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Like a Dungeon Crawler (Yakuza/Danmachi, Celestial Grimoire)

Like a Dungeon Crawler (Yakuza/Danmachi, Celestial Grimoire)
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Ichiban Kasuga mysteriously wakes up in the Labyrinth City of Orario after being shot by his beloved patriarch. How will a Dragon Quest addicted yakuza navigate the intrigues of the city and the terrors of the dungeon beneath? Well the fact he keeps getting random magical abilities and items will probably help.
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Perks & Items
How do perks work?

Very well, thank you.

Joking aside, whenever Ichiban receives a perk that provides him with knowledge or actively used skills, he gains an appropriate understanding of how they work. More passive perks he does not and must figure out through trial and error. As an example, a perk that lets him shoot lasers from his eyes will come with the knowledge that he can do so, and how to turn the lasers on and off. A perk that makes him bullet-proof does not give him any special knowledge and so he may not realise until someone shoots him.

Items do not come with any special knowledge or instruction unless directly specified, although their function tends to be intuitive to Ichiban's knowledge and skills. As an example, the control rod for the Dwarven Centurion has its buttons labelled with modern icons he can puzzle out. Items can be destroyed or lost, unless the item specifies it replaces itself or returns to the owner.

When an item is rolled for, it always appears either on Ichiban's person in an appropriate fashion, like magic jewellery already being worn, in his hands or pockets if it can fit, or adjacent to him otherwise.

Similar items are merged together, and in doing so the proximity rule is relaxed – if one of Ichiban's friends is wearing the base item the merge will apply so long as they're in the same general area. If they're completely out of sight a new item will be generated rather than merged into the existing one.

A note on multipliers

Some perks or items say they double or triple a parameter. When these are combined, multipliers stack additively rather than multiplicatively. Two doublings equals a tripling, and so on.

Spells

500- Necromancer Lord
Warhammer Fantasy: Dogs of War
All the secrets of necromancy are available to you know, and creatures bleak and terrible answer to your beck and call. Wraiths, mummies, vampires, wights, even with effort a great, rotting zombie dragon can be commanded, though those who retain the ability to think may not respond well to slavery. As well as commanding greater undead you gain access to the most terrible necromantic spells, able to slay entire towns and cities worth of people.

While those with this perk can wear magical and non-magical metal armour such as chainmail or plate mail, such equipment does make it much more difficult and much more tiring to work spells.
This is knowledge of basically every necromancy spell that exists in Warhammer Fantasy. I'm using the list here for reference. There's no backlash of turning evil or looking ghoulish just from using these spells, though some do explicitly have appearance modifying aspects. The issue with wearing metal armour only applies to these spells and doesn't impact any other form of magic. Casting them requires chanting and gesturing, the mana cost of these spells is variable depending on the effect.

200 - Ma Fu Ba
Dragon Ball Super
An old technique originating on the dinky little planet called Earth, yet somehow still scarily effective even at the heady heights of power this place reaches. The Mafuba that you have learned is a mystical technique created to seal away other beings, originally demons but it works on any being. With the incantation, proper movements and expenditure of a great deal of personal energy, you are able to activate the Mafuba and suck away a target being in front of you to seal them inside a prepared container. Any container that can be sealed tightly with a special seal tag, which you are aware of how to make, can work even if you use something like a rice cooker. It can be difficult to aim the technique, especially when using a small container and you are vulnerable to being interrupted or having a different being jump in front of your target, so careful planning can be required to have the technique work. Once sealed, they can only be released by opening or breaking the container the target was placed in.
Listing this under spells because it's basically treated as one rather than a more open-ended ability. It's pretty self-explanatory, once something's in it's not getting out except via external action no matter how powerful the being sealed inside may be. The perk says nothing about it being potentially fatal to use so there's no risk of death from it, although the amount of mana/energy it costs scales based on the power of the target. Worth noting that it's more of a drain on stamina as representing ki-use rather than mana like other spells.

100 – Bender(Earth)
Avatar: The Legend Of Korra
You've been born with the ability to bend the natural element of your nation, and you have a lifetime worth of experience with bending. In order to harness your powers you have to be able to move, most of your bending will be conducted through a unique set of movements and gestures, but some feats can be accomplished with something as simple as waving your hand. All other bending abilities require you to have this.
It's Earthbending! See here for examples of things that can be done with it. He's at a high level of skill but doesn't have the master or avatar levels yet.

600- Saber Ninpo
Fate/Legends - Servant Universe

A lifetime of adventure has taught you only one thing. The victor of any match is the more mysterious Saber. What could be more mysterious than a ninja? However you attained the skills, you're able to conceal your presence from even exceptionally observant Servants and use assassination techniques to greatly enhance your lethality in combat. Even if you're holding a greatsword, it's as swift and precise as a stiletto in your hands. But the true arts of the ninja are the secret jutsu you grasped, magical techniques available only to those of exceptional mystery. The many mythical feats of ninja are turned into real and powerful techniques in your hand, such as splitting yourself into numerous equally powerful clones, walking on water or disappearing into a puff of smoke. Oddly, the ninja arts often guide you to techniques that enhance the most Saber-like actions you can take, jutsu that increase the power of holy sword blasts or make any lance charge ghost through obstacles. What kind of ninja has all this knightly stuff, anyway?
It's basically any over the top and flashy anime ninja technique you could want. Has a great synergy with Knight's Bravery for blending ninja and knightly stuff together. Also works perfectly with chakra – it's not actual Naruto ninjutsu but it's close enough so I'm making them transferable, so any ninja tricks Ichiban pulls out with this is a trick that can be done using chakra and thus can be taught to anyone he's given chakra to.

Abilities

100 - Psychic Abilities - Animal Psychic (Mind Link)
World of Darkness: Sorcery

In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different. However, both manipulate the same powers, albeit in very different ways, and are both considered forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are innate, and can be improved, but not gained, without outside interference, in stark contrast to sorcery.

Animal psychics have power over "lower" creatures, commanding, controlling, and communicating with various members of the animal kingdom.

[4] Mind Link - the psychic links their mind to a single animal, allowing them to perceive all the animal does, and utilize any lesser power upon them more easily so long as the link persists, which can be indefinitely if the psychic wishes it. However, should the animal be injured, psychic backlash may also injure the psychic.

(CG Note: Requires Psychic Abilities - Animal Psychic (Mass Communication) - World of Darkness: Sorcery)

100 - Psychic Abilities - Animal Psychic (Mass Communication)
World of Darkness: Sorcery
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different. However, both manipulate the same powers, albeit in very different ways, and are both considered forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are innate, and can be improved, but not gained, without outside interference, in stark contrast to sorcery.

Animal psychics have power over "lower" creatures, commanding, controlling, and communicating with various members of the animal kingdom.

[3] Mass Communication - all animals of a given species within earshot come under the effects of Communication. Additional species can be added, but doing so is more taxing for the psychic.

(CG Note: Requires Psychic Abilities - Animal Psychic (Command) - World of Darkness: Sorcery)

100 - Psychic Abilities - Animal Psychic (Command)
World of Darkness: Sorcery
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different. However, both manipulate the same powers, albeit in very different ways, and are both considered forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are innate, and can be improved, but not gained, without outside interference, in stark contrast to sorcery.

Animal psychics have power over "lower" creatures, commanding, controlling, and communicating with various members of the animal kingdom.

[2] Command - the psychic may now command an animal to perform a single act in their name, but not one that endangers the animal. Especially complex commands, or orders that the animal is adverse to follow, are harder to impose.

(CG Note: Requires Psychic Abilities - Animal Psychic (Communication) - World of Darkness: Sorcery)

100 - Psychic Abilities - Animal Psychic (Communication)
World of Darkness: Sorcery
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different. However, both manipulate the same powers, albeit in very different ways, and are both considered forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are innate, and can be improved, but not gained, without outside interference, in stark contrast to sorcery.

