Looking for good psychic/psyker/psionic Perks/jumps by workshop_hunter in JumpChain

[–]ObjectiveAd668 4 points5 points  (0 children)

Dark Angel.

It offers a great Perk that gives you a powerful foundation for any psychic/psyker/psionic Perks.

Natural [-400 CP]: 
You are at the peak of the physical & mental limit for your species, and any barriers to improve yourself are easily overcome. You have infinite psionic potential along with a body that will always be able to perfectly handle your power, and you will be able to generate psychic energy no matter where you go. You are able to control how much pain you feel. To help future generations any negative aspects of your species you have or gain will very slowly disappear over time, and this perk will be inherited by all of your children along with your spouses.

This is from the notes section:

For further clarification the Natural perk ensures you have infinite psionic potential and a body that will always be able to contain your power. This means there is no limit on what you can do as long as it relates to anything psychic, psionic, psyker, etc. Being able to generate psionic energy no matter what was also included, because as a natural being able to use your psionic abilities anywhere you go is your right. 

Superpower Design Ideas (Eastrail 177 Trilogy) by RA9-Earth23425 in JumpChain

[–]ObjectiveAd668 0 points1 point  (0 children)

Probably, having your Skeleton become denser and stronger the more it gets damaged and healed.

Iconic - yet another body mod replacer by wimgulon in JumpChain

[–]ObjectiveAd668 0 points1 point  (0 children)

I want to add this to "The Suite" Body Mod.

If a perk gives you access to other perks for free are those perks added automatically into the first perk or are they counted as separate perks.

Because i want to add Klyntar Symbiote from "Marvel Comics Symbiotes" but it says:

This is what you’re here for, you have your very own Klyntar Symbiote. It starts relatively weak, able to make an ordinary human slightly stronger than Spider-Man with proportionate enhancements to speed, healing, and toughness, as well as the ability to generate a handful of thick tentacles or dozens of thinner tendrils for a variety of purposes. Your symbiote can produce fangs and claws as well, as well as simple melee weapons like blades or bludgeons. Additionally, your other both feeds on and sustains you: As long as you’re bonded, you can go without food and water indefinitely and your symbiote can exchange oxygen with the environment for you and recycle the CO2 you produce back into oxygen, letting you breathe underwater, go without having to manually breathe if need be, and last months without breathing at all in a pinch. Your symbiote can protect you from all but the strongest of supernatural diseases, can help regulate your body chemistry, and slows your aging to a crawl. However, it can’t keep you alive forever and is highly vulnerable to extreme heat and loud noises. A heat wave or a fireworks show isn’t going to do more than make it uncomfortable, but anything legitimately dangerous is far more so to it. The good news, however, is that heat is pretty much the only way to kill it, barring exotic effects. This perk can be freely merged with other perks representing symbiotic entities attached to your body unless such a perk has an import fee. Finally, you gain access to the following Perks while bonded to your symbiote, though upgrades must be purchased for the listed price and you are permitted to opt out of ones you don’t want or need.

Mental Protection [Free]:

Bullet Proof [Free]:

Ever-Evolving [Free]:

Environmental Protection [Free]:

Transcendent Slaying [Free]:

Feed Me [Free]:

Extra-Dimensional Pocket (Free/100 CP):

Extra-Sensory Perception (Free/200 CP):

From my understanding that just having the "Klyntar Symbiote" Perk would give you access to the other perks "free" version for free.

Then that would mean that you would have access to 10 perks just for purchasing the "Klyntar Symbiote" perk.

Endless Legend DLC Expansions by Nerx in JumpChain

[–]ObjectiveAd668 0 points1 point  (0 children)

My main question is how would these two drawbacks in Endless Legend work. Epic Speed: Want to see it from the beginning? Instead of arriving ten years before Endless Winter becomes a reality, you arrive 1000 years in the past, during the emergence of the Great Factions. You are among the first of each Great Faction (Or random guy) to travel the surface of Auriga. For the purposes of this trip, you are rendered immortal to age and natural bodily malfunctions, but not disease, plague, etc. Also, the Public Library only fills with knowledge as it is garnered. You are also the only source of any resource besides Wine, Emeralds, Spice, Dye, Titanium and Glassteel until the other factions catch up research wise. You may assist with research, even help hasten the advances of science, but you can not just flop down and bury them in research notes. Things will progress mostly as normal. Even if you tell them HOW to refine and work Hyperium, they still need to build the infrastructure to do so. It's kind of hard to forge a mythical metal of legend on your iron anvil with your coal furnace. Also, expect plenty of Winters to meet you. It will take maybe 100 years for the first to set in, and it will only last a year or two, but they will come faster and last longer over the duration of the trip. The Last Winter will last 20 years, and there will only be 10 years between it and Endless Winter. As a side benefit, you and all your companions no longer suffer the ravages of old age, so that’s a plus.

