General Jumpchain Thread XIV: Reborn from the Ashes RP (2024)

And heres my FJB for FF3! Velk
So ff3, where ff2 was the first proper attempt at a story, I'd say this was the first success. even if it's still a strong case of "Man this future game sure did awesome stuff with this!" The Jump is based on the 3D version of the story, which aside from taking the amorphous blob of personality that was the onion lads and turning them into barely fleshed-out characters, it also changed enough story beats that if you only know the 2D games plot classic toggle is necessary.

To use an example, in the 3D game, Xande summoned the cloud of darkness to grant him immortality, which it did by freezing time for most of the world via a flood of void stuff.

In the 2D plot, Xande summoned the cloud of darkness as the final part of his plan to take everyone down with him, the flood was actual water, and only happened a short time prior to the games start.

Point Summary

Point Total: 1100 CP | 1000 (Base) + 100 (Jump Drawbacks)


Origin

Orphan (Drop-in)
to be a onionlad.

Location: Ur


for the physical stat boost.


Perks

Eternal Legend of the Wind (Free)
Freelancer (Free)
The Adventurous One… (Free)
Survival skills in a fantasy setting are a must.
...And the Scholarly One (Free)
Quality freebie.
Squire-y [100/900 CP]
combat training is an important get for a FJB, even with my busted stats.
Get Gains Bro [100/800 CP]
Learning boosters are always a must.
Four as One [100/700 CP]
Given my stance on companions, of course I think you should nab the cooperation booster.
The Onion Knight [300/400 CP]
Part one of the busted combo for this build, a max level onion knight is very powerful, but the associated training booster pushes it over the edge.
A Wizened Man [100/300 CP]
knowing when to and when not to share information is invaluable, especially when it comes to metaknowledge.


Items

Vest (Free)
A nice freebie
Class Card [300/0 CP]
Onion Knight, Masamune, instantly maxing out the strongest job? and getting one of the best weapons possible in the og game? yeees, please. this is the core of this build, with this we can actually handle engaging with the plot. Darkblade nabbed to deal with dividing enemies.
An Iconic Accessory (Free)
A purple and gold trim cape, gotta love freebie-style items.


Companion Imports

Fellow Warriors [100/-100 CP]

Point Summary

Point Total: 600 CP | 600 (Base)


Origin

Craftsman
I love me some crafters.


Species: Dwarf



Perks

Eternal Legend of the Wind (Free)
Freelancer (Free)
Crystal's Blessing [200/400 CP]
Can't afford onion for these two, so the both get the basic staple of jobs, which is still great to have!
Simple Smithing (Free)
Serial Run-Away (Free)
A pair of simple useful freebie.
Enchantress [100/300 CP]
Magically enhancing anything they make? yes please.
Out of Their League [300/0 CP]
Anogg is the greatest smith in this world, able to properly make ff style gear.


Items

A Hammer (Free)
A large hammer, useful for both smithing and combat. It is a great tool, the highest quality a smith could ask for, while also being perfectly weighted and suited for combat.
A weapon and tool, How Dwarven!
An Iconic Accessory (Free)
A white Dwarf helm

Point Summary

Point Total: 600 CP | 600 (Base)


Origin


Craftsman
I love me some crafters.


Species: Dwarf​



Perks

Eternal Legend of the Wind (Free)
Freelancer (Free)
Crystal's Blessing [200/400 CP]
Simple Smithing (Free)
Serial Run-Away (Free)
Enchantress [100/300 CP]


Items

A Hammer (Free)
Supply of Special Metals [200/100 CP]
I was originally going to have them both take one of the capstones, but realized they needed mats to make use of either, so Konogg gets this
Pouch of Destruction [100/0 CP]
leftover points, and magic grenades are great support items.
An Iconic Accessory (Free)
A black Dwarf helm.



Drawbacks

Classic Style (Free)
Sticking with what I know.
It's a JRPG, Right [100/0 CP]
annoying but useful besides the points.

drop-in, so no backstory for me, but Anogg and Konnog, are traveling craftsmen who were stopping by ur. They get caught up with the onion lads and are chosen to, I join up as the mentor figure, letting them set the pace. mostly, I'm just here to bail them out if needed, things relatively go well, even if A&K are put out when they aren't blessed by the other crystals.

the changes really start when I save the water priestess. with A&K staying behind while they forge up some high-quality gear for everyone, including a Red mage ultima weapon, for the party to share. I warn them about the canons, presuming my perk ok's it, but I am uninvolved with the trip to Sasune. From there we travel to see Doga, aaaand I end up having to come clean because he can trivially see through my bullshit, while the onion lads remain largely ignorant of the details, they understand the situation, and I continue traveling with them.

Things continue apace and we hit the tower, and thanks to some preplanning by Doga, Unei, and me, the Curse of the Five Wyrms is dealt with, without someone being nabbed by it. we continue on, I again hang back for the first fight with the cloud, but join in full for the final bit. With my overwhelming power, A&K's gear and admittedly minor combat help. the world is saved!

After that, I spend the rest of my time studying ff3 magic, while helping A&K train jobs and perfect their Crafting.

So, a strong and proactive build that makes you into one of the toughest moutherfuckers around, and provides quality support from companions. frankly, I think this might be safest ff game for a first jumper, at least of the jumps I've read.

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General Jumpchain Thread XIV: Reborn from the Ashes RP (2024)

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