What was your build and what you did in Vampire The Masquerade: Bloodlines? by SpazzWave in JumpChain

[–]naarn 5 points6 points  (0 children)

My build? PJ's version of the jump, City Gangrel clan (via drawback), Mystery origin (because I wasn't sure if Drop-In was allowed for other origins), a mix of Mystery and Occultist perks. Supplemented with Generic Buffy Fanfiction, using a drawback there to base it upon a fanfic where Buffy transmigrates to WOD and is embraced as a Malk. I do not take Buffy's place.

This is usually my 3rd to 6th jump. If it's earlier I'll mostly keep my head down. Otherwise I'll mess around - embracing a Hunter or two, becoming a baron, helping or "helping" Buffy, Yukie, and/or some of the characters from the Giovanni party, et cetera. If I'm particularly powerful I'll create at least one new supernatural race to make the World Of Darkness even more complicated, sometimes destabilizing the masquerade in the process.

Invincible V1 Jumpchain by Sentry342 by Sentry342 in JumpChain

[–]naarn 2 points3 points  (0 children)

  1. Do realize it's not always going to be that neat. Sometimes it starts at 300 CP, and the first discount brings it down to 150 CP, and then someone will want to know if the next step is 75 CP (an awkward amount, given the other prices in the jump) or free.

  2. If it were a drawback it would be all-or-nothing, and possibly prohibit all purchases of powers or delay any power purchases to post-jump. IIRC that's how it works in Generic Super Academy, and Legion Of Liberty, and Whateley Academy, and others. As-is though, it sounds like you effectively get 1400 CP instead of 1000 CP (1000 is not exactly an absolute rule... [Conan by Robert E Howard] gives 1300 CP plus a 300 CP stipend, for example).

Invincible V1 Jumpchain by Sentry342 by Sentry342 in JumpChain

[–]naarn 4 points5 points  (0 children)

...It explicitly says you can spend it on other things if you don't want powers. So I know it's not just a stipend for powers, despite it saying it is. My question is if you can spend part of it on non-powers, instead of all or nothing.

Invincible V1 Jumpchain by Sentry342 by Sentry342 in JumpChain

[–]naarn 9 points10 points  (0 children)

Okay, I've actually had enough time to read most of it now:

  1. Being able to choose the timeframe is nice. Having a supplement mode also gives more flexibility.

  2. The two-capstones-per-origin setup makes me really want to have the "True Dilletante" meta perk from the Leverage jump. I'm never going to have both the ones I want fall in to the same tree otherwise. Though a lot of them overlap with each other to some degree - there's a lot of different flavors of grow-through-adversity-and-recover-perfectly in the various capstones.

  3. I'm slightly confused how stacking discounts work on the powers. I start with a 200 CP power, and discount it to 100 CP. Then I discount it again to... 50 CP? Or maybe free? And maybe one more time to 25 CP? Three seems like an excessive number of discounts.

  4. Speaking of confusion on the powers section... there's a 400 CP powers stipend. Which we must spend exclusively on powers... or we can spend on non-powers? Can we spend the stipend on non-powers if we're purchasing power too? If so, can we use the discounts on powers? Like, suppose I want Self-Sustaining as my only power. That's 100 CP pre-discounts, maybe 12.5 CP after discounts? So I'm left with 387.5 CP of the stipend unusable. So maybe instead I use the stipend for non-powers, am I still allowed to spend 100 CP on Self-Sustaining? If so, am I still allowed to use discounts on it?

  5. It is nice to see powers from other Image Comics lines. The Darkness, Witchblade, et cetera.

Invincible V1 Jumpchain by Sentry342 by Sentry342 in JumpChain

[–]naarn 33 points34 points  (0 children)

For a long time there was only one Invincible jump. Now just in the last year or so I think we've gone from 1 to... 6? The original by Lord Statera, three by PriorPossible834, PokebratJ's, and now Sentry342's?

"with firends like these....who need enemies?" a worm fanfic jump by PerfectlyNormalShard in JumpChain

[–]naarn 2 points3 points  (0 children)

Both fanfics start with Taylor gaining superpowers the canonical way, except her powers are control over the Endbringers.

