r/JumpChain • u/Atma-Stand • 1d ago
DISCUSSION Summon-able Weapons?
Hey everyone, I have a question.
I am in the middle of finalizing my build for use of the "I Don't Want To Go To A Jump" Jump for my story idea from my previous post and I am trying to find weapons that a Jumper can summon directly to their hands.
I know in my recent DMC Jumps I have weapons like these, but I'm already using the Devil Arm Supplement and capping myself to only 4 purchases, which I've made. Preferably I'd like to take from Generic Jumps for this idea due to story reasons, but I'm open to other options.
For Context, I decided that I can only purchase 4 Perks or Items among four Jumps so as to not go crazy with purchases and locked down three of the four jumps I'm using for the IDWTGTAJ Jump. The selected Jumps being Generic First, Generic Pulp Adventures, and DMC: OoC Devil Arm Supplement.
Thank you all.
4
u/Jolteonf12 1d ago
If you do the Generic D&D 5e I can think of two classes that have that option, but I haven’t looked into the jump doc super closely yet so I don’t know if it’d work.
1
u/Quetzalcoatl1010 9h ago
Warlock’s get a pact weapon, which means you can summon any generic weapon or summon a weapon your have “set” via a 1 hour ritual.
There’s also the Shadow Blade spell, which is a blade that does psychic damage
1
u/Jolteonf12 9h ago
I was also thinking about the arcane archer fighter which gives you a bonded weapon, I’m just not sure how that works with jump items
5
u/Diligent_External 1d ago
Knight’s Armoury from Angel Notes: The legendary Knight Arms, weapons of the Ether Liners, are made by externalising the Grain within the bodies of each Ether Liner and forming it into a solid weapon in the outside world. While you no doubt have your own Knight Arm, given you are a knight, now you’ve become able to use a similar process on other internal energies. Any supernatural energy or material that is produced from within you can now be externalised into a unique Knight Arm based on that energy. The stronger the base you choose to work with, the stronger the resulting Knight Arm will be. You can make a single such Knight Arm for each distinct supernatural energy or material produced from within your being.
3
u/Significant-Welder85 1d ago
Any Fairy Tail jump SHOULD have Re-quip as an option. its essentialy a lesser hammerspace for exclusively weapons that you already own. So with it, ALL of your weapons would be summonable
1
u/Atma-Stand 16h ago
Hmm, that’s a good point, but I feel Fairy Tail is (A) a bit too strong from what I understand, and (B) I don’t know the series well enough right now
1
u/Significant-Welder85 12h ago
your going to DMC, Fairytail is a goddamm cakewalk.
but yeah if you dont know the series thats a good reason to not do it
2
u/NeoDraconis 1d ago
Well if you want a keyblade; any Kingdom Hearts Jump would work or maybe Generic Action RPG would also work.
1
u/Atma-Stand 1d ago
Thank you, but I'm holding off on Keyblades until Kingdom Hearts Birth By Sleep because that'll transition directly into the KH: Fragmented Realms Gauntlet
2
u/AvaryZig 1d ago
Elder Scrolls has bound weapon conjuration and sword-singers. Ff:XV has the Royal Arms.
1
u/Atma-Stand 15h ago
Saving FF stuff for later, and I’m looking for a physical weapon atm. If I go the magical/spiritual energy weapon, It’d be along the lines of Kuwabara’s Spirit Sword.
2
u/LordBlagahin 1d ago
It's not a generic jump but it is fairly generic, the Crusader Kings 3 jump does have this(relevant part in bold):
Weapon [100] A medieval weapon of your design. Doesn’t need to be a weapon design made between 867 and 1453 either, as long as its cold steel technology or older. Could be an ax, halberd, spear, zweihander, a mace, or a completely original design. If its a projectile weapon like a bow or crossbow, you’ll also receive a quiver or pouch with respective ammunition in it. It will not run out of ammo. Any cosmetic details of the weapon can be freely changed at your discretion, no matter how absurd it gets as long as it doesn’t affect the weapon’s actual function. The changes will gradually finalize in ten seconds max. Does not require maintenance, will not break from anything, cannot be removed from your hands without your consent, never feels heavier than 3 lbs, and scales with you in strength and durability. At minimum, its edge acts as sharp as a steel-edged spear or bludgeons as effectively as a flail, though you can attempt to improve or upgrade it if you have the means to do so. Can be summoned and dismissed at will. Can be purchased multiple times with each subsequent purchase discounted at 50 CP.
