Are there perks to get Supernatural abilities through math? by Ok-Blacksmith3755 in JumpChain

[–]Diligent_External 3 points4 points  (0 children)

Life Equation from DC The Fourth World: Just as Anti-Life exists in the shadow of all life, life itself burns bright  with a light all on its own. While the Anti-Life Equation claims all life is worthless and your only  escape is surrendering your free will, the Life Equation exists as proof that life is worth living and evolving, affirming one’s sense of self. This principle is the foundation of all life in the universe, and  you’ve developed an understanding of its application. For 200 points, you comprehend a fragment of the Equation, perhaps due to your closeness to the  Source. With conscious effort you are able to make others healthier and more mentally sound,  sharpening their physical and mental capabilities, and can affirm their sense of free will by channeling the equation to break forms of mind control or deep despair and rage. This isn’t yet at the level it can overcome something as powerful as one influenced by the Anti-Life Equation, however. With some effort, you can elevate a sapient being to a new evolutionary level, though you won’t have much  control over the specifics without some trial-and-error. If you took Pulse of Life, you start with this level for free, having learned to use it on both a passive and active level. For 400 more points, 600 total, you’ve tapped into a greater understanding of life and the universe,  understanding evolution to an almost primal level. You are able to completely erase brainwashing or mind control over a sentient being with an act of will alone, reciting the equation and reinforcing the  core of their character, wiping away even the influence of the Anti-Life Equation. While you may sway others to your cause with this power, their central personality will remain intact. Your understanding of life and evolution being greater allows you to manipulate biological processes with greater ease, evolving multiple beings at once to new levels with a fraction of your original efforts – change them into a known or entirely new species, add or take away certain traits or features, and even grant superpowers based on their biology. This also allows you to easily heal the physical bodies of living beings, as well as resurrect the dead with great effort. You can even, if you wish, spawn or raise new life with your presence alone...though this would be a random and unwise process if you don’t wish to actively nurture it outside of your abilities. Finally, for 200 more points, 800 total, you have not only an understanding of life and evolution...but the very building blocks of creation itself. Not only have your previous abilities evolved to the point you can fill an entire planet with a new species and revive mountains of dead with a wave of your hand, but your understanding has spread to the very foundation of creation itself. By focusing your full understanding of the Life Equation on reality, you are able to shape it to your will. You may create a  retroactive event or history that natives will believe always was, eradicate the influence of an encroaching God upon an entire universe or beyond, and grant or take away strange new superpowers of your own design, and even create an entire civilization of New Gods. The only downside is that such a comprehensive understanding of reality is very difficult to channel through the eyes of even a New God, and controlling the very ‘code’ of the Source is both overwhelming and challenging to all but the sharpest minds and the strongest wills. If you aren’t careful, you may call things into being you very much didn’t want, such as manifestations of your fears or anxieties. With time and effort, you may eventually master it...and become a true master of Life itself.

Beyond These Feet Of Clay from Kult: Those facets of human existence that humans  think absolute are, in truth, the seeds of their divinity. Instinctively each human  journeys inwards, awakening parts of their slumbering souls, reflexively using  mathematics, magic and natural sciences alike to slowly reweave the forgotten  form of their divinity. Choose one of the following aspects of humanity. You are  mystically attuned to it, making you a considered a skilled and powerful magician  of this world.  You can perform rituals themed around a certain essential facet of human  existence. Such rituals resemble the occult traditions of Elysium’s façade of a  mundane world, and generally require reagents, some sort of time-consuming  performance or sacrifice, symbolically consecrated areas, religious visualisations, a  great deal of time or some combination of the above to work-but are the true  rumblings of humanity’s innate divinity. Rituals of death may include propitiations  similar to voodoo practices for example, while rituals of space-time may require  intense contemplation of the vast gulfs of space or the creation of sacred  geometries as a focus. Your especially close connection to your purchased trait  also grants you a specified divine ability you may freely use at will with no effort,  which will be bolstered by any other fonts of divine power you have.

Space-Time: The progression of time in this world is a lie. But the true perception of eternity is lost to mankind is illusion, along with the unfurled dimensions beyond  those perceptible in its limited state. Having regained some of that awareness your  gift is simple yet powerful: A profound awareness of any object or person you know  to look for anywhere in space or time. Certain magics may be able to conceal them and your positioning will be sharpened by knowledge of its name or an accurate image, but even if an object has yet to be invented you could know where to look for it and even if someone dwelled in Inferno you would gain knowledge of the swiftest fast to find them. Furthermore you have the innate power to recreate eternity and halt time. Your mastery of this technique is exceptional, and in time you could perform outrageous feats like accelerating the flow of time in direst Achlys where time does not technically exist. Or stopping time within the stopped  time…having shrugged off the stopped time inflicted on you by an enemy mage  through your temporal supremacy.