Animal psychics have power over "lower" creatures, commanding, controlling, and communicating with various members of the animal kingdom.

[1] Communication - the psychic may create a two-way channel of communication between themselves and one animal of choice. At this level, they cannot forcefully control them, but they can turn whatever fast-talking powers they have upon the bird or beast.
This one allows Ichiban to telepathically speak to any animals that he would be able to speak to verbally with a raised voice basically, the range is a little vague. It's basically effortless just to talk, and plenty of animals are happy to do things just by being asked, though the Command function guarantees it.

150 - Defensive Determinator
Generic MG
Yes, the tank is an important part of party composition. You tank via forcefields, which allows you to tank at a distance and tank even when your enemy is so rudely attacking someone else.

You start with basic forcefields that you and your allies can move and attack through, while those you don't want to have free lines of fire and movement have to break them first. Put in time and practice, get out new forcefields and tricks.

If you want to create defensive barriers to protect an environment, then this is a good start.
This allows the creation of force-fields at range, I'm not too fussy on the exact range but the other side of the street is something like the ballpark there. They can appear as flat planes or cylinders or hemispheres and are static once placed. Practice may allow other configurations like form-fitting mobile ones. They're strong enough to take a single hit from a level 3 adventurer, and don't take much mana to generate, though fade on their own within a minute at most, but can be actively maintained and regenerated.

200 - Light in the Darkness
Warhammer Fantasy: Imperial Colleges of Magic
The light you wield is more than just a sword or shield against the darkness. Your battle is for the souls of mankind as much as it is for their lands. For those tempted towards evil by their own fear, pain, or loss, you may be the last hope of their seeing the light. In your immediate presence, the light of Hysh drives out despair in all those you do not see as enemies. This will not protect them from dark magic on its own, but you can at least drive back the darkness threatening their hearts.
This is technically an ability that affects all light themed spells, but since Ichiban didn't start with any of those I gave him a simple spell that generates light and does nothing else before the influence of this perk. It's functionally the Light of Battle spell listed here. The effect is a simple morale boost, preventing things like fear or trauma or sadness from inhibiting those exposed to the light.

200 - Magical Detection And Ranging
Generic MG
The ability to detect magical phenomena is certainly useful for someone whose job depends on magic. You have a sense for magic, being able to detect heavy usage (like, say, a fight or a bunch of attacks) of magic at long range (across town, roughly) and being able to tell the magical power levels of others at close range.
The power level sensing works on anyone Ichiban can see basically, and the magic detection covers all of Orario and an unspecified but deep level of the Dungeon. Since at any given time there are going to be bunches of adventurers down there casting spells, these will be noticed but basically ignored – Orario just generates too much random magic for stuff to stand out the way a magical girl might notice a monster attack in Tokyo with this kind of thing.

100 - Mana Conversion Affinity (Lightning)
Lyrical Nanoha
Mana channeled by a Linker Core is normally something of a 'one size fits all' kind of energy that can be used for most spells. But maybe you had something a little more specific in mind? With this, you may convert this mana into a specific reaction or energy type - changing it to lightning, fire, ice, sound, or light with an intensity proportionate to how much mana you put into it. You choose which energy type this is when you buy this perk. This can be bought multiple times, but only the first purchase is free. Future purchases are 100 each, with 50 each for Belkan.
Lightning was specifically chosen since it's Ichiban's most canonical element. This allows him to simply generate lightning by expending mana, but also allows him to infuse lightning into any other spell he knows at no extra cost.

200 - Hidden Intuition
Cultist Simulator
It's easy to get the title, but it's quite hard to keep the job. To grow old as a detective of the Suppression Bureau one requires more than just everyday skills. Through this ability you may identify hidden knowledge about a clue, an object, a situation, or a person in ways that are easy for you to understand. From your perspective, cursed items shrill ominously, poisons fume with a toxic green color, important items glow visibly, and bad situations make your skin crawl.

What's better is that these experiences are always trustworthy as they cannot be imitated, suppressed or countered, and they always adapt to cover new situations that you experience or new senses that you unlock.
This is primarily a danger sense kind of perk, but helps with figuring out anything that's hidden. The way it manifests is with Ichiban imagining something thematic to what's been hidden, which plays out a lot like his canonical brain damage. It has an incredible synergy with Magical Detection and Ranging because it applies that intuition to that sense and guarantees that what it picks up can't be spoofed. This generally appends to the power level sensing with more clues on elemental affinities.

Free - Weapon Materialisation
Genshin Impact
One ability that is not talked about much, yet is worth taking note of, is the ability for those with Visions to store their weapons away in a flash of light. With a simple flick of their wrist, they are able to materialise and dematerialise their chosen weapon away in the blink of an eye. This is not something that all Vision users are proficient in though, a certain red ranger occasionally leaving her bow at home. As a wielder of a Vision yourself, this is an ability that you too share. You can summon and de-summon your 'main' weapon away at your leisure. Should you wish, you can change which weapon that you are able to summon.
Pick one weapon, it can be de-materialised and materialised at will. A de-materialised weapon is effectively removed from existence and impossible for anyone else to detect or interact with. It can be done really quickly, and takes no real effort.

400 - Spell recollection
Libriomancer
Somehow you have expanded the bounds of magic beyond what should be possible. You are able to perfectly memorize a spell to such a degree that you can reproduce it simply by taking the same actions as the initial caster. While this effect is significantly decreased in power from the original, you may recreate literally any spell you see cast before you with only moderate effort. As this is a reproduction of the prior spell, you do not need to understand the principles behind it, only reproduce it. You will still need to learn the principles behind if you wish to truly cast it or bring it up to its original efficaciousness. Furthermore, you may still purchase and utilize this ability even if you chose the inhuman background.
It's basically free spell copying. If Ichiban sees someone cast a spell, he can do it himself. It needs to be a proper ritualised spell – a dragon's magical fire breath or a goddess's innate charm don't count. The copied spells are cast at half effectiveness compared to the original caster, but practice or tuition can overcome this.

100 - Psychic Abilities - Psychic Invisibility (Hide)
World of Darkness: Sorcery
In the World of Darkness, psychic abilities and mythic sorcery are, at first glance, completely different. However, both manipulate the same powers, albeit in very different ways, and are both considered forms of linear magic. While a sorcerer utilizes numerous tools and ceremonies to harness supernatural powers, a psychic makes do with lots, and lots, of willpower. Furthermore, the majority of psychic powers are innate, and can be improved, but not gained, without outside interference, in stark contrast to sorcery.

The ability to broadcast a telepathic command not to notice the psychic. This power is not true invisibility, and will merely case the psychic to be ignored. Unless the psychic also possesses the Animal Psychic talent, animals are unaffected by this power.

[1] Hide - the psychic will go ignored by anyone who is not actively searching the area they are in, so long as they do not move, speak, or otherwise betray their position.
It's a psychic somebody else's problem field, basically. It doesn't work if someone's already paying attention to Ichiban, and if someone is actively looking for him it doesn't work either. Considering the limitation on movement and speech, it's pretty weak.

600 - The Traditional Way
World of Darkness: Sorcerer
Unlike true mages, sorcerers cannot use their powers effortlessly, or without foci. As a jumper, however, you will - or have - likely acquire means of sidestepping the requirements of sorcery, and other powers as well. With this perk, you may not want to. For every requirement that you can forgo but don't, the power is 10% more effective. This applies to other powers as well.
This one's real self explanatory. I'm ruling that automating spell casting via the Nanoha device counts as sidestepping requirements of chanting/gesturing, so doing those along with the device can pull in a 20% boost.

