Optimized Essence of the Many Faced Jumper

Essence of the Many Faced Jumper

By consuming the essence of the Many Faced Jumper, you gain several boons:

Jumpchain Connection: Your spirit is irrevocably connected to its own Jumpchain, allowing you to add more conventional CYOAs to your chain if desired. You become your own benefactor, using unrealized fragments of possibility and impossibility to construct your jumper from the ground up. You can weaken, remove, or alter the theme of perks, such as changing an ability given by demon magic into a natural ability. You have a functionally infinite amount of fragments, points, and choices to work with. You can combine settings, giving access to multiple jumps or CYOAs at once. Successfully completing an end jump will reward you with an oldwalker spark as normal.

Incarnations: Each jump represents a new incarnation of your spirit, each with unique quirks and personality traits. These incarnations can act autonomously or be controlled by you. Your spirit resides in a realm beyond all realms, connected to the outside through your incarnations. This realm is beyond manipulation or destruction and serves as a safe haven for your true essence and all acquired items, properties, companions, and followers.

Collection of Incarnations: Upon completing a jump, the incarnation is added to your collection. You can manifest an incarnation in a world at any time, but if it is destroyed, it will only become available in the next jump unless it has another way to recover. Incarnations are limited to the perks, abilities, and items they had from their original jumps, but can be modified between jumps. Each incarnation has a 'warehouse' to store items, and you can manifest in your entirety to access everything at once.

Indestructible Nature: You cannot fail a chain or have your powers diminished, stripped, or usurped by another. If an incarnation fails or is destroyed before completing a jump, it is voided, and you must create a new one to start fresh in that jump. Incarnations can exist within a jump longer than the minimum decade and can age and die. As long as they survive the minimum time, the jump is considered successfully completed. Incarnations are restored to their prime upon death.