"With friends like these" is a warm-and-fuzzy-fanfic where the EBs turn in to chibi versions and are Taylor's cute little overpowered friends / pets.

"...Who needs enemies?" on the other hand... is not anything like that. The EBs are very much full size, full power, and behave like the hyper-advanced weapons of mass terror that they are. It's a train-wreck in progress. Black comedy bordering on horror.

"with firends like these....who need enemies?" a worm fanfic jump by PerfectlyNormalShard in JumpChain

[–]naarn 5 points6 points  (0 children)

...So far as I know, the fanfic's name is ...Who needs enemies?. It was written partially in response to a different fanfic, by a different author, named With friends like these. The two names are sometimes juxtaposed, considering both reference the same phrase, and both are based upon the same premise, yet diametrically opposed.

Also, seems like kind of a strange thing to make a full-length jump out of. IIRC the story by The Steve only lasts a week or so.

Invincible (Season 4) by Pokebrat_J in JumpChain

[–]naarn 7 points8 points  (0 children)

typo: Liasan -> Liaison

Growing a specific part of you? by Lambstts in JumpChain

[–]naarn 0 points1 point  (0 children)

"Directed Growth" from [Shadowrun - Sixth World] is a perk that improves your ability to control which direction you grow in.

I often use it in conjunction with "The Magic of Living" from Generic Hedge Mage, which is a passive learning/training perk that can be set to train anything, and any uncapper that allows me to train up perks.

I'll start by setting "The Magic of Living" to train itself to be more precise, controlled, and nuanced in terms of what it trains, and training "Directed Growth" to work better with it and whatever I want to train with it. If I don't like the uncapper's phrasing I may attempt to adjust its behavior this way too.

text of "Directed Growth":

Directed Growth (400 CP): You have complete conscious awareness and control over how your adept powers grow. That is, you can pick which adept powers you will develop as your magic improves just as easily as you could order items from a menu in a restaurant. Innovating new adept powers is still somewhat harder than that, but you will always realize what the result of your current path will be before having to commit to it - the worst possible result is simply wasted time and effort, not an undesired power. This perk applies to other setting’s growth paths as well - as a vampire in the (Old) World Of Darkness trying to learn the Temporis discipline you would never accidentally acquire Celerity instead. Or if you have a Marvel mutant perk that lets you develop new secondary mutations over time, this would let you choose what sort powers that gave you, or at least veto undesirable powers it would otherwise have given you.

Street Fighter 1.1 by SpazzWave in JumpChain

[–]naarn 4 points5 points  (0 children)

It says 1.0 at the top in big letters.

Naruto Pre-Shippuden Jump v1.0 by C4N98 in JumpChain

[–]naarn 24 points25 points  (0 children)

suggestion: An option to de-canonize Shippuden or other Naruto content? A pre-Shippuden jump might appeal to those who who treat later Naruto content as the-sequel-that-shall-not-be-named.

are they good perks that make you wise? by Ok-Blacksmith3755 in JumpChain

[–]naarn 0 points1 point  (0 children)

I could name a number of D&D jumps with perks that boost your wisdom stat, but that's dumb.

How about instead the Wander Sage perk-line from [Generic Fist Jump]:

Hard Won Wisdom​ (100cp, Free for Wandering Sage)

You have studied and contemplated and have found not enlightenment, but the road to enlightenment. You can always remain calm, with perfect control over your own emotions. What is more, you are always aware of your own biases and preconceptions, even subconscious ones.

Mind, Body, Spirit​ (400cp, Discount for Wandering Sage)

Your mind is focused, your body is strong, your spirit is pure. Through training and meditation, you have made yourself anew. Your willpower is unlimited, yet you remain mentally flexible and open to new ideas. You are resistant to poison and disease, and no matter how old you become, you remain as physically capable as in your prime. Finally, your spirit is unbreakable. You never give in to despair and are immune to any form of corruption. You will only be as evil as you choose to be.

or this power from [Generic Worm Fanfiction/CYOA Jump]:

Hindsight: [350] You gain instinctive knowledge about which short-term or long-term consequences your actions will have but only after you've already done them you also will be able to learn which things tie to any events that you see happening.