100 - Play Dead!
Magi: The Adventure of Sinbad
Sometimes, when faced with an insurmountable foe with no avenues of escape, it can seem like there's nothing you can do but calmly accepting your own impending demise. Strangely enough, though, there's another option open to you – merely pretending to be dead. Indeed, you've developed a technique almost unique to this world where, by opening a tiny hole in your chest, you can drastically weaken your heartbeat to but your body in a death-like state. Though you'll only remain in this state for a few minutes, you'll appear to be dead to all but the most thorough of examinations, perhaps allowing you to deceive your foes and live another day. Unfortunately, you'll be rather helpless while in this state, so it's probably best to only use it as a last resort.
How is the hole in the chest meant to be opened canonically? Do you stick a pin in yourself? It doesn't say and I care so little about this ability I'll just assume Ichiban can reshape his flesh to create the hole when he feels like.

400 - Paid In Blood And Agony
MtG - Shandalar
Many of the most powerful Black magics carry a price beyond mere mana. Contracts with demonic entities or drawing upon the power of undeath can often cost a mage a portion of their life force, and even the mana-fuelled echoes of such acts carry similar prices. Likewise, a Lord Of The Pit will not stay loyal for long if not fed... and if you can't sacrifice other creatures under your command, it's quite happy to take a Wurm-sized bite out of you. But though everything has a price, that doesn't mean you have to pay the toll in such a way. Though you cannot simply ignore such debts, you have the unique ability to pay costs with anything else of equivalent 'value'. Where before you might have been forced to bleed yourself dry for an edge in battle, now you could instead sacrifice a portion of your knowledge, another creature's life, or perhaps even pay the toll through a vast expenditure of mana instead. The 'price' will be based on what your debtor considers valuable or not, but they will not try to cheat you out of more than they are due.
This allows for the payment of any tangible spell costs outside of mana/stamina to be paid via other means. Life drain, backlash, reagents, sacrificial victims… they can be freely interchanged for other components of equivalent value. Sure is a good thing the Dungeon's swimming in those magical stones, huh? It's pretty much the perfect place for this perk.

100 - Work-Life Balance - Mid Tier
Generic MG
Most magical girls have no ability to mix their transformed and untransformed modes. Once they lose the frilly outfit, they are nothing more than ordinary girls.

You are different.

For 100 CP, you can use your active powers even while not transformed, but they are harder to control and weaker. This also applies to powers that would otherwise be locked to other alt-forms.
If Ichiban ever gets any transformations or alternate modes, this allows their powers to be partially available even when not transformed. Passive abilities don't carry over, so a theoretical vampire Ichiban would be able to use his hypnotic vampire gaze or creepy blood powers, but wouldn't have undead toughness (or the usual vampire weaknesses) when not transformed.

100 - Animal Rider
Marvel Primal
The people called him the Rider, because they had never seen a man astride a beast before. You are naturally highly skilled in befriending, training and riding animals of all sorts.
Skills with training animals. It synergises with animal communication as they'll be more friendly and willing to help out, and understand his commands more easily. Unlike animal communication this can theoretically carry over to Dungeon Monsters to a limited degree, if he ever tried to tame them the way the Ganesha familia does.

200 - Staying Power
Final Fantasy I
You're the muscle of this party, and that means you need to be able to take hits while the spellcasters do their job - unlocking the secrets of the arcane doesn't leave the much time for jogging, after all. Lazy wizards. Your stamina is much more plentiful, able to run for miles in heavy armor and only breaking a bit of a sweat, and your ability to take physical damage is likewise increased, your pain tolerance being something to be envied. This won't let you survive being vaporized by the strongest magic in this world or being reduced to paste under a giant's foot, but against blade, bow, and even destructive spells, you can keep fighting even under some of the worst of wounds just as effectively as you could before.
It's functionally the stamina/toughness of a level 4 adventurer, along with incredible pain tolerance and the ability to ignore any kind of penalties for being injured.

Free - Chakra
Naruto
The basic Chakra system perk, you start with reserves equal to the average jonin. In future jumps, by channelling Chakra into others you can cause a Chakra system to grow inside them. In future Jumps, abilities that function using the target's chakra, such as by disrupting, amplifying, or sensing it, will continue to function as normal, either using the setting's equivalent energy types, or using life force as appropriate.

100 - Chakra (Kage)
Naruto
Upgrade your reserves by an amount equivalent to the likes of Sarutobi Hiruzen at his peak, whose spiritual and physical energies blended to create an exquisuite amount of chakra surpassed only by true monsters. This is an additive upgrade, meaning the chakra will add to your existing pool, even if your existing pool is near infinite.

Requires Chakra to purchase.

200 – Chakra (Bijuu)
Naruto

Upgrade your reserves by an amount equivalent to the likes of Hoshigaki Kisame, whose chakra pool was comparable to that of weaker Tailed Beasts. There are few in history capable of matching your sheer quantity of chakra. This is an additive upgrade, meaning the chakra will add to your existing pool, even if your existing pool is near infinite.

300 – Chakra (Legends)
Naruto

Senju Hashirama and Uzumaki Naruto: shinobi with chakra reserves surpassing even the Tailed Beasts. Like these ninja, you're now peerless when it comes to the quantity of your chakra, capable of boosting even the weakest of jutsu to incredible heights. The amount of chakra you mold in each jutsu dwarves even the Gokage, weaving country-shattering power into every one of your techniques. Only with days-long protracted battles against equal or superior foes while spamming high-level jutsu will you exhaust yourself, and, even then, you might just find that final bit of chakra hidden in that seemingly bottomless pool for that pivotal moment. Unfortunately, you're still no match for the Shinju or Otsutsuki. This is an additive upgrade, meaning the chakra will add to your existing pool, even if your existing pool is near infinite.
This gives access to the Naruto chakra system, and with the Legends upgrade gives Ichiban a personal reserve equivalent to Naturo at his peak. Chakra is effectively a mixture of stamina and mana, and so functionally gives him a huge reserve of both.

Importantly, this doesn't give any form of knowledge or skill with using chakra. To start with all he can really do is inefficiently push chakra into limbs to augment movement/strikes. It'll take a lot of practice or further perks to improve that.

Giving a chakra system to others is done as easily as touching them for a couple seconds. For adventurers it integrates with falna, and gives them reserves commensurate with their endurance and magic statistics.

400 -Landscapist
Endless Legend
There are many anomalies that cover this world, their magic gleaned but not understood. You, you understand it. You have listened to the voices of the Rumbling Stones. You have won a staring contest with a Wizard's Eye. You have eaten the fruit of the Life Tree, and you understand. Whenever you are within an anomaly, your magic is more powerful, growing with the strength of anomaly. Inside a chroma land, your spells would be rainbow hued and blinding. While standing within the whispering confines of the Ice Sculptures your spells would deafen your foes and sound as music to your allies. If you stood upon the Dust Tree, maybe, just maybe, you'd be on par with an Endless. You also have a better understanding of all anomalies, and how to best benefit from them.
Basically it makes magic stronger when in weird magical areas. Guess what the Dungeon is? There may be some 'flavouring' to his magic depending on particular Dungeon biomes, and the effect directly correlates with how potent the weird magical area is – ie. going deeper in the Dungeon makes Ichiban's magic stronger. It also provides some intuitive understanding of the Dungeon, enough to aid in navigation to stairs up or down or points of interest like pantries or magic springs.

100 – Model Student
Tsukihime

If you find yourself regularly skipping class to go on nighttime hunts for vampires or just general adventure, then it pays to be a good student on paper if nothing else. You're a model student, soaking up what teachers say like a dry sponge and speed reading your required studies in but an hour. You learn about twice as quickly as other top students, absorbing academic and mundane skills with very little trouble, even on a time crunch. Supernatural teachings or things like complicated science take more time, but you're still an excellent learner as long as you have a good teacher – whether an actual mentor or a very informative book.
This makes you learn twice as fast as top students. Guess what Ichiban is not? So in practice this works out quite a bit better than merely doubling his learning rate. Perhaps he'd actually be able to overcome his tragic illiteracy with this.

