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The Ringing of a Forge of Stars [Warhammer 40k/ Celestial forge V3||OC...ish]

Discussion in 'Creative Writing' started by Slider Zero, Apr 14, 2021.

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  1. Index: Information/PointGen and Misc. Notes.
    Slider Zero

    Slider Zero Know what you're doing yet?

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    POINT GENERATION IS AS FOLLOWS:
    CH1-3: 100cp per 500 words.
    CH4-?: 100cp per 1000 words.

    I am strongly considering pushing this to around 2500 words, but I nave concerns about the size of the forge proper in doing so.
    I will update this post as necessary. with other information.
     
  2. Index: Current Perks List
    Slider Zero

    Slider Zero Know what you're doing yet?

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    Perks list is now accurate as of Chapter 29. (it's a bit rough,though. I'll be cleaning it up as I go along.)

    There are certain perks which have Freebies attached to them that have been deliberately omitted doe to not being available in-story yet, or, in the case of one particular series of perks, being so needlessly complex that parsing it is going to be a bigger headache than normal. They well be updated as appropriate.

    I will endeavor to keep this updated with chapter posts.
    (Note: if anyone has a better way of organizing this instead of accordions and spoilers, please tell me.)

    Chapter 1
    START|-Workshop (Personal Reality Supplement v1.3) (100CP)
    Each purchase of this adds to your Personal Reality, a Workshop needed to perform a specific type of craft, which is to be specified when purchase is made. It comes with a basic set of tools and supplies. Good for fixing or creating all sorts of things, although any complex parts or nonstandard supplies will have to be brought in from outside.
    Additional purchases can add different types of Workshops to your Personal Reality or expand existing ones. Anything built in one of those workshops is fiat backed to be restored to its original condition within 48 hours if damaged or destroyed
    * Grants fiat backing to anything constructed within
    START|-Inertia of Self II (Essential Body Modification Supplement) (200CP)
    You are protected against effects that would affect your mind and existence.
    I: You are immune to any effect that would affect your memories. If someone turns back time, alters reality, or attempts to directly alter your memories, you retain both the 'original' and 'new' memories, instinctively knowing which set is which. Other than your two sets of memories, this perk does nothing to tell you who changed things or even what they specifically changed if it isn't otherwise obvious.
    II: You are immune to any effect that would alter or outright destroy your body or existence. This protection extends to conceptual, temporal, and reality warping effects that work either directly or indirectly to destroy or alter you. This would prevent a time traveler from killing you as a baby or causing an accident that would leave present-you paralyzed. It would not protect you from a fireball created through temporal manipulation or having a time traveler frame you for a crime that lands you in prison.
    START|-Not a Stupid Grunt (Mass Effect) (100CP)
    That you are not. You are smart enough to be the foremost scientist in your field. This doesn't make you so, but you could get there on your own with not a terrible amount of effort. Still not as smart as a drell, but hey, who is?
    ---Class and Specialization

    • [*]----Engineer (Focus: Tech):
      Engineers are pure technology specialists. Although they lack the implants that most other classes wield, they make up for it with their high-spec military grade omni-tools, capable of bypassing shields and armor or incapacitating robotic targets and some synthetics. They can deploy combat drones to harass enemies.
      [*]----Mechanic –
      A more purely focus Engineer. From fighters and frigates to Mass Effect fields and automated machines, you know your way around and are aside fairly versed in mechanical theory. You might not know how to build something, but you can almost certainly figure it out with time.
      [*]----N7 Demolisher (Restricted: Human) –
      Alliance special forces. The Demolisher uses grenades to attack at range and to terrorize the battlefield. Demolishers can also create a supply pylon that stocks allies and yourself with a seemingly unending reserve of grenades and thermal reloads. You can cause your grenades to hone and or electrify them with an EMP. Your omni-tool optionally has an explosive effect on impact.​


    ---Sub-Dermal Translator Implants (Free: All Origins) –
    The ever-present and rarely spoken of most common personal technology in this world. Implanted into your head, presumably ears, and allows you to understand nearly all common and almost all rare spoken languages in the form of English. Can be updated with new software via wifi.
    START|-Scavenger (Ravenwood) (100CP)
    Sometimes, you do not have the luxury of top of the line equipment and need to rely on what scraps you can salvage. You, however, have an advantage, being able to cobble together scavenged bits into functional equipment that work as well as the real deal. This talent will also inherently improve the durability of such improvised equipment to function even when such materials should not feasible hold up under the strains of use.

    -Rites of Maintenance (Warhammer 40k - Adeptus Mechanicus) (100CP)
    While already designed to be incredibly robust, Imperial equipment inevitably requires maintenance. You can locate and identify problems within a machine in a fraction of the time it would take other adepts. Not knowing how a machine functions does not make fixing it any more difficult so long as you have the proper parts, tools, and rituals to guide your hands.
    --(Free) Lingua-Technis
    Known only to the devotees of the Machine God despite the best efforts of outsiders over millennia,the adepts of Mars speak to each other in bursts of binaric code. This allows for a great deal of information to be communicated quickly and discreetly. Even if somehow translated, it is a complex language thick with ancient and arcane terminology that few outsiders could ever hope to make any sense of. This language and your implants allow you to communicate quickly with other adepts, transferring messages and code many times faster than ordinary speech.
    ---**Also comes with High and Low Gothic, Per Author**​
    Chapter 2
    CH2|--Deity's Weapon (100CP)
    Naturally, your aura is not your only tool, and neither is it just for show. By imbuing a portion of your aura into a tool, you can turn it into a weapon capable of eating through physical and magical barriers alike. Naturally, as you're infusing a portion of your mystic nature into the tool, with time it will grow to possess magical qualities as well. With a sufficient amount of time passing, you could very well find yourself bearing a mystic weapon, one that has naturally absorbed enough mystic force to rival the greatest of magical weapons. With enough time, all that energy would be enough to make it a weapon of lore. Just don't expect it to happen anytime soon.
    ---[Deific Qualities – 0 – Mystic Only]
    Deities and mystics are quickly recognizable by the distinct aura that surrounds them, though not everybody possesses the ability to see that aura. While you can freely control who can see your aura, certainly there will be plenty of times when you would be much better off with nobody seeing it. The nature of your aura is generally up to you to control both in terms of coloration as well as size. Certain races are generally bolstered by the presence of your aura, and in the opposite fashion, some races are naturally weakened in its presence. While this is something you choose, with a single race bolstered and a single race weakened, it generally seems to do with the nature of your mystic qualities. A fox mystic would probably bolster fellow fox races while possibly weakening humans.
    ---[The Aspect – 0 – Mystic Only]
    Mystics and deities alike have always taken on profiles, drawing upon the various elements of nature around them. Some would say that these profiles were assigned to them by their worshippers, or perhaps they were chosen by these divine individuals themselves. Regardless, as a mystic of minor presence, you too have an aspect, representing a single element of nature. Your ability to manipulate this element is probably the most fundamental skill you possess as a mystic. Everything from conversion to manifestation operates with this single element in mind. In its simplest form, you’ll be able to produce small quantities of this element at no significant detriment to your spirit. Though it takes time to develop this skill, it will improve bit by bit with further usage, from mere generation to conversion of one element into your core element, and then finally manifesting your core element into the environment around you. Both the intensity and range of your powers will slowly grow. Though it should not bear repeating, as with most things related to mystics, growth is slow given how long your lifespans tend to be. There’s simply no reason to move things in a hurry.
    CH2|-Info Processing (Starcraft II - Nova Covert Ops) (400CP)
    You are not always stuck in a lab, you are useful in more areas than just that. You can process information, sensor readouts, intercepted communications, and more importantly, you can apply such knowledge. While others would use such data for tactics, you see opportunity for scientific advancement. The more information you have access to, the better opportunities you see for salvageable materials, technologies, or data. And you can use those to relatively quickly implement a usable and useful technology.

