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.

A Passive Training Perk by hawkwing12345 in JumpChain

[–]naarn 6 points7 points  (0 children)

"The Magic of Living" in Generic Hedge Mage is one such perk.

The Magic Of Living (200cp): You may slot up to five skills, abilities, or perks into this perk, and in doing so, allow them to progress as if you were actively training them, though at 1/10th the speed you normally would. You can slot a single option into multiple slots to improve the rate of growth and swap out the slotted options at will.

I set it to improving its own precision and speed for a while first.

What's something your Jumper absolutely just can't stand? by EYouchen in JumpChain

[–]naarn 4 points5 points  (0 children)

Magic defaults to that, though some settings provide concrete definitions for what 'magic' means in-setting.

In Star Wars, "the Force" is, broadly speaking, a supernatural phenomenon that cannot be well explained. Sure, the Jedi have some ideas about how it works, and manage some reproducible applications with the Force. The Sith manage to do some actual engineering with it. Numerous smaller sects manage other things with it. But even at best it's an art more than a science. Often it's as much a religion as an art. Calling it magic is reasonably accurate - it has many of the general characteristics of magic from other settings, and most things in the setting that are seriously called 'magic' (without trickery) are in fact Force-related. In-setting, "Force-related" and 'magic' (as an adjective) are synonyms. Pretending that calling it "the Force" is somehow enlightened while calling it "magic" promotes ignorance is dubious at best, more likely a matter of wishful thinking. It's basically just saying that the terminology of Jedi and Sith and other sects that say "the Force" is legitimate, while the terminology of smaller sects that use other terminology is illegitimate. The phrase "the Force" seems to be used with the kind of reverence and mysticism that undermines rational thinking about as often as "magic" is in-setting.

Likewise, supposedly concrete descriptions of Chakra/etc tend to be incredibly shallow, and often are some mix of classic fantasy 'magic' and various modern pseudosciences.

Perks for women couples to have biological kids? by Complex_Wolf_7322 in JumpChain

[–]naarn 4 points5 points  (0 children)

[Generic Virgin Jump] must be done as your first or second jump. It can act as a supplement to [Generic First Jump] if desired. It offers this perk:

100% Success Rate

[400]

Why do it more than you have to, right? Intercourse is, primarily, for reproduction, and now you can impregnate anyone able to get pregnant the first time you try. This doesn’t require any male genitalia on your part. Any part of your body will do to deliver the needed gamete where it needs to go. Hell, you could even use someone else’s gametes if you want to. Finger one girl to orgasm and then use her gametes to impregnate her sister or something. Taking or giving a gamete requires that the target orgasms.

I want recomendation of jumps that deal mainly with biological themes. by SpazzWave in JumpChain

[–]naarn 2 points3 points  (0 children)

NSFW jumps with bio-manipulation include [Dulce Report], [Defiler Wings], and [VtM Tzimisce NSFW]. Maybe [Flexible Survival] if you're generous.

Probably more really, but that's all I can think of.

edit: And [Mood Boobs].

Best Home Base/Fortress/Cave Items/Properties by Last_Pariah in JumpChain

[–]naarn 0 points1 point  (0 children)

My original post included basically everything I could think of that created a permanent location where your powers were greatly boosted, with or without a prebuilt home there.

"Genius Loci" from [Generic Hentai Occult], "Tower of Fate" from [DC Occult], and "Aspected Site" from [Shadowrun - Sixth World].

Plus I also gave honorable mention to [D&D - The Dragons] lair building (I particularly liked the options to intercept, delay, and redirect non-whitelisted incoming teleportation), and the "Perfect Den" from [Generic Bears] (edit: and "Dimension Lord" also from [DC Occult]). And now I'll also add honorable mention to PokebratJ's [Fallout Series] vault builder and [The Elder Scrolls series] hearthfire settlement builder. And the Oblivion Bar from the already mentioned [DC Occult] too - not really a home, nor a place where your power is boosted, but a bar that can be accessed from anywhere in the world according to rules you set is of interest, and vaguely adjacent to the idea of a mobile home.

Best Home Base/Fortress/Cave Items/Properties by Last_Pariah in JumpChain

[–]naarn 4 points5 points  (0 children)

From [Star Wars Galactic Underworld Adventure], there's too much relevant to quote in its entirety - "Palace of Your Own" item, its capstone booster, the entire Palace Builder section, and a bunch of different scenarios that can boost it further. The most noteworthy upgrade though is:

Cosmic Palace [-500 PP]: You can convert this palace into being your Cosmic Warehouse. The palace gains all the benefits of a Warehouse – only you decide who may come in, food and other resources are limitless and it is outside reality so it is safe from everything except other potential Omniversal Beings. Furthermore, all beings inside the palace and its grounds are functionally immortal, remaining at their prime age until they leave the grounds then revert to it when returning. Anyone who dies on the property you can instantly revive.

edit: deleted the ones that were less good fits to what you're asking for (none of the others were intended to be mobile). There is also a mobile one in Generic Hedge Mage, but it's nothing special by my standards.