100 – Regeneration
Final Fantasy V

Unlike those mortals that deal with the normal elements, your connection with the Void supplies you with a virtually unlimited regeneration. As long as your head is not destroyed (and even then, as long as it is mostly intact) you can regenerate from your wounds, restoring yourself to whole. The more damaged you are, the longer it will take, but it will never take more than a day to restore yourself to full health.
It's pretty close to Wolverine-tier regeneration. A day to come back from a chunk of skull is really impressive!

400 – Hide and Seek
Marvel Zombies

Maybe it'd be possible to beat out the zombified superhuman community if you were some godlike voyager traveling through realities, but what are the chances of that? For everybody else, you're better off keeping your head down and trying to keep a low profile. Even then, the odds are against you. After all, the monsters you're hiding have all sorts of ways to find you outside the mundane - freaky sixth senses, telepathy, divination, and all the fancy toys they've got access to. They'll have a real hard time with you, though. Firstly, you're immune to any supernatural means of gaining information on you - for example, the zombies can use that reconfigured version of Cerebro as many times as they want, but they won't be picking up on you. Any way to scry on you just doesn't work, unless you want it to. Secondly, you're just really, really sneaky. Were you part of the Hand or something? You can move while making nary a sound, are capable of all sorts of acrobatics, and everything you'd expect those red-clad ninja to be capable of sans the fighting skills. Or maybe you're one of those rotten robbies and think that being really sneaky is befitting of a monster.
Elite ninja stealth/parkour/acrobatics skills which are great for traversal and hiding, not so much for fighting. Notably this does provide immunity to a God's ability to tell if he's lying, and he can be invisible to stuff like the mirror they use in war games.

Free – Remorseless
Final Fantasy IX

You are the star and for whom the spotlight shines. Your confidence in your role is absolute, and your resolution to put yourself forward is an undeniable force. Concepts of morality are for those who have to consider the feelings and stance of others, insignificant to you. Concepts of morale, even more laughable when nothing can faze you save for your own choices.

Those insignificant masses should pray they do not attempt to subject you to silly mind control spells as they are want to do – or they'll see the attempt bounce right back at them, mentally wounding them.
The fluff here is kinda sociopathic sounding, but I'm just taking it at the base level of being immune to unnatural morale influencing effects and a painful bounce-back for more overt mind control. He can still get scared if he sees Godzilla, but a minotaur's roar won't unnerve him. He can still think Freya's hot, but her full-on charm won't affect him.

100- Shaped Like a Fortress: Unreadable
Avesta of Black and White
There is something about your thought pattern that makes it really hard for others to get a read on you, and even those who could peer into your thoughts cannot get a good grasp of you. It may be how well-ordered your mind is, not allowing any unwanted thought to pass through, or how used you are to lies that you can even lie in your own thoughts to conceal your true intentions deep within yourself.
I'm not sure if mind-reading exists in Danmachi, but hey it's a good immunity to have. Actually it would cover the lie-detecting ability of deities, so there's that.

200 – This is My Power
Rapturous Rhapsody Jump

When Mikael was sent to each new world, his power was stripped away, forcing him to grow and regain his strength repeatedly. Such a situation is unacceptable to you, and you've taken decisive steps to prevent it from happening to you. As a result, your power cannot be stripped away, stolen, or otherwise taken from you. Regardless of the circumstances, your strength remains intact. If you were put through a situation similar to Mikael's, where you are sent to a new world, you would retain all the power you had previously gained. This effect ensures that you remain at your peak no matter where you go, and works on inherently temporary powers, but only if a power has remained active/available for more than one month.
Any 'permanent' power can't be suppressed by environmental conditions, and any temporary power becomes permanent if he manages to maintain it for a month. If he had a falna this would ensure it functions even if the providing deity went back to heaven.

400 – Auto Reflexes
Bleach

Battle is in your bones, your blood, your very soul. Where others plan out their moves or train themselves to react automatically, it was always instinctual for you. These automatic reflexes for battle allow you to instinctively react with offense or defense to an attack, with no delay needed to judge or begin trained movements. Even when it's something you're not actually aware is an enemy or can't even see, your spirit still guides you to fight as an instant response. If you continue to rely on the auto-reflexes during a fight instead of planning things out in advance, you'll find your speed will steadily increase, as does your ability to counter or dodge things you're reacting to. The gains will fade after the battle is over.
It's discount Ultra Instinct. Basically ensures he automatically attacks/defends at a high but not perfect level – in D&D terms think of it like rolling 15 for every check. It doesn't really use anything complicated like spells, but basic punches/dodges/etc are all done at near peak ability taking full advantage of perks and powers even if Ichiban doesn't have full conscious understanding of them.

200 – A Farther Horizon
Godbound

Whether you were once a baker or a beggar, the consequences of a Word of Creation burning in your veins will take you far beyond the life you once knew. With this you can at least be assured you'll be a natural learner for all kinds of new experiences, and always be able to keep an open mind for new vistas and ways of being. Within days of arriving in a new culture you can learn the customs, figure out how to fit in and sniff out who's in charge. This lends itself well to picking up new skills too. You may not be the greatest swordsman or painter ever to live, but you'll find yourself picking up the trade a lot quicker than most.
It's a learning perk. Not much to say, he already had a decent handle on Orario when it dropped, but it'll help smooth out any further issues and provide a boost to learning anything else. I'm interpreting it as allowing very fast progression to competency, but after that it doesn't do as much so it doesn't help with achieving mastery.

400 – Path of the Dragon
Dark Souls: War of the Ancients
Though they were defeated in that most ancient of battles, people of all stripes have dreamed of transforming into a dragon themselves, to wield the power of those stone scaled entities that predated even the gods. But these would typically be just that, dreams. Under you, though, such dreams can be made a reality. You know how to initiate a process in others that will transform them into true dragons, though their strength, as well as the speed of the transformation itself depends entirely on how much power you use to kick start this process.
Touch someone, pour in mana, and they become a Dark Souls dragon. With a full tank Ichiban can turn anyone into a 'named boss' tier dragon, which I'm treating as somewhere around the level 6 adventurer range.

100 - Unforgotten Nemesis
HighSchool DxD
Monster tamers are those that know how to bend the will of lesser monsters and even sentient ones, to make their bidding. Naturally, a powerful being telling a lesser one what to do is not what I'm talking about, but rather being a good hand at training less intelligent ones, such as Lamias, Yuki-onnas, and various other creatures, even when they are stronger than you in a direct fight. Perhaps with enough time and practice you will achieve the level of skill needed to bind powerful and intelligent creatures, such as Dragons, to you, but it will certainly require a lot of practice.
It's a monster taming perk. Synergises with the Rider one from before, so taming anything unintelligent is now pretty easy. Intelligent stuff is gonna be harder, but if there's already a personal connection that can help. Dragons he makes with Path of the Dragon are going to be a lot easier to train than One Eyed Black Dragon or Nidhogg for instance.

100 – Combo
Worm CYOA v17

Your melee attacks get stronger in a geometric progression the longer you attack the same target without stopping. You have to continue hitting your opponent with pauses no longer than 5 seconds between the strikes or your combo will be broken.
Geometric progression could mean a lot of things, and I'm not gonna put a hard number on it, but basically each successive blow is increased by a multiplier so it can get out of hand very quickly. Ever hear that story of doubling a grain of rice over every square of a chessboard?

