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Jumpchain: A wish and a jump later

Disclaimer: This is one of my first writing projects. I mostly read I don't nomaly write. And most of what I read is on sights like this. My english grades were atroshious in school, and my spelling was worse. "A book is a project that has ben abandoned" (Mark Stavish), and I haven't abandoned this project yet. So, there may be sweeping changes to it. I also wrote most of this on my phone as a hobby project without an editor for myself. I don't own any of the source material. This project is just for fun, and because I have found it, the joy of writing. What you probably need to know to enjoy this. I haven't satisfactorily written a vershon of the first world ,"Alterworld by D Rus," yet. I don't really have plans to do so in this project. Alterworld is its own project. For all of you, Mc loving readers with your minds in the gutter, this is not a fan service pice. it may become more of that, but I don't have any fans and am plenty capable of imagining that just fine. and there is plenty of stuff to write about without that taking up half my time.

Alazarel · Others
Not enough ratings
14 Chs

SAO

Items

Everyone gets a free stipend of 200 CP to spend on the item section here, regardless of origin. You can import similar items into any of these at no additional cost.

Typical MMO Loadout — 0 CP

Typical MMO starting equipment. One shortsword, one leather breastplate, one cotton shirt in a colour of your choice, with a pair of dull brown pants to match — or skirt, for the ladies. A few hundred coins of the game currency — Col — rattling loosely inside your pockets. You know how it goes.

NerveGear — 0 CP

The eponymous virtual reality headset which sets off the entire plot of the series, and the second generation of FullDive technology invented by the man behind the machine, Akihiko Kayaba. A streamlined helmet coated in dark blue, this headset uses powerful microwave transceivers to access the user's brain, allowing it to send fake signals to the five senses of the user; blocking sensory input from the body is also possible, and indeed what prevents players flailing about in reality while they perform actions in-game.

Sending someone into a virtual world isn't all this headset can do, however, as due to the power of the microwave transceivers it's possible to destroy the user's brain entirely, shutting down vital processes via targeted bursts at specific locations within the brain. During the events of Sword Art Online your copy of the headset is like any other in this area, but after the death game concludes it loses this functionality. Also unlike normal copies of the helmet your version allows you to astrally project yourself into a game, allowing you to physically experience a videogame no matter if it supports virtual reality or not. Your projected self is considered you for all intents and purposes, allowing you to retain perks and abilities you possess during your time in-game.

You start the jump wearing this, by the way.

VRMMO Subscription (0)

Having a device to play virtual reality games is a bit problematic if you don't have any games to actually play using said device, all told. Fortunately you don't need to worry about this, having a physical cartridge copy of all the VR games mentioned within the series, alongside an unlimited subscription to their services if they're online titles. Private servers are provided to host those which can't be played offline after the jump concludes, or if they end up closing down in-jump.

The Seed (-400)

You've come across something quite impressive here Jumper, the culmination of Akihiko Kayaba's work and something that can revolutionise the world if properly applied. The most basic and obvious use of this is as a development kit — a preset series of program packages and media resources that can be used for creating Virtual Reality worlds, as well as control the input and output of the five senses of players, provided they're wearing the NerveGear or a device based off

it.

New Player

Virtually Talented — 100 CP

Despite entering this world with no experience whatsoever in the various things players can do, you've found yourself surprisingly talented at something nonetheless. It might be entertaining the masses with song and dance, producing equipment and items through smithing and alchemy, excelling at convincing people to purchase your products, maybe even something else altogether. Whatever it is, you're excellent at it, provided it isn't usable in combat.

Real Life Sword Skills — 200 CP

You may not know how to work the interface or use Sword Skills, Jumper, but that doesn't matter in a fight. You don't need crutches like that, because you're actually nationalist-level at using a single melee weapon in real life, able to face off against someone of equal skill and win two times out of three. Even better you're able to use them in games, provided a brief adjustment period. As long as the game lines up roughly with how you'd do something in reality, you're able to seamlessly translate your martial skills into something you can do in gameplay.

Born Leader — 400 CP

Most people tend to flounder when it comes to helping others, shying away from the concept of offering aid or taking charge in a crisis. Or worse, they take charge and are actively detrimental compared to when everyone just did their own thing. You fall into the opposite position, finding it easy to sway people to your opinion and have them follow orders, being able to phrase it in a way which appeals to them and their personal motivations for the task. Coming up with strategies on how to achieve a goal are easy for you, being both effective and crystal-clear in meaning when you explain them to those under your command. With little effort you'll find people flocking to your guidance, the crowds only growing as you prove effective in your plans and instructions.

Lightning Flash — 600 CP

You're as quick as lightning, Jumper, at least in how fast you can move smoothly from one movement to the next. Comboing skills together just feels effortless, shifting from one combat stance or attack to the next as if it were natural, and fast enough you would be nothing but a blur to boot. With a bit of practice this can even be applied to skills which would normally impart a temporary delay or pause into your body after you execute them, such as Sword Skills, with no loss of power or function compared to the delayed version.

Sword Skills in Real Life — 200 CP

You may not know how to swing a sword, stab with a spear or shish-kebob someone with knives in reality, but what you do know is how to do it in games, and do it well. You're excellent at a single form of melee combat in-game, being able to face off against someone with greater stats and

abilities and win two times out of three, but that alone isn't what makes you special.

No, the impressive thing is your ability to bring that skill into reality. Convert a martial arts style learned in-game into something that works in real life, fine-tune the kinks in video-game swordsmanship into something that works without superhuman reflexes; provided you learned it in a game and it's reasonably accurate in broad strokes to how you'd do something in reality, you can convert it into something you can do in reality.