    CH2|-Robust Engineering (Dune) (300CP)
    Ten thousand years of stagnation in technology is a very long time... and now you know how to apply the lessons of those millennia to the construction of anything you have. Mass production does not exist any longer and even relatively common items are made as if masterwork quality, because aside from obvious cheap items, they have been built to last longer than the person using them. Expect anything you construct by hand to be able to last centuries, as long as you take a little extra time while you make it. With the amount of time you're going to be around... you may need that sort of quality.
    --Military Training [100, Free: Drop-In / Smuggler]
    Military training is particularly curious here due to the invention of the shield; only an object moving slowly can penetrate one, and firing a lasgun at a shield causes a quasi-nuclear detonation that will consume both the weapon firing, the shield, and potentially everything in between with a yield that may vary from hand grenade to H-bomb. As a result, true military training provides a smattering of training over long range weaponry and the bulk of it in melee and unarmed combat.

    Nanite Sciences (100CP)
    You possess in depth knowledge of nanite technologies. With sufficient equipment and resources you could
    produce and control nanite machines, possibly even recreate the nanite event or maybe figure out how to reverse its effects. But that would take a long time of additional study of nanites out in the world, still you might be one of the few who could attempt this endeavor. You possess no knowledge of the meta-nanites, and understanding how they work is beyond your grasp.

    The Right Tools (Generic Cyberpunk) (100CP)
    They can be hard to find, but when resources are hoarded and hard to come by you've learned to make do. You can easily improvise for tools and materials you lack by creatively using what you do have, even if that means using scrap to build the tools to build the tools you need. Even if you're lucky enough to have a fully stocked workshop or lab this will come in handy, as you'll be able to do a great deal more with what you have instead of needing to commission or build specialized equipment for every unique little thing. You'll never be empty handed and useless for long.

    Aesthetics and Flair (Bayonetta) (100CP)
    A gun isn't quite a gun until it LOOKS good, you know? It's supposed to be classy, make you look amazing just for having it. Likewise, that sword could use a bit of badass styling to it. When you create your weapons, you can make them look DAMNED good even on an off day. Expect any weapon creator to envy you, and those who die by your weapons to count themselves lucky as they perish to such beautiful art.

    Excellent Craftsman (In Another World With My Smartphone) (200CP)
    You are incredibly talented at making things. What kinds of things? All kinds of things. You are simply that talented after all. Anything you personally make, or direct the creation of, will automatically be top-quality, and you never need to worry about making mistakes in the creation process. To get you started you may pick any four mundane skills related to making things, which you start as a master of.
    ---Regular Magic Affinity - Free for Everyone
    You’ve got regular affinities for magic. Which is to say, roll a 1d2+1 if you’re any race but a fairy, which roll 1d3+2. That is how many elements you have an affinity for. The elements are Fire, Water, Wind, Earth, Light, and Darkness. Technically there is another 7th ‘element’ known as Null Magic but that deals with personal magic which everyone has. Everyone gets 1 Null Magic (personal magic) spell, except for fairies that get five. It is impossible to train up affinities you do not possess or gain more Null Magic spells beyond the one(s) you start with, either you have them or you don’t. (see Notes for details on magic)

    Affinity: Wind, Water, Light
    Null Magic: Metamagic​
    [Roll was 3. I was not amused]​

    CH2|-Weapons Recombination Template (Final Fantasy XIII-2) (200CP)
    The shady dealer (Actually it seems like everything he's offered so far is shady) just shrugs when you pick this up. Apparently, it binds two weapons together, and allows you to shapeshift the weapon between either form. You're not quite sure how it works, but he demonstrates it to you by showing you how a bow can shift into a sword. You can't help but notice that it also turned into a Moogle afterwards...but apparently yours won't do that. Unless you throw a Moogle into the mix. Wait...does that mean...
    Chapter 3
    -Bibliophile’s Discerning Eyes (Touhou Forbidden Hermit) (100CP)
    You can read anything no matter what language it’s written in. This does not come with the ability to write in that language, but you can read it if it’s a language at all. Including dead and forgotten languages – an invaluable skill if you wish to do serious historical research – but not encoded texts. (...at least not normally--Author)
    Spell Cards (free):
    The Spell Card system was invented to ensure that youkai and humans could fight each other in a non-lethal way and on relatively even ground. Under a spell card duel, all attacks are toned down to non-lethal levels, and the ability to fire an aesthetically pleasing barrage of bullets in all directions is prized over creating undodgeable attacks or invulnerability (which are banned anyway).
    Accordingly, you too can tone any of your abilities down as low as simply performing pretty light shows, and as your artistic skills improve so will the beauty of your spell card attacks.

    Flight (Free):
    You can fly, a power that is nigh-universal in Gensokyo. Flying as fast as you can walk is simple, and you can push yourself to fly faster, up to how fast you can run, which will tire you proportionately.
    Silly Hats and Frilly Dresses (free): You have a wardrobe full, at least half a dozen variants, of frilly clothes for all weather and a suitably impressive head ornament to go with them. The hat is not optional.
    -Acquester (Spiral Knights) (100CP)
    In times of crisis and desperation, resources become too precious to use on anything other than necessities. The spiral Order has had to save all their supplies to repair their ship, so you've had to make do on the field. you know how to look for your own resources, remaining self-sufficient in the field through using scavenged items as supplies for anything ranging from simple maintenance to complex construction. Power Cores, Blighted Bones, or even Goo Drops can be used as spare parts or more. With what you've learnt, these days you don't just survive, you thrive. Whether it's machines that power the Constructs or the way that Wolver's fur burns, you've learned to figure out what separates useful resources from useless refuse. The world keeps spinning, knight. Keep up or die.
    Battle Sprite --SERAPHYNX--
    The Divine Seraphynx resembles an angelic catlike creature and uses its luminous powers to defend you and your companions from attack. Focusing on protection and restoration, it is capable of firing steady beams of holy light, causing fors to drop restorative items on death, and creating large barriers of light with it's angelic aura.The radiant Seraphynx is a calming bastion amidst the rolling seas of combat for those who wish to protect and aid their party.

