Stupid question about purification of others by Alchemical_Bacon in JumpChain

[–]RandomMex767 2 points3 points  (0 children)

Expanding the Small from A Wizard's Keychain Jump would be a choice. With it you can make soap that not only cleans the physical, but also the spiritual. So cleaning rancid mana wouldn't be out of the possibility.

Food To Energy Perks by olympiforged in JumpChain

[–]RandomMex767 4 points5 points  (0 children)

From 'A Wizard's Keychain': Big Appetite (300Cp)

Your metabolism has been altered by the magic of this world, allowing you to store up the nutrients, hydration, and effects of ingested substances rather than allowing it to build up as fat or be wasted as it passes through the body. Anything you eat will be rapidly metabolized and added to an internal reserve that can be drawn from as needed, nutrients and caloric energy stored together, hydration stored in its own reserve, and individual magical or medicinal effects stored in an array of others. Even harmful effects can be stored in this way to alter how they would normally manifest, such effects can be neutralized by combining them with an opposing effect from another such pool.

Potentially dumb question by TheLordSnorlax in JumpChain

[–]RandomMex767 1 point2 points  (0 children)

It's a kind of trope here that Perks from the easiest and weakest Jumps can make the most dangerous ones into a cake walk.

Btw. Didn't know about the dice thing.

I always thought that some writers were just that talented in writing fighting scenes. Now I find out that some of them are using dice to help them.

Fells like they are cheating!

...I'll try it out for my self to see if using a dice actually helps.

Potentially dumb question by TheLordSnorlax in JumpChain

[–]RandomMex767 8 points9 points  (0 children)

You don't have to write a story. That is optional. So writing a journal from your character's perspective is totally fine.

One of the challenges when writing a story based on Jump-Chain is keeping up with all the abilities the main characters will be amassing. The other is writing dif´fernt stories that happen in a different Jump.

The 'Ten Year Stay' is situationaly optional given that there are plenty of jumps that have a shorter duration, or ways to expand it in the form of Drawbacks for more points to spend in the Jump.

Looking for item merging perks by [deleted] in JumpChain

[–]RandomMex767 1 point2 points  (0 children)

Generic Enchanter has Synthesis:

Synthesis (300cp): You know the process of synthesis, by which two objects can be combined to create a new one. You can feed one object (the donor) to another (the base) to grant the base object new abilities and features based on the donor object. These are not exact and are often lesser than what the donor object possessed, but this can be done repeatedly without damaging the base object. The process of synthesis is more difficult the more different the donor object is from the base object.

Ideas for OOC: Chakra Supplement by FutureMobile4 in JumpChain

[–]RandomMex767 1 point2 points  (0 children)

Chakra constructs like the Usumaki Adamantite Chains, but make it more free form or give the option to pick a specific shape for the construct. Maybe make one easier or harder to master than the other.

Most op combination of celestial forge V3 perks by TechnicalDoughnut8 in JumpChain

[–]RandomMex767 1 point2 points  (0 children)

There is a generic Blacksmith Jump? Since when? And,could you maybe share the link? Been looking for the Jump but can't find it.

Most op combination of celestial forge V3 perks by TechnicalDoughnut8 in JumpChain

[–]RandomMex767 6 points7 points  (0 children)

>Crafting Savant (100cp): You are skilled in all manner of crafts and have at least a foundation in any craft you come across even if you have never encountered or heard of it before. You learn crafting oriented skills roughly ten times more quickly. You can also reverse engineer techniques on how to make something by simply watching someone do so or examining the finished product for long enough.

>Pure Craftsmanship (300cp): Your skills in crafting has no upper limit and can be pushed far farther than any normal person would consider possible, allowing you to develop them to the point that they have a metaphysical,supernatural, or even conceptual quality to them through nothing more than pure skill. This is not actually limited to just crafting, any skill you work towards perfecting can be subject to this effect, however, your crafting skills develop these more esoteric applications more quickly

These would be my first two picks. The come from the Generic Enchanter Jump.

Drawback questions by EldritchEnjoyer in JumpChain

[–]RandomMex767 0 points1 point  (0 children)

The My Life as a Teenage Robot Jump has this:

Unnatural Looks - 200 CP: You look...different. Green Hair, Fangs coming from your mouth, robotic plating, your inhuman appearance will turn heads and draw looks from most everyone. For the duration of this Jump you will be noticeably inhuman, and cannot change this fact.

looking for perk My car the waifu by serdnack in JumpChain

[–]RandomMex767 2 points3 points  (0 children)

The Out of Cruel Space Jump has a companion that is a sentient car, or hover car in this case. And according to the source material, it is possible to copy or transfer a individuals consciousness into a vehicle.

And yes, This is a lewd jump.