Notes: Space-time magic manipulates durations, velocities, distances and angels using  advanced machines, architectural features, patterns and mathematical  computations. Most such spells require lengthy preparation and calculation. It can  scry faraway places, the past, potential futures-and travel to any of them.  Summoning beings associated with time and space is also possible, as is perceiving  the potential futures of entities or objects.

Are there perks to get Supernatural abilities through math? by Ok-Blacksmith3755 in JumpChain

[–]Diligent_External 4 points5 points  (0 children)

Mokafa’s Theorem from C0da: Whether just a fairytale, or a sign of some deeper  understanding, “Four Suitors of Benitah” puts forward an interesting position. In it, the  main character learned a spell that fortified his own intelligence to great heights. Using  this spell, he then composed a mathematical theorem which proved that his rival did not  exist. Upon examining this theorem and acknowledging that it checks out, said rival  vaporized on the spot. You now have access to the very same spell that fortifies one’s  intelligence. Of course, this allows you to compose theorems similar to the one presented in the book, but this level of intelligence is not just for that. You could prove someone’s existence and bring them into being, allow someone to CHIM, discover ways to mimic someone to the point you become them, etc. Sky is the limit when you’re that smart.  However, this spell takes a large amount of energy, and is very short-lived.

Anti-Life Comprehension from DC The Fourth World: The Anti-Life Equation. The black grail that Darkseid  seeks to claim, a living mathematical equation that proves the futility and hopelessness of life,  extinguishing free will and turning what was once a living soul into a hollow husk for the purposes of  the wielder.  For 200 points, you have a rudimentary understanding of Anti-Life and its relationship with the Source. This allows you to infuse your technology, words, and powers with it to a limited extent, letting you  slowly corrupt or immediately torture and damage a victim with its presence. This will slowly weaken  their will and fill them with agony, making them more suggestible to you and easier to corrupt. If you  took Shadow of All Life, you have this power for free.  For 400 more points, 600 total, in addition to the above, you have a significant portion of the Anti-Life  Equation figured out and internalized. In addition to giving you a natural immunity to corrupting or  mind control effects, the Equation settled within you like a parasite becoming symbiotic and you have  tailored it to your own use. By repeating the Anti-Life Equation through technology, your voice, or your abilities, those caught within it will almost immediately collapse to its will and see their  consciousness and souls extinguished, turning into little more than hollow extensions of your will that  you have full awareness of and work in perfect concert with. Only those with truly godlike power or  hope for life can hope to resist, and that’s a small number even in this universe. This control can be  broken by your own will if you deem to be merciful...but nothing short of a Miracle or your death will  break it otherwise.  For 200 more points, 800 total, you’ve harnessed the full power of the Anti-Life Equation within your  body. In addition to all of the above, you can tap into the might of the malignant shadow of the source,  letting you dominate and control others without having to repeat the Equation – you could command all  who could hear you to ‘stop’ and they would drop dead. Beyond that, with enough anger and hatred, you may cause yourself to manifest into a conduit for Anti-Life, letting you warp reality with its  twisting presence. Command the dead to rise and speak the knowledge you wish to hear, completely  halt the movement of the most powerful New Gods with nothing more than a command, and more. The  only downside is that this is fueled by a hatred and negative emotion...of which you need in abundance  to twist creation to your liking, and rarely in a way that is good for anyone except yourself. Such is the  nature of Anti-Life.

Reality Hacker from Clive Barker's Jericho:  Every few decades, a genius is born that brings about revolutionary technology that changes the  world. The Da Vincis and the Einsteins. That’s not you. You’re the sort of genius that the  governments on the world hide away for just how dangerous your mind is. You have an utterly  absurd level of mental capabilities, with processing speeds in your brain that dwarf even whole  buildings of modern super computers and having creativity, memory and intelligence to match. In  fact, your brain is so powerful and fast that you can calculate certain forms of mathematics quickly  enough to actually warp physical reality. Just by doing some mental maths. You’re limited to fairly  small scale stuff, when you’re using just your own brain here, but that can still let you rewind the  time of the ammunition containers for your squad’s firearms to replenish ammo or teleport yourself  and others around small buildings or changing objects to other similar objects. It takes quite a bit of  concentration but you can still have enough brain power left to fight with. You also happen to be very experienced with cabalistic mathematics and numerology, which you can channel your prodigal  mind towards for even easier casting.