200 – Knight's Bravery
Magic The Gathering - Iconics
Paragons of honor and justice, knights are those soldiers who keep the law in check. Their martial skills are nothing to scoff at either, and neither are your own martial skills. You have been trained as a knight and have excelled under the tutelage. This has made you one of the best knights across the planes, through martial skill alone you could hold your own against entire bands of lesser knights and it would take a knight of legendary status to best you just in martial combat alone, your skill is sufficient to easily be knighted in four of the five courts of Eldraine with a good chance at the fifth. In addition to this skill at arms, you also find it effortless to weave spells in the middle of fighting with a weapon, not needing to pause as beat back enemies.
Heroic level skill with knight-coded weapons, which gives carry-over skill to all forms of combat. Though Ichiban's already a really good fighter so this won't truly shine unless he uses a sword. On the other hand, instant mastery of concurrent chanting greatly improves his spellcasting abilities.

50 – Ultimate Ninja Style
Naruto
No, this isn't some overpowered fighting style. What this does is provide a boost in cosmetic flexibility to your techniques. Simply stated, your techniques are much more stylish and cooler-looking than normal, though no more or less powerful than normal. Even if you make it look as though you're punching your opponent into space with five thousand Shadow Clones, they won't actually be launched into space unless your attack would've done that anyways. This effect can be spread to teammates, allowing team attacks to benefit from the same aesthetic boost. This can be toggled on and off freely.
Contagious brain damage! Use of this will be limited in order to make battles actually legible, but any big dramatic attacks will get the 'Essence of' treatment to be jazzed up like you'd see for the Kiwami moves in the games.

100 – Elemental Proficiency
Final Fantasy XI

All blackmages are specialists in elemental damage from afar and you are no exception to this. You find magic based on the elements is easier to cast, taking slightly less magic to achieve the same result as other mages would need to achieve the same effect.
Spells of the classic Final Fantasy elements are slightly cheaper to cast. Ichiban has a lot of mana now so I'm not sweating the details, but the covered elements are: fire, ice, lightning, air, water.

200 – Kinetic Learner
Honkai Impact 3rd

You learn faster physically and through experiencing stuff than from classroom environments. This does not mean that you learn slower from classroom environments than you did before – it simply means that you're more of a kinesthetic learner than before, and you learn things about ten times faster when you learn it kinesthetically. And, when it comes to combat, you can learn it ten times faster kinesthetically than you can learn normal things kinesthetically, meaning that you can learn combat one hundred times faster than normal.
It's not only a learning booster, it's one specifically fitting for Ichiban's type of learning. To give a concrete example, one casting of a spell in combat now masters it enough to eliminate the reduction he got from copying it with Spell Recollection.

200 – Elemental Resistance (Fire)
Generic Dungeon Crawler
You are 50% resistant to a common source of damage like fire, acid or electricity. This only mitigates damage, not environmental effects, so having resistance to gravity does not allow you to jump higher. This trait can be purchased multiple times, but only one purchase may apply per source of damage.

May be Purchased Multiple Times
Totally self-explanatory. I didn't roll for this one, I picked fire since it came up right after Pearl showed off her absurd fire storm spell so it felt right.

400 – The Brave and The Bodolf (knowledge only)
Marvel Magic
For those who seek power beyond their kin, there are methods of achieving their goals. Some strive long and hard, pushing their forms to and beyond their limit. Some turn to study, mastering science or sorcery to bend the world to their wills. And others yet still find other methods, making pacts with dark beings or taking extreme risks to gain power now. You now know of one such method, though whether you choose to utilize it is your own choice to make. This method takes the form of a ritual in which the one seeking power speaks ancient words of power and drinks the still-burning blood of a dragon.

At first, they will notice no change. But then, when adrenaline flows, they undergo a transformation. Gaining several hundred pounds of muscle mass and several feet of height, their skin turns as black as night and their eyes glow red like burning coals. In this form, their strength and durability are massively increased, making them one of the strongest and toughest beings in this world. But they also lose themselves to rage, consumed as a berserker until eventually the rage subsides or they are knocked unconscious, returning them to their original form. they may be able to learn control over these transformations, but it will take time and great effort. If you wish, you may choose to have already undergone this ritual and gained this power.
Ichiban does not have this power, but he knows the ritual to give the power to himself or anyone else. It does not make anyone as strong as the Incredible Hulk – justify it as being based on the wording 'strongest and toughest beings in this world' applying to this world, or the lesser quality of dragon blood than you'd find in Marvel.

Either way, it still pushes someone up to the level 8 range of raw physical ability when they get an adrenaline rush, at the cost of making them a giant insane berserker who can't differentiate friend from foe. The Hulk pants effect will apply, because no one wants to see that.

600 – RADIANCE
MtG - Ravnica
Unity can be a double edged sword, and you know this only too well. Whenever you either share a common aim with your allies, or attack a group with a strong centre of unity, both strength buffs and damage dealt is shared. When one of your enemies is hurt, the whole group feels their pain. When one of your allies receives a surge of strength, their allies are strengthened too. The ties that bind you and your group together will grow ever stronger because of this.
Magical buffs get shared between allies when they share a strong common purpose – just fighting alongside each other isn't quite enough, it needs to be more of a shared commitment to a goal or something like that.

By the same token, damage being shared among enemies requires them to be working actively in concert. You can't punch a goblin on floor 1 and have a dragon on floor 50 feel it even if all Dungeon monsters are on the same 'side'. It'd apply more to a pack of them attacking together. With more intelligent foes this can impact wider groups that have a similar level of shared commitment even if they're not all in the same place. The shared damage can't ever be lethal to the ones not struck, but can be debilitating.

Free – Blossoming Sun
Fate/Legends – The land of The Rising Sun

You had a fortunate birth, whatever you end up being, and find yourself above average for these lands. Japan is not particularly a bastion of mystical heroes in the way of Greece or Britain. Indeed, many of the legends to be found following are made from incredible skill or the command of many soldiers instead of personal feats of might and magic. But even these skillful heroes do tend to stand above the other poppies.

Your body is naturally on the higher end for human fitness, ably competing in modern athletics without any training required. Magically, you possess a number of high quality circuits, equal to the much later coming Tohsaka heir. A prodigy in those times but still notable even a thousand years prior. You lack training for now but magic is not so hidden as it becomes in the modern day, with the presence of spiritual temples and Onmyouji practitioners.

As a quirk of this land, you also have the ability to summon a wide range of aesthetic effects, even when they make no sense. A flurry of cherry blossoms on the wind as you make an entrance, the sun shining down the red rays of a sunset even mid-morning to dramatise your battles. One might claim you're in some sort of samurai movie, with how many dramatic effects tend to occur around you. As part of this national style, you also have the unique trait of never struggling to draw or sheathe your weapons, no matter how impractically sized they are. The katana and sheath longer than your entire body won't take anymore time to draw than a reasonably sized weapon. Not that you're any better at using the weapons, you just won't look like a tool taking them out.
At this point the physical/magical gains are kind of minor. There's definitely a noticeable boost to strength/agility before chakra comes in though. The aesthetic effects will be used sparingly because it'd just be annoying otherwise, but they're there.

200 – One Source
Trinity Wonder

Ki, magic. Ultimately, they are just energy. They come from the same source, and can be used to supplement each other. You can use one source to recharge or fuel the other. This won't necessarily be an even 1:1 conversion. Some energies may need a disproportionate amount of less potent energy to be substituted in to create an equal 'volume' due to the difference of energy contained within. Similarly, the techniques of different systems and techniques from other worlds may tax your reserves differently. The techniques of Wuxia world are often much more energy intensive than that of their fantasy world analogs, such that what one mage might consider overflowing amounts of magic, the murim warrior would simply consider adequate enough to recharge.
I've been treating chakra as one half stamina and one half mana, for how it can fuel other stuff. So this basically doubles Ichiban's already enormous mana pool. I'm not even sure what kind of Dark Souls dragon he could make now. Probably one of the ones that's more landscape than monster.

