Description
Jumper
A rare genetic gift, awakened only at the edge of death. The power to jump across the world, and a world that never lets you do it for free.
The Gift
One player in a few thousand carries the gene, and nothing shows it until a moment of mortal danger awakens it. From then on you can teleport, but you will have to learn to master it.
Or craft the Gift Syringe and inject it yourself (hold right click). Its recipe is extremely hard to gather: 2 echo shards, a nether star, a totem of undying, a netherite block, a dragon's breath, 2 enchanted golden apples and a heart of the sea.
Trance
Press R and your body stays rooted while only your gaze moves. Choose a destination by line of sight, or from your notebook of places, then jump. You leave the trance only by jumping.
- R : enter the trance
- V : jump where you look
- B : open the notebook of places
- N : mark the object you look at
- K : open the skill tree
- C : breathing exercise
Mastery
The more you jump, the less the world reacts. A beginner shakes the blocks around, spills water and leaves a loud echo. A master leaves almost nothing behind. From mastery 20 you can even choose whether your jumps stay discreet or stay raw like a beginner's.
Every jump builds fatigue: your hands tremble, your breathing grows heavy, and when you are exhausted the trance is closed to you until you recover. A tired body trembles, and other players can see it.
Breathing
Press C to focus on your breath. Hold sneak to breathe in, release it to breathe out slowly. Slow, regular cycles bring your fatigue down faster; rushed ones do nothing. Moving ends the exercise.
Skill Tree
Seven skills to unlock with the points your mastery earns:
- Endurance : recover faster between jumps
- Load : carry more weight
- Resilience : resist fatigue
- Held items : keep what is in your hands
- Carrying : take others with you
- Discretion : leave fewer traces
- Dimensions : jump between dimensions
Carry Someone
Sneak and right-click a creature or a player to link them. They follow you on every jump, as long as they stay close. The same gesture in the air sets them free.
Fractures
Every jump tears a short-lived fracture in space, where you left and where you arrived. Players without the gift can hold right click on one: their screen blurs and turns blue, and they are carried to the other end. A fracture hums softly when you pass close to it.
The Arrival
A long jump begins with a held breath: the world goes quiet. Then comes the impact: a freeze-frame, a flash, a shake of the screen. Creatures around are thrown back, doors fly open, the blocks around vibrate, and animals flee. In a cave the explosion comes back as an echo.
Notebook of Places
You can only memorise a place you have really visited. Safe houses are detected on their own, and with enough mastery you can return to the place you were ten seconds before a death.
And Also
- A journal that tells your story as you progress, with statistics and an in-game guide
- A small abandoned shelter that hides notes left by an earlier traveller
- Visual effects made of blur, shockwaves and a body that breaks up piece by piece, with no vanilla potion effects
- Original sound design, adjustable in the settings screen; compatible with Sound Physics Remastered
- Hunters can craft a tracker device to follow fractures
- Admin commands under
/jumper
Requirements
- Minecraft 1.20.1
- Forge
- Install on both the client and the server, with the same version
Server Settings
The server creates config/jumpermod-common.toml: gene chance, experience rate, fatigue, carrying, fracture crossing, block damage, plants, water, vibration, arrival shockwave and dimensions. Each player also has their own settings screen.
Inspired by the novels Jumper and Reflex by Steven Gould. This is an independent work with its own original content.