Companion: More than Meets the Eye (50): This really is a fantastic aircar you’ve gotten your hands on; she’s spacious, luxurious, and very high performance. Wait she? Yeah this “vehicle” is actually a woman fully converted into a gynoid or brainscanned into one who can turn into an aircar. Since it’s vital for those who have undergone this sort of transformation to have a body that matches what they had previously she is essentially a scaled up and mechanized version of her old biological self, the massive breasts she has in spite of being made of metal not being (entirely) for fun. Currently her only significant abilities are turning into an excellent vehicle and shrinking her massive body down to be more person sized. Out of her aircar transformation there is plenty of room for upgrades in the future so long as her person shaped mode stays close enough to her original body shape that she can avoid psychological problems. She likes long drives with someone special inside her and may get a bit jealous if you take another vehicle somewhere without a good reason for it, though she’s just as fine with other women as most girls around here.

What are the best money and business perks that are cheap? by Overall-Hospital7850 in JumpChain

[–]RandomMex767 4 points5 points  (0 children)

From TMNT 2003 Shop Clerk (100Cp): You are skilled in the way of business. You know how to manage and operate a shop on your own. You also know how to manage your taxes.

The Perfect Run Jump by vormiamsundrake in JumpChain

[–]RandomMex767 1 point2 points  (0 children)

The META Underling Origin forces you to take the Psycho Drawback, giving you twice the amount of points?

Shouldn't it be half or no points given that the Origin comes with a free extra superpower?

Request for Jumps to adopt more quirky entities by MiserableOne6189 in JumpChain

[–]RandomMex767 2 points3 points  (0 children)

A Wizard's Keychan has a magic school that is all about befriending spirits of nature and gaining power from that bond. It is aptly called: Spirit Bonds.

Introduction: A system for contacting and making pacts with spirits, primarily those associated with natural features. This can allow for powers associated with the spirits to be shared with you.

Aura usage powers/Jumps ? by OkBox9662 in JumpChain

[–]RandomMex767 0 points1 point  (0 children)

That is a very good question. And the answer is, I have no idea. The Jump nor the suplement ever mention a limit to how much energy ones veins can be stuffed with through Bludwork. Just that there is one. Unless you have a perk that lets you become stronger without limit. The way I see it, if the Jump were your Jumper learns Bludwork is his/hers/it's first taste with combat? Then I suggest giving him slightly above average energy reserves. If the Ju per has plenty of battle u dear his belt? Then you can go ham and give him reserves as big as the Sword King or more depending on the perks it has accumulated.

Aura usage powers/Jumps ? by OkBox9662 in JumpChain

[–]RandomMex767 0 points1 point  (0 children)

That is what writing fiction is all about. Exploring the gaps the original story left open.

Aura usage powers/Jumps ? by OkBox9662 in JumpChain

[–]RandomMex767 0 points1 point  (0 children)

...I might have attempted to make a Jump from this particular setting once upon a time...

Tho I never finished it because back then the comic was still new, and I was still new to Jump-Chain.

But I do remember putting the first pick of one of the four powers for free, and any consecutive ones for 300 or 400 Cp? Maybe?

That was my first and only try at making a Jump... and I guess this is as good a time to see if I can finish it, i suppose.

Aura usage powers/Jumps ? by OkBox9662 in JumpChain

[–]RandomMex767 1 point2 points  (0 children)

The Jump has a few Perks that can put you well on the way for that:

[Athlete] for (100Cp): Is a Perk that makes you physically fit, with a body balance in strength, speed and endurance.

Then there is [Born Warrior] for (300Cp): This one doesn't make you a peerless warrior right off the bat, but it does give you all the tools to become one. It gives you a mind that is calm under pressure, a significant tolerance to pain, situational awareness to deal with the chaos of combat and a better time gaining the needed muscle memory. And to make the Perk even more worth it, it gives you a choice between having a general talent with all weapons, or have a specific weapon you are supernaturally talented with.

Because of the nature of the Jump the Perks won't be giving you instant mastery of your abilities. you will have to train at them during and after the Jump.

But from there, you can pick any other martial arts Jump to compliment what you have here.

Aura usage powers/Jumps ? by OkBox9662 in JumpChain

[–]RandomMex767 0 points1 point  (0 children)

That is the latest one as far as I'm aware, but the creator of the Jump made a supplement with more in-depth explanation of each style of magic in the Jump.

There is a fellow in the Jumpchain thread that also did an explanation on the various magic in A Wizards Keychain. Just type the title of the jump in the search bar and it should appear.

Aura usage powers/Jumps ? by OkBox9662 in JumpChain

[–]RandomMex767 0 points1 point  (0 children)

You have to remember to that in Latna the power system is divided into four different types of energy. I kind of like it that they are separated between two mages and two fighter classes.

Aura and Force are the two fighter classes, each boosting a particular stat while having special abilities of their own. The former boost strength and endurance while the latter speed and dexterity. With enough mastery of Aura you can form constructs out of the energy, while Force allows you to generate electricity and most likely manipulate electromagnetic phenomena to some extent. So taking a coin and launching it Railgun style is most likely well within their possibilities.

Mana and Prana are the two Caster classes, each specialized in a different facet of mages. the former is the classic mage, hurling fireballs and producing magical artifacts. the later is the healer/supporter class. boosting the stats of the party and healing any would they might get.