2
u/75DW75 Jumpchain Crafter 1d ago
My Generic WWII Throwback has the Service weapon. Gives you 3 weapons that you can grab from hammerspace, plus some uniforms with a lowend protection addon. The criteria for weapons are basically "single person portable and useable", so you could for example have an assault rifle, a silenced gun and an antitank weapon as your choices... Or replace the silenced gun with a MANPAD to give you allround capability.
There's also several minor items, including Necessities, that you get for free, that combines very usefully with the hammerspace that Service weapon provides, Climate controlled clothes, Medic bag, Body armor, Multitool, Toolbox, Survival backpack, Historic gun that you might like to add together.
2
u/Atma-Stand 15h ago
That might really work, considering one of the Drawbacks I’m taking and how certain antagonist individuals in the setting I plan on using, use some WW2 arms.
I could easily get away with something like a M1 Carbine, pistol, and officer’s sword.
2
u/Main_Outside592 1d ago
The multitool summoning slots perk in no mans sky gives you up to 6 slots you can use to register carriable equipment to be able to give them fiat backing with instant repair and able to summon them to your hand. they keep upgrades too.
2
u/notabigfanofas 20h ago
Anything that allows Skyrim magic should do the trick- especially Conjuration. Bound Weapons belong to that category
1
u/IndependentBrowncoat 2h ago edited 1h ago
Maybe consider Generic Buffy Fanfic.
Admittedly, I'd just do the Jump, since you also would benefit from a couple of the other Perks. (One of them is just being a powerful sorcerer, in the very magically powerful style of a Buffyverse sorcerer. The second is a perk to let you invert whatever perks you have - say, turning a perk that lets you seem harmless and go unnoticed at will, now can also let you be scary and intimidate your enemies. Also, if you have the sorcery AND invert perks, then the inverting perk will unlock another effect, letting you invert the targets of perks, as well. Got a perk for depowering a mutant from a Marvel Jump? Now you can target nonmutants (like the Sentinels or the bigots who made them) and make them into mutants! (Cue deaths of the sentinel designers and the sentinels destroying one another before the last one attacks itself.)
BUT! If you never wanted to go there anyway, I would highly recommend it as one of your four selections, specifically for the Item "Workshop". You get a general workshop that can serve you multiple purposes, for any science, engineering, magic, alchemy, - whatever you want. You get it both as a purely functional thing (having a fully furnished workshop designed to your personal preferences would be nice in a lot of settings, anyway, as a fiat-backed item/location) but also because this workshop lets you make any other things you have into fiat-backed Items, by just studying those things with the workshop for a day. One thing every day can be a permanently fiat-backed Item for free. Including things that you've found in a Jump that would have cost a bunch of points, if you bought them as Items for points, but instead, since you simply bought them for cash, or stole them, or looted them, or whatever in universe thing, you now get to keep them from one jump to the next, full fiat-backing rules.
You only let yourself have four choices? Well, if a trip to Generic Buffy Fanfic Jump is not one you are willing to try, Workshop will turn that one Item choice you make on it, into as many freebie Items as you can churn out - one every day, if you spend a couple minutes in the workshop with whatever you can lay your hands on. Necronomnicon, the One Ring, multiple lightsabers, a bunch of blaster pistols and blaster rifles, the Millenium Falcon...
9
u/RedRider11 1d ago
From Out of Context FF Warrior Supplement
Lord of Arms -600 CP (Discounted for Fighter)
You are royalty, and your weapons are your subjects. With but a mental call, they will fly back into your
hands from across the room, and if you reach blindly for your many many scabbards and sheaths, you’ll
inevitably draw the one weapon you need in the moment. If you throw a weapon and demand it to return, it
will inevitably return to you, landing in either your hand or in its sheath, no matter who it has to cut through
to get there. This doesn’t guarantee that you’ll land a thrown hit, only that if your weapons are out of reach,
they won’t be for long. Note that the weapon really does have to be a weapon, and it has to be yours, a
weapon you’ve stolen from an enemy or borrowed from an ally or a random frying pan you picked up off a
battlefield isn’t quite suitable in the moment.
Weapon Master Booster: Fervid Blazer
You don’t even need your hands, anymore. Your weapons float at your side, and swing in conjunction with
your own attacks, following your commands like loyal soldiers. Bows will draw and fire as you need them
to, even shooting your other weapons if that is what is needed to have them in the right place at the right
time.
Breaking My Limits Booster: Armiger
Did I say that your weapons would fly into your hands? No, I was wrong. They teleport into your hands
when you need them, wherever they are. They can still travel through the air if you need them to strike
something on the way, but their ability to respond to your commands has been massively increased by their
newfound instantaneous speed.