    Proto Set:
    As a Squire, you start off with a modest selection of gear. This provides you with a Sword, a Gun, and a Bomb, as well as a set of Armor including a Helm. You also have a small Shield capable of projecting a personal forcefield, but makes up for it by being as light as a feather. This six-piece set is of the Proto variety, and pales in comparison to what the others get. Still, everyone starts somewhere.

    Proto Shield:
    As issued to all Spiral Knight apprentices. Funnily enough, you know that this simple Apprentice-styled shield is what you'll be sticking to. Although it's small and only projects a forcefield limited to you, it does have the uncanny ability to push enemies in the zone backwards by slightly less than twenty feet when activated. Good utility, good weight, and good for an all-rounder like you.

    Spiral Exchange:
    Crowns, Energy, and Rarities. Money makes the world go round, and Cradle is no exception. Spiral Headquarters has granted you access to a number of different markets and exchanges to allow you to join your knight bastion in barter and trade, in the hopes that such trade will improve the net wealth and capabilities of their knights. First and foremost, the Auction House will enable you to bid for almost anything under the Cradle Sun and offload your surplus. Next, the Exchange enables you to trade crowns, the currency of Cradle, for Crystal Energy, a useful resource and pseudo-currency, and vice-versa. In addition, you receive an ordinary alchemy machine (incapable of custom recipes) for equipment creation as well as a forge to allow you to improve your equipment via the use of materials for the former, and heat crystals, a form of rarities, for the latter. Many knights have earned their fortune through the use of these markets and exchanges, and it is not a stretch by any means to say that you could do the same. You retain access to all of these even in the event that you leave this world, as after all, time and tide wait for no man. And as the saying goes, time is money.
    -Originite Prime Bundle (Arknights) (100CP)
    You gain access to several crates of pure Originium that can be utilized for various means, and will restock itself every week. Wrong handling will be dangerous, however post-Jump, this will be perfectly safe to use in any way. * A common mineral in Terra, this semi-transparent black crystal contains enormous energy, and is the primary factor of causing Catastrophes. Widely used in the field of Arts, it works as the basic material and catalyst of all kinds of Arts and Arts items. Without Originium, the efficiency of Arts would, without a doubt, drop dramatically. As technologies develop, more and more countries start to use it as an energy source.
    Race: Terra is inhabited by Ancients; humanoid races with partial or complete traits of
    various animals and mythological creatures in our world. You may gain a minor boon from the type of animal you are similar to, and are free to make one up.
    Vulpo/Durin Chimera

    Oripathy
    a sickness caused by proximity to Originium.
    You have somehow contracted Oripathy, an incurable disease unique to Terra where
    your cells will slowly be assimilated by Originium lesions on your body. It is an incurable disease and eventually will result in certain death, however treatment could halt a significant progress of the damage temporarily. However, due to these originium growths, your Arts also become stronger. Naturally, the more severe your Oripathy symptoms are, the stronger your Arts will be. But is it even worth it?
    You will not die from Oripathy taken by this drawback, however they each carry their own risk. Do also note that as an Infected, no matter your stage, you will be driven out from most settlements in Terra.
    Stage 3 Oripathy: Significant damage done to your body. Unless you are undergoing major routine treatment, you will lose the function of a significant chunk of your body. You become a danger to yourself as much as you are a danger to others. This will give you 600 points.
    -Your powers are noted to be among the upper echelon of power, easily able to affect entire city blocks.
    -Terminal Oripathy (+200 CP, must be taken with Oripathy)
    Now you will actually die from Oripathy if it's left untreated, and no matter what, ten years after the normal start of this jump, if the cure of Oripathy has not yet been found (or at least, a treatment plan that can give you more than 10 years of life expectancy), you will die and your Chain will end. Everyone except Rhodes Island and Reunion will still hate you on top of that.

    Combat Training (Free)
    The world of Terra is a harsh one and conflict rages on everywhere. Thus, it's not
    uncommon for even children to already be recruited as a soldier, and civilians too often
    already have the right aptitude to become a combatant if necessary.
    This perk grants you basic combat training as well as weapon handling. No matter how
    you are in the past, you will now have the aptitude to take part in Terra's conflicts directly.

    Class
    Classes are a central factor of power, each coming with certain boons. Classes you buy here start at the basic level unless you buy Elite 1 and Elite 2. These apply to all your classes.
    • Caster: Using Arts to dish out damage that penetrates most conventional armor, the Caster class provides one with knowledge of a basic energy blast Art and the ability to learn new arts relatively quickly. At Elite 1 you may be able to unleash entire barrages of blasts at once, in full control of each, while at Elite 2 you could now command them as if they were your limbs.
    • Guard:A guard is the main class for close combat . They are responsible for blocking the danger at proximity and eliminating it in time. Usually their qualities are more comprehensive, so they can better cope with most enemies. A basic Guard would have significant skill in their chosen weapon, enough so to stand out among the most talented common users. Elite 1 Guards would even stand out among their baser peers, often being reinventors of how their weapons are used. Elite 2 are legendary, their skill with their chosen weapon at the very apex of possibility.
    • Medic: A medic is a class for providing treatment and health recovery. Medics are the core of the team, and they help other characters who have been attacked on the front line and treat their injuries. As a basic medic, one would be able to treat most common injuries in seconds, be it bullet wounds or else with a healing art. Elite 1 Medics are able to heal even nigh maiming attacks with ease, while Elite 2 could heal all but the most brutal injuries. This naturally comes with a wealth of knowledge in Medical Arts and arts.
    • Sniper:Snipers are the primarily Ranged class, and are much like the Guard and their chosen weapon. Elite 1 Snipers would even stand out among their baser peers, often being reinventors of how their weapons are used. Elite 2 are legendary, their skill with their chosen weapon at the very apex of possibility.
    • Vanguard: The most important task of the Vanguard is to seek out the enemy and secure ground in advance of the main force. As such, the common skill, even beyond ability at arms, is the skill of movement. While most common Vanguards could outrun and outclimb most Parkour runners, Elite 1 are known to easily keep up with most vehicles inside a city. Elite 2 could keep up with a certain web slinger in terms of agility…
    • Specialist: The specialist class covers skills and roles not covered by the other classes. They range from operators specializing in assassination, infiltration, covert crowd control, disruption, or even operating specialized equipment such as a portable water cannon. Either way, while they are by no means frontliner, their role is unique and indispensable when the situation calls for them.
      Base Specialists are usually considered at least proficient to a near masterful degree in their area of expertise, while Elite 1 are , while even more skilled, also known to be able to seemingly integrate Arts without difficulty, such as invisibility for assassination and more.. Elite 2 are considered to be among the apex in their area of expertise, to the point they are usually as equally skilled in the areas that are only associated with it.
    Personal Weapon (Free/100 CP)
    While it's not a norm for all operators to possess it, you are able to get yourself a personalized weapon built to fit your class and personal specifications (A crossbow for a sniper for example, or a wand/staff for a more Arts-based class). Outside of it being well-built, it also is made as a good conduit for your Arts. You can import a weapon you already have into this to make it work well with Originium-based Arts. If you feel that for some reasons you need more than one of these weapons, you'll need to pay 100 for further purchases.
    Codename (Free)
    Individuals of interest in Terra tend to give themselves a code name. Something easy to remember that would be their mark of fame (or infamy) in this world. You too, will be able to make one such name for yourself. Everyone will know you as this code name.
    Urban Fashion (Free/200 CP)
    Terra is a weird place. Even with conflict everywhere and a recent economic slump, even the lowliest grunt will somehow wear stylish outfits fit for a fashion star. You will get a set of stylish but practical and comfortable outfits for you to use to match everyone else. They are also surprisingly resistant to damage, though they don’t protect you from damage. By paying extra, you can also get all the outfits of operators that had been released so far in the game at once, including bonus outfits.
    -I Know What We're Going To Do Today (Phineas and Ferb) (400CP)
    24 hours just doesn't seem like enough time to get stuff accomplished, but you'd be surprised what determination (and this perk) can get you. You can now complete days and even weeks worth of work in just a few hours, and this effect increases tremendously when you have a few helpers, to the point where a small team can work with you to complete years worth of work in a simple afternoon.

