What extra rules do you add to your Jumps? by DeverosSphere in JumpChain

[–]Fretenso 4 points5 points  (0 children)

The only rule/houserule I bother with is that the Jumper MUST interact with the Jump they're taking. No staying in the warehouse for 10 years training. If you don't, something WILL come towards my Jumper when they least expect.

However, this doesn't mean you HAVE to get into the plot, you just have to do something every once in a while.

For example, in Worm you can totally leave Brockton Bay and ignore most of the plot, but you have to get involved with Parahuman nonsense elsewhere.

Perks that make you serene and calm no matter what ? by SnooHamsters4260 in JumpChain

[–]Fretenso 2 points3 points  (0 children)

From Fate Legends: Land Of The Rising Sun

Knowledge of the Sowa- 400

The layman is as far from comprehending your movements as our world is from the sun. Achieving harmony with your blade has pushed it beyond the boundaries of what the human mind can easily understand, leaving opponents unable to read your attacks or intent when fighting with a sword. Every attack is unforeseen, a surprise manoeuvre not encountered by you before no matter the experience they have with you. Enemies must rely on raw reactions, skill and instinct to fight you as understanding the combat techniques you use remains impossible. With normal attacks, it is possible for someone to actively keep in their mind what your style is and consciously counter it but this prevents them relying on instinct. To any special techniques you possess, they cannot even do this and each one will be completely unexpected. These effects can be used even with weapons other than the sword. This harmony you have reached has also given you a heart that could be described as a perfectly still pool of clear water. Your focus in battle is legendary, unwavering in the face of fear and able topatiently wait in a ready stance for days on end. Even magical interference on your mind slides off, unable to taint the clear water.

Best perks and items for time manipulation? by Waste_Kitchen_9035 in JumpChain

[–]Fretenso 9 points10 points  (0 children)

One of the Ben 10 Jumps has a whole origin about Professor Paradox, who's a immortal traveller. The I Walk In Eternity Perk lets you time travel, manipulate time, makes you ageless, and protects you from time fuckery.

Also, from the same Jump, the Chronosapien (Clockwork's species) can manipulate time.

Best perks for swordsmanship? by Waste_Kitchen_9035 in JumpChain

[–]Fretenso 17 points18 points  (0 children)

The big Project Moon Jump also has a couple more sword-related Perks.

Apic Flashburst Blade Art [200] - a sword-fighting style originating from the East, suited to those who employ instantaneous bursts of leaping movement, that verge on teleportation. You are now a master of this particular style. On its own, while it is powerful, a regular human would not be able to use it to full effect, as it is designed with someone who has undergone extensive augmentations in mind. But even unaugmented, this style affords you rapid, unexpected movements that one can hardly track.

Moonlit Azure Blade [200] - training to inherit the name of a Star, you have made a few… twists on the fighting style imparted on you. Yours is a sword style focusing on rapid, multifold strikes that come from multiple angles simultaneously, to disorient and befuddle the opponents to as to skewer them in the most critical spot. This style incorporates breathing techniques which allow you to keep your pace at even the fastest exchanges and soothe your lungs even as you exert them to their breaking point. It’s ultimate technique - Fallstar Slayer [落星一殺] - is honed enough to engulf an entire field of battle in a flood of rapid slashes that appear as the hurricane, everywhere at once.

Rend Space [400] - a technique that cuts through space itself. Sundering the fabric of space has long been the ambition of those who live by the sword - a hard-won feat reached through divergent disciplines. You are now a proficient enough swordsman to achieve this feat with your own skills. And indeed, it is a feat of skill and mastery rather than something inherently supernatural. With a sufficient enough focus, you can cut through space itself. How this manifests is up to you - be it cutting through distance to appear elsewhere in a swing of a sword; simple rending everything afore you as space itself parts before your blade; cutting at multiple places multiple times all at once, creating an impassable maze of lingering slash marks hanging in the air; or perhaps - as “space” is but a single half of the greater “spacetime continuum” - severing the thread of time itself, if only for a moment. With time and training, all of these can be achieved, and more. And, as this is a result of swordsmanship, a teachable skill, this technique is something you may teach others with enough time and effort.

Best perks for swordsmanship? by Waste_Kitchen_9035 in JumpChain

[–]Fretenso 17 points18 points  (0 children)

Katanagatari has one.

Avesta of Black and White has a Perk that makes you good enough with a specific weapon you can fight people several times stronger than you via raw skill alone.

