Short Recap of Data Below
Spark Fax + Electrical Phenomenon = +2 to the Roll.
Ink Energy, Signatures, and Wavelengths. We've got this.
Charges & Fields, Easy enough with our Bonus. Thank you ancient Humans for leaving this behind for us.(Basic Electrical Stuff, and SSS of Course)
Other Gear- Materia: JUMP Materia(Made of Super Sea Snail.)
⟳ (Complete Circuit for JUMP, JUMPing Mechanics)
Hmm.. Time for SCIENCE!
Super Sea Snails, mostly. They are the base of this technological wonder...
We also have this
Sparks Fax. And the old human place out in the middle of the Great Blue Beyond has quite a bit of data. Fragmented true, but most of it seems dedicated to
Electrical Phenomenon, which is likely why the Zapfish ended up there.
Using our knowledge, we know quite a bit about Ink, Ink Energy, and how horribly it can go wrong. We are also capable of reading and detecting wavelengths, though it can be a bit tricky.
Like attracts Like, but it also the same charge usually repels each other too. A Positive and Negative Charge are attracted to each other, hmm..
This would end up being an
Other Gear, situation actually, would it not?
With this as the Premise, Standard Equip Loadout would include this Materiel.
Materia, that's what it shall be called.
JUMP Materia
The JUMP Materia, a material formed from a Super Sea Snail. It is loaded into our Inklings Gear, and as the Inkling in question has their Ink Signature changed, so too does the Signature of the JUMP Materia change with it.
When Changing to Squid form, the Inkling's Gear also shifts with them. There are plenty of questions why this happens, but I believe it's because that gear is also charged with that Inkling's personal signature, their (Fresh)Soul, if you would. The same applies to their clothing.
The JUMP Materia works off this, the Shift. They can Shift, and while above, the JUMP Materia is merged with the Inkling, and this triggers the ability in the gear. The Inkling can then use this ability to perform a JUMP to their nearby allies.
As for the Science, we use Charged Fields. The Materia has the Same Signature as other Materia, creating a +/+ reaction.
This Charge repels the Inklings when in use, but that is the beauty of it.
⟳The Charged Field completes itself through the ground, pulling the JUMPer to the area of the Ally in question. Moreover, through the use of the Fragmented Data, we can use the very Nature of Charges to help complete this.
Fragmented DataThe Data of the ELVES, Sprites. The mythical Dark Lightning. Perhaps most important, Blue Jets.
All of these pieces of data are fragmented, but these sparks grant a huge amount of info to test with, and point the way to making this work.
Lightning also looks cool, so there is that.
JUMPing uses the repel of the two and twists it, like calling to like. The Charge travels through the ground, and across open air, from the JUMP Materia of the Ally, all the way to the user's own. The User then uses this JUMP to complete the circle, traveling through the air to the ally's position.
This is the basis of the Charged Field(+/+). But not the only part. We also need to discuss another part, +/-.
The JUMP Materia has 3 Charges, 4 and 5 if we are technical about it.
A positive electrical charge, a negative electrical charge, and an Ink Energy Charge.(This Ink Energy Charge itself has a Signature, a Positive Form, and a Negative Form.)
We got into +/+, but -/- also acts the same way. In addition, the same effect recurs in reverse, with the negative charge of the user's JUMP Materia, reaching in an arc to other nearby JUMP Materia. This completes a circuit, and the +/- connection, when activated, triggers the JUMP Charge.
This is the final bit, that this occurs on both sides constantly(low-key waves), so that all JUMP Materia are always connected to nearby JUMP Materia of the same Signature. The Ink Energy Signature is what determines what wavelength the JUMP Materia is on, so they don't end up messing up each other in training.
This actually brings us to the next point, that of the Respawn Pads. They are taken once we've shifted the energy to our own, and this offers a huge boost in the Charges and Fields that we are using for this. It basically boosts the Jump to anywhere nearby that Pad, limited only to the next Pad's Area. We can't cross another Pad's Area, but this is the great part. The +/- Interact can also apply to enemy ink signatures here, more specifically, the Pad's own Signature. So long as we have JUMP Materia in that area, we can jump to that Materia's position. The Energy of the Respawn Pads is also why you can't just jump to another Pad past it, but for JUMPing right back to the Frontlines, it's super useful.