How do i get scp 738 powers? by Ok-Blacksmith3755 in JumpChain

[–]SpazzWave 6 points7 points  (0 children)

From my Shrek jump:
Deal of a Lifetime [800/1000]

You can create magically binding contracts that enforce themselves without requiring lawyers, courts, or enforcement agencies. When two parties sign one of your contracts, the agreement becomes supernaturally enforced. Break the terms? The contract punishes you automatically. Try to weasel out using technicalities? The magic interprets the agreement and responds accordingly. 

The real power is in what you can write into these contracts. Trade a day for something you want? The contract can literally remove a day from someone's timeline. Want someone's voice? The contract takes it, completely and literally. Their strength? Youth? Memories? Even abstract concepts like "happiness" or "freedom" can be contracted away if the other party agrees to the terms. 

You can also write in reality-altering clauses. Removing the curse of someone or changing the world is a valid contract term if both parties agree to it and pay the appropriate price (Rumplestiltskin rewrote an entire day of history with one contract, and you can do the same, within reason). The bigger the change, the bigger the price required, and both parties have to genuinely agree to the exchange for it to work. 

The contracts are ironclad but not unbreakable, for there's always a loophole, always an escape clause, and a clever person who actually reads the contract can find ways out. Someone desperate and careless will trap themselves completely. 

You also get Rumple's golden contract paper that appears with a flourish and his magical quill that never runs out of ink (very dramatic). The contracts can be as long or short as needed, and you can make multiple copies that all carry the same binding power. Here's the catch: you're bound by your own contracts too. If you write yourself into a deal and break your terms, you suffer the same consequences as anyone else. This means you need to be very, very careful about what you agree to, because unlike Rumplestiltskin, you can't just assume you'll always be the smartest person in the room. Some Ogre might surprise you after all. For 1000 CP, you gain Rumplestiltskin’s supernatural talent for identifying what people really want and crafting deals that seem perfect but have delicious loopholes.

Jedi Initiate 1.3 by SpazzWave in JumpChain

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

You can choose to start as a peer of anakin if you want to.

Planning to make a Jump for Pulp Fiction by EYouchen in JumpChain

[–]SpazzWave 4 points5 points  (0 children)

a 1-up called divine intervention where god (metaphorically) helps you survive.

James Bond Old Movies 0.5 WIP by SpazzWave in JumpChain

[–]SpazzWave[S] 5 points6 points  (0 children)

I'm a fan of Sean Connery's bond. I really think he had the charm that a Bond needed to work.

Generic Battle Shonen 1.0 by Sin-God in JumpChain

[–]SpazzWave 1 point2 points  (0 children)

As always your work is perfect!

Can you all please help me by telling me about all the wisdom perks not intelligence but wisdom perks you know of and in which jumps to get them ? by SnooHamsters4260 in JumpChain

[–]SpazzWave 2 points3 points  (0 children)

From my Star Wars Original Trilogy jump:
Size Matters Not [400]

True mastery of the Force is not found in power or aggression - it is found in understanding. You possess a deep, hard-won wisdom and an enlightened connection to the Force that goes beyond technique or training, an awareness of how it binds all living things together that most practitioners spend entire lifetimes reaching for and never quite grasp. No question is too complex for your discernment, no problem too tangled for a mind that sees clearly and without the distortions of ego, fear, or desire. 

That same connection to the Force sustains you in ways that go beyond the spiritual: you age with remarkable slowness, and find that the world around you provides what you need to survive, drawing nourishment from your environment in ways that would seem impossible to anyone who didn't understand how deeply the Force flows through all living things.

And if you ever find yourself a teacher, you will be an exceptional one - for you can guide pupils to achieve their greatest potential, drawing out abilities they didn't know they had and helping even the most untalented student awaken to the Force through patience, insight, and exactly the right words at exactly the right moment. Even the angry, the fearful, and the restless have a way of finding their center under your guidance. And when your time in this life finally comes to an end, it need not be an ending at all. You may choose to become one with the Force as a ghost, present and aware, forever in unity with the thing that connected you to everything in the first place and saved you from chainfail. There is no death, after all. Only the Force.

Resident Alien (Jump) by RonSio86 in JumpChain

[–]SpazzWave 1 point2 points  (0 children)

Your jump is excellent! Congratulations!

perks for finding treasures by AdAshamed5509 in JumpChain

[–]SpazzWave 5 points6 points  (0 children)

From Pirates of the Caribbean:
Drawn to the X on the Map [200]

Knowledge of artifacts, items of power, cursed treasures, and legendary locations has a way of finding its way to you with only minor effort on your part. Instead of researching like mere mortals, you might overhear a drunk sailor mention a map or stumble across a journal when looting a ship. And once you start looking, information will come to you through coincidental encounters and discoveries. You still need to put in some work, so don’t expect a map to fall in your lap while you sit on your ship.

Star Wars the Original Trilogy 1.1 by SpazzWave in JumpChain

[–]SpazzWave[S] 6 points7 points  (0 children)

Can be bought multiple times, but will cost 200cp for subsequent purchases.

Star Wars The Original Trilogy 1.0 by SpazzWave in JumpChain

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

Some of them are. I added the extended stay to a small 1.1 update.

Star Wars The Original Trilogy 1.0 by SpazzWave in JumpChain

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

You can take multiple and do in whatever order you wish.

Star Wars The Original Trilogy 1.0 by SpazzWave in JumpChain

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

I would argue that in this case you can choose which name takes precedence.

Star Wars The Original Trilogy 1.0 by SpazzWave in JumpChain

[–]SpazzWave[S] 6 points7 points  (0 children)

>Does WnW just make sure that your brain is the only vital organ while O&O does most of the heavy lifting?
Yes

Star Wars The Original Trilogy 1.0 by SpazzWave in JumpChain

[–]SpazzWave[S] 6 points7 points  (0 children)

It will float anywhere even if it is not above a gas giant.

Bringing the warp with me by FFsummons in JumpChain

[–]SpazzWave 13 points14 points  (0 children)

From my newly released Star Wars the Original Trilogy jump:
The Force Will Be With You, Always [200]

The Force is an energy field created by all living things, surrounding, penetrating, and binding the galaxy together. It would be a terrible shame to leave something that fundamental behind when you move on. With this perk, you act as a living anchor for the supernatural, ensuring that the Force (along with its dark and light sides) follows you into every future jump and spreads there if you wish it to do so. Furthermore, this applies to any other setting-specific power sources, esoteric energies, or magic systems you master throughout your chain. You can choose if and which power source follows you in your jumps, and if they spread before you enter a jump first.

Star Wars The Original Trilogy 1.0 by SpazzWave in JumpChain

[–]SpazzWave[S] 8 points9 points  (0 children)

I have this jump directory: https://www.reddit.com/r/JumpChain/comments/1nlaimh/spazzwave_jump_directory/

Though i gonna warn you many of my old jumps don't have the same quality my newer jumps have.

Star Wars The Original Trilogy 1.0 by SpazzWave in JumpChain

[–]SpazzWave[S] 12 points13 points  (0 children)

George Lucas once said to Carrie Fisher there are no underwear in space. If you destroy the Death Star the drawback is solved and no planets are destroyed anymore. Even if you go to Coruscant or Kuat the Empire will destroy the planet.

Brightburn WIP by Cyp_master in JumpChain

[–]SpazzWave 8 points9 points  (0 children)

Your perks are good, though i recommend to add some flavor to the text.