400 – Choir of Hysh
Warhammer Fantasy: Imperial Colleges of Magic

Of all the Orders, it is the Light Order that is most often forced to work en masse to achieve its goals. Many of the protective spells on the vaults beneath the Pyramid of Light require the constant incantations of choirs of acolytes. Now you too may cast beyond your means, with the aid of your fellow Hierophants. By casting together in a choir, you and any nearby allies who know the protective, binding, or purifying spell you are attempting to use may combine your efforts seamlessly, creating an exponentially more powerful effect. In the light of Hysh, you are all one.
Basically allows other people to cast the same spell in tandem with Ichiban to massively boost the power/duration/area of the spell. Only works for defensive spells, binding/purification not really being much of a thing here. It's most relevant for the Final Fantasy II buffs.

200 – Wave Clear
League of Legends

You're good at hitting a lot of things at once with your magic. Whether through large areas of effect, sweeping lasers, or spreading fires, you have the skills required to take out large amounts of weak enemies at once.
It means any spell can be used to hit multiple targets, and already multiple target ones go even further.

200 – My Kit Don't Quit
The Old Republic
Normal soldiers have to worry about running out of bullets. You don't. As long as you packed at least one of any given expendable weapon or weapon-related item, you can always pull another one out of your pocket, given time. Larger, rarer, and more expensive items take longer to replenish, and you have an innate sense of how often you can freely use any valid item in your possession. Regardless, you always have another eventually, so there's no need to worry about using your last thermal detonator. Never run out of cartridges, shells, stripper clips, ammo magazines, weapon power packs, flamer fuel, marbles, grenades, rockets, mines, satchel charges, hornets, sling-stones, throwing knives, darts, javelins, arrows, cannonballs, whetstones, weapon resins, Onmyo talismans, shuriken, bolas, harpoons, or any other type of expendable offensive resource ever again!
Unlimited ammo basically, but with a recharge item for bigger things. Right now it's really just relevant for his mafuba pokeballs.

Do note how it very clearly says offensive resources. A healing dart wouldn't count, and a bullet that you somehow crammed a healing potion into would just get duplicated as a regular bullet, same as if you had a bullet that had some dirt on it would get duplicated as a clean bullet. If it doesn't serve the purpose of causing harm, the perk doesn't touch it.

200 – Elite Wallflower Tactics
Fate/Stay Night
Somehow everyone seems to forget the basic rule 'Don't Judge a Book by its Cover' when they're dealing with you. You're constantly underestimated and overlooked, even when the opponent really should know better. You just don't look that scary, unless you're actually trying to be. Enemy combatants don't take you seriously or pass you over to focus on other fighters, even if you're an 8 foot mountain of muscle and metal. You can easily pass through all but the most alert of checkpoints without being singled out, even if you were a wanted criminal. Why, if you just wanted to avoid all those annoying friendly people at a party, you could just sit down somewhere and be assured of some uninterrupted peace and quiet. People catch on eventually though, so I wouldn't recommend using it more than a few times on the same guy.
People underestimate Ichiban more, or ignore him if he's just going around trying to avoid notice. It's not fool-proof, most of Orario now has enough experience with him to take him seriously, and Dungeon monsters aren't going to be any less murderous in a fight, but intelligent beings that haven't dealt with him before are just going to see an idiot with dumb hair.

100 – Seismic Sense
Avatar: The Legend Of Korra

This skill allows earthbenders to detect vibrations in the ground to perceive objects, people, and other aspects of their environment, essentially acting as sonar through earth and metal.
It's an extremely precise sonar that acts so long as Ichiban and what he's sensing are both in contact with the ground. Has additional applications like sensing heartbeats or picking out magic stones in monsters, it's very detailed and has a pretty good range, like half a block.

400 – Domain of the Jumper
Solo Leveling

A good leadership not only allows one's subordinates to perform better under a skillful direction, but the presence of a superior figure of authority can also help to raise and maintain the morality of the troops, allowing them a better performance and achieving feats that would otherwise be thought of as impossible as they surpass their previous limits.

Those fighting under you seem to go way beyond that. Similar to the skill that some Monarchs seem to possess, where they release their mana into area through a skill called the 'Domain of the Monarch' that severely increases the stats and morale of their descendant troops, you too can apply your mana to your surrounding area create this field.

After activating this ability, your troops will increase their stats by at least a fifty percent regardless of your power, but this bonus will increase the stronger you are. A National-Rank Hunter would be able to get a one hundred percent increase, and a Monarch could get a two hundred percent increase. The more powerful you are, the larger the area this ability will cover. For someone like the Shadow Monarch or the Monarch of Destruction, it could extend as far as all North America in a single release.
For Ichiban's level of power this basically works out to a 100% boost to everyone he has any kind of positive association with within nearly 500km. The boost is comprehensive since it increases 'stats' which is pretty open-ended. Strength, intelligence, willpower, you name it.

Items

200 - Magical Canteen
Danmachi
While people can go on for a few days without food but water is a must to allow your body to operate. This canteen possesses an ability to produce water on its own and the water it produces is some of the tastiest and freshest water out there. The water also has the ability to restore the drinker's stamina and refreshes their tired mind though it won't restore the mind energy that you used for the magic spell but the water can be used to replace food for three days with a diminishing return until you stop substituting real food for it this water.
This one's incredibly self-explanatory, nothing much to add.

100- Dwarven Centurion
The Elder Scrolls

One of the deadliest Dwemer Animunculi crafted, it is a brass behemoth that stands equal to Giants, and even more deadly. It's metallic hide repels most mundane weapons, it's axe can cleave through steel easily, and when it has to, it can unleash a blast of boiling steam towards an opponent. You also get a rod, allowing you to control it's actions directly as well as force it into standby mode.
It looks like the one from Skyrim for reference, and is functionally equivalent to a level 4 monster. Very strong and tough, able to basically ignore attacks from level 1 adventurers or monsters, but it's kind of slow.

300 - White Lion Cloak
Warhammer Fantasy: Dogs of War
The pelt of one of the Great White Lions of Chrace, this cloak still bears some of the power and majesty it radiated when the beast was alive, and as a result wearers of such a garment find themselves more charismatic and more agile. That the partially magical hide also turns blows as well as a good quality suit of chainmail doesn't hurt either.
Pretty straight-forward, the agility and charisma buffs are on the similar scale as the sort of protective benefit chainmail gives, if that makes any sense. It's not exceptionally powerful, but absolutely noticeable for a normal person. Ichiban's agility is about the same as a mid-range level one adventurer with it.

300 - Potion Set
Legend of Zelda: The Wind Waker
"You got some Red Potion! You got some Green Potion! You got some Blue Potion!"

A trio of glass bottles, each with a useful potion inside of them. The first, a red potion, restores your health. The second, a green potion, restores your magical energy. The third, a blue potion, restores both. Each bottle will refill at the end of the day if you use it, but you won't get any extra if you haven't used it. If one of the bottles breaks, then you get a new one.
These potions are all effectively 'full restores' for health, magic, and both. Splitting the dose reduces the effectiveness by far more than just division – you need a proper dose for it to work at its actual effectiveness, but there is at least some benefit. It's pure 'hit point' recovery in video-game terms, so doesn't help as much for things like illnesses and status conditions. They refill/replace themselves at midnight.

Free - Auto-Repair
Lyrical Nanoha
Devices are of a strange make. Other than the crystalline components that make up the very core of the Device, all of it's parts – the blade, shaft and handles – are made of very simple, replaceable materials that can be regenerated through magic. In fact, a common combat tactic is burning large amounts of power to quickly regenerate damage in what's called a 'Recovery'. If a Device were to be damaged, it can enter an automated repair state once returned to Standby Mode, regenerating any damage to more superficial parts and light damage to the main body. Heavier damage would require taking the Device to a specialized technician – a Device Meister. (CG Note: Requires Device - Lyrical Nanoha first.)