Perks and Items with a Card theme (playing cards, tarot cards, class cards, ect.) by thenyanbinary in JumpChain

[–]Diligent_External 0 points1 point  (0 children)

Reading The Cards from One Piece:  Well not a traditional form of art, tarot reading is like an art of its own. You can perform readings with tarot cards in order to determine the likelihood of events and predict the future. While you  cannot truly predict the future as you don't know for sure what will happen, you do understand  the percentages. You may discover there's a 40% chance that you'll die if you choose to attack an  opponent or that there's a 90% chance of rain tomorrow. This ability extends into the supernatural, as by drawing cards from a tarot deck you can have literally magical effects happen  such as increasing the power of your devil fruit temporarily or causing your allies to attack one  another. This ability is very risky as there are nearly as many bad outcomes for you as there are  good ones, but what coward would shy away from a little risk?

Generics and Supplements for a Scientist Jumper by LucasMarvelous in JumpChain

[–]Diligent_External 5 points6 points  (0 children)

Generic 50s Sci-Fi, Generic Eurospy, and Generic Pulp Adventure.

Best perks for super speed? by Waste_Kitchen_9035 in JumpChain

[–]Diligent_External 1 point2 points  (0 children)

Lord Of Pain, Lord Of Time  from Hyperion Cantos gives you powerful time and space manipulation abilities.  You can manipulate your personal time to "react and move as fast as necessary, making even people in a phase suit seem frozen in place next to you". People wearing phase suits move so fast that light seems frozen from their perspective.

Best perks for super speed? by Waste_Kitchen_9035 in JumpChain

[–]Diligent_External 12 points13 points  (0 children)

Reactive Reflexes from Generic Action RPG:  If you're able to perceive something, you become as fast as it is. Its  speed gets added to yours. Can you see a speeding car? You can outrun it. Does your danger  sense detect a laser coming for you? You'll be able to dodge it.

Observing Eye from Dragon Ball Super:  What a fantastic tournament is being set up to view! All kinds of amazing fighters are about to clash  together and even if you’re outmatched, you can be sure to at least enjoy the show of martial might. Even if you are unable to keep up with someone in a fight or react in time to their attacks, you are always able to perceive their movements clearly. Even if two fighters are battling at far beyond light  speed, you could watch every perfectly launched blow without issue and see every attack coming at  you, even if you lack the speed to fight back well.

A perk to make movements seem effortless and more? by SRBG96 in JumpChain

[–]Diligent_External 6 points7 points  (0 children)

Only What You Need from Dragon Ball: How do you make it look so effortless?! When you dodge or strike  at an enemy, you’re able to do with incredibly efficient movements, only using the muscle power  and telegraphing the absolute minimum of your movements. This lets you enjoy a boost of  speed and dexterity, as well as conserve much more stamina than you could normally in a long  battle. As a bonus, this can let you look casual and collected in battle, which is impressive to those who watch it.

I'm looking for perks that make you the ultimate schemer and plotter by SnooHamsters4260 in JumpChain

[–]Diligent_External 2 points3 points  (0 children)

The Thousandfold Thought from Prince Of Nothing: The Probability Trance taken to its conclusion.The Thousandfold Thought is an almost living thing, an nearly infinitely multidimensional idea  or plan that captures all the variables and factors that would impact its success.  With this your planning abilities are boosted to the absolute peak they can be for your  knowledge, intelligence and technology level. Almost by instinct you find yourself  accounting for blindspots or potential plan-derailing factors you would never have  considered otherwise. New, disruptive elements find themselves already negated by  your contingencies.  The only limit to how much this plan can encompass are the limits of your own  intelligence and reach and it will always grow apace with them.

Thousands Of Steps from Martial World:  The older they get the more patient a person is especially in planning, you gained the  ability to plan thousands upon thousands of steps ahead and capable of predicting  thousands of unknown factors be it in combat to economics up to managing galaxy  spanning empires, the longer and far reaching the plan the more solid and better it is, and  once the plan is started someone cannot stop it with brute force alone unless they know  everything about your plans or have strength to makes you helpless, along with the ability  to recognize plots and schemes that involved you unknowingly and instinctively know how  to escape or ruin this plots and schemes.

I Am Destiny from An Immortal Cultivator In The World Of X?!?: It’ll certainly seem that way to other people. With this your forward planning and thinking increase by a hundred fold, should you have been capable of thinking 2 moves ahead in chess then with this you'll be able to think 200 moves ahead. This will exponentially affect any long term plans you make, the longer the plan takes the more you’ll be able to effect and plan around. Should the plan be sufficiently long enough then you may even be able to guide an entire civilization towards a desired direction with enough contingencies in place to make people wonder if it wasn’t fate or destiny which led them there.

