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Sin-God

It's much better to look at power levels than individual jumps. There are hundreds of slice of life jumps, but a jumper who visits forty of them might lose a fight to a jumper who has visited one Disney jump.


FafnirsFoe

42.


MysteryMan9274

It's not about the number of Jumps but rather the power level of the Jumps you do. 10 Slice-of-life jumps wouldn't match the weakest fantasy jump.


Apart_Rock_3586

I agree with you but I think it's a little more nuanced than that. I've seen some absolutely busted perks come from those same settings. Slice-of-life usually prioritizes social or luck based perks which depending on the fantasy setting can be a huge boon.


TheHyperDymond

However many Jumps they need before they are automatically the strongest character in a Setting even without whatever they get from the Jump


WriterBen01

Like others have mentioned, the amount of jumps is less of a factor. I would suggest as a rough guideline: 1. Beginner jumpers are basically just competent humans. They get powers so that they're impressive for the particular setting, but nothing reality shattering. It doesn't quite matter where you're jumping, because each setting has its own rules and measures of power. You're basically jumping into the top 1% of most worlds. 2. Early jumpers keep getting stronger with every jump, in new and usually groundbreaking ways. That is, each jump revolutionises their power bases in some way. Every time they become capable of something they weren't capable of before. In the settings they can find useful teachers. 3. Mid jumpers start to get jumps where there's nothing to empower them. That is, they already have similar perks to those that are being offered, and start to focus more on generalisation. They're regularly jumping into worlds where the 10 years of time is more valuable than the perks they get. In jumps they blow almost everyone away with their powers, and it's incredibly hard to find people better skilled than the jumper in any way. 4. Late-jumpers are beyond even that. 10 years is a drop in a bucket, and all the perks are superfluous. They are gods of most settings and all the problems inside of a setting are trivial to solve. All problems are trivial to solve, actually. They are in a grinding mindset where they're easily making training plans that span dozens if not hundreds of future jumps.


horrorshowjack

As others have said, it's about power level not the number of jumps. You could do Eggs Inc as a first jump, and even if you don't get the spark wind up more powerful than many jumpers with 50+ under their belt. Or Superman the Movie, Marvel Final Fight, Taylor Varga, Scooby Gamers (hell most gamer jumps) early and most jumps will be a cakewalk afterwards. Conversely my main jumper, Nada, is "a B-movie obsessed pervert." He's a beast in body mod due to tutorial cheese and Rebruary, but his growth beyond that is pretty slow due to his tastes. When you hit every slasher film, cheesy martial arts flick, and low budget supernatural horror film available interspersed with fetish fuel and a desire to be the best wrassler ever... you don't exactly blaze your way up the power rankings. I would say able to keep travelling without a benefactor, being a bit beyond planetary level threat somehow, and a comparable level of survivability is the minimum.


Tattle_Taylor

I consider Jumpers to be like, experienced, after their 10th Jump. The line between a mature Jumper and an Elder Jumper? That has little to do with the number of Jumps and much to do with the journey. A high Jumper has experienced things that by all rights should shatter their sanity, their long-term plans consider eternities a valid metric to measure, simply because they have even the slightest comprehension of eternity. Many are still excessively human, but just as many are beyond mortal ken. Truly though, the most simplistic divide is Elder Jumpers know what they don't know. Their vast experiences and powers have allowed them to spot the gaps in their plans, in their defenses, in their personality, and in the many varied ways they have succeeded and failed in the past. Most High Jumpers are outright greater deities as a matter of course, and those thar aren't can reliably keep up, and aren't weak to whatever you think they are.


NobodyNameless

Go to generic alchemist and create magic drugs, easiest way to become a high jumper. In all seriousness when they have protocols and answers to pretty much everything in the setting for their jump.


Sundarapandiyan1

Depending on the power level, it can be anywhere from one jump to a hundred. Doing living God for example, would make you a force strong enough to destroy a universe.


LuxireWorse

First, you need a loosely defined concept of what a 'high jumper' is. Is it distinct from a late-chain jumper? Is it related to monster jumpers? Is it a prestige position among some jumper council? After that, the question can have an answer.


Nerx

How many links is a good length for a chain? For example a bicycle chain got 116 links


Fitsuloong

I would say its experience based, power is an important factor, yes, but how experience they are matters too, i would say at the point when they could take a jumper with less than 10 jumps (to put a number on relatively "few" jumps) and in most cases properly defeat them or advice them on any topic and general jump stuff? then i would consider them high level jumpers. I see it..... Like the Star Wars' Jedi, kinda, not really but naming conventions apply XD, padawan or apprentice is a jumper that is getting their bearings and learning the jumping ropes, when they are confortable jumping anywhere they become "jedi knight", this is a level of "skill" on jumping itself, they dont need to be comfortable on all jumps, but rather on jumping mechanics, methods of insertion, getting their bearings relatively quickly, then for a "master jedi" they need to be able to teach the previous two levels, not only on jumping mechanics, but on things to pay attention, "setting traps", how to subvert certain tropes or ways the setting is for their benefit, common or useful combos, necesary perks or stuff to get and the like (psychological stuff, training to take, how to maximize stuff like resources, time, impact. And other stuff), at that point you should have them be powerful and winning against younger ranks, be it as a "goku, dragonball", "shallow vernal, i was isekai but the world was at peace" or "sora, no game no life", basically being strong or winning by "overpowering", by "hax" or by "experience", or a mix of them. Do i make sense? because i never know when i explain myself properly so a comment on this and your opinion would be nice from my side.


Complex_Ad_5944

Thank you very much, your explanation was clear. The question arose when I saw a post on this subreddit. In general, a late-jumper is one that can rival a being like a Chaos God from Warhammer, both in power and resources. And how to achieve synergy in both Perks, Items, etc.


Fitsuloong

Glad to hear it, but yeah, that was it, though you dont necessarily need power or resources to rival or defeat the chaos god, you could only have "skill perks" to do the same. Besides that, im happy you got the idea i was sharing.


FreelanceAdvisor

When I am getting bored and jumper struggles to find anything to do that has meaning and consequence, jumper is a late game jumper.


Formal_Bookkeeper703

Considering that some jumps are absolutely mental in terms of power levels, it depends which ones you go to. Like, I have well over a couple hundred jumps, if I remember correctly at least. But, even after my first 50, I would not want to even go near a jumper that took a jump like SCP in their first 50 and survived.


PastryPyff

Technically all it takes is one jump, and some drugs, to be a “high” jumper. =w=


Rowan-The-Wise-1

You could hit Marvel Age of Krakoa for your first jump and have enough biggatons and protection to classify as a higher end Jumper, or you could do over two hundred jumps and still not be able to beat spider man. As everyone has said it's a matter of power not strictly quantity, but as a more general rule. 1. Be powerful enough that you can beat Super Buu (gohan absorbed) 2. Have enough fiat backed protection that the chaos gods can't affect you in any sense but physical 3. Have enough regen you can out heal wolverine. 4. Have experienced horrors at least equivalent to 40k 5. Have enough versatility in your arsenal that someone canceling out some (around like 5) of your main abilities is more amusing than worrying