Free- Device (Merged with control rod from Dwarven Centurion)
Lyrical Nanoha

A Device could be seen as a high-tech magic wand. It aids with the complex math involved in manipulating Mana into spells. There are many different levels of power, intelligence and complexity. This grants you a base Device which you can customize with other perks. (CG Note: This is a Celestial Grimoire original perk. The Lyrical Nanoha jumpchain gives you a free Device, though it's not listed as a perk, so I had to make one so the rest of Device related perks made sense.)
The dwemer metal control rod provided by Dwarven Centurion gets these upgrades. Any surface level damage can now be repaired by infusing it with mana, though it requires a large amount and thus is quite draining. The actual device aspect turns it into an automatic spell-casting device – using it, Ichiban can effectively offload most aspects of casting a spell, such as chants and gestures, as the device follows his intent and casts it for him, though it still uses his mana.

100 – Snap
Legend of Zelda: Breath of the Wild

Leave only footprints, take only the sights that you see. It's a natural maxim used to ensure that historical sights are preserved, but memory is a fickle thing...a picture can say it a lot better. This simple camera is capable of printing out vivid photographs with no need or film or development, working on a set of simple runes taken from the Sheikah Slate. These photos can be hung up later as well! If you were to connect this to a Sheikah Slate, you could also easily use it as a 'range booster' for its camera function, allowing you to zoom in from far off onto wherever you wish.
It's a magical polaroid camera that never runs out of film/paper.

400 - Ghoul Stone Velvet Bag
Kamen Rider Neo-Heisei Part 2
The strange shop you've gotten all your toys from appeared to have this in a hidden section, but, it looks like you finally got it. This small bag, like one used to hold marbles, has a magical seal on the front. When you look inside, you can see a series of ashy stones...By throwing and shattering one against the ground, a loyal Gargoyle-like beast is created! These are "Ghouls", creatures of despair that serve powerful Phantoms...however this bag gives you ownership of the Ghouls created from the stones inside the bag. The Bag itself can convert valuable gems into Ghoul Stones, at the very least they must be a precious stone to be turned. These ghouls are hardy warriors, resistant to small arms fire and explosions with only magic and supernatural energy guaranteeing easy defeat. You start with 30 Ghoul stones in the bag, which should let you repel many threats in this world!
I know nothing about Kamen Rider, but I looked up the wiki here. They're basic sentai mooks, while their strength and speed isn't noteworthy they're about as tough as sturdy level 2 monsters like minotaurs. The magic stone of a level 2 monster similarly counts as a valuable gem for the bag's conversion ability.

100 - Glassteel Magic Foci (Merged with control rod from Dwarven Centurion)
Endless Legend

This featherweight staff allows the caster to channel rapidly without losing focus, and serves as an effective blocking tool. Three spells in the time of two, and parry any incoming attack without being distracted.
Merged into the control rod which is also a Nanoha device, this improves it both as a melee weapon and a casting implement. Spells are cast one third faster, and it can be swung around more quickly by the same margin for quicker attacks and more effective parries.

50 - Tier One Talisman (Iron)
Endless Legend
A magical necklace that provides bonus depending on the material used.

Iron: Increases the speed the wearer covers ground at roughly double the speed. This does not increase overall agility or reflexes, just how quickly they can chew through distance.

Dust: Grants the wearer regeneration. Bruises vanish in hours, not days, broken bones heal in days, not weeks.

Titanium: Fortifies the mind and resolve, helping to resist morale shaking effects and mind control.

Glassteel: Helps the wearer predict flight paths and improves over all accuracy. Go from a fifty cent piece to a quarter.
Iron was rolled randomly. It doubles maximum running speed, regardless of what the base speed is – friction, air resistance, none of those things matter. While overall agility and reflexes aren't boosted, they are boosted specifically in the case of running so Ichiban is no more likely to collide with something than he would do normally.

200 - Orange Charred Ring
Dark Souls: War of the Ancients
A ring that was enchanted by a witch, meant for the only son of the Witch of Izalith. Since his birth, he was afflicted with sores that were inflamed by lava, leading to his sisters giving him this ring. While wearing it, you will find yourself more resistant to fire and lava, handling their heat as well as any stone in a campfire naturally would.
I don't think the various elemental resist items you see in Souls games are really that good when you compare them to other games where getting elemental immunity is fairly trivial. But going by the wording, this is some really strong resistance to heat. A stone eventually cracks so I'd put it at something like eighty percent.

300 – Talon Bow
God Of War (2018)

A yew bow, created with the purpose of harming even the gods if the need arises. Something that is interesting about the bow is that it scales with the level of Divine Physiology that you choose earlier in the Jump. Someone with an Unnatural physiology would find their bow being as strong as the one Atreus uses when it is upgraded to the max, with it being able to cause flesh wounds even on a god. Whilst someone with a God physiology would find that they would find their arrows going deep into the hides of dragons and gods alike. So long as the quiver of arrows is never spilled you will find an unlimited number of arrows, and once every 10 minutes you will find ten arrows which will deal lightning damage along with the damage they would normally do. These special arrows restock once they are depleted. Once-per-Jump you will find an arrow which will dissolve the magical defenses of whoever you declare the target, this would work even on divine spells such as the one which grants Baldur his immortality.
I'm interpreting this a bit more loosely, rather than needing to ping off of a Divine Physiology perk from the same jump, it'll just adapt its strength to the wielder by default. It's basically the Hestia Knife but a bow. The special once-per-jump arrow is just once, flat out now. If Naaza still has it in her quiver after they kill the One Eyed Black Dragon she ought to feel very foolish.

200 – Bag of Tomes (reusable)
Final Fantasy II

All the standard magical tomes. Once read, it will commit to your memory and the pages will become blank. For another 50CP, the text will remain, allowing multiple people to read them. Contains all the spells aside from Ultima, Revive and Destroy.
It's the full list of spells from Final Fantasy II. Not written in the item description but taken from the game is the limitation that only 16 can be learned at any time, I just think that makes it a bit more interesting. They level up with use, but I'm keeping it vague, these are more for other people to use since Ichiban already has tons of spells to keep track of. Refer to the list here if you want to dig into them.

50 – Chillbite Ring (merged with Orange Charred Ring)
Dark Souls 3

"One of the bite rings native to Carim. This ring would never grace Friede's hand, for the painting and its frost became her home." Like the other rings produced by the Earl of Carim the Chillbite Ring increases one's resistance to elemental frost when worn, making the biting chill of winter a bit easier to bear. A necessity, for those not used to the painted world's frigid temperatures.
Lets say it's 80% protection against cold to match how the orange charred ring was done, merged into one handy package.

200 – Millwood Battle Axe
Dark Souls 3

"Battle axe wielded by Millwood Knights. Its blade is blessed by the symbol of the Ethereal Oak. A hefty axe normally wielded by the mightiest of warriors. " Much lighter than its description would have you believe, this axe is a fantastic weapon for warriors due to its light-weight and easy heft enabling it to be swung quickly. When properly infused and buffed the deadliness of the weapon increases greatly, particularly if its wielder utilizes the running slash used by Millwood Knights.
Not getting into the +X woods of Dark Souls weapon enchants, just assume it's 'good' for what it is. Apparently this one's well regarded in the meta for having high damage, so it's just that, a solid powerful axe, but nothing remarkable.

100 – Megingjörð
Germanic/Norse Mythology Jump
A simple belt or other garment or accessory which doubles your strength and durability when worn.
Incredibly self-explanatory.

