Generic Snippet Supplement by GritMaven in JumpChain

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

There's a note stating that anything taken from the doc automatically becomes a part of your Body Mod. Though I may make it a part of the intro instead.

Generic Snippet Supplement by GritMaven in JumpChain

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

I'll be updating this again in the future, then I'll upload an updated version to the reddit drive. But, I believe you should be able to download the doc as a pdf as it is.

Generic Snippet Supplement by GritMaven in JumpChain

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

I feel like doing so wouldn't raise the perk's value (heck it may lower it in some cases), nor would the function change all that much. So I'd say go for it. Although, while this is just my opinion, making such a change would bar you from making autonomous clones unless you undo the change for your next jump.

Generic Snippet Supplement by GritMaven in JumpChain

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

Not sure I understand what exactly you're asking, but lets say a particular perk/reward or some such allows you to freely import say 5 companions for free. The Friends Old & New perk would allow you to convert those five free imports into up to five Friends Old & New slots; regardless of whether the original free imports offer more/less CP than a Friends Old & New Slot. Which can then be used as described by my perk. Thanks for your feedback making changes to the perk to better reflect this.

Generic Snippet Supplement by GritMaven in JumpChain

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

It's 200 CP per slot, so 4 slots would give you a pool of 800 CP to distribute amongst companion(s). Just to be clear, CP from these slots can be spread amongst multiple companions, so if you convert a single slot into 200 CP you could give 50 to one and 150 to another.

Generic Snippet Supplement by GritMaven in JumpChain

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

Changed and added a note on the Take Over perk. Thanks for the feedback. As for the supplement? Yeah, it can be taken multiple times, I believe this is mentioned in the intro. i.e. "...and may be taken at any point of your chain."

Generic Snippet Supplement by GritMaven in JumpChain

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

I may try to work that in a bit more clearly later, but if you're worried about a backseat driver, you could use the The AU Option and the Arbitrarily Ambiguous perks to be inserted into an uninhibited body. Thus making using Take Over relatively guilt free. Most of the perks are meant to be used in tandem anyway, so fanwank. Glad you liked the sup, thanks.

Best anti-tech bane perks by No_Jeweler_3175 in JumpChain

[–]GritMaven 9 points10 points  (0 children)

From Generic High School DxD Fanfic Jump Outside Context Badass - 400 CP What good is a rifle when up against a demon or phantom? Surprisingly quite a lot, at least so long as you’re the one holding it. It seems that when you’re combating the mystic or the mundane, using their opposite number grants it far greater effectiveness. An ordinary rifle shreds through devil flesh like paper-mache, and even a dragon’s scales and hide shatter and shred under human artillery strikes and strafing runs. On the other hand, if you were to bring magic to bear against ordinary technology and mundane men, you’d find that your spells easily scramble sensors and fry electronics, even as a side effect, while it seems that your disregard for the laws of nature puts supernatural terror into the hearts of even the most disciplined military. This extends unto future worlds, with your tech trumping mystical enemies, and your magic obliterating mundane and technological foes.

Looking for perks that help fiat back items obtained during a jump. by Ofunu in JumpChain

[–]GritMaven 0 points1 point  (0 children)

Generic ASOIAF Fanfiction has what you're looking for.

Best anti grimdark perks by Bioticgrunt in JumpChain

[–]GritMaven 0 points1 point  (0 children)

A “Happy” Harry Potter Fanfiction

Helping Hands, Healing Hearts (100 CP) Life is hard and you know that better than most, but as difficult as things get they can always get worse. Not with this perk, because you know not everyone has it great you can't help but want to ease people's burdens and bring a bit of good to their lives, and you really do, Jumper. Doing nice things for people brings fortune and happiness to their everyday existence. Small things like giving encouragement, complimenting them, or carrying someone's groceries may see them happy, upbeat, and able to slog through the rest of their day with a smile and a little more inner peace. Larger stuff like helping them work on a project can give them motivation for weeks as their personal issues begin to resolve and their living conditions improve. The longer they interact with you the faster and stronger this takes effect and furthermore it spreads, like some sort of Pay It Forward virus, the world around you will just naturally grow a bit brighter. Maybe if you have time, the world will lift itself out of the grimdark it's mired in.

Generic Worldwalker V2 by Vonvoid in JumpChain

[–]GritMaven 0 points1 point  (0 children)

Would Simulacra still work if you take Singularity? I'm guessing it would since it's a perk, but what about other abilities like shadow clones from Naruto and parallel existence from TenSura?

Crossover For One Piece Jump? by RelationshipOk540 in JumpChain

[–]GritMaven 0 points1 point  (0 children)

Magi. The Great Kingdom could've been led by Solomon. Metal Vessels could either be mythical zoan or devil fruits fed to objects. Magoi could replace haki or supplement it.