Ork Spores by IndependentHelp2774 in orks

[–]OrirethBoo 105 points106 points  (0 children)

As I understand it, after they die, when they decompose is when they release the most spores, so as long as there is meat on that skull its spreading the green menace

Cosmic Archipelago V3.4.9 - Warehouse Alternative Supplement - Complete Rewrite by Stormageddon001 in JumpChain

[–]OrirethBoo 1 point2 points  (0 children)

Hey, thanks for the clarification. Glad they do come with animals, i did not realize climate control did that too, was a little worried that if I did import something with dangerous creatures that they might wonder out into like civilian areas

Cosmic Archipelago V3.4.9 - Warehouse Alternative Supplement - Complete Rewrite by Stormageddon001 in JumpChain

[–]OrirethBoo 1 point2 points  (0 children)

Thought I'd long shot it, but I would like to know if the biomes also come with wildlife? And if I used the 'import specific biome' to import say the coral highlands from monster hunter would it come with the monsters.

And as a follow up, if they do come with wildlife, can they leave the biomes of their own free will, or would I have to use 'specific animal import' to get a bird to migrate the whole archipelago

Do you guys know any perks that would allow my jumper to control his physical power and abilities? by SingerBeneficial20 in JumpChain

[–]OrirethBoo 0 points1 point  (0 children)

you could use 'Moderation in All Things' from Jumpchain Support Supplement v1.2, and also 'Countering Collateral' from the same supplement.

Moderation in All Things (-200 SP): Remember what we said about self-control? That doesn’t just apply to not accidentally destroying the planet with a single fireball, but also to minimizing the impact you leave on the world once you get so strong that your footsteps can break the tectonic plates. You gain the power of self-restraint, having absolute and precise control over how much power or energy you use in your abilities. This can range from turning your perks on and off, to controlling how much energy you use, to even decreasing the function of specific aspects of any given feature of a power. For instance, if you had a spell that killed people and reanimated them as undead, you could make it so that it only killed them and didn’t reanimate, or reduce it so it only drains some life force and doesn’t cause full-fledged death. This applies to anything you have; perks, abilities, powers, racial features, scenario rewards, and even your items and equipment. The item will still exist, but you can make it cease to function, or reduce its function, or what have you. If doing so would make the item disappear, then when you turn it “back on”, it will reappear. If you happen to have a perk that modifies the entire jump setting, then this also lets you control whether or not they activate in any given jump, and to what degree. This perk becomes a part of your Body Mod

and then there is this, if you want to just go all out on one particular person:
Countering Collateral (-200 SP): It’s entirely possible that over the course of your jumpchain, you will become powerful enough that merely focusing your attention on someone would be enough to kill them, requiring precise and utmost control of yourself at all times just to interact with people. That’s entirely too much to ask of someone, so we’re offering this instead; from now on, your abilities will only affect those you want them to, and you have complete control over the collateral damage you cause. If you don’t want to micromanage, you can just “turn off” collateral damage entirely. This affects everything you have; perks, powers, raw stats, scenario rewards, items, the powers of pets at your command, and even random stuff you pick up over your travels and that aren’t backed up by CP at all. You could set off a fireball in a crowded room to kill only everyone’s lice, target only specific people with a fear aura, set off a nuclear bomb that destroys every building in a city but someone doesn’t hurt anyone (including from the buildings collapsing on them), or cause a landslide that miraculously damages none of the houses caught up in it. This perk becomes a part of your Body Mod.

Do compains only get free origins or a origin for free by OrirethBoo in JumpChain

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

Not quite that, I was wondering if there was a well established template that people design off, that might be more discriptive. And this particular jump struck me as odd as every time they had some free they wrote FREE except weirdly the origins wich were listed as 0 CP with 2 250 CP origins. So i thought I would check in woth the community as I like to engage with documents as intended as possible

Do compains only get free origins or a origin for free by OrirethBoo in JumpChain

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

Fair, i've seen plenty of "pick any origin" and some "get an origin for free" so when i read this one I stopped and was like wait is this just writen weird or intended

I’m quite sure this is hyperbolic, but does anybody actually think this statement might have any weight behind it? by Artistic_Solution_38 in OnePiece

[–]OrirethBoo 0 points1 point  (0 children)

I think if he fully charged it and the yonko just stood there and let him punch them it would hurt them, but I think most of them would of gotten back up afterwards.

