| Reviews for Jump Chain Gothic 10 - MCU 1 |
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kirosyamcha chapter 2 . 1/24 curiousity, who did you take for a companion from star wars? o.O |
Rangle chapter 6 . 12/29/2019 Wow, you sure are untalented and a bit slow minded. After years of learning, you still can't translate what you've learned to a similar field. That is a bit sad. |
Guest chapter 7 . 10/12/2019 Great story! We need more chapters of this jump asap. |
Alan chapter 7 . 9/20/2019 Stakar gone learn today |
Carthienes chapter 7 . 9/22/2019 Interesting start to your MCU Jump, but I wonder why you skipped some of the free stuff? It might not be the best, but free is free and you do not benefit from skipping it. Also, both you and your companions should get a 300 CP Item stipend (each) that you seem to have passed up. 1500CP between the five of you - you should probably look into that. Also, I think your Asguardian form is probably Several Feet tall Total, rather than Several feet Taller than your other Forms. Chapter 1. I was surprised to read about inactive companions, but I checked about online and it does seem that you can only have up to 8 Companions active unless a Jump / perk / item specifies otherwise. I do not think, however, that you need to keep your inactive companions in stasis. That was the purpose of the companion housing supplement that you filled out before Mass Effect. Although inactive companions are restricted to the Companion Housing they can still perform research and do some personal projects and training - more if they have access to the other Warehouse Add-ons (interpretations on this one vary - ask Jump Chan). You even paid for the Call function that lets them contact you from inside the Companion Housing. Some jumps offer purchases that let inactive companions out as well. Often these are groups of followers (like Lux employees) which you can insert inactive companions into with their powers sealed, but some are imported locations (i.e. Lux) that inactive companions can access but not leave. Unless an option specifies this, however, probably not (again, if in doubt, ask Jump Chan). I hope you will find something you can do with inactive companions as leaving the majority of the cast in stasis will get old fast. Not to mention the issues it could cause when you reach the final jump and have to spend a year on 'Team-building Exercises' just so your companions know who the others are. I am glad that you decided to include Luna, however, and am looking forward to seeing more of her. I like her as a character, for the most part, I just rarely see her well done. She is, admittedly, a very difficult character to write, but I think that you of all people are up to the challenge. Given that your Iron Monger suits are more like walking vehicles than suits, they seem ideal for abuse as drones - fit a VI core and you have a powerful, automated combatant (for when LOKI mechs are not enough...). Even better, if you used a remote control unit you could manufacture them on pure 21st century technology (albeit that Cortana would be needed to pilot them). Whilst lacking some of your group's better technologies, it is still a powerful unit that can be manufactured on early 21st century earth, and even mass-produced there - an asset in jumps set there (X-COM, perhaps? A few interesting technologies, and psionics as well). Have you considered armour or defences that you can keep in the Armoury? According to the description, it is meant to display things that are: "rare items, dangerous artifacts, or powerful weapons". Whilst being able to summon a number of weapons to your side in an emergency is great, protections are also valuable. On which topic, you might consider adding a handful of 'survival ships' to your new hanger add-on. Whilst you may never use them, the description states that you can teleport the contents to your location instantly at any time. Even when floating in deep space or free-falling through the atmosphere and unable to access the Warehouse for lack of any surface - these things are potential lifesavers. Please do not read too much into the Ancient One's description of magic - limiting yourself to one view of what magic is or is not can seriously restrict your potential as you venture out into the wider multiverse. It may not even be strictly true here in this sector of the multiverse - humanity has a poor history with 'certain facts' about the nature of reality. If nothing else, there may be things, locally called magic, that do not fit the definitions given by the mystic masters. Do not dismiss them on that alone, and please do not try to shoehorn every 'magical' thing into this philosophy. Gothic seems smarter than that. The thing about Jump Chan