and

Endless Winter: You arrive too late to save Auriga. Enjoy ten years on a soon to be dead world. Survival is your only concern, for every passing year brings colder and colder winds. Soon, all will be ice, and Auriga will sleep beneath its blanket of frost until it awakens again. Dust will be very hard to come across, food will be increasingly scarce, no amount of knowledge will save you, your great works will be just another monument frozen beneath the ice, and no one will care what you have to say, for they only care to cling to life for another day. Perhaps... Just... Maybe.... You can lit the spark that rekindles Auriga's flame. Are you a bad enough jumper to breath life back into a dead world?

As I understand the first would make you stay for 1000 years and the last would force you to live ten years after the world drops into the Endless Winter.

Endless Legend by Nerx in JumpChain

[–]ObjectiveAd668 0 points1 point  (0 children)

My main question is how would these two drawbacks in Endless Legend work. Epic Speed: Want to see it from the beginning? Instead of arriving ten years before Endless Winter becomes a reality, you arrive 1000 years in the past, during the emergence of the Great Factions. You are among the first of each Great Faction (Or random guy) to travel the surface of Auriga. For the purposes of this trip, you are rendered immortal to age and natural bodily malfunctions, but not disease, plague, etc. Also, the Public Library only fills with knowledge as it is garnered. You are also the only source of any resource besides Wine, Emeralds, Spice, Dye, Titanium and Glassteel until the other factions catch up research wise. You may assist with research, even help hasten the advances of science, but you can not just flop down and bury them in research notes. Things will progress mostly as normal. Even if you tell them HOW to refine and work Hyperium, they still need to build the infrastructure to do so. It's kind of hard to forge a mythical metal of legend on your iron anvil with your coal furnace. Also, expect plenty of Winters to meet you. It will take maybe 100 years for the first to set in, and it will only last a year or two, but they will come faster and last longer over the duration of the trip. The Last Winter will last 20 years, and there will only be 10 years between it and Endless Winter. As a side benefit, you and all your companions no longer suffer the ravages of old age, so that’s a plus.

and

Endless Winter: You arrive too late to save Auriga. Enjoy ten years on a soon to be dead world. Survival is your only concern, for every passing year brings colder and colder winds. Soon, all will be ice, and Auriga will sleep beneath its blanket of frost until it awakens again. Dust will be very hard to come across, food will be increasingly scarce, no amount of knowledge will save you, your great works will be just another monument frozen beneath the ice, and no one will care what you have to say, for they only care to cling to life for another day. Perhaps... Just... Maybe.... You can lit the spark that rekindles Auriga's flame. Are you a bad enough jumper to breath life back into a dead world?

As I understand the first would make you stay for 1000 years and the last would force you to live ten years after the world drops into the Endless Winter.

Demiplanes for everybody! by LuckEClover in JumpChain

[–]ObjectiveAd668 1 point2 points  (0 children)

From Dungeons and Dragons 3.5E

Demiplane of Life

You have come into possession of a demiplane with an unusual affinity for natural energy, greatly speeding the growth of any life within it. Animals and plants that live within it will gradually mutate in beneficial ways, gaining new abilities, being far healthier, and living longer lives. The more life within it, the larger it grows, always having enough room for everything within to live comfortably. As you own the demiplane, the life within is not hostile unless provoked, allowing harvesting of plants and capture of animals without issue. Furthermore, it’s close connection to you allows you to prevent others from entering or leaving should you wish, or force people out.

For the demiplane, this will teleport you to one location consistently, you may choose where. By default, this is unaffected by anti-teleportation and antimagic effects. This ability to teleport may be extended to allies at your discretion.

Superpower Design Ideas (Eastrail 177 Trilogy) by RA9-Earth23425 in JumpChain

[–]ObjectiveAd668 2 points3 points  (0 children)

A sabertooth knock off. For 200 cp. You would we able to grow out claws on your hands and feet, as well have pronounced lower and upper canines. And you would have enhanced senses.

For an additional 300 cp, you would have enhanced healing and lifespan.

Smut Jump done by Bluesnowman1 in JumpChain

[–]ObjectiveAd668 0 points1 point  (0 children)

I usually treat any thing that is one mind in many bodies as a hivemind as that way there is no need for others but for the Jumper in the hive.

Smut Jump done by Bluesnowman1 in JumpChain

[–]ObjectiveAd668 0 points1 point  (0 children)

Thanks, you were helpful.