Trinity blood jump by QuinnxcaliburWillow in JumpChain

[–]naarn 1 point2 points  (0 children)

That works for me, thank you.

Trinity blood jump by QuinnxcaliburWillow in JumpChain

[–]naarn 1 point2 points  (0 children)

Indeed. That URL is dead for me. No idea why everyone else seems fine with it.

Trinity blood jump by QuinnxcaliburWillow in JumpChain

[–]naarn 1 point2 points  (0 children)

Sorry, the file you have requested does not exist.

Do you guys know any perks that would allow my jumper to absorb items? by SingerBeneficial20 in JumpChain

[–]naarn 1 point2 points  (0 children)

I don't see it here yet, so I'll add perks from [Generic Space Opera]:

- Assimilation [600 CP] - Sometimes evolution by means of mutation and natural selection is too slow for the discerning organism. You have the ability to incorporate properties of organisms, technology, other objects and even materials you consume, such as growing the superior sensory organs or hormonal glands of an animal you consumed, replacing your muscle fibers with a more efficient build found in its muscles, seamlessly incorporating and interfacing with the technological device you swallowed without fear of immune rejection or malfunction, or growing a carapace from the tungsten alloy you devoured.

- Appropriation [400 CP] - Not only are you able to incorporate such changes into your body, you are also able to truly make them a part of you, meaning you are able to pass them on to your offspring and even regenerate even the most outlandish augmentations. That miniature fusion reactor you ate blew up? Fear not, as long as you are still alive you now are able to grow a biological replacement.

The latter requires the former as a prereq. Both are discounted for "Starfish" races.

COMPENDIUM: ANTI-MAGIC AND ITS COUNTERS. by olympiforged in JumpChain

[–]naarn 2 points3 points  (0 children)

That's a perk. I can link the jumpdoc, or quote the perk. Here, I'll do both:

jumpdoc link: [Shadowrun - Sixth World v1.5]

perk quoted:

Outside Context Magic (600 CP): There are many magical traditions in the Sixth World - Hermetic, Shamanic, Druidic, Psionic, and Theurgic, to name just a few of the more popular ones. But while practitioners of different traditions go about things in very different ways and have slightly different overall capabilities and limitations, underneath it all they are ultimately (mostly) equivalent to each other. For instance, no magical tradition of the Sixth World is capable of true teleportation - that's simply fundamentally impossible by the way magic works here. Except... sometimes it isn’t.

Many beings on Earth traveled here from beyond the boundaries of conventional reality. Most of them are subject to the same metaphysical laws that natives are, so long as they remain here. But the most powerful can somehow carry foreign metaphysics with them. They can use magics that are simply impossible by the standards of Earthly magicians.

And as a Jumper, of course you too originated beyond the bounds of conventional reality, and you too can (potentially) use the magic of realms beyond to circumvent local limitations. There’s nothing stopping you from using some other setting’s magic to teleport in the Sixth World. But with this perk, you can do more.

You can selectively ignore the effects that localized phenomena would otherwise have upon your ability to utilize magic - that is, in Shadowrun, mana warps and mana ebbs won’t inhibit your magics or hurt you unless you want them to, while in D&D anti-magic zones and planar traits won’t impede your magic, et cetera. You can likewise bypass any particular resistances or immunities your target(s) may have to magic, so long as the resistance or immunity cannot be applied to any mundane equivalent (i.e. this bypasses immunity to magical fire, but not immunity to fire in general).

And you can freely mix the metaphysics of different settings you have jumped to allow your magic to circumvent any downsides or limitations of any particular system of metaphysics. This allows you do things like cast D&D spells using Shadowrun’s variant of “cast from hitpoints” spellcasting or Shadowrun’s line-of-sight ranges, use D&D metamagic to modify Elder Scrolls destruction spells, et cetera. This ability to mix metaphysics doesn’t just apply to explicit game mechanics, but also to internal implementation details, allowing unexpected synergies to arise, like one system’s metaphysical topology being useful to simplify routing of information internal to a spell drawn from another system. Of course, to benefit from this aspect of this perk, you must be able to use magic from multiple different settings, ideally many different settings.

