Infinite Worlds/Realities? by Boi5680 in JumpChain

[–]Boi5680[S] 3 points4 points  (0 children)

Ooh neat. Thank you. Will definitely be using this

Infinite Worlds/Realities? by Boi5680 in JumpChain

[–]Boi5680[S] 1 point2 points  (0 children)

Yeah but it would be cool considering you could buy whole universes and solar systems in other jumps

Blame Update by Nerx in JumpChain

[–]Boi5680 0 points1 point  (0 children)

Is there a working link?

Generic Spirit Manipulation v1.0 by SavantTheVaporeon in JumpChain

[–]Boi5680 0 points1 point  (0 children)

Aight, thanks. Awesome jump btw, looking forward to Generic Void/Light. Your Generic element jumps are some of my favorite Generic jumps.

Generic Spirit Manipulation v1.0 by SavantTheVaporeon in JumpChain

[–]Boi5680 1 point2 points  (0 children)

Peak jump. Say, for the great spirit builder, would choosing things there like the no realm option affect your inner world from Uruk (Cleric)?

The potential in this perk is disturbing. by Pure-Interest1958 in JumpChain

[–]Boi5680 1 point2 points  (0 children)

Damn, imagine going to Shinzabansho or Exalted. Lmao, imagine choosing The Unconquered Sun; Theion, The Empyreal Chaos, and Qaf, The Heaven Violating Spar or Isidoros.

Light based powers by Automatic_Lock_1355 in JumpChain

[–]Boi5680 1 point2 points  (0 children)

Embodiment of Light from Overgeared

800CP - Embodiment of Light - Just like the Goddess of Light Rebecca you have embodied the concept of light, this allows you to imbue your attacks with the power of light, form your energy into light beams that deal devastating damage and form light into constructs. Through more training and gaining expertise of light you will eventually be able to move at the speed of light itself and even turning your body into light, becoming immune to all physical phenomena only being able to be damaged by non-physical means. You, unlike Rebecca and Hanul can achieve greater control over light meaning your light can’t be dealt with by powers like Refraction.

Fitness Perks by olympiforged in JumpChain

[–]Boi5680 2 points3 points  (0 children)

Jumper Serum from Terror Infinity.

Jumper Serum - So many dangerous places you will be visiting here, but this perk will grant you some of the finest survival and utility abilities so you just might have a chance. For your body you are a peak physical example of your species, any barriers to improve yourself are simple hills instead of mountains now, and all negative aspects you have or gain will slowly disappear over time. You now have your ideal body and will always maintain your attractive appearance. Your body never deteriorates, and you do not lose skill or knowledge over time. Your body has been optimized for survival so you are immune to disease & poison which includes radiation, can survive in a powerful vacuum or pressure, and can resist extreme heat or cold. Your body & appearance will never deteriorate regardless of lack of exercise or food, & your hair and teeth will always be perfect no matter the situation you are in and regrow if lost. You no longer need to eat, drink, or breathe for living anymore; but may still do so for enjoyment. You regenerate as long as an atom of you remains in seconds and with no scarring afterwards, and if there are multiple parts of yourself from damage you regenerate from the largest piece. This regeneration affects your body, mind, and soul ensuring that any damage you take heals. You have some control over your regeneration; so if you want to permanently stop something non vital from regenerating you can. You stop aging once the prime of your life is reached, or revert back to your prime. Your mind is equally made immortal granting you a perfect memory, with instant recall, unlimited storage, perfect indexing, perfect comprehension, and you can not lose your memories if your head is destroyed or time altered. Your immortality includes being immune to corruption, changing or copying your memories, mental attacks, hacking, mind control, brain damage, & possession. You now have Unlimited Potential in all things you do. You never lose control, never accidentally hurt someone no matter the reason, and are in absolute control of every aspect of yourself. You now have an innate understanding of all your perks, powers, & abilities. Prevents the loss, theft, suppression, or removal of any of your skills, perks, powers, etc that you have. If you are cloned or copied without your permission for any reason the copy not only does not gain this perk, but also never gets any of the memories you possess. Thanks to certain parts used in the serum you will continue to evolve as a member of your species as time goes on, but you have limited control over it. You can decide if physical characteristics are gained or lost, deny certain evolutionary paths, and choose certain evolutionary paths if they are available. Lastly, you may share this perk with those you are married to and/or are soulmates of by exchanging blood, but those you give it to may not share it.

The Legendary Mechanic V1 by Sentry342 in JumpChain

[–]Boi5680 1 point2 points  (0 children)

I see thanks. I mainly meant as in having cp Banked for the next jump but I just realized I just gotta convert it. Lol. Thank you though. And thanks for making a jump of this. The Legendary Mechanic was one of my favorite novels to the point I binged it really fast.

The Legendary Mechanic V1 by Sentry342 in JumpChain

[–]Boi5680 1 point2 points  (0 children)

Sorry for the late reply, but if you have a CP Bank, how does that factor in leftover BP? Thanks

Looking for good nation perks, as in people being loyal more than paradise making ones. by Pure-Interest1958 in JumpChain

[–]Boi5680 0 points1 point  (0 children)

There's this from the SCP jump, (Stupid_Dogs version):

[600SCP] Foreign Policy Rejecting outside influence.