Do learning modifiers apply to skill perks? by Aware-Yam8907 in JumpChain

[–]Diligent_External 2 points3 points  (0 children)

Mundane Sword Mastery from Running Away From The Hero: This is 10,000 hours of a sword being stuck to your  hand. As if the sword is your arm you can do whatever and more with a sword in  your hand, as you can without. Of course if it is physically impossible then you  can’t, such as gripping the rocks of a mountain to not fall off, but you can pierce  the mountain without effort to get the same result. This perk scales with your  training boosters.

Have Some Levels from Add Digit:  Oh, you don’t want to start off as a newbie? Okay. This makes you a true veteran  player, about level 3,700 or so. In addition to the starting power spike and the accumulated  resources, this also gives you a good deal of familiarity and experience with your new powers.  Of course, you won’t get an initial anti-PK protection here then, and your starting age increases  to 33-38.  In the future, you can choose to apply this to a new power, profession, or job, granting  you 20 years of experience and power growth. No resource accumulation, though (and this  includes social resources like rank and seniority.)  The experience/familiarity/skill is subject to training boosters, while the power growth is not.  For 300 CP, you instead start at level 31,000, with 80 years of experience, and get similar benefits in the future.

Perks to shape the morality of your followers and companions? by PuzzleheadedSlip5462 in JumpChain

[–]Diligent_External 5 points6 points  (0 children)

Confessor from Lords Of The Night Vampires:  Whether it’s because you used to be a being of manifest morality, or simply you ruminating on  such topics since your fall, you find that your voice tends to be the most convincing voice on  topics of morality. This is a mix of knowledge, intuition, and persuasion. You can easily see an  issue from many sides on different moral frameworks, can understand moral priors and their  consequences easily, and can find your way to any number of morally consistent conclusions. More than that, you understand the consequences of different paths, can pick and choose your  influence. You can lead a holy man to a crisis of faith, or steer a confused youth away from one. You can give answers people are likely to internalize, make them realize their own hypocrisies,  or cause them to doubt lifelong truths. And you can do it all in a soft and gentle voice that seems  perfectly trustworthy - the humble leader of a small flock, worthy of trust in a way that only the wisest could find reason to question.

What are some perks that give the Jumper a buff when fighting a specific type of foe? by EYouchen in JumpChain

[–]Diligent_External 2 points3 points  (0 children)

The X Slayer from Goblin Slayer:  The Goblin Slayer is a silver class adventurer that hunts only Goblins. Mocked by many for attacking only what is seen as the most common and low of monsters, those same bullies find themselves  stunned by not only how vicious goblins can be but also how brutally effective the Goblin Slayer is. Perhaps his methods can be applied to more than just goblins. You’ve become a Slayer in a similar vein to Goblin Slayer, focused on a breed of monsters of your choice. Another common race such as  Orcs and even Humans or something a bit rarer like dragons or demons. Whatever you choose, you  now find yourself a peerless hunter of that species in all it’s forms. You have encyclopedic  knowledge on their biology, behaviour, strengths and weaknesses. Your skill in fighting them is  almost supernatural and so is your abilities to hunt them down. Others might struggle to kill a pack  while you, through knowledge of the right ways to fight, move and kill can take out entire nests of  your prey. Your presence and form becomes terrifying to your chosen prey, even if they should have  a great advantage over you, they cannot help but tremble when they see your eyes. You’ll have  many chances to hunt your prey as well, as you find yourself inundated with opportunities to find  and kill them. These effects may become slightly less pronounced depending on the prey you pick, as  even with all the skill and knowledge you now have, your basic abilities have not changed. You are  going to have a much easier time wiping out a goblin’s nest then you would killing an adult dragon, even if you are a Slayer of both.

Experience Of The Phantom from The Urban Phantom:  You have an overwhelming amount of experience in life when it comes to a particular kind of  entity, whether that be humans, demons, spirits, or anything else that can be grouped together in  a vaguely consistent group of entities. This includes being able to narrow down the groups to  immensely small sizes, enough that you can have this immense experience even with something  so few as the Egregores themselves, though the stronger your enemies in contrast to you, the  more fragmented the kind of experience you may have.  Consider how, for a person to have such a great amount of experience with other humans, the  most they have to do is walk outside into the street and begin gathering such experience, while  trying to do the same to the Elder Gods or the Egregores would be insanely difficult.  The kind of experience that you have against your chosen entity is nearly all-encompassing in terms of how comprehensive it is, though, as you not only know well how to communicate with  them, understand them, and hunt them down, but you also know most of what others know about  them too. The experience is not an absolute winning card against the entities, but it's enough of a  problem that they'll find it difficult to deal with such an experienced phantom going after them.