    -Enemy Tech Progression (Orion's Arm: The Amalgamation) (400CP)
    Any technological device that you have subverted will reveal its inner workings to you. The blueprints, knowledge and methods that go into the creation and operation of the technology you subvert is automatically uploaded to your mind. If you cannot subvert a technological device, you can still learn its secrets, but at a far reduced rate. You are also able to more quickly grasp the inner workings of those subverted devices to improve on, and upgrade them.
    [Free] Expansion of the Mind
    As with all those within the Amalgamation, you
    have been ascended up the toposophic tree. You become the equal of a basic
    transapient, with tens of thousands of times more processing power than a
    human, microsecond reaction times, the ability to partition different streams
    of thought, eidetic memory, focus on and alter your subconscious actions,
    drastically enhanced reasoning and deduction, the ability to speed up or slow
    down your different streams of thought at will and a slew of other mental
    enhancements.
    [Free] Networked
    You have been connected with the hivemind of the
    Amalgamation. Within this jump, you may freely access any knowledge and
    information the Amalgamation might have. Out of this jump, you are able to
    freely interface with any network or database that has a physical connection
    and/or is broadcasting a signal.
    [Free] Forced Upgrading
    You too can enhance the mental processing abilities
    of those around you, and make them loyal to both you and your cause. This also
    applies to AI and electronic devices with processing capacity. Whether that
    upgrade is willing or not is another question entirely, but it doesn’t matter
    when they are loyal to you in the end, doesn’t it?
    Chapter 4
    -Valkyrie Core Knowledge (Battle Action Harem Highschool Side Character Quest) (500CP)
    You understand the science behind Valkyrie Core technology. You'll be able to replicate aspects of its technology such as the ability to store and modify objects in a pocket dimension or the manifesting of Impeller fields, or the insane processing power of the Core itself. With time and a little work you'll be able to make new cores.
    Valkyrie Core & Frame (0CP)
    All origins possess a Valkyrie Frame with the accompanying core. A Valkyrie Core is capable of storing, integrating, and improving technology and equipment. Its only limitations are storage capacity and complexity both of which grow with hours synced. Your initial storage and complexity is based on your origin with more experienced origins having more. The term Valkyrie Frame usually refers to core that has integrated a suit of enhanced power armor that has been equipped with thrusters, weapons, and other equipment. Technology foreign to this universe is harder to integrate and upgrade. Post jump this limitation disappears.
    Chapter 5
    -Computation Creation | Magical Science (Youjo Senki - Saga of Tanya the Evil)
    Computation Creation (400CP)
    The operation orb - or computation orb, if you prefer - is a masterwork of science and mathematics. A unique crystalline and clockwork structure allows for mathematical code to be stored - called spells - and channels energy from the user in order to empower them. You now understand not just how they work, but why - and in doing so, can apply the principles to other aims. Magic is currently used solely by the air corps for long range bombardment. Let's fix
    that, shall we?

    Magical Science (merged with the above, no cost)
    You are at the forefront of mage technology, and can easily improve on what is currently being used, with some effort you can also build far more powerful mage tech. Whatever faction you belong to is sure to value you greatly.

    Walk Towards the Light (Phantasy Star Online) (600 CP)
    You have the knowledge necessary to work with Photons. You can create photon-based weaponry, defensive equipment, and even powerful FTL engines. Given enough time and resources, you could build your own Pioneer ships. In addition, you have the knowledge necessary to create most any of the items found in Phantasy Star Online. D-Cells are the exception to this, as even you don’t understand how they work.
    Chapter 6

    -Fun in the Sun (Warhammer 40k - T'au Empire) (100CP)
    Plasma, radiation, and antimatter are all similar in that they relate to exotic and high energy states of matter, whether it is stellar mass or individual particles of subatomic size. You now are a master of T'au technology as it relates to manipulating these high-energy states of matter and the physics that underpin them.

    -German Engineering (Smash Up) (200CP)
    Everything you build seems just a bit more. More durable, more efficient, more precise. Call it a 10-20% difference across the board?

    -Miniaturization/Efficiency (Worm) (400CP)
    You can miniaturize anything down to levels that any sane man would consider impossible. A fusion reactor the size of a watch battery would be the absolute minimum of what you are capable of, and you'd be able to make it far smaller than that. Your power also makes you a master of technological efficiency, anything you make needing barely any energy to run compared to what it should and continue to do so for a very long time. These specialties also make you a master of nanotechnology and similar pursuits. Of course you aren't barred from building something big like a giant robot, just that it'll be impossibly efficient and crammed full of more weapons and subsystems then should be possible
    [/spoiler]
    Chapter 7

    -Micromanipulators (A Certain Scientific Railgun) (50CP)
    These delicate gloves were meant for scientific purposes. They're reinforced with small motors and electrically contracting artificial muscles to allow you to perform delicate work on the scale of a micron. While they're definitely more suited to scientific experiments, they can be put to use in any situation that requires steady hands like aiming a rifle, conducting brain surgery, cooking, defusing a bomb, or even bypassing some redirection and shielding abilities.
    * Micron scale control

    -Rapid Construction (Blazing Saddles) (50CP)
    You are not only a truly excellent carpenter, you are an exceptionally fast worker. Any form of construction or crafting will be completed in a tenth the time it would otherwise take, though your overall quality will suffer if you use this at full effect (times ten). At times two, you'll sacrifice none of the quality, but as you get closer to times ten, you'll sacrifice more and more of it.