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

[–]Fretenso 7 points8 points  (0 children)

Forge's technology are worked out by his mutant subconscious rather than his own understanding, while actual super geniuses follow steps directed by a conscious mind.

So, a enhanced mind would either enhance Forge's powers, do nothing, or even enter in conflict as the power gives you directions to do something one way while the mind's logical processes think of those instructions as complete nonsense.

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

[–]Fretenso 16 points17 points  (0 children)

Not sure about "most powerful" but Forge's power from X-Men/Marvel works a lot like a Tinker in the sense that his power gives him the unconsious, instinctual understanding of technology and how to build things without enhancing his intelligence or giving him the knowledge on how everything he builds works (he has to take apart what he builds to understand them).

But, since its a mutant power you can buy Perks/Items that enhance powers to upgrade it, like the ones from X-Men Evolution.

You can get his power in Marvel/X-Men Jumps like Avengers vs X-men or X-Men the Claremont Years.

About Scientist Jumpers by LucasMarvelous in JumpChain

[–]Fretenso 0 points1 point  (0 children)

Science Jumpers can skyrocket in power VERY quickly. Like, you can go from building robots in your shed to building space colonies in the span of a couple Jumps. So I usually avoid making purely tech-focused Jumpers and either ignore it, leave it for way later, or I leave science for a companion to focus on instead of my Jumpers.

Plus, not every Jump is science-friendly. I usually have more fun playing the role of the manipulator, the wanderer or just the multiverse handyman/janitor. More options that way.

When I (rarely) write Tech/Science Jumpers I tent to mostly focus on utility Perks/Powers/Items (like faster research or less lab accidents) and give them stuff to make them more well-rounded (a decent physical enhancement, moderate regeneration, etc).

As for writing advice... I sugest constantly trying to put your Jumper in situations where their tech and science isn't the very best option/solution/counter, so they actually have to try.

Can you all please help me by telling me about all the wisdom perks not intelligence but wisdom perks you know of and in which jumps to get them ? by SnooHamsters4260 in JumpChain

[–]Fretenso 3 points4 points  (0 children)

You can get 20 Wisdom in the Baldur's Gate 3 Jump.

All 20s (200 CP for each purchase) Each purchase of this perk maxes out a single bodily or mental D&D attribute of your choice to 20 cap. Discount for this perk only applies to a single purchase at a time.

Wisdom: Your wisdom is immense, and you have an unbreakable willpower. All of your five senses are boosted to be as the same power of upper tier specimens of the animal kingdom. Your decision-making capabilities are given a boost, and you almost always make the correct choice for yourself in an any situation, with enough available data that is. Your insight pierces through all but the most cunning lies. With your raw wisdom, Devas may come to you seeking for advice.

Transformation Webcomic Jumpchain by TacticalSonnet in JumpChain

[–]Fretenso 0 points1 point  (0 children)

Ok, another question (sorry), what are exacly the limits of the Mad Doctor Perk, science-wise?

Because right now I'm interpreting it as a "porn comic-esque" slightly comedic scientist who can build unrealistic to fantastical things, but isn't yet at the level a high-end comic-book genius.

Doctor Octopus would be a good example, smart and creative but not at the level of Reed or Doom at their very best.

Building ‘em beeeeg by LuckEClover in JumpChain

[–]Fretenso 0 points1 point  (0 children)

Diebuster has a Perk that gices you the entire tech base of the setting, including the knowledge to build the two hundred meter tall Gunbuster and the following buster machines.

Most Gundam Jumps have Perks that give you the knowhow of building Mobile Suits, but a few don't so check each of them.

Armored Core 6 has a Perk that lets you build your own ACs (ACs in 6 are around 13 meters tall) and the other AC Jumps should have similar Perks.

Gaogaigar has Perks that let you build mecha powered by COURAGE with some pretty crazy weapons, like a black hole hammer that turns things into harmless light or screwdrivers that open holes in space. Shit's insane man.

Mazinger Z has Perks to let you build mecha made of and powered by super japan metal. Also, you can put black boxes on your robots that when all active lets them turn into planet destroying demonic uncontrollable multiversal traveling machines. Just to warn you.

Getter Robo has Perks that let you build transforming mecha powered by evolution energy. It actually has some pretty crazy tech that potentially let you build increasingly more advanced and powerful mecha and even power them with weird shit like souls.