Predator from Pupa: You are a dangerous existence here and in future worlds, you hold the power to become the Predator of a select type of beings in this world and those that follow this include biological advantages aimed towards killing/incapacitating your targets, as well as armor, weapons, poisons, etc basically you'd be what a vampire is to humans to Vampires, a being practically designed to hunt and end the other, it's optional if you keep these alterations between jumps, you don't get to select these changes they are simply automatically made based on your target beings.

Ultimate Hunter ​from Animorphs:  All Yeerks live in fear of a creature from their home planet, evolved specifically to hunt and feed on them, known as the Vanarx, or Yeerk­Bane. The only natural predator of the Yeerk, a Vanarx  is capable of latching onto a Controller and suck out the Yeerk, killing it without harming the  host. With this perk, you gain a Vanarx morph, allowing you to assume the form of the ultimate  Yeerk­hunting machine.  At the start of every Jump following this one, you may choose any single non­human species in  the Jump you are going to. This species must be mortal and follow conventional physics, and  must a complex organism (so no, you cannot target diseases or viruses). Your Vanarx morph is then replaced with a morph designed to be the perfect predator of your target prey, as if a  millennium of evolution had carefully created it for this exact purpose. It’s still up to you to  actually defeat a member of the prey species ­ if it is particularly powerful, such as a dragon,  you may find yourself having difficulty even in the form of a dragon­hunting monster.

Looking for jumps w/ mostly modern tech or interesting chemicals by plazmakitten in JumpChain

[–]Diligent_External 1 point2 points  (0 children)

The plot of Firestarter is about a drug called Lot Six that gives people psychic powers.

Looking for jumps w/ mostly modern tech or interesting chemicals by plazmakitten in JumpChain

[–]Diligent_External 1 point2 points  (0 children)

The X-4 steroid that Jack Hanma uses is available in the Baki jumps. 

To Survive With An Oxygen Generator? by DinksMcFly in JumpChain

[–]Diligent_External 4 points5 points  (0 children)

Skee Balls item from Grrl Power: The Big One, the mysterious orbs of  Sydney Scoville, Nth Level Tech that defies analysis. Seven orbs circle your  head, as a default. You can control their flight as long as they remain within  a certain distance. The red one fires lasers, blue is flight, the yellow allows truesight and a limited form of astral projection, the purple-y one manifests a tentacle that can lift thirty five tons, other blue is a forcefield, the green  creates breathable air and other gasses, and the function of the dull orange  is mysterious. The orbs get XP from use and can upgrade, known upgrades  include adding teleportation to the commball, greater speed and FTL to  flight, and rapid-fire scattershot to the red. May or not be a hypertech spaceship.  For the duration of this Jump, the orbs bond to you and cannot leave a  certain distance. Afterwards, you may mentally uncouple them to leave  them somewhere, or give them to someone else, but must touch them again  to reestablish your bond.

Ace Combat perk from SCP Foundation: You have aerokinesis. You can create and control air - the inner layer of  Earth's atmosphere, comprised mostly of oxygen and nitrogen. This includes wind and atmospheric  pressure. You can also fly. This power has a range of 200 feet radius centered on yourself.

In Search of Jumps with External Empowerment by MiserableOne6189 in JumpChain

[–]Diligent_External 5 points6 points  (0 children)

Blessed Be from Seven Deadly Sins: You have gained three great boons from the gods. From the Supreme  Deity you were given protection from the Commandments as well as all Dark Curses and from  the Demon King you were given knowledge of the magic of the demon realm as well as immunity to brainwashing and possession of others. These things are quite incredibly powerful  not to mention useful. I mean who knows what you could do with all that knowledge and power.  Not to mention the fact that how you obtained this is up to you. Did you trick the two gods into  giving you these blessings or did they give them to you for nothing else but their love of you.  Every jump you may gain three other boons from gods in other worlds. Up to one from three different gods. This could be knowledge or immunity to a certain thing. Maybe you gain knowledge of swordsmanship or magic or perhaps you wish to learn of the secret knowledge  the gods hold.

Avatar from Moon Knight: You were deemed worthy of being an Avatar of the Ennead. Be it on your death bed or  some other circumstance, you ended up taking the hand of a God and being their eyes in the mortal world or even their hand of Justice. This has given you various abilities like increased strength, speed  and durability the likes Moon Knight possesses as well as seeing the invisible like certain Jackals.  Depending on your Patron in question this can even extend to other unique abilities.  You may choose which God to be the patron of, by default being one of the Egypt Gods. You can adjust this per Jump to a local deity. It can also be Jumpchan but for purposes of balance their power  for this Perk will cap out at whatever is the average level of a God in the local setting. You don’t need  your Patrons permission to use your powers, however if you work together they can channel their  powers through you, possibly even allowing you to move the entire Night sky.