    Mysterious Serum (300CP)
    Fascinating. These test tubes contain a colorless serum that, when ingested, allow one to 'awaken' the Linker Cores of sentient beings, allowing them to naturally use this world's magic after a little bit of training with it. Note that individuals like Nanoha are exceptions to the rule, and will be in future worlds as well - unless they had a particular affinity for magic or some way to boost their arcane power, you're unlikely to find anyone who starts with a Natural Ability higher than A. You receive eight of these, along with the formula on how to create more - though it's encoded and you'll have to decipher it. If you have 'Ancient Knowledge', you already know how to make more on your own from the get-go. Magical ability growth for individuals outside of this world tend to plateau at S-rank on their own. Bear that in mind.

    Telepathy [Free]
    Your own magical chat network! You can communicate mentally with a willing subject, even if they otherwise lack the capability and range of this particular magic. You can’t really force them to do anything except listen to you, but this mind-to-mind communication network has a range across dimensions, though you obviously can’t communicate with past jumps or other continuities until you get your Spark. Note that your mental communication can be intercepted like radio transmissions would, and you can be shut out by someone unwilling to listen to you.

    Shooting-type Spells [Free]
    The simplest and most common spell used in combat. You focus mana into a sphere or ‘bullet’ and fire it at your opponent. Can be used in various forms - homing bullets, rapid-fire, and so on. The ‘big’ spells tend to fall under Bombardment, so take note of those as well. These can be ‘aimed’ by hand, or ‘guided’ by the right calculations in the spell.

    Bombardment-type Spells [Free]
    When someone or something absolutely needs to be blown the hell up befriended. Accept not substitutes. By focusing a large amount of mana into a single point, you may fire a large blast at a target, designed to completely overwhelm them via a show of raw power. These are almost always aimed, but if you can get a bit of skill and power for it, you might find a way to make such destructive spells guided...

    Magic-Enhanced Attacks [Free]
    Need a weapon to hit harder? Need your fist to absolutely break through something? Want to show off to someone? This is where you’ll look. By enhancing your blows or weapon with mana, you can make the blows or strikes inflict more damage, and letting you strike with more force than before.

    Barriers and Shields [Free]
    But you can’t just keep slinging offensive spells left and right all day without any kind of defense, right? You can create barriers and shields to reinforce your own defenses, letting you block spells and attacks so long as you utilize them properly. This can be especially draining or fragile against powerful Bombardment spells or worse, though...you might want to consider dodging instead.

    Capture-type Spells [Free]
    Finally, there’s these. You can physically restrain a foe with binding spells that inhibit their movement and prevent them from maneuvering, or even create intricate cages of mana that lock said foe in place completely and allow you to capture or interrogate them while they’re stuck in an immobile prison.

    Device:
    -Intelligent, Sapient (requires Intelligent), Unison System
    -All basic spells. Plus (basic) dimensional transfer, Knight Armor

    -ARTIFICER (PREY) (200CP)
    Any monkey with a wrench can look up the technical manual and do a repair. Well, maybe not any monkey, but you're certainly a cut above the rest. Any technology you come across that you understand the principles behind can be drastically improved. Either simplifying it to make it easier to fabricate or improving its durability or power output. Weapons, turrets, tools and vehicles can all be improved beyond their base specs.

    "VOLUNTEER" - FREE (Assumed as drop-in background)
    More often than not originating from the Soviet Gulags, Volunteers are a mixed bag. Some of them violent criminals involved in human trafficking and drug transport. Others are political dissidents, sent to the Archipelago for having inconvenient opinions. Others still were just in the wrong place at the wrong time, taken off the street to meet a quota. Whatever your past, all you are now is a number and a pound of flesh to be experimented on. Volunteers are granted an additional 12 Neuromods to spend on Typhon abilities.

    TRANSTAR SUIT - FREE ALL BUT TYPHON
    The TranStar suit is a multipurpose uniform that is designed to quickly and easily interface with an EVA system and utilise touch screens through the gloves. Volunteers are given a green suit and will not be trusted by the rest of the staff. Security is given a while and black suit, science a blue and black suit, Engineering an orange and black suit, and executive staff a red and black suit. Even in its basic state the suit gives a small amount of protection against environmental hazards and physical attacks along with a flashlight. The suit can take up to 8 additional chipsets, expanding its capabilities.

    HEPHAESTUS "HEFFY" TWIST & LOOP WRENCH - FREE ALL
    A common repair tool found all over the station with a fairly good weight. Makes an effective bludgeon in a pinch. Comes with schematics to make more with the Fabricator.

    GLOO CANNON - FREE ALL
    Another tool commonly found on the station. Launches a quickly hardening glue that is incredibly versatile. Can be used as a fire suppressant, an insulator against high currents, plug small structural failures in the hull, it can even stick to enemies and freeze them in place for a short time. The large globs it forms can also support human weight, allowing crafty engineers to create staircases to places they have difficulty getting too. Comes with schematics to make more of the tool and it's glue with the Fabricator.

    -Mastersmith | Expert Smithing (Ragnarok Online) (600CP)
    Mastersmith (200CP)
    The Mastersmith can socket items allowing him to add slots where modifications can be implemented onto items. While intended for cards, these can be used for other modifications which need slots if need be. (but effectiveness may be reduced)
    Expert Smithing (400CP)
    It's not just about creating the sharpest blade anymore. Improved items now have affixes on them based on how many times they've been improved. Each level will be tougher than the next to improve and require more energy/mana/souls, but the Blacksmith's smithing ability now has no cap.

    -Don't Need A Team (Ace Combat) (100CP)
    Fighter planes are pretty complicated machines, and more often than not you need a whole crew to maintain them so that they don't break down in the middle of a fight and doom the pilot. You know your plane well enough to circumvent this issue. You've got just the right idea on what needs tuning up and what needs fixing, along with having the speed to be able to fix a plane up by yourself without the need for a crew in a fraction of the time. Performance issues are a thing of the past for you.

    -Soundtrack (Free): When you take to the skies, it does not always have to be on a somber note. As you fly to your mission, dogfight, or assault an enemy position you'll have the soundtrack of your choice playing in the background. Others can hear this if you wish, and you can turn this off at any time. Perfect for when you want to hype yourself up for a situation.