providing magic though? Partially right. Anything that is fiat backed (i.e. a default part of a jump's import or CP backed perk/item) is guaranteed to work as intended, even in universes where it shouldn't. Which is why your force abilities work even on forceless worlds. If a Jump does not give it to you for free, and you do not spend CP on it, you are at the mercy of local metaphysics. You can learn to tap purely local forms of magic, but are not guaranteed to be able to tap other forms of magic in places where the magic you learned does not exist (naturally, this does not make you immune to local anti-magic). The fact that the Castle imported in a ruined state, devoid of the improvements you have made, seemed a little odd. Especially as your lost runabout returned with it's upgrades intact. However, it does indicate that the imported locations and buildings, such as Lux and Pendragon Castle, become a permanent part of the setting (even retroactively). Whilst somewhat unfortunate, as you will have to re-do your additional in each new Jump, it does at least indicate that the life created to populate such locations (employees at Lux, guard dogs at Pendragon) will outlive the Jump in which they were created. Perhaps that will soothe Gothic's conscience? You might consider a New World of Darkness Jump, at some point. The Mages there have a spell, Shield of Chronos, that might alleviate some of your Temporal concerns. Whilst it is a spell and not a perk, it does provide protection against timeline manipulations and observation - it does not provide immunity, however it is effective against all forms of time manipulation. Beyond that, check your picks from the Terminator Jump gain. 'No Fate But What We Make' provides some degree of temporal defence, whilst 'One Possible Future. From Your Point of View' makes understanding temporal shenanigans easy. You might benefit from re-reading some of your earlier Jumpchain stories, or at least the builds you posted for them. You paid for perks and items, many of which seem to see little use. Did you not get QEC technology from Mass Effect? It is one of the more useful things there. A direct, point-to-point communication link, untraceable and lag free over literal universal range. Fitting one to your omnitool, linked to another at your main base, would enable you to call home at any time unless you skipped dimensions. Current research is promising, however, so with Stark-grade geniuses running round MCU you may still be able to get one. Bad choice as the backbone of a Civilisation's communication network, but excellent for lone agents and small teams deep behind enemy lines. Did you ever invent a replacement for Ancient Drones? I can get that the tech to reproduce the Drones may be beyond you, but you should have been able to repurpose the launcher for similarly-sized missiles without compromising their Drone-launching abilities, and a naqaudah-tipped nuke swarm would threaten even a Wraith-hive. Better if you used photonic warheads. I am looking forward to following Gothic's story forward - 10 Jumps would normally be a century, and despite the shortcuts taken it seems to have been a significant chunk of that. Even if the time had not been spent over 10 different universes some character development was inevitable. Just a shame we missed so much of it. Good luck, Have fun; and Write well! |
D72 chapter 7 . 9/20/2019 Why doesn't anyone ever suggest the car battery to Stark? It's always "No, must continue using palladium". Or maybe by that point he was poisoned enough it didn't matter. I do like that Gothic is open to negotiation with the ravagers. Does it matter which crew of ravagers this is? |
RoyalTwinFangs chapter 7 . 9/20/2019 Not bad chapter. His Asgardian form can have it's own identity if need be. A boisterous one that has stayed on Earth like that other Asgardian. Bonus point if he has an ax like Leviathan. |
davycrockett100 chapter 7 . 9/20/2019 sweet |
Kaiya Azure chapter 7 . 9/20/2019 And just like that, Stark reminds me that he made the majority of his enemies. Really puts a new light on the declaration of how he wants to protect the people he put in harms way. Ah, Coulson, that line of his about tasing Stark is still funny. On the bright side, the first bounty hunters to show up were Rocket and Groot. They're likely a bit more subtle than others that could have shown up on Earth. |
BZee87 chapter 7 . 9/20/2019 Good chapter but ur starting to fall into short chapters again. |
Alan chapter 6 . 9/13/2019 Good chapter |
D72 chapter 2 . 9/13/2019 You gonna take Peter to Ego? That would be a hell of a loyalty mission. |
Hadrian.Caeser chapter 6 . 9/13/2019 Thx |
Bluesnowman chapter 6 . 9/13/2019 nice work |
davycrockett100 chapter 6 . 9/12/2019 sweet |