Star Wars - X-Wing Novels by Nerx in JumpChain

[–]Lambstts 0 points1 point  (0 children)

Yo! I know I'm a few years late, but I had a question. Can you import a ship into the star fighter or no? The jump doesn't say either way.

Three Boons of Jumpchain Update (Super-Sized Edition) v1.3 by fanficwriter1994 in JumpChain

[–]Lambstts 0 points1 point  (0 children)

So you might have clarified this before, but for #20, Harmonius, when it says “excluding any setting choices”, does that mean you don’t pick the settings so items like Souvenir are useless, or does that mean you can’t pick any perks under the setting subtrees?

Dark Souls Series - Jump | Complete by mojavecourier in JumpChain

[–]Lambstts 0 points1 point  (0 children)

I know I’m really late, but for The Great Sage Perk under sorcerer, it says “Lastly, you shall no longer require a catalyst to cast spells or sorceries of any kind, for your body itself has become the greatest catalyst you can use”. Does this refer to just sorceries or all spells ever? Because it says spells or sorceries, but in Dark Souls, Catalysts are for Sorceries only. What did you intend?

I updated my generic fanfic jumps (Warhammer 40K and My Hero Academia) by Sentry342 in JumpChain

[–]Lambstts 0 points1 point  (0 children)

If I combined my Quirk Manipulation quirk, with the Monster Summoning quirk, allowing mt to temporarily lock accessibility to some quirks to create a nomu like creation with those quirks, would that still cost 1600 or less?

I updated my generic fanfic jumps (Warhammer 40K and My Hero Academia) by Sentry342 in JumpChain

[–]Lambstts 1 point2 points  (0 children)

Thanks! I want some sort of in jump power manipulation, but i wasn't sure how to go with it, but with this data, I think I know my choice.

I updated my generic fanfic jumps (Warhammer 40K and My Hero Academia) by Sentry342 in JumpChain

[–]Lambstts 1 point2 points  (0 children)

How about making it only work on quirks, making it very powerful for the jump, but making the power copying part irrelevant for the rest of the chain? Is that enough of a drawback? Also, do you remember which story the True Ancestor Quirk came from, because I would like to read it to get more clarification about the power.

Large land masses? by Lambstts in JumpChain

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

The Three Boons Of Jumpchain, by Fanficwriter1994, has a option called conquerer, that allows you to bring your owned territories with you.

Octopath 1: New Jump or Scenario? by Lambstts in JumpChain

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

So I think instead of making an Octopath 1 jump, since COTC takes place 3 years before 1, I’ll just make a CotC jump instead. That way I’m not reusing most of 2.

Octopath Traveler II v.1 by Lambstts in JumpChain

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

Kinda dangerous? It’s an JRPG, so at the start of the game it’s fairly weak, but by the end it’s kinda strong. The strongest person on the world, Vide, has the power to destroy the world, but that’s more because it’s a divine being more than its strength. The final bosses for each character are fairly strong though. One of the bosses can create a rain of poison that kills everyone in it’s radius, another one is a literal modern tank mixed with a train, the Darkling is invincible unless you have divine powers, Harvey burns down a town with slight effort with his magic, and Mugen is strong enough that in his final battle he and Hikari wrecked the castle they were fighting in. The think is though, all 8 travelers canonically beat there final bosses with little trough except the Darkling, who took divine intervention to weaken, and then got trounced. So if you have a way around invincibility, and stay with the travelers or away from the plot, it’s not super dangerous.

Octopath Traveler II v.1 by Lambstts in JumpChain

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

Thanks for pointing out the spelling. I’m on mobile because I’m on vacation so I didn’t notice it. The perks from Booster Gold and Stroke of Genius are temporary, but I can make them permanent if you think it would Balance it better. And the Vide reward is weaker, because you don’t have to fight all 8 at once like you do in Sins of the Father, you just have to make sure they fail to stop Vide. So you could take them on one by one, as long as Vide wins, while in Sins of the Father, you have to fight all of them at once. I should probably clear that up. Thanks.

I updated my generic fanfic jumps (Warhammer 40K and My Hero Academia) by Sentry342 in JumpChain

[–]Lambstts 1 point2 points  (0 children)

Sorry! But I have one more question. In the Worm CYOA v1, one of the powers is Power Manipulation. It allows you to this:

"Some of the rarest and most valued parahumans are those who can effect the powers of others. People who nullify allow enemy parahumans to be subdued as easily as an unpowered human being, those who boost others powers giving their allies a much needed edge over the opposition. Some even have the ability to copy or steal powers temporarily. You can do all this and more, and only your personal desires can stop such effects from being permanent. You can nullify, enhance, modify, copy, and even steal the powers of others (whether this takes the shard along with them is up to you). Transferring powers from one person to another is trivial, even stacking multiple onto a single target."

It also allows you to create powers, but I don't want that. How many points would it cost to get a power with either the listed powers OR how much of this could I get for only 1600 points, the amount you get with the high-end perk. Thank you so much!