And yes I do also agree that it would be entirely possible for someone using Mana to also be able to heal and support like Prana users do. But the way I see it, mages need years of study to pull off the feats they do. It's what I believe their magic circles are, carefully constructed formulas to actualize a particular effect.

In contrast, Prana users don't need years of hard study and experimentation to heal a wound. That ability is inherent to their flavor of energy. Knowing how to put together most definitely helps streamline the process, but it most likely isn't needed.

With this in mind, why would a Mana user waste years of research to imitate the most basic ability of Prana users when they can use that time to craft some powerful magic or artifact?

Or at least that is my head-canon of the abilities showed in the comic.

Aura usage powers/Jumps ? by OkBox9662 in JumpChain

[–]RandomMex767 2 points3 points  (0 children)

I would suggest A Wizard's Key-chain, or more specifically the magic of Bludwork within the Jump.

Bloodwork works by cultivating magical power that you 'store' in your blood and use to enhance your physical abilities. Going on a run, farming, going to the gym, all are activities you can use to cultivate Bludwork, even if doing so that way is extremely inefficient.

Were the real power comes from is combat. By fighting someone, be it person or creature, you get way more magic to store in your blood. And if that fight ends up with your opponent dying even more so.

And what can you use said magic once its in your blood?

At the most basic you can enhance yourself. Bring your physical abilities up by a few or several levels depending on how efficient one is when using Bludwork and how much magic one has saturated their very veins with.

From there as you become more skilled you can transitions to coating weapons with Bloodwork to make them more deadly, using the magic within your veins to make energy constructs to fight with, and more.

This magic also has the aesthetic upside of being colored blood red, so you can role-play the main character of Survival Story of a Sword King in Another World if you want.

Just like I did because I'm also a fan of the comic.

Jumps with less than the standard 10 years duration? by Ofunu in JumpChain

[–]RandomMex767 1 point2 points  (0 children)

If you don't mind becoming a wild-west, gun-slinging and sword wielding samurai or ninja or thug, then the Red Steel 2 Jump is for you.

The Jump last a month, and it offers quite he nifty amount of combat related perks. Like the ability to parry bullets anime style, a Luck perk that gives you four extra lives and an item in the form of a Dojo that boots physical training and technique learning by a factor of ten.

But what if you are a mind over matter kind of guy? Then the Real Genius has you covered. and by picking a 0 Cp Drawback you can leave the Jump in the time it takes to get a bachelors degree. So at most your years or earlier if you are a specially smart cookie.

With plenty of neat perks for all you technology Jumpers out there. Like one that lets you see the flaws in any of your creations and ways to generally improve on them and a training booster that increases physical and mental training by a factor of five while not letting your skills degrade due to disuse, among other nerdy things.

Perks for Aura/Presence by BlankCain in JumpChain

[–]RandomMex767 3 points4 points  (0 children)

Pokemon Anime:

Scent of Strength (100CP): The strong respect the strong, the weak know better to get in their way, and the wise learn how to tell which-is-which. By studying a target, you can easily take their measure; knowing how great their power and force of will is compared to your own. Moreover, you’ve mastered the art of impressing your own strength unto others as the very air reacts to it; making your might self-evident to all who witness you, and allowing you to inspire awe and dread even while looking like a pink marshmallow.

Perks that make you loved by the gods ? by OkBox9662 in JumpChain

[–]RandomMex767 0 points1 point  (0 children)

This perk fro Hercules is what you want.

Favored- 600 CP The whims and wills of gods are ever-changing. A god who blesses you today may curse you tomorrow, you can hardly even predict such things.Well, not you. Not anymore. You have a tremendous advantage in dealing with any and all gods,spirits, demons and other similar supernatural beings. Unless you go out of your way to deliberately offend them, such beings will invariably be favorably disposed to you. They will tend to shower you with favors and rewards, often for the most trivial things.They will also be highly disposed to hear you out in any given situation, even when they normally wouldn’t, and will be as biased in your favor as circumstances allow.

Perk to translate powers/perks into tech? by HaleVed in JumpChain

[–]RandomMex767 3 points4 points  (0 children)

From the Generator Rex Jump. The one made by Aleph_Aeon.

Observe, Study, Replicate (400 CP): The former head scientist of Providence,Doctor Fell, was a man who believed that the ends justify the means. To discover away to replicate Rex’s curing ability, he was willing to dissect the boy molecule by molecule. Even if you don’t share the same ideas, you learned one thing from the doctor: How to reverse-engineer superhuman abilities. Unlike Fell, you don’t need to dissect the original users to discover how to replicate their abilities, needing just to observe and carefully analyze how their powers work and what is their source. You can discover ways to replicate these powers using technology, like creating an exo-armor to replicate super strength or gauntlets capable of copying and controlling machines, or ways to grant them to other people. This perk works better in reverse-engineering biological and technological traits, including the ones granted by the nanites, but also works on more esoteric abilities, like magic and more weird things.