tragedies, or inside new Players, this still means 1) having to face horrible monsters, 2) following scenes of severe turmoil and grief or engineering them yourself to try and generate stones, or 3) murdering other Players.
>Then there's a shitty replacement(?) for a spark. You'll probably hit a jump that offers a property better than Briny Heaven.
I haven't detailed it yet, but the very first Player and Winner of the Ocean Game, Ragumu, ended up growing in power to the point she is now a Balance Agent and thusly more powerful than a Player in the throes of a Red Ruling. Red Rulings elevate Players to the level of God or the Mystery Man themselves temporarily and in the book proper, basically gives the Player GM powers for the duration. Their only limits are the fact that the Mystery Men can call them off whenever they've seen enough, and that they can impose limitations on them like "you cannot kill the people who murdered your fiance" like NoGood did to Trenker's RR. Balance Agents don't have this issue and are powerful enough they're called in to resolve competing Red Rulings whether by simply smacking the shit out of the two Players and tossing them somewhere to cool off or in Ragumu's case, wiping everything around her. Ragumu herself also may or may not be Briny Heaven itself.
That's the sort of power that's being on offer if you can make it to Briny Heaven successfully. It will take a while to accumulate it, but you will essentially be God with no strings attached with enough time in the drowned city.
>And that's all assuming that you are in fact only going to relatively low power horror settings. The Outer Dark ain't prepared to face down Ash's Pikachu, and that's far from the strongest thing a jump can give you.
There are plenty of things in the Outer Dark that would be beyond Ash's Pikachu. The Empty One is on the exact same level as the Mystery Men, just less powerful, and the only reason that it's not an issue is because it hasn't incarnated yet. Many of the nastier powers of the OD just don't care about Earth or reality so they ignore them and remain on the far side of the Membrane.
>>134096
Destroyed in short order.
>>134099
More or less, but it shouldn't be kept as a 1:1 in terms of power. Strap Throat for example has 20 Aberrance, 10 less than a Shatterer, but in turn she's completely indestructible.