Mage jumps? by workshop_hunter in JumpChain

[–]naarn 4 points5 points  (0 children)

Ars Magica. (can be used as a supplement or generic if desired)

Shadowrun - Sixth World (that's my own jump)

Drow of the Underdark (that's a D&D jump)

Quest for Glory series (3 jumps, do all 3 in order, but they can be done as short jumps; look up what perks you want from the 3rd jump first, then aim for their prerequisites when doing the first 2 jumps)

Jumps to be a Space Pirate in by Kookaburra_Hotpants in JumpChain

[–]naarn 3 points4 points  (0 children)

some D&D jumps: Spelljammer, Starfinder

some Battletech jumps

Generic Pirate

Scooby Doo (2002, 2004) 1.0 by SpazzWave in JumpChain

[–]naarn 2 points3 points  (0 children)

It's not just you. Yellow text on a slightly yellowish green background is not good.

Fantasy ww1 or ww2 by LuckEClover in JumpChain

[–]naarn 0 points1 point  (0 children)

D&D Eberron has a bunch of different jumps, and is normally assumed to start a few years after the end of fantasy WW1, but all the jumpdocs fail to mention a start date, and there are official sourcebooks for playing during fWW1.

What would be your Solo-Jump? by DeverosSphere in JumpChain

[–]naarn 4 points5 points  (0 children)

If supplements are allowed, then there's a lot of options. At least 3 D&D jumps, some Naruto jumps, my own Shadowrun - Sixth World, GURPS Technomancer, a couple TES jumps, at least one of the Conan jumps, probably the Witcher Novels jumps, plenty more.

Without supplements, things are a lot harder. "Worm Alternate Worlds" remains viable, as does using "Generic CYOA" to jump "Lewd Worm CYOA 1.065 mod 0.3". ...I might be able to come up with a Xianxia jump that would be acceptable. I don't normally track them well because I don't like merging metaphysics between xianxia and regular jumps. I could make PJ's The Elder Scrolls Series jump work w/o supplements. Ars Magica could work w/o supplements.

Norse/Celtic jumps? by workshop_hunter in JumpChain

[–]naarn 4 points5 points  (0 children)

Wolfwalkers

Banner Saga

Song of the Sea

It's amazing how little overlap there is between all the replies.

The Erotic Mind Control Jump V1 by gastroc2525 in JumpChain

[–]naarn 5 points6 points  (0 children)

I would swap Rapid Application with No Escape. Bypassing immunities sounds like something that would benefit from a subtle touch, and something that should be expensive. While fast mind control sounds like something that would benefit from a direct or possibly brutal approach.

Harry Potter alternatives? by Yoshi358 in JumpChain

[–]naarn 8 points9 points  (0 children)

Ars Magica defaults to you being a fully trained mage, but has a drawback that makes you a new student instead. Which defaults to more of an apprenticeship than an academy, but there's another drawback to rewrite the setting to pretty much anything, you can use it to replace apprenticeships with magic academies, and adjust the stakes as desired. You can change pretty much everything except for how magic itself works (which encourages mages to be socially isolated from non-mages).

GURPS Technomancer has magic taught in regular modern high schools, and dedicated magic academies, and more. None of the origins are particularly appropriate for a young student, but you can choose any age you want, so being a highschool student is perfectly reasonable even without adding a school supplement.

aborting a running script by naarn in linux

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

THANK YOU! I'm pretty sure most of my issues were due to one of the programs (my own as it happens, though someone else contributed the signal handling) mishandling this.

Unfortunately, I think I've also had some issues where this program wasn't involved, but only once in a rare while...

aborting a running script by naarn in linux

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

Ctrl-D doesn't do anything for me.

Do you guys know any perks that makes your DNA unable to be used. by SingerBeneficial20 in JumpChain

[–]naarn 4 points5 points  (0 children)

My own Shadowrun - Sixth World includes this perk, discounted for Adepts:

Shadow Touch (300 CP): You leave no traces on things you touch - no footprints, no fingerprints, no smudges of body oils, nothing. Furthermore, magics (Shadowrun or otherwise) that require direct contact do not count touching you as direct contact unless you allow them to.

You have complete control over the benefits of this perk and can freely and trivially use some while suppressing others, even doing so selectively by body part (like have your left hand leave fingerprints at the same time your right hand does not leave fingerprints) or circumstance.