    -Basic Flight Training (Free): If you couldn't fly before, you have a basic idea of how to fly a plane now. You know how to maneuver the joystick properly, which button fires the missiles, and how to properly land a plane without creating a multi-million dollar pile of scrap. It won’t save you if you dive into a massive swarm of planes all by yourself, but you can learn.

    -Missile Surplus (Free): Well this is odd. Any plane you pilot seems to hold an unnatural number of missiles for its type, far more than it should. You're not sure where it's getting this many missiles, but you'll have to restock them if you run out. The same thing happens with special weapons, though you have to have a working model to attach if you want to swap it out.

    -Comm Chatter (Free): While an important part of war is knowing what your opponent is up to, sometimes it’s good for puffing your ego up too. For whatever reason, your radio will occasionally catch communications being broadcast from the enemy. This can range from important information to wild surprise at your antics. Not too useful, but good for knowing how you're doing.

    -Flight Suit (Free): When taking off, an important requirement of being in a plane is a flight suit so that the G-forces don’t make your organs explode. It sounds silly, but you’ll be lucky you had it. So, have a nifty flight suit to help keep any pressure issues down while you're in the sky, on the house. It can come in any color you wish with a snazzy helmet to boot, ensuring that you’re the most glamorous pilot in the sky.

    -Basic Hangar Bay (Free): Sure you might be able to get a fighter plane... but where are you going to store it? You can’t just leave your vehicle to the mercy of the elements, it would cause all manners of damage to the plane and then you might be really in a bind. That’s why if you come out of this with a plane (or end up importing one) you can obtain a hangar bay which has the tools needed to keep the plane in good shape and can stand up to most forms of weather. It can even attach to a property or the Warehouse after your time here should it please you. For an undiscounted +100CP, this turns into an automated hangar bay with heavy arms and equipment to make repairing and moving the plane significantly easier.

    -Optimization Computer (Free: Engineer): Pilots are rather finicky people the longer they last throughout a war. Maybe it’s because the more they fly, the more they expand their horizons and feel comfortable in deviating from the standard. Nevertheless, it’s up to you to handle these strange jobs and make sure these pilots don’t get themselves killed in their greed. This computer has one purpose only; take scans of vehicles, and provide detailed statistics and simulations on how modifications would change their effectiveness. This way you can tell if the tweak to those thrusters will be an actual boon or if you’re going to need to repair them after each battle because they keep burning through the wiring with their heat output. A pilot with a fine-tuned plane is a deadly pilot.

    -Angels’ Dancing Floor (extra): The sky is a beautiful place when you sit back and think about it. It holds no true master, yet it welcomes those who are willing to brave its dangers and holds the personal allure of freedom among the clouds. With this, you can take a little bit of that freedom with you. Your warehouse will gain an aesthetic of either computer lines akin to an Electrosphere simulation, or a military base adorned in the country colors of your choice. Any surface can also be adorned with computer screens with a layout similar to the mission briefing that is presented to you. Feel like an ace no matter where you are.

    -Angels’ Skies (extra): You desire further freedom, then? Very well. With this additional purchase, you gain a virtual environment ‘outside’ your Warehouse. While you cannot store or grow anything here... you can still take to the skies and roam the virtual world around you. Mundane conditions are the limit here, such as a sunny day by a beach, or a snowy mountainside that was cloudy and cold. But this does mean you can have a sky of your very own... a sky reserved for only one owner.

    -Pilot Simulator (extra) Most times, when it comes to training with fighter planes you’re restricted toflying around and trying maneuvers on account of most planes costing tens of millions of dollars on the low end... each. So how are you supposed to train for firing off weapons and taking on entire forces? Fortunately, this sophisticated VR machine lets you plug in the specs of a vehicle you want to practice in while also programming in various encounters for you to test your skills. As you become better, the algorithms will improve and develop new recommendations for skill areas you need improving on, while increasing the skill of the virtual enemies as well. Peace time should be no excuse for not being strong.

    -Munitions Supply (extra): Rarely is there a worse feeling than flying through the air, lining an enemy right in your crosshairs... and finding that you have no ammunition at all and you’re just a flying tin can. Better to avoid this entire situation and just get yourself a nifty supply to keep yourself stocked up, mm? With this purchase you have a personal stockpile of bombs, missiles, and bullets for the equipment of your plane that continually replenishes as you burn through it to ensure you will never need to leave the hangar bay lacking on ammunition.​
    -N-Ways Fusion Plant (Endless Space) (200CP) (NOTE: Acquired Chapter 7)
    Refueling? What's that? You have mastered the art of Endless power generation, and any device you possess or can claim as yours never runs out of power. Other things can still be a problem, like weapons overheating, engines breaking down, etc, but you never need to worry about your battery running out. Your starting equipment and ship already have fusion plants installed in them, and you have schematics to make more, of various sizes, but you will need some rare elements and facilities to make them. The smaller they are, the simpler it is. Making a capital ship reactor is going to take a LOT of materials, but is totally worth it.

    Scout Ship (Free): An engine, a cockpit, some life support. This is as barebones of a ship as you can get, about the same size as a modern day space shuttle. It is essentially a space faring RV with sensors and a couple point defense weapons, designed for long journeys to the edges of known space.
    Drop-In (Style): Not all ships that travel the galaxy are made by the big names. While nothing sets these ships apart, they aren’t the subject to the same hatred opposing factions have for one another. Good if you want to lie low. A good jack of all, master of none ship.
    Chapter 8

    -Omnitool | Scanner (Mass Effect Andromeda) (200CP)
    Omnitool (100CP)
    You get an omni-tool loaded up with programs and information that'd be best suited for unsupported colonization in a new galaxy. Because the Andromeda Initiative knew that they'd be going with a finite supply of ammo, medi-gel and power cells, each omni-tool can recover and repurpose appropriate resources to serve appropriate functions. For example, liquid coolant allows weapon heatsinks to be reused, and organic compounds can be refined into medi-gel. They can also convert consumable items into immediately usable forms. Finally, they do everything else regular omnitools can: Communication, manufacturing fabricator, sensor analysis, and computer mainframe.

    Scanner (100CP)
    This omni-tool mounted system is how the Andromeda Initiative plans to rapidly survey planets. This system is fast and accurate sampling system that is formally known as Panoptes. When linked to an AI, it can produce multiple analyses and predictive models in seconds, turning what would be the surveying work of weeks into mere moments. For most purposes it uses a transmitted accelerator mass spectrometer to create a snapshot of an objects components, atomic weight, and radioactivity, allowing for in-depth analysis. For biological materials, the system switches to an electrospray ionization system, so that plants or animals can be scanned without causing radiation damage. For a Jumper, you no longer need to have an AI linked to the system for it to work, though that would help. You can also take DNA scans of organisms for further study, and scan devices to help you figure out what they do, and maybe later reproduce them. Lastly, if you have a longer ranged sensor system, you could link the Scanner to that to scan further away, even if being in the Scanner's original range would get you clearer results.