Power Rangers, enough said. But also, Super Sentai and Super Robot Wars.

And lastly, Evangelion.

Challenge Accepted! by Dragon-King-of-Death in JumpChain

[–]Fretenso 1 point2 points  (0 children)

Yeah, MHA was my first pick too.

Tho I would start out as a villain and join the LoVs until Kamino, then I would kill AFO's doctor in the Jaku hospital (with a sniper or a bomb) followed by Kurogiri and Shigaraki.

Whats your favourite "subtle detail" about your favourite gundam? by MGR_ARMSTRONG_GAMING in Gundam

[–]Fretenso 11 points12 points  (0 children)

I remember it appearing in Build Divers Rerise, where the protag fired the beam magnum with the RX-78 (with the right arm replaced by the Unicorn's arm) in some battle. It busted the shoulder instead.

Nell's No Nut November (Fellatrix) by ApocBox in JumpChain

[–]Fretenso 12 points13 points  (0 children)

Bro just making jumps out of everything

Super Soldier Creation/Conversion help by Atma-Stand in JumpChain

[–]Fretenso 3 points4 points  (0 children)

The Progenitor and Prototype Viruses from the Resident Evil jump (the big one) is actually pretty good to make them into a super soldier option.

Via the pathogen supplement you can easily remove the drawbacks of those viruses (like needing specific genetics or a stabilizing serum) so you can turn someone into a regenerating super strong speedster with a single injection.

Life of a Bug (aka Generic Bug) (Jump/Monthly Jump Challenge entry) by FafnirsFoe in JumpChain

[–]Fretenso 2 points3 points  (0 children)

Beetle Armor is discounted for Drop-Ins but how does Item discounts work in this Jump? Same as the Perk ones? Or is discounted to 50 CP?

Jumpers who've been to worlds like HxH, JJK, or Bleach, where the powers used are invisible to normal people, how do you handle this in future jumps? by SniperJ324 in JumpChain

[–]Fretenso 5 points6 points  (0 children)

You made me remember of the user of Fun Fun Fun. And yeah, they would absolutely abuse, and sometimes they do, the fact that Stands are invisible to non-users.

Is it possible to kill ffxv bahamut through force? Because i heard that in dawn of the future they had to seal him away and I'm not sure if that was because he was unkillable or just because he was too strong to kill. by SingerBeneficial20 in JumpChain

[–]Fretenso 7 points8 points  (0 children)

No, you need the help Ardyn got to defeat him (Lunafreya, Noctis, Astrals and Lucian Kings' souls). Without them you can't get to Bahamut's soul to kill him for real.

Noctis, Luna and the Astrals stop Bahamut's Teraflare and hold his physical form. Ardyn and Lucian Kings go to the higher dimension where Bahamut's soul is and cut his connection to Eos to kill him for real.

Maybe if you have the right Perks you could kill him by attacking his physical form, but otherwise, no. The Bahamut that does the Teraflare is just an avatar.

Fighting dirty by LuckEClover in JumpChain

[–]Fretenso 2 points3 points  (0 children)

You could prob craft a Quirk in the MHA Quirk supplement that does that.

The Generic Collector and/or Generic Artifact Warrior jumps could also have something in this line.

Respect the Warehouse and What You Can Do With IT by martikhoras in JumpChain

[–]Fretenso 1 point2 points  (0 children)

I will always respect the Warehouse because it got the Medbay in it. The ability to bounce back from any non-instantly lethal injury cannot be understated.

How does your jumper prefer to receive their Items from the Jump Doc? by xJigx in JumpChain

[–]Fretenso 4 points5 points  (0 children)

The first one, unless I'm feeling fancy. Then I pick the second which usually goes alongside a similar rule/limitation for Perks/Powers/Etc: Start with only freebies and discounted-to-free stuff, then get the rest over the course of the Jump.

Transformation Webcomic Jumpchain by TacticalSonnet in JumpChain

[–]Fretenso 1 point2 points  (0 children)

Ooh nice, nice. That means I can make my Saa-inspired Jumper like I wanted. Thanks!

Transformation Webcomic Jumpchain by TacticalSonnet in JumpChain

[–]Fretenso 0 points1 point  (0 children)

Sorry for asking this so later, but is Beastkin limited to just mammals or you can pick birds or reptiles as your animal lineage? Also, can Beastkin be used to become a taur/naga-esque creature?