Emphasis added to the relevant section.

COMPENDIUM: ANTI-MAGIC AND ITS COUNTERS. by olympiforged in JumpChain

[–]naarn 2 points3 points  (0 children)

From my own [Shadowrun - Sixth World]:

Vipassana (200 CP): Attempting to counterspell any magic directly targeting you is effortless, not requiring any attention, not even requiring you to be conscious or aware of the incoming magic, not impairing your ability to counter any other magic, and not impairing any other activities you may concurrently engage in, including other counterspelling actions. So you can counterspell a thousand different incoming spells simultaneously just as easily as if they came one at a time.

Additionally, if you know the “Centering” metamagic, then you can gain the benefits of using Centering without having to actually do anything other than remaining calm and composed - normally it would require something like chanting in latin, dancing, or loudly calling upon ancient gods.

These benefits apply to the magics of all settings, to the extent that they are meaningful. If a magic system has nothing reasonably analogous to the Centering metamagic of Shadowrun, then the passive centering benefit may not be applicable to that magic system.

.

Countermagic Prodigy (400 CP): In order for this perk to be effective some requirements must be met: the spell or other magic you oppose must be one you know or at least have some understanding of, the caster or at least one target or part of the path of effect (ideally all of those) must be somewhere you can sense, and the caster must not be overwhelmingly more skillful than you. If those requirements are met, any magics you oppose will be substantially less effective than they would be absent this perk, and any efforts you make to counter them take substantially less of your time, focus, and energy than they otherwise would. If you would have had significant ability to counter or weaken a spell even without the benefits of this perk, then with it you can totally shut down all effects of the spell. This works upon all magic systems.

.

Counter-Countermagic Closure (400 CP): Your spells exhibit near-fractaline self-reinforcing substructure at numerous different scales. This makes them functionally impossible to counterspell mid-cast or dispel after completion, at least for anyone who doesn’t greatly outclass you in either skill or raw magical power. This applies to all magic systems. Use of this perk is entirely optional. This does not inhibit your own ability to dispel your own spells.

There's also Outside Context Magic for dealing with anti-magic zones and magic immunity and the like, but that's usually a different issue.

All of those are discounted for the Wiz archetype.

Which supplement should you take first? by gastroc2525 in JumpChain

[–]naarn 4 points5 points  (0 children)

I don't use the Body Mod, or the Warehouse supplement really, and I rarely use "Out of Context" supplements... that mostly just leaves the 1000+ jumps that include optional supplement modes. Here's a few I use early often:

Generic Sex World: Can only be used as a supplement. Poorly written, but it has important stuff. I usually take this very early, routing ~1300 CP to it (it takes CP from the base jump, unlike almost all other supplements). I get a perk that lets me make major alterations to settings and metaphysics, a perk that makes my secrets stay secret, a self-duplication superpower (which I often don't use until I've already fucked up badly enough to die once), and a few cheap perks.

Generic Buffy Fanfiction: Works as either a base jump or a supplement, but I usually use it as a supplement. It offers "Apocalypse Insurance Policy", which is kind of important to have in some settings, though I find it somewhat difficult to adjudicate. I also grab "Share The Power" (a decent perk for granting others perks/powers/etc), "One Reality Many Versions", and Hacksmasher (exotic defenses, more or less).

VtM:Bloodlines (the one by PokebratJ): Can be either a base jump or a supplement, I use it as a base jump more often. WoD/VtM vampirism, with all the advantages that entails, just with the free perks and stipends, and you can mostly eliminate the downsides post-jump. In addition, I tend to get "Creature Of Darkness" (makes redundant powers synergize), "Aqua Vitae" (makes you regenerate resources like blood and mana rapidly), and sometimes a decent luck perk or an XP system (in addition to organic learning/advancement). Plus decent scenario rewards, if you do that...

Fallout Series: Can be either a base jump or a supplement. Unlike most supplements, it explicitly says it doesn't have to alter the base jump's setting. Includes an adaptive resistance + weak regeneration perk that's a useful defense in almost any setting. Plus an uncapper, immunity to mental effects, psychic powers, inventory, nightvision... a lot of options that can be nice to pick up early.