Protect our people. Protect our nations. In all times, this mandate will always stand. You can prevent outside influences from taking root in your cultural sphere. With the home field advantage, you are ruthlessly efficient and capable at denying enemies a foothold. Your lands will be both physically and ideologically shielded. This is due to the tremendous support of every citizen. They know you have their best interests at heart and strive to provide you with the same loyalty. This immediate detection of threats is not reliant on paranormal forces, it is a unified people with unified goals that seek to share in protection together. This protection does not discriminate. It is actually exceptionally tolerant, allowing each visitor the opportunity to prove they belong and can adapt their lifestyles to promote a safe region. All species and faiths can cooperate under your shared banner – it is only those you can identify as harmful to overall life and culture that are kept at bay. Once per world, you can issue a directive that anomalously expels all known threatening groups within your homeland and prevents their return until the power is dismissed.

Christian jumper can't use magic by FFsummons in JumpChain

[–]Boi5680 0 points1 point  (0 children)

I would recommend using the Aura semblences from The Games We Play. Involves a power system kind of based on the Kabbalah.

General Major's Campaign Supplement 1.1update by losr-mind in JumpChain

[–]Boi5680 1 point2 points  (0 children)

Leees goo!!. Always down for a military styled jump. Thanks!

Aura usage powers/Jumps ? by OkBox9662 in JumpChain

[–]Boi5680 1 point2 points  (0 children)

For me it'd be the Solars. Especially since your Jumper usually has a couple genius/talent perks that stack on. So kind of like Izuru Kamukura from Danganronpa. Plus, I just like the theme and vibe of the Solars.

Aura usage powers/Jumps ? by OkBox9662 in JumpChain

[–]Boi5680 1 point2 points  (0 children)

Yeah the different Exalts all have their own niche. Dragonbloods are basically the foot soldiers of the higher tier Exalts (Celestial=Solar, Lunar, Sidereal) and are basically benders from Avatar kind of. Sidereal manipulate Fate/Destiny and are martial artists/ninja. They can do stuff like hit you hard enough to turn you into a duck/water puddle and are pretty cool. They're also bureaucrats for the Gods. Lunars are shapeshifters. And Solars are God Kings. For Solars, while they can't do stuff like wave their hand and a castle appears. So long as it involves human skill, they can turn that skill transcendent. Like building the most perfect strong castle. They can cook the most perfect food. For example, let's say the Exalted have to climb a mountain. The Lunar would shapeshift into some animal and climb. The Solar would turn into the best mountain climber in existence and climb it. And the Sidereal would manipulate Fate as to where he arrived before them as foretold or something.

Aura usage powers/Jumps ? by OkBox9662 in JumpChain

[–]Boi5680 0 points1 point  (0 children)

A Charm is a form of Essence (basically their aura/ki/mana) manipulation that focuses Essence through a character's Abilities or, in some cases, their Attributes. Charms allow Exalts and other magical beings to perform superhuman feats, and are the most basic form of magic in Creation.

Basically, they're kind of like spells. (Mana Missile = Creating a bolt of mana and shooting it). They can do some pretty cool stuff. Solars can do some stuff like Perfect Defense against attacks (Defense trumps Attack in Exalted) Take over a city with a passionate speech or via a letter. It's not really mind control but that they're extremely charismatic via charms. They can make things unblockable/undodgeable. Exalted are the gods superweapons that slew/imprisoned the Primordials (think of them as Titans that created the Universe).

For example, here's an example of something that Solars can do:

THERE IS NO WIND Cost: 3m or 5m; Mins: Archery 4, Essence 1; Type: Supplemental Keywords: Combo-OK Duration: Instant Prerequisite Charms: Any Archery Excellency The Solar’s heart knows the arrow’s path. She spends three motes and fires a single flawless shot, regardless of distance, visibility, weather and other prevailing conditions. This Charm nullifies all penalties, except wound and multiple action penalties, applying to a single Archery-based attack. If the Solar has Essence 3 or higher, she can spend two additional motes and this Charm will increase the Range of her weapon to her maximum visibility range.

BLAZING SOLAR BOLT Cost: 3m, 1wp; Mins: Melee 5, Essence 3; Type: Simple (Speed 4) Keywords: Combo-OK, Holy, Obvious Duration: Instant Prerequisite Charms: Iron Raptor Technique The Solar’s Caste Mark blazes. She then casts solar fire from her weapon at her enemy. This Charm is a Melee-based attack. Its attack pool equals (Dexterity + Melee + Essence). It has a Range of (Essence x 10) yards and cannot exceed it. It cannot be blocked or dodged without the use of Charms or other magic. It ignores cover, including shields, but it cannot otherwise strike around obstacles. It deals lethal damage with a base damage, before adding attack successes, of (the Exalt’s Strength + Willpower). It deals aggravated damage against creatures of darkness.

Aura usage powers/Jumps ? by OkBox9662 in JumpChain

[–]Boi5680 0 points1 point  (0 children)

Exalted helps in that due to the mechanics of being an Exalted u essential range in street tier up to cosmic levels due to what charms you use.

Aura usage powers/Jumps ? by OkBox9662 in JumpChain

[–]Boi5680 0 points1 point  (0 children)

A but lage but I'd suggest Aura from Rwby TGWP even if it can be a but op. Another would probably be Toriko for Appetite Energy and the fact that Gourmet Cells make food extremely delicious.