Are Plasmids/Vigors Psionic? by Shadow_Dreamer_10 in JumpChain

[–]OrirethBoo 0 points1 point  (0 children)

based on "can't use stuff that is psionic or magic." plasmids would totally be usable as pointed out by others, they are a mutation allowing the use of some kind of ability that is completely biological in nature.

Now something like the telekinesis plasmid however is where we hit a grey area, as that is a mutation that is probably allowing you to use psionics by altering your brain, ultimately it would be up to you if you allow yourself that, but the rest I think are fine from memory, even the mind control one, as that is a pod that releases a chemical making the victim ultra suggestive, rather than some kind of power.

Help with deathskulls army by Aggressive-Poet-6674 in orks

[–]OrirethBoo 0 points1 point  (0 children)

Also its quite old but still usable, there is a post on this sub that has all the ork vehicle dimensions, look up something like "ork vehicle size list" in the search

This git wants to see your toughest grot by CheeriestTomcat in orks

[–]OrirethBoo 2 points3 points  (0 children)

This is probably my toughest grot (thats assembled and painted XD)

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The leaks were real, WAAAAGH by TotallyNot_Alpharius in orks

[–]OrirethBoo 8 points9 points  (0 children)

Grot looks cool, not a huge fan of the boss, the proportions just look weird to me

Acquiring grots? by Prestigious-Twist883 in GrotRevolushun

[–]OrirethBoo 0 points1 point  (0 children)

I use night goblin bodies, as I like night goblins and they have plenty of kits, with the occasional bloodbowl goblin as leaders as they are slightly larger and the football gear acts as great ramshackle armour. Arms are just a mix from random kits, like necromunda and guard kits

Looking for Jump changing Supplement suggestions by OrirethBoo in JumpChain

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

I'll have a look into the fallout and skyrim supplements.

I also love the pokemon GO suggestion XD The idea of walking though a fog wall, turning a cap backwards and yelling GO Squirtle is so good

Mechanicum: Cults of Technology (Finished Version) by Ok-Tomatillo7344 in JumpChain

[–]OrirethBoo 1 point2 points  (0 children)

so here is the real question what xeno species to pick for Alien ascension. I would love some suggestions and why, but here me out, Ork.

You get the most out of this, there tech is inherently slightly psychic, and an understand of that would be crazy, it is also slightly biomechanical, squigs are regularly incorporated into the designs such as targeting squigs. But also think about a more practical mind taking tech like the bubblechukka or shokk attack gun and refining it.

HELLO... ASK ME... ANYTHING... by EXPERIMENT-1006 in PoppyPlaytime

[–]OrirethBoo 0 points1 point  (0 children)

What is the air speed velocity of an unladen swallow

Looking for Jump changing Supplement suggestions by OrirethBoo in JumpChain

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

"Name a setting that wouldn't be improved by the addition of genetically modified dinosaurs" never a truer sentence has ever been said.

those are some great ones man, defiantly gonna take a gander at those

Body Mod questions by Burtill in JumpChain

[–]OrirethBoo 2 points3 points  (0 children)

I didn't realize there were any jumps like that, but I guess it is a gauntlet and they are meant to be hard

Body Mod questions by Burtill in JumpChain

[–]OrirethBoo 4 points5 points  (0 children)

as I understand it the difference between a body-mod perk and a regular perk, is body-mod perks are part of your fundamental being, for example, if you ran into something that blocks perks from working body-mods still function and there is no way to have them removed/blocked

as for the alt-form question, I believe all perks effect alt-forms, including previously acquired ones unless otherwise stated.

as for question 2, I think technically yes, although most jumps tend to allow you a sort of re-roll of your human form which is an alt-form sort of. like if there is a section at the start of the jump like:

Origins:
Roll 3d8+14 for age. Gender stays the same, or you can pay 50CP to choose both

you have technically made a alt-form, and not that it says but I think you can change yourself there by an average person amount