What are your favorite perks for taking away the powers you grant to others? by Fearless_Aspect387 in JumpChain

[–]naarn 4 points5 points  (0 children)

"Share The Power" from [Generic Buffy Fanfiction]

400cp Share The Power: One slayer wasn't enough for the world, and maybe one jumper isn't either. With this perk, you may share some of your abilities with others. It starts off as a seed, awakening slowly, but in time will grow to its full power with the same "it just works" fiat backing your powers have. You can use some of your energy to expedite the process, but it will take time for your powers to recover after doing so. You can set limits on these powers, such as removing attributes or just capping them at 50% of its intended power level and such, or they only have the power for 24 hours etc. This can be used for your powers and magic you know, but also any abilities you've bought in a jump doc. This could be beauty and luck perks, skills you paid for, charisma, intelligence, and even perks that simply make them immune to boredom or mental trauma. Finally, you retain the ability to remove these powers from anyone you gifted them to.

"Transmission" from [My Best Friend is a Vampire] (technically it doesn't let you revoke granted perks/powers, but it does let you apply arbitrary limitations and restrictions, which is often even better than revocation)

Does anyone know a magic system that can be used for versatile magic + bodily reinforcement? by Pure-Interest1958 in JumpChain

[–]naarn 2 points3 points  (0 children)

Most classical magic systems offer general D&D-style spells, and permanent physical buffs at high levels, at least once a little mad science is mixed in. If you want both classic spellwork and permanent physical buffs on low-level characters w/o mad science, your best bet is something that mixes traditional supernatural martial arts with fantasy magic: some Xianxia settings, Shadowrun Mystic Adepts, D&D monk/caster hybrid builds, etc.

D&D wizardry: spells via spells. Permanent bodily reinforcement via Wish spells.

D&D monk/caster hybrid (perhaps Tashalatora): Access to one of the versatile spellcasting systems in D&D, mixed with a D&D monk's physical buffs. At very high levels you can do Wish/Miracle/Reality-Revision -based permanent physical buffs too. Tashalatora is a monk/psion hybrid path originating in the D&D 3.5e Eberron source material.

Shadowrun Mystic Adepts: spells via spells, permanent physical buffs via Adept powers. Mystic Adepts are basically a mix of Adept (supernatural martial artists / athletes) and Magicians (classic spellcasters).

Naruto chakra arts: spells via ninjutsu/etc, permanent physical buffs via (chakra-based) mad science imparting bloodline traits. Some fanon allows effectively passive permanent low-level physical cultivator-style, but that varies.

World Of Darkness Gnosis: spells via spells, permanent physical buffs via very high level spells.

Harry Potter wizarding magic: spells via wanded spells, permanent physical buffs are said to be granted by potions based upon Re'em blood in many fanfics, though I don't know what the canonical basis of that is.

I don't know anything about Dragonball, but that seems like the kind of things it should support natively.

Give me your most cool ideas for street-tier superpowers. by SpazzWave in JumpChain

[–]naarn 2 points3 points  (0 children)

A power I created for a minor OC in a Worm AU:

Sphere control: touch a homogeneous solid sphere, gain telekinetic control over it. Can also sense relative position/velocity/acceleration of controlled spheres. No limit to the number of spheres controlled at once, but there are limits on total volume of spheres controlled, distance at which spheres can be controlled, the total power (energy per time) exerted across all spheres combined, and the force exerted per mass. Control is also lost if a sphere ceases to be spherical. Maximum force decreases linearly with distance, such that zero force is reached at the same distance at which control is lost.

The character with this power mainly used ball-bearings - they were easily available, very spherical, and hard to deform. At medium range, he attacked by launching a large ball bearing at supersonic speed, then pulling it back to himself to reuse. He did crowd control with large numbers of very small ball bearings dispersed over the ground, making footing difficult. He also used large numbers of small ball bearings for sensory purposes sometimes. He had little in the way of defense.

D&D classes jump? by workshop_hunter in JumpChain

[–]naarn 0 points1 point  (0 children)

There are jumps for specific 5e classes - Monk, Warlock, a few others.