Essence of the Many Faced Jumper

Essence of the Many Faced Jumper

*You shed your mortal shell and your spirit has become irrevocably connected to its very own "chain" or a Jumpchain and are able to add more conventional CYOAs to your chain if desired. You are in a sense your own benefactor using unrealized fragments of possibility and impossibility to construct your jumper from the ground up. You may decide to weaken, remove, or alter the theme of perks like changing the nature of such a thing like making an ability given by demon magic a natural ability to your incarnation. You have a functionally infinite amount of fragments or points, choices, whatever the CYOA presents as options to work with. You may choose to combine settings giving access to multiple jumps or CYOA's at once with all elements of each melded into the same framework. Successfully completing an end jump will complete your chain and reward you with an oldwalker spark as normal. 

*Each jump you take represents a new incarnation of your spirit, perhaps similar to the previous or different. Each incarnation will have some sort of distinction between the other from having lived a life before coming back in contact with your being. These quirks and personality colorations persist in every incarnation. You may let each of these incarnations act as autonomous vessels of your will or take control of them yourself at any time. They are you and you are they and cannot resist or try to rebel, such thoughts are beyond them. Your spirit resides in a realm beyond all realms connected to the outside through your various incarnations. This realm is beyond all manipulation, alteration, or destruction by anyone even yourself and your true essence cannot leave until your chain is completed. Incarnations are brought back to this place when a jump is over or they die. Items, properties, companions, followers etc, everything one of your incarnations acquires comes to reside in this realm inactive until placed outside. You have no limit of how many of these things you may activate though so many at once may crowd the worlds you find yourself brought to.

*Upon completing a jump this incarnation is added to your collection of every other incarnation you have had. You can manifest an incarnation in a world at any time but if it is destroyed it will only become available the next jump unless it has some other way to recover. Incarnations are limited to the perks, abilities, and items that they had from the jumps they were created in though you can allow them to have things from other jumps when creating them. Incarnations can be modified in between jumps to give them things you have purchased for another incarnation except items. Upon completing a jump anything your incarnation owns is taken with them and stored in an in between state each having a 'warehouse' to retrieve or place their items. You can also simply settle for manifesting in your entirety giving you access to everything at once.

*Your nature means that you cannot fail a chain or have your powers gained from the chain diminished, stripped, or usurped by another. An incarnation failing or being destroyed before a jump is completed simply voids that incarnation and forces you to create another and start all over fresh in that jump effectively resetting that timeline. You may allow your incarnations to exist within a jump longer then the decade minimum and even let them age and die. As long as they survive the minimum amount of time the jump is counted as successfully completed. An incarnation is restored to its prime upon death regardless of what killed it previously.