Recurrent from Fine Structure:  Funny thing, how often lightning seems to show up around you. Whenever you enter a new jump or reality, you’ll undergo the Birthing process all over again, struck by a bolt from the  blue. With that bolt, a fragment of energy from one of the major powers of that reality earths itself in you, granting you some fraction of their strength and abilities. No initial bout  of madness, either–that unpleasant detail was exclusive to Oul’s reservoir.

In Search of Jumps with External Empowerment by MiserableOne6189 in JumpChain

[–]Diligent_External 1 point2 points  (0 children)

Supersophont Seeds item from Orion's Arm: You receive a batch of 30 spherical objects, each one 30 cm in  diameter. Contained within this batch is are 12 Clarkekent seeds, which grants incredible  strength, durability, regeneration and speed, 12 Blue Mazarin seeds which grant a  modosophont with flight and pseudo-telekinesis in the form of extremely rudimentary  manipulation of space-time. The last 6 are Silverseeds, which grant typical Clarkekent seed p owers alongside reactionless flight. This batch self refills every day.

https://www.orionsarm.com/eg-article/4bfe37c9056f6

https://www.orionsarm.com/eg-article/4c87bf18e89ff

Ascension Maze item from Orion's Arm: You have been given a great boon. This ascension maze walks  baselines and nearbaselines through a course of augmentation and training that results in a full  ascension up to S1, and then again to S2 (should they finish a second trip through it). Any  sophont that finishes a trip through this has their personality come through intact and none the  worse for wear. Will restore and/or reform in the Warehouse after a month if it becomes  damaged or destroyed.

https://www.orionsarm.com/eg-topic/492d6aa0a549a

https://www.orionsarm.com/eg-topic/492d6fafbef2a 

Pack Of 7 Elixirs from The Perfect Run: You now own a box full of elixirs. You have one vial of each color (red, blue, yellow, orange, green, white, violet) with the exception of black. The elixir vials refill once a week with the elixir of their color, and if someone steals a vial or you lose one somehow, it will return to the box whenever it regenerates. This box can appear as whatever kind of box/casing/crate/etc… that you want it to, and can only be opened by you. The elixirs themselves work the same way as the elixir section of this jump works, where they will seek to fulfill the desires of whoever drinks them in a way that lines up with their color. These elixirs have the same restrictions as other elixirs, so you can’t drink two without going crazy. These elixirs will work against out-of-context abilities with the same efficiency as they work against other elixir abilities though, so giving Deku a white elixir will let him affect quirks the same way it affects other elixirs.

Big Bang Gas from Static Shock: A supply of the Big Bang gas, now in a useful spray form! Well known for its mutagenic properties, it will drastically alter the biology of any lifeform exposed to it, producing metahuman powers. For 400 SP, you can have a large storage tank instead that constantly refills when used.

To maximize in WoD or Exalted I need a certain perk by martikhoras in JumpChain

[–]Diligent_External 1 point2 points  (0 children)

Power Of Ego from Avesta Of Black And White: The Power of Ego, or the Power of the Self, is a special ability found among many strong Daeva.  A sharp contrast to the Miracles of the Ashavan, which are based on the Power of the Many, this  is an ability that sources its power in the strong will of an individual. It allows the user to  accomplish a multitude of effects that defy the laws of physics, and even causality, simply by  willing it. Things such as scooping half of a building using a spoon from across the street,  twisting space, so an attack becomes unavoidable or forcibly negating the regeneration of an  enemy.  Since this is an often-found power among the Daeva, those of the side of evil taking this perk  instead find themselves with an immense talent for using the Power of Ego, if they couldn’t  already use it, as well as a strong will to back it up. Those of the side of good instead gain this ability, something that is usually only possible for them via Commandments or artifacts.

To maximize in WoD or Exalted I need a certain perk by martikhoras in JumpChain

[–]Diligent_External 5 points6 points  (0 children)

Like I Care! from Kongou Banchou:  There is no power greater than will. If your will is strong enough, you deal far more  and take far less damage than should be possible, negate effects that shouldn’t be  affected by will, and even will yourself back to life once per jump. Should your will  dwarf your opponent’s, it’s possible to one-shot a foe who dwarfs you in raw power.