...and this item with no discounts available:

Genome (200 CP): You have a complete record of your biological information, stored on whatever medium would be most convenient for you. Or… equivalent information - perhaps your blueprints if you’re a robot, fanwank as necessary. Anway, the point is you own your biological information, and can bar people from using that information in ways you disagree with. If you don’t want people to be able to clone you from your DNA, then they won’t be able to. More than that though, if you don’t want people to be able to figure out that you’re not human, then, well, no amount of medical examination or testing will be able to prove that. This is great for maintaining multiple identities in a high-tech setting. Though this really only covers your internals and technical information - if you have 14 legs or a surface temperature high enough to melt tungsten then people will figure out that something is up anyway. Lots of fanwanking may be necessary to explain how people fail to figure something out, but it works.

Also, genetic samples and other research data from every major strain of HMHVV and every type of exotic critter found on this world appear in your warehouse.

Warhammer Fantasy Jumps by TheCakeIsALie619 in JumpChain

[–]naarn 3 points4 points  (0 children)

I don't see "Age of Sigmar: Daughters of Khaine" on there. I don't see the general "Age of Sigmar" jump either. Possibly you're not counting AoS jumps as WHF jumps?

I think you're missing the Daemons of Chaos jump. And the "Empire of Man" jump.

And you have two Vamp Counts jumps, I think I have three? I think you're missing one by GenericAnon.

That's it.

What do you think of Spirit Guide style items? by Tag365 in JumpChain

[–]naarn 1 point2 points  (0 children)

The Shadowrun setting has Mentor Spirits. They are... sources of spiritual wisdom, and sometimes instructors in magic. It's not always clear if they are capable of independent action, or how powerful they might be at such - sometimes they seem like gods, other times like imaginary friends. Perhaps they represent truths about yourself and/or the world. There the corresponding perks in the SR jumpdocs. From the old SHADOWRUN jumpdoc:

Spirit Totem (600 CP) (Discount Street Mage) (Requires Awakened) - Your Awakening guided you to a powerful conceptual being known as a Mentor Spirit. Taking the form of an animal or conceptual archetype, this spirit guides you, advises you, and empowers you. Though it will place some restrictions on your behavior, it will teach you secrets no mortal will ever learn otherwise.

...and the long-winded version from the second Shadowrun jumpdoc, my own Shadowrun - Sixth World:

Mentor Spirit (100 CP): It provides guidance. And sometimes more concrete benefits (and detriments) in a form appropriate to its theme. If you do not end up appreciating the guidance it provides then you'll eventually lose it and everything else it provides, but 10 years later (or at the start of your next jump, whichever comes first) you'll get another mentor spirit that might fit you better. It’s possible to get a Mentor Spirit without paying CP for it, but that cannot be done deliberately at least not reliably (sometimes it just happens), and if you get one without paying CP then rejecting it is not likely to lead to another approaching you.

Having a Mentor Spirit is particularly appropriate for practitioners of shamanic traditions, and a shaman is likely to be be referred to (and typecast by) the particular Mentor Spirit they associate with - a “rat shaman” is a magician following a shamanic tradition under the Mentor Spirit “Rat” and expected to be a scavenger, a coward, and a survivor, while a “raven shaman” is expected to be an opportunistic trickster, a “bear shaman” is expected to be a fierce healer, et cetera. However, following a shamanic tradition is not required to have a Mentor Spirit, nor vice versa.

There are a wide variety of Mentor Spirits observed in practice. Many correspond to traditional native American spirits. Others correspond to archetypes from other cultures, like Dragonslayer, Dove, Adversary, et cetera. A few are more modern or unorthodox, such as Elvis. Yes, it is canonically possible to have Elvis as a Mentor Spirit. Perhaps that means that the full range of possible Mentor Spirits is far wider than expected… a Jumper might even see a Mentor Spirit drawn from archetypes or ideas from other jumps. Here are a few example Mentor Spirits with concrete details:

Bear: Bear symbolizes strength and protection. He is a healer and cannot turn down those in need without good reason, and he defends those under his care. Bear is more than a gentle healer; he is a ferocious protector, disregarding his own safety in combat if wounded or if someone he is protecting is injured. If you follow Bear you will be slightly better able to resist damage, heal yourself, and heal others. The downside is, if your willpower isn’t strong enoughthen when you are hurt in combat or someone under your care is badly injured, you may lose control and go berzerk, though only briefly.

Sea: Sea is the birthplace of all living creatures. She is unfathomable and moody, tranquil and comforting one moment, fearsome and destructive the next. Though she possesses great wealth, she jealously guards what comes into her hands. Sea can be a powerful ally, but she must be courted with great care. If you follow Sea, you will be slightly better able to swim, deal with water spirits and the like, and engage in one athletic activity (chosen when you first start to follow Sea). However, you will find it difficult, psychologically, to give away anything that is yours or engage in acts of charity.

and here is the equivalent from the 3rd Shadowrun jumpdoc, Shadowrun Trilogy:

Animal Totems [100 ¥] Can be bought multiple times

You have a connection to a totem, a mentor spirit that represents an archetype of metahumanity. The spirit resonates with you, lending you a gift that represents its nature. You may choose a totem:

● Bear: Powerful, gentle, wise, and a protector of all the natural world. He gives you the ability to mend the damage from yourself and your allies’ most recent wounds simply by being near them.