200 – Crystallization Of Power (Anemo)
Genshin Impact

These are the crystallised teardrops of a great elemental being, one that in days past might very well have fought toe-to-toe with the gods. Contained within these tears are an incredible amount of pure elemental energy, of a type matching that of the spirit it came from. What exactly that type is, is up to you. This would be a rare and incredibly valuable prize for any able to handle the energy within, enough to power an instrument of the Archons.
Anemo is Wind in Genshin-speak, I rolled randomly for it. It's basically a powerful wind magic maguffin with no set abilities but could do all kinds of things if appropriately processed or ritualistically utilised.

100 - "Carthus Milkring" (merged with Orange Charred Ring)
Dark Souls 3
"Ring worn by the warriors of the sand kingdom, Carthus. The sword technique of Carthus allows for fluid movement with a curved sword. Masters of the technique are said to dazzle their opponents by moving as weightlessly as a grain of sand. They live for their High Lord Wolnir, conqueror of most kingdoms known to their people." Simply putting it on makers the wearer feel more nimble. Additionally, when dodging or rolling out of the way of an attack, the wearer's movement becomes hazy, clouded, making it harder to predict your path.
Gives a small bonus to agility/dexterity, and makes dodges look all ethereal like you're turning into smoke.

300 – Mirror Polish (applied to Millwood Battle Axe)
Legend of Zelda: Hero of Worlds
Upgrade for one of your weapons or a shield, making them capable of reflecting projectile spells back upon the caster.
Does what it says. Requires a bit of timing to do so isn't automatic.

200 – Bands of Kwang Lao
The Elder Scrolls

These leather bands are said to have belonged to a fierce warrior hailing from Akavir. Wearing them not only increases your skill with unarmed combat, but increases the force behind your strikes and makes your fists as hard as ebony. Who needs a weapon when you have your fists?
It's pretty vague, but it's a big boost to martial arts skill, allows harder blows that hit with more impact because the fists become as hard as ebony which is a high tier Elder Scrolls material. Stronger than the dwemer metal Yankimaru is made out of!

200 – Bottle of Demon's Blood
DC Occult
A small bottle of demon's blood that replenishes once a week. Demon's blood is a useful ingredient for many potions and rituals, and if someone is giving a transfusion of it, assuming they survive, they will be healed of any existing ailments, their aging process will be retarded, and their strength and stamina will be somewhat augmented.
It's a vague potion ingredient. Naaza will use it off-screen for that, it probably won't be very relevant to the story.

free – Basic
Lyrical Nanoha

...It's probably only polite to refer to this as 'intelligence'. While it's a bit doubtful as to whether it can even say anything other than the names of you attacks, it's also capable of relaying received electronic messages when telepathy isn't available. Other than that, it might as well be an inert piece of metal. (CG Note: Requires Device - Lyrical Nanoha first.)
Upgrades the Device with a rudimentary AI. Basically it's gone from calculator to desktop computer, and is now capable of speech. Doesn't have any initiative of its own. I'm maybe upselling this a little bit beyond the item description, if only because I'd already had it operating on that kind of basic level to start with. Full intelligence is still an upgrade past this though.

250 – Blaster System
Lyrical Nanoha

Coming from the same roots as the Fulldrive mode on some Devices, the Blaster System is designed to increase the power available to a Mage in combat. However, unlike the Fulldrive mode, the Blaster System does not only disengage the performance limiters on the Device, it also directly sacrifices the user's life for power. When a Blaster System is in use, the Mage receives direct, physical damage to themselves relative to whichever one of the three Blaster levels they are using, along with backlash damage to the Device itself. It is analogous to overclocking the Device with power, rather than simply letting it perform at its maximum specifications, as with Fulldrive.

Blaster One and Two are both relatively safe if only used in short bursts, being able to instantly charge nearly any spell, or push its power to the class above it. The tradeoff is the immediate overheating of the Device, along with burns, cuts and ruptured blood vessels on any flesh in contact with the Device during operation. Blaster Three, on the other hand, causes immediate damage and warping to the Device, along with potentially breaking the operator's bones and causing the same damage from Blaster One and Two all over their body. In exchange, the power of spells are massively multiplied, completely bypassing even the most potent Anti-Magic Fields and still coming out with extra power.

It should be noted that in some cases, the damage caused by a Blaster System can in fact be preferable to the damage potentially caused by Fulldrive. The simple truth of the matter is that it's faster and easier to treat blunt trauma such a broken bones and cuts compared to the internal damage caused by Fulldrive, which has a tendency to 'add up' before it's noticed. (CG Note: Requires Device - Lyrical Nanoha first. )
This is pretty self-explanatory, I've taken 'massively multiplied' to be times ten. It could've been any number but lets go with that.

50 – Auto-Guard
Lyrical Nanoha

Generally, while Devices may provide warnings, advice and analysis for their mages, it is unusual for them to cast spells on their own. One common modification is, however, a system that can be set to automatically cast an active protection spell, intended to supplement the existing passive defense of a Barrier Jacket. As the casting is handled entirely by the Device's intelligence, without consulting it's user, it can react far faster than a human, with the caveat that it can only be used for defensive spells. Since Devices are essentially 'always on', an Auto-Guard system can also respond to more mundane attacks, protecting its master from debris or other environmental hazards even outside of combat. (CG Note: Requires Device - Lyrical Nanoha first.)
I'd kind of already had it doing stuff like this when it got Basic intelligence, but I guess now it's better. Kind of redundant with Auto Reflexes in play, but considering they're linked I'll say it can automatically shield Yankimaru as well. Anything to give that robot a bit more relevance.

300 – Titanic Hydra (merged with Millwood Battle Axe)
League of Legends
This heavy, pointed axe is a powerful, crushing weapon. When the Titanic Hydra strikes a foe, it will create a shockwave from the point of impact that spreads out in a cone, damaging foes behind the target. The Titanic's blows become more vicious the more lifeforce the wielder holds, the power of its blows increasing with the lifeblood of its wielder.
Makes the axe more powerful, and scale in power with the wielder's toughness, and deliver an area of effect shock-wave behind the initially struck target.

150 – Tier 1 Tomes (Titanium)
Endless Legend
Tomes are some of the most powerful arcane relics on Auriga, costing a small fortune each to make. Within them exist powerful rituals that can reshape the land and people within. Each can affect roughly 50 miles, and project from the tome itself.

Titanium: This focuses the mind to a needle point, allowing for impossible feats of concentration and focus. The overall intelligence of those working under the Tome holder is increased by 50%. A must have in every Vaulter lab.

Glassteel: One of the most valuable tomes, this contains spells that rouse Dust from its slumber, kicking it up into Dust devils. Drawing Dust into a single place makes it far easier to harvest, and it seems to call Dust upon the wind, always bringing enough back to the lands to harvest. No true Broken Lord is without one.

Adamantium: This tome contains powerful geomancy, allowing the holder to call metal up from the depths of the earth. It takes time for the ore to rise to the surface, but it greatly increases mining output.

Palladium: Within this distressingly warm and... breathing... tome are spells that cause vegetation to explode into life, growing rapidly to suit the will of the holder. Farm output is doubled, and no matter where the holder goes, there is always enough native flora and fauna to support them and their troops.

Dust: Within this Dust infused scroll, you find hints of Endless Wisdom. Sadly, it is only about killing others. While under the effects of this Tome, warriors train harder and faster, rapidly turning into an expert fighting force in a matter of months, not years.
Titanium was rolled randomly (Glassteel was excluded from the roll as it wouldn't be any use here). Does basically what it says.

300 – Void Staff (merged with dwemer centurion control rod)
League of Legends
This plain wooden pole inset with blue crystals may seem innocuous, but it's infused with the insidious energy of the Void. This weapon lends the piercing nothingness of the void to its wielder's magic, allowing them to tear through magical defenses as if they were nothing.
Upgrades the device so spells cast with it can ignore any kind of barrier or shield.
 
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