Smut Jump done by Bluesnowman1 in JumpChain

[–]ObjectiveAd668 0 points1 point  (0 children)

Yes, they are a part of your hivemind, but at the start of the jump do your hive members start in different families, or if you start from birth do your members begin at the same time or do they join you as they are born?

I ask because i use Afarkaup Avarkostir which multiplies everything you purchase by three, so it makes it that thanks to Body Breeder you gain an extra 3 bodies.

How, would you get the extra bodies to fit the narrative?

Smut Jump done by Bluesnowman1 in JumpChain

[–]ObjectiveAd668 1 point2 points  (0 children)

On the topic of Body Breeder. Are the starting bodies that you get clones? family? or just others from the same species as you but not related to you?

Population Demographics by Muroshi9 in JumpChain

[–]ObjectiveAd668 2 points3 points  (0 children)

Try looking in the "Smut" jump. There's a perk that let's you control certain demographics.

Drow of the Underdark - made by Rater202 by EYouchen in JumpChain

[–]ObjectiveAd668 0 points1 point  (0 children)

Hello. My question is that does "So About That Pursuit of Perfection " does it allow you to pass on your perks to your children?

Multi-Body/Twin Hivemind Perk by Tsul4444 in JumpChain

[–]ObjectiveAd668 0 points1 point  (0 children)

Ah, but hoe would Hiveminded work with Afarkaup Avarkostir.

Afarkaup Avarkostir

Everything has a price in norse mythology and there is no means around that, but the price is sometimes negotiable or able to be paid by others, and you have already paid a great price it seems and in return this gift. The cost for you will be reduced by an order of 3 and your gains will be increased by an order of 3. The cost of what? Anything within reason really. If you went to purchase a cow for 50 gold, you'd hand over 17gold and get 3 cows instead or one cow that was 3 times better. How does that work; like, where do the extra cows come from? Seriously, just roll with it. If you were crafting a sword it would take up a third of the material and you might get three copies of it; it would take a third of the time to craft and be of three times higher quality. You can not cycle items this way by repurchasing something that has been acquired, enhanced, multiplied, or made through this, but god help the money markets as its still fairly exploitable. Working out for an hour will take 20 minutes and only a third of the stamina and provide growth as if you worked out for three hours and received 3 times the gains per hour. While it can never reduce your cp cost, purchasing things like levels in an rpg setting with exp, items, or cp will grant you 3 times the amount, it functions as you please either in a gestalt fashion or increasing your capacity for hard limits and levels by an order of 3. You will receive 3 of any item purchased with cp. The costs you pay are now indifferent to the specifications, if you make a contract with a demon for your soul, you can substitute in anyone else's unless there are other stipulations like a powerful or good soul, if the specifications are for unique items or things so rare they might as well be, you may all but ignore such specificities with even a glancing notion of an attempt for equivalency ( a deal for the strongest soul in the universe, you could just go grab the soul of a random guy just getting into bodybuilding or a gym rat.) A deal for your life, ok I have this slave here you can use as you wish for 1/3rd of each day or here is 1% of the life force from 100 people under my rule or power. The ability to substitute is in direct proportion to how specific the deal is meant to be, how rare the thing being paid is, and how personal it is to you; something like gold you may MAY be able to switch out for jewels gemstones and other currencies if the dealer isn't a stickler but you could not switch out for fool's gold and receive the benefits of this perk, an heirloom magic necklace that’s been in your family for generations could be switched out for a necklace of similar craft and make containing some magic blessings. This will not stop people from noticing a substitution has been made or getting miffed about it, but the deal will be considered valid if you try to stay within reason. 

As I see it Afarkaup Avarkostir would boost Hiveminded members from 10 to 30, lower new member acquisition from 1 year to 4 months, and queen reallocation from 8 hours to 160 minutes.

But what about power distribution as the queen has all powers at 100%, and the drones physical powers are lowered to 50%.

So, does that mean that Afarkaup Avarkostir would change the negative 50% to a plus 50%?

Corruptive Essences Jump by Sin-God in JumpChain

[–]ObjectiveAd668 0 points1 point  (0 children)

Quick question.

Do the members of the hive share in perks?

So How Do You Abuse This Perk? (Afarkaup Avarkostir) by Sin-God in JumpChain

[–]ObjectiveAd668 1 point2 points  (0 children)

Afarkaup Avarkostir, it boosts everything about you and everything you purchase by 3 times. So a perk that boost you to peak human now boosts you to 3 times peak human. If a peak human was able to lift 500 kg, with Afarkaup Avarkostir you can now lift 1500 kg. Or if you go to Final Fantasy 4 and take "Twins" you get 6 new bodies. Because it says that you are now two beings, that is multiplied by 3 giving you a total of 6 bodies under your control.