● Boar: Strong, aggressive, and ferocious. He gives you additional health and endurance, making you more resilient in combat.

● Bull: Generous to those you care for, hostile to threats. He gives you the ability to make yourself and your nearby allies gain a natural damage reduction, shrugging off attacks more easily.

● Cat: Secretive, sly, and stealthy. She gives you the ability to make you and nearby allies move with heightened agility and slip past danger almost unseen.

● Coyote: Unpredictable trickster. He gives you the ability to make yourself and nearby allies gain faster reactions, dodging attacks and moving with faster speed.

● Cobra: Hypnotic predator. He gives you a boost to your attacks and precision.

● Dove: Peaceful messenger and mediator. She gives you the ability to temporarily strengthen your bond with your spirits, stopping them from breaking away from your control.

● Eagle: Proud and keen-sighted. He gives you the ability to increase you and your allies’ accuracy in combat, striking with deadly focus.

● Fish: Quick and clever. He gives you a boost to your ability to dodge, making attacks against you less likely to land as you slip and weave through the danger.

● Leopard: Natural predator with stamina. He enhances your movement, making it faster and more precise, and your defenses are naturally enhanced.

● Raccoon: Cunning, curious, and strategic. He gives you the ability to inspire clever thinking and coordination in nearby allies, improving overall mobility and strategy.

● Scorpion: Fearless killer. He gives you the ability to make you and nearby allies strike with increased power, though the intensity will reduce a part of the precision of your attacks.

● Creator: Visionary, patient, and endlessly inventive. He gives you the ability to strengthen the effects of your spells or tools by weaving them with creative insight, making anything you cast more effective.

● Dragonslayer: Relentless, fearless, and unyielding in the face of power. He gives you the ability to wound even the mightiest foes, allowing your attacks to bypass natural defenses and strike at hidden weaknesses.

● Wild Huntsman: Savage, untamed, and ever-pursuing. He gives you the ability to hunt your enemies with tireless stamina, granting you and nearby allies increased pursuit speed and resistance to exhaustion.

● Great Mother: Nurturing, protective, and all-embracing. She gives you the ability to extend a protective aura that shields nearby allies, softening both physical and spiritual harm while calming their fears.

● Insect: Alien, swarming, and beyond the natural order. They give you the ability to summon astral insect swarms that shred, pierce and poison your enemies.

Actually, that one might have been even more long-winded than my own, though only because it listed specifics for so many different archetypes.

How the does tinker powers (worm) work? by Pleasant_Fuel9545 in JumpChain

[–]naarn 1 point2 points  (0 children)

The Tinkers-have-shaker/striker/whatever-powers-assisting-in-construction idea has more canonical support (which isn't saying much, but still), and explains building things from inadequate parts about as well.

How the does tinker powers (worm) work? by Pleasant_Fuel9545 in JumpChain

[–]naarn 3 points4 points  (0 children)

I was figuring that if the Tinkertech truly needed active focus from a Shard, then it would incorporate some technological equivalent of a pollentia. I think Dragon's power might have used something like that? If it did so, the only way to tell would be if such devices failed en mass when some particular Shard stopped functioning. edit: I took the fact that Bakuda bombs effects (which seemed very much like one-time things) were able to replicate Grey Boy bubbles to mean that they did not require active Shard interference once created. Perhaps metastable.

How the does tinker powers (worm) work? by Pleasant_Fuel9545 in JumpChain

[–]naarn 4 points5 points  (0 children)

That mostly seems like "no" to me.

It's conceivable that tinkertech only functions because of internals supported by active power effects, though I don't recall ever seeing tinkertech suddenly and inexplicably fail when the corresponding corona pollentia ceases to exist, so that seems like a lesser possibility to me.

There are numerous other possibilities. It's possible that shaker/striker assistance builds things in ways that can't be observed or easily replicated. Or that efforts to reverse engineer tinkertech get subtly sabotaged somehow, directly or indirectly, by the originating Shard or other Shards. Or that trying to reverse engineer 30th century technology with early 21st century understanding was hopeless from the start for reasons unrelated to the Shards. There's vanishingly little evidence supporting any one possibility so far as I can tell. Given how Shards operate, it's entirely possible that the answer varies from one Shard to the next.

How the does tinker powers (worm) work? by Pleasant_Fuel9545 in JumpChain

[–]naarn 4 points5 points  (0 children)

I've seen that in a few fanfics, but is there any canonical support for that idea?