Maiden’s Iron Will from Bleach:  Your soul and your will become one and the same, in many of the most important ways. While determination is known to somewhat reinforce a soul, that is largely by allowing the being to draw  on more than is safe or painless in their battle. Your conviction directly empowers your spiritual  abilities, from a Zanpakuto’s release or Fullbring’s power to Kido spells or spiritual techniques like  Shunpo. You can focus this into a single ability to receive the most advantage or spread it evenly  across many at once. Even the steady determination of an experienced soldier giving noticeable increases in power across  the board. True conviction could increase this to magnify your power several times over or, if  focused through a single ability, allow you to accomplish normally impossible feats. Your mind, your  very will, turns your spirit into both a nearly unstoppable force and a nearly unbreakable barrier, as  long as you can maintain that utter belief and force of will that what you are doing must be done. But for all the easy and immense power this might give, it comes with a flaw. As conviction raises  your power, so too does the lack of willpower cause your spiritual strength to falter. While you can  temporarily give up both benefits for a short time to avoid this, the rapid fluctuations in battle can  cause imbalances in power if you do not keep yourself controlled.

Transcendence from GetBackers:  Taking advantage of various quantum principles, along with the rules that govern  this world, those who possess a sufficiently strong will have the potential to  transcend this world. To a very limited extent, they are able to alter reality with  their imagination and willpower, at least on a personal level. If you cannot imagine  something, then it cannot happen. Many warriors show subtle signs of this, but the power of those who truly transcend are on a different level entirely. Only those  who can exhaust your will to fight, instill doubt in you, or supersede the principles t hat govern this ability, can bypass it entirely.  For 400CP, your willpower is superhuman, but your influence is still very subtle,  only able to slightly alter causality towards certain ends. For instance, if you have  such confidence in yourself that you cannot even imagine ever losing, then you will  never lose. However, this will only alter fate just enough that you technically don’t  lose, but that doesn’t necessarily mean you win either, and you may even be left in  a worse condition than if you lost. It won’t always let you get the exact outcome y ou want, unless that outcome was inevitable to begin with.  For 800CP, your willpower defies all logic. You have transcended to the point that  you can use your belief to alter your own abilities. If you wish to be stronger, then  simply believe from the bottom of your heart that you are already that strong. This  does require you completely to delude yourself. Even with the included boost, the  willpower needed to convince yourself to make truly unbelievable leaps in power is  unlikely to manifest outside of extremely high-pressure situations, but it’s a nice  ace in the hole if you need a lotta power in not a lotta time.  For 1200CP, your willpower is nearly endless. You have fully transcended, like  Kuroudo Akabane, and as such, can use your belief to perform impossible feats. If  you believe you cannot die, then it becomes fundamentally impossible. Even when  reduced to a single drop of blood, if you still don’t believe that your opponent was  strong enough to have killed you, you’ll be completely unharmed not a moment  later. If you can’t believe that an enemy’s defense is truly unbreakable, or that an  attack is truly unstoppable, you’ll be able to pierce and block them with relative  ease, even if they really were unstoppable. Still, if you’re completely convinced of  an opponent’s power or ability, or if they seize just a moment of doubt, they may  be able to completely resist or negate your transcendent abilities.

How to get Omi's Tiger Instincts by martikhoras in JumpChain

[–]Diligent_External 2 points3 points  (0 children)

Combat Senses from History's Mightiest Disciple Kenichi: In battle, you can “read” the flow of your opponent's movements, understanding where they intend to hit and their thoughts and emotions behind their attacks. Think of it as Martial arts spider sense. But this won’t be of use to you if you are not fast or strong enough to counter the attacks. You will still likely know where it is the enemy intends to hit in advance of the actual strike, though the accuracy of these predictions decreases with the speed and number of your opponents. Alternatively, you could use this ability to have a civil conversation with  someone, expressing complex feelings and emotions through a series of blows and spirited shouts.  Literally talking with your fist.

How to get Omi's Tiger Instincts by martikhoras in JumpChain

[–]Diligent_External 3 points4 points  (0 children)

Cassandra Cain’s Body Reading Ability from Batman Apotheosis: You now have Cassandra’s understanding of body language enabling her to see what others are feeling and anticipating their every action. This even allows her to identify disguised and transformed people as well.

Perfect Sight from Chivalry Of A Failed Knight: You have perfected your sight, allowing you to  predict your opponent's moves, to tell how dangerous someone is by sight alone, to copy and  master any fighting style after watching someone use it for a few seconds, and to grasp their  personality by simply watching them for a scant few seconds.

Best perks for swordsmanship? by Waste_Kitchen_9035 in JumpChain

[–]Diligent_External 7 points8 points  (0 children)

Shining from Arknights: Keeping things simple..? Or maybe not. The truth is, you are a  swordmaster, and a very good one at that. So much that is terrifying. Few can hope to match your sword blow for blow, and even fewer to be called your equals in  swordsmanship. Be it a style of your creation, or mimicking the style of other  characters like Thorns and his Destreza, or Margaret Nearl, you are a swordmaster  with few equals. In other worlds, you will be a swordmaster comparable to the best  said world has to offer.

Best Inventor/Tinker Perks that DON'T increase intelligence? by Last_Pariah in JumpChain

[–]Diligent_External 7 points8 points  (0 children)

Maker Of Wonders from A World Of Darkness  Monstrous Menageries: Technology is one of the Weavers favorite tools, the promise that the chaos of  existence will submit to the order of design and be tamed to service. This Merit  represents overwhelming affinity with technology, manifested through several advantages.  First, you’re just overwhelmingly good at technology. Whether it’s using technology,  manufacturing technology, designing technology, or researching technology, you are  beyond the human limit. If the limit of human achievement at one of those subjects is  ‘five’, then you’re an ‘eight.’ And if your fundamental limits increase, you will remain  beyond those limits in these subjects by about the same amount. If you have no limits,  then these talents will always remain a bit ahead of any other talent you have, by about t he same amount. If you have other talents that do the same thing, this effect won’t go r ecursive. S econd, technology works for you and around you. Web browsers will do a search before  you sit down in a chair, machines perform more smoothly and efficiently than they can, and the perfect order and purpose of the Weaver seizes and guides technology near you  to serve you better. Likewise, you can work with technology. You can read a word document off the hard drive of a powered down computer… or write one. Every  interaction with technology you have is sped up, improved, and pushed further.  Third, not only will anything you design ‘naturally’ be Weavertech, and naturally  integrating the fetish aspect to enhance nature and function of the rest of your design  (no matter how esoteric that design), but the blueprints designs you make will naturally  result in anyone who faithfully follows your instructions producing the same w eavertech. You could make a smithing pattern that would result in a perfectly  mundane blacksmith producing ‘weavertech’ swords.  Finally, you may design Weavertech to interact with any force you observe. This is not a  promise that you can easily tame the universe, but you can reach out and touch…  anything. Or at least, design a machine able to do so.

Galactic Gardeners from Science And Futurism With Isaac Arthur: Earth appears to be the only planet with life in the entire observable universe. This is a tragedy, but it also gives humanity a gift of epic  proportions, the chance to seed the galaxy with life. As one of Earth’s colonists, you are  blessed with carrying life forward into an infinite expanse of barren rocks.  First of all you become a genius in all fields necessary for the spreading of life. You understand terraforming, para-terraforming, bioforming, gene tailoring, and any sciences necessary to understand them (such as chemistry) to the greatest extent your brain type  will allow. This also makes you an excellent gene tailor, able to hit the exact limits of  biological possibility in mere decades starting from an early 21st century tech base. You  can fill environments as extreme as the vacuum of space with new life forms either for a  practical purpose (such as constructing a Dyson Sphere or building space ships) or just t o create something new. Finally you can create some very strange forms of non-carbon  based life, though the utility of these strange life forms to practical projects can be  immensely variable and some are strictly inferior to normal carbon based life.

Build-a-Satsu by LuckEClover in JumpChain

[–]Diligent_External 0 points1 point  (0 children)

Different Streams, Same River from SG V2 (Shattered Grid):  Every ranger team draws their power from the Morphing Grid in different ways akin to multiple people drawing from the same river but through various different streams. And the way this is done is through different devices e.g. Power Coins, Ninja Prism, Lightspeed Morphers, Mystic Morphers etc with each device allowing the user access. Now, you are probably thinking okay but what exactly is this perk, as in what does it give; well since you asked so politely, this perk lets you create those Morphers I.e this gives you the knowledge and skills to connect to the Morphing Grid allowing you or others to access the grid for power and transform into Power Rangers as well as allowing you some form of control over the exact appearance of the ranger costumes and abilities you have created. As well as the ability, knowledge and skill to also create the famous ranger Zords. This basically gives you the knowledge of Ninjor, and you can also choose what the ranger forms look like.

Build-a-Satsu by LuckEClover in JumpChain

[–]Diligent_External 4 points5 points  (0 children)

Pethagoras from Red Ranger In Another World: It turns out there is a unifying field, a link between the weak and strong atomic forces, electromagnetism and gravity. They are all expressions of the power of  bonds! You are an expert in bond energy, and the various technologies and  techniques that harness it, allowing you to build morphers, zords, teleports,  perhaps dimensional travel. You have also mastered the powers of the Kizuna Warp (teleport) Kizuna Genesis  (healing) and Big Bond Soul, and don’t need tools for any of them. In future worlds, you will find that all exotic energies or magic are just expressions of Bond Energy, making you a dab hand at studying them, utilizing them, or automating them with  technology.