    -Clarketech (Generic Space Opera) (400CP)
    Not only are you able to reverse engineer, extrapolate from, and eventually replicate with a device of your own make any technology you encounter, you also are able to do so with any other phenomenon, be it a physical occurrence, magical or even divine in nature, or even just theorised by you to be possible, though in the latter case you naturally will encounter failure if your theories prove false, in addition to research and prototyping taking a prohibitively long time to do.

    (Author Note: Comes with a Spaceship. Details will be when I introduce the ship itself.)

    -Loaded Up (Generic Cyberpunk) (200CP)
    It's not enough to have what you need locked away back in the workshop, and even when you have time to prepare you often have to pack light. You have a particular genius when it comes to building and working with tools, gadgets, weapons, armor, and other personal scale equipment. Whether it's cramming a computing setup that would take up an entire workstation into something that a hacker can slap onto their arm for on the fly hacking, or taking a normal pistol and modding it until it's more lethal and effective than most military arms, you're able to cram a stupefying amount of effectiveness into easily ported packages. Your creativity, skills, and genius just seem to skyrocket when dealing with things in sizes that would hamper anybody else. Bigger doesn't always mean better, sometimes it just means cumbersome.
    Chapter 9

    Miolala Granliss - Engine-sister (Warhammer 40k - Adeptus Mechanicus) (100CP)
    Voluminous red robes cannot hide the curves beneath to this woman's eternal embarrassment. Friendly and perky in conversation to both man and machine, she is torn between her desire to be closer to the machine and her attachment to humanity. The possibly of a harmonious union between the two has inspired her to follow you. She has all 100, 200, and 400cp engineseer perks. She also has 'subtle bionics' 'artisan' and one pick of 'magos designation.'

    -They're Like Legos, Right? | This Is How I Want It (Kerbal Space Program) (600CP)
    They're Like Legos, Right? (200CP)
    There's robust engineering, and then there's modularity. Pick one. Except for you - you seem to have the gift of designing methods that allow for seamless mixing and matching of modular technology that lack none of the partsincompatibility and fragility you'd except from such a design paradigm. While this seems focused on Kerbin technology in specific, a little work should have you applying such a paradigm to all sorts of technologies…
    This Is How I Want It (400CP)
    Your capability of mentally designing items is vastly boosted. It's almost as if you have a mental idea space in the fashion of a construction bay with a lists of parts you have on hand that gives you an idea of what you can build at that moment... actually, that's pretty much what you have. As a bonus, you can mix and match parts in a manner roughly akin to legos, and giving you an idea of what would work and what wouldn't (and how much resources it would take to build). Mind, this doesn't mean that your mental creation will perform successfully, but it will function. As a final bonus, you can mentally hand-off the resultant creation to your Kerbals to build, and they'll do so without a mistake or screwup - meaning any snafu that results will be on your own head.

    This Is, Actually, Rocket Science (Free)
    You gain an instinctive grasp and understanding of Delta V and orbital mechanics.\

    Speak English, Dammit! (Free)
    You gain perfect understanding of Kerbals and the way they speak in thier burbling, whack-ass mix of swedish meatball chef... something. Conversely, you can pick this to have them all speak english.

    Some Old Friends (Free)
    Hey, what are you - wait a minute! How did you four get in here!? Oh, well. Looks like you're going to get some help in this jump, wether you want to, or no - Bill, Bob, Jebediah, and Valentina are all up and raring to go. As a bonus, all four come with the 'I Am A Pilot, Actually' perk for free.

    Espirit de Kerbal (Free)
    While you're going to have no end of volunteers of Kerbals to go into space(seriously, where the hell are they all coming from?), it's understandable that you're going to want a special group of Kerbals to count on in a pinch - an elite force you can trust to get the job done. Twenty Kerbals have stepped up to the plate to fill that role. This group of Kerbals doesn't seem to let mishaps keep them down; while crashes, explosions, and other shenanigans will, uh, result in Critical Kerbal Existence Failure, they'll pop back up in a week or so, right as rain and raring to go for another try. All 20 of these Kerbals will automatically gain whatever perk you purchase in this jump from the Pilot, Engineer, and Scientist perk tree - Drop-In, however, doesn't count for this.
    Chapter 10


    -Data Access (Endless Pantheon) (100CP)
    Having knowledge isn't always good enough, seeing as it can be quite the hassle to actually access it if you don't have the proper setup. You do, thankfully. This is one device of your choosing, which allows you to perfectly access any and all books, scrolls or databanks you have, putting all of the knowledge you have gathered at your fingertips at all times. It can also change forms, but is always something digital. Try not to stand too close to the wizard.

    -Resource Generator (Toaruverse) (100CP)
    Buying materials and resource cost too much time and manpower especially if the materials or resources that you need are limited or rare. You gain a warehouse full of materials and resources no matter how common to how rare it is that you need to build any technology that you want. It replenishes used materials every twenty-four hours after you take it out the warehouse, additionally it records and replenishes any materials that you add in your warehouse. After the jump it would become a warehouse add-on or be inserted near your starting location.
    * Gives a rapidly restocking warehouse which contains large amounts of anything that falls under materials and resources that is stored in your warehouse improving most perks that are listed under supplies.


    -Tinkerer (RWBY) (300CP)
    You're a whiz at maintaining, modifying and making things. Everything from Sniper Scythes to Toaster Ovens, as long as you made it yourself or had the blueprints on hand. Unlock the secret of Variable Weapon Crafting.
    Iconic Outfit, Free: One set of personalized casual wear with a symbol representing you.
    Iconic Theme, Free: You first hear this song when you do something amazing, then every time things get serious. Others can hear this if you wish, but won't find it strange. How bizarre.
    Scroll, Free: Think a smartphone, with terrible wilderness reception, video camera, messaging and more! Practically a passport for civilized society.

    Start with Aura for free.
    Small amounts of Dust will appear in the Warehouse weekly. Enough for a firefight or two at once.
    Variable Weapon freebie not taken for plot reasons.

    -Profession: Tailoring (World of Warcraft) (300CP)
    Sew cloth armor and many kinds of bags using dye, thread and cloth gathered from humanoid enemies during your travels. Tailors can also fashion nets to slow enemies with, rideable flying carpets, and magical threads which empower items they are stitched into. Zen Master: At this level you've mastered everything from basics to advanced. Additionally you've expanded your knowledge of the profession beyond the mastery of both basics and advanced stuff to complete understanding of it. At this level you're on an even playing field with top 1% of your profession. Should you write down your knowledge it would easily be considered a work of art in that field.

    -Doll Maker of Bucuresti (Touhou) (200CP)
    Being an undisputable genius in terms of mathematics and science in a realm ruled by magic tends to undermine just how impressive it is. Your ability with technology and engineering is so great that you are able to adapt to handling, repairing, modifying and even reverse-engineering completely foreign devices you have little to no background on. Your connection with both practical technologies along with magic allows for you to eventually unlock the secrets to creating magitech if given enough time to experiment.
    Chapter 11

    Artiste (Girl Genius SB) (100CP)
    From acting to painting, there's a lot of call for people like you around here! Simply put, you have the skills and talent to be one of the greatest, finest artists of all time. Not just in any one field either. Your talent is boundless and unbelievable at everything remotely art-related you do. With the slightest effort, you could be a scintillating star in all fields from writing, painting, singing, underwater basket weaving... er, you get the idea. Crowds throng to listen to a concerto from you, and books you write may well cause knife fights between people wanting to buy them! Such is your talent that in but a handful of months you could become a celebrity every bit the equal of the Queen of the Dawn, or any other celebrity you've heard of. This also makes anything you do look unbelievably good, from your fighting which looks like a dance, to your clanks which all look like Things of Beauty and Grace even when stuffed chock-full of firepower.

    -Centurio Ordinatus (Warhammer 40k - Adeptus Mechanicus) (600CP)
    You have been inducted into the Divisio Militarus, a branch of the adeptus mechanicus dedicated to the construction and operation of the Ordinatus war machines, mighty titan-scale siege weapons of unparalleled power. While the shielding and mobility systems that carry these devices into battle are relatively simple to create, you understand the intricacies of how physics and performance are affected by up-sizing technology. With sufficient data on the function of a humble lasgun or arc rifle to extrapolate from, you could smoothly transition that device to function when a hundred or more times larger - and to be appropriately more powerful than the simple multiplication of its output would suggest. The weapons you create and oversee are fit for a god-machine to wield, and the likes of Nova Cannons and weapons arrays on board the largest ships of the Mechanicus are also within your purview.

    -Atop The World (The Legend of Zelda Breath of the Wild - TG) (600CP)
    Walk this path carefully. This is the art that both saved, and destroyed Hyrule. You have unlocked knowledge of the greatest force multiplier the Sheikah were ever able to field - Large, walking, warmachines. You have a basic knowledge of the Sheikah's art of automation and robotics, with this alone giving you the knowledge to craft the small Guardians utilized by Shrines in combat tests, with the right materials. However, with enough resources and development time...you could create constructs that could even rival the 4 great Divine Beasts. This is the pure expression of Power...just remember that Power must be tempered with Wisdom, and wielded with Courage. Power without restraint is the domain of Calamity Ganon, after all.
    Chapter 12

    -Arcanatarium (Twokinds) (400CP)
    A trained mage can throw out spells on the fly, but the really impressive magic is prepared far in advance. For that, you'll need a place to work. This workshop is fully outfitted to support a practiced mage in all their pursuits. There's a permanent magic circle to focus your energies, a table of alchemical equipment for the brewing of potions, a wellstocked library full of tomes and scrolls of arcane knowledge, and any other dedicated workspace you'll need for working magic. This workshop also comes stocked with plenty of ingredients and materials for your alchemicy and artifact crafting, including rarer materials like precious metals and gems. You'll still need to provide any extremely rare or unique items, but this personalized workspace will have anything else you need for your own arcane pursuits. This property can take any form you wish, from a traditional tower to a basement laboratory. Post-jump, this workshop can be imported and attached to any property you own

    Chozo Challenge Chamber (200 Milestone): (Custom perk, thanks to Cheetored20 for creation)
    This room adjusts size and shape for your testing needs, whatever they may be. It can even provide test dummies for target practice...including live fire variants. Just make sure you don't go in there without anything to test, or it might just try to test you.
    Chapter 13

    -Construction (Battle Action Harem Highschool Side Character Quest) (600CP)
    You gain a complete understanding of modern UN technology and how to produce it. This includes everything from standard infantry power armor, to battleships, to even modern archologies. You also gain a large bonus to your Valkyrie's construction ability. With training and the right tools you could construct advance equipment in your Core's storage space, such as delicate processor chips, or build an entire town in a day like Anna.
    Chapter 14

    -Workshop (Generic Naruto Fanfiction) (400CP)
    Going out and beating people up is not all there is to being a ninja, certainly not in the myriad worlds of Naruto fanfiction. There's a lot of space for less outdoorsy activities, such as seal-creation, weapons-forging, and so on. That's where this beautiful place comes in! It's the ultimate workshop, perfect for just about anything you may care to work at. It has a huge supply of papers and inks for your fuuinjutsu needs, herbs and plants for preparing poisons or medicines, a forge and metal supplies for smithing, timber for woodwork, and so on, for anything else you may care to work on. The quantities of the materials generated depend on their rarity and value. Something like ordinary paper and ink, or plain steel and wood, would never run out no matter how much you use, while things like paper from special, chakra-enriched trees would be in far shorter supply. But no matter how rare something might be, so long as it's not absolutely unique, you can expect to find it here, and in sufficient quantities to work with. At the absolute slowest, for materials of priceless rarity like high quality chakra-storing gemstones or metals, you could expect a supply to regenerate bi-yearly, and proportionately lesser times for less rare substances. In future worlds this workshop updates with materials and ingredients of the respective settings, with the same replenishment rules remaining in effect.
    Chakra Coils- Free
    The basic ability to use chakra, as represented by “chakra coils” that are a nebulous part of your body and/or soul now. You have top-quality chakra coils which would place you in the top 5% in this world in terms of both capacity and control.
    After this jump your chakra system and body continue to function just as they do in this world, retaining any improvements or additions made along the way. You may also, if you choose to, induce the development of chakra coils in other people simply by pushing some of your chakra into them.

    Academy Training- Free
    You already have all the basic training necessary to start on your career as a ninja. Your physical stats and resilience are what civilians would call ‘peak human’ and you can mold chakra, use kunai and shuriken, do the academy three jutsu (henge, kawarimi, and bunshin), and have learned a basic taijutsu style. You’ve even studied ahead a little and learned tree climbing, chakra-boosted jumping, and several D-rank techniques.

    Elemental Affinity- Free/100 CP
    Not much to see here. You have an extremely strong elemental affinity in one of the five primary elements of this world, those being Fire, Wind, Water, Earth and Lightning. The first purchase of this perk is free, second and onwards cost 100 CP though you must purchase a different primary element each time.
    NOTE: Power Interactions have granted extra natural affinities.

    Shinobi- 100 CP (Author Fiat due to appropriateness)
    What with all the screaming jutsu names and giant fireballs and kaiju summoning, its like these people have entirely forgotten that ninja are supposed to be stealthy