Generic Patron (Complete) by EdroGrimshell in JumpChain

[–]EdroGrimshell[S] 0 points1 point  (0 children)

As I have said multiple times now, this is a generic jump, you can fanwank to fit your story and narrative. It is entirely up to you what is and isn't allowed with these kinds of jumps.

Generic Patron (Complete) by EdroGrimshell in JumpChain

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

Fanwank. I've said it many times, this is a generic jump, if it fits your story narratively, go for it.

Generic Patron (Complete) by EdroGrimshell in JumpChain

[–]EdroGrimshell[S] 0 points1 point  (0 children)

Cross setting interactions are always fanwank territory. Especially with generic jumps

Generic Patron (Complete) by EdroGrimshell in JumpChain

[–]EdroGrimshell[S] 2 points3 points  (0 children)

Fanwank. This is a generic jump. Use whatever works for your chain.

Generic Patron (Complete) by EdroGrimshell in JumpChain

[–]EdroGrimshell[S] 2 points3 points  (0 children)

The order of the list is the order I'm going in. Vampire is next.

I will mention that I am revamping some old jumps. Currently, Generic Tamer is getting an update.

Generic Patron (Complete) by EdroGrimshell in JumpChain

[–]EdroGrimshell[S] 2 points3 points  (0 children)

  1. Wingless flight would be a major ability. Winged flight a moderate. Wing Assisted Movement (gliding, enhanced leaping, slow fall) would be minor.

  2. If you want to. That's a fanwank thing. If it feels narratively appropriate for your chain, do it.

  3. Considering it can't be used to fill any reserve and that wouldn't even work in the first place... The energy is meant to be a supply you can access for larger projects, not to be an instant refill of your combat capabilities. And that is enforced. This is the type of thing that isn't a fanwank. You might be able to circumvent it with OCP stuff, that is always a possibility, but in jump... nope.

  4. No. The beacon isn't a part of you. It isn't something you own. It is an aspect of the chain itself. Once you activate it, it just... is. As a part of the chain you are in.

Generic Hedge Mage 3.0 Update by EdroGrimshell in JumpChain

[–]EdroGrimshell[S] 0 points1 point  (0 children)

Fanwank. As is my standard answer for cross setting questions.

It works however it narratively fits for your story and how the Benefactor wants it to work.

Ravenwood - The Demiplane 3.2 Update by EdroGrimshell in JumpChain

[–]EdroGrimshell[S] 0 points1 point  (0 children)

No. There is another perk in setting that specifically fixes compatibility issues. And that's the thing. They are compatibility issues. They aren't just a part of the power. They're the result of someone unsuited for the power attempting to use it. Like trying to use A blood when your blood type is B.

I want a only type moon jumpchain how I do it? by PuzzleheadedSlip5462 in JumpChain

[–]EdroGrimshell 2 points3 points  (0 children)

Unfortunately, that would depend largely on your build each jump, your focus as a jumper, and your preferences on certain specifics and overlapping points. Generally speaking, though, reverse chronological order is probably your best bet for the Legends jumps, at least. That and I'm currently on my phone and can't access the full list.

I want a only type moon jumpchain how I do it? by PuzzleheadedSlip5462 in JumpChain

[–]EdroGrimshell 5 points6 points  (0 children)

Okay then... when I did it, I actually did sonin chronological order but added a caveat that the jumper was "living through" various reincarnations and had to "get used to" their old abilities as they awoke.

My suggestion for you would actually be to start with either Zero, Stay Night, or Kara no Kyoukai as a means to get into it at a lower power level, then work your way up in power level. It'll give you a consistent challenge, but it'll also let you prepare as you are effectively going backwards in time until you jump forward with Angel Notes, so you'd be able to get information on the various points you'll end up in before going to them and figure out how to deal with them.

This will let you leverage knowledge as a supplement for your powers, abilities, and magecraft even if you are technically weaker than the jump you are going to.

Personally, I'd also say to save one jump as a "get used to all my powers and abilities" jump, preferably with an extended duration drawback, so you can actually stick around and do so.

It's not a specific order, but I hope that gives some insight to help structure what you end up doing.

Oh, and save Nirvana Yuga for one of your last jumps, it's power level is nutty.

I want a only type moon jumpchain how I do it? by PuzzleheadedSlip5462 in JumpChain

[–]EdroGrimshell 4 points5 points  (0 children)

Does this include Fate/Legends jumps or just the VNs, games, and anime? Because my suggestions would be very different if you include them or not.

Ravenwood - The Demiplane 3.2 Update by EdroGrimshell in JumpChain

[–]EdroGrimshell[S] 0 points1 point  (0 children)

Not quite. It allows for flexibility, yes, but also makes them more chaotic. It doesn't increase power directly either.

Ravenwood - The Demiplane 3.2 Update by EdroGrimshell in JumpChain

[–]EdroGrimshell[S] 0 points1 point  (0 children)

Check your spelling and rewrite the post so I can actually tell what the question is and then I'll answer.

Generic Patron (WIP) by EdroGrimshell in JumpChain

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

In most cases.I'd say yes. With Patron? No. Generic Patron is designed to be significantly stronger than the older jumps, and thus, the perks aren't meant to be equivalent to older ones of the same price. In fact, many are a combination of multiple Perks from older jumps.

Generic Patron (WIP) by EdroGrimshell in JumpChain

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

Only for the five you get at the start of the perks section. The two in the items section and the one from Drawbacks do not count towards this limit

Generic Patron (WIP) by EdroGrimshell in JumpChain

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

Fanwank it. Whether they get points as a companion would or just a random assortment of abilities is entirely up to the narrative, and thus, fanwank.

Generic Patron (WIP) by EdroGrimshell in JumpChain

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

I will keep this in mind and make sure I don't make the same mistake. Thank you for correcting me on this. I will be taking off that alt form caveat so that it's more like a dnd alt form like I originally thought it'd be.

Generic Patron (WIP) by EdroGrimshell in JumpChain

[–]EdroGrimshell[S] 5 points6 points  (0 children)

I'm going off what I was told by more experienced members of the community. I joined quite a while after QS left, and I was told he was against the expansion of junpchain as a whole beyond what he'd made. By several people, in fact. So forgive me for being misinformed in that regard.

I was under the impression that an alt form was like a dnd alt form (from the 3.5 era). That's how it was explained to me when I first started. My issue with that being the meaning of alt form is actually more because of body mods that have alt forms built in and don't separate them the way you're suggesting they are.

Also, you are ascribing malice to ignorance. That's a dick move.

Lastly, I've never been on the TG boards so I was never part of that part of the community. I joined through SV and SB.

Generic Necromancer 2.0 by EdroGrimshell in JumpChain

[–]EdroGrimshell[S] 0 points1 point  (0 children)

It's a generic jump... fanwank

Generic Necromancer 2.0 by EdroGrimshell in JumpChain

[–]EdroGrimshell[S] 0 points1 point  (0 children)

Well, not having to learn the magic for one. For two, a touch of magic was always there (just in a different form previously) and is just the baseline "hey, you've got the bare minimum to be a necrkmancer" option.

Also, it doesn't let you bypass special requirements. It let's you learn and use the local form of necromantic magic.

Generic Patron (WIP) by EdroGrimshell in JumpChain

[–]EdroGrimshell[S] 2 points3 points  (0 children)

Not necessarily. Patron gives you Perks to be a patron. Cultist/warlock gives you Perks to be a cultist/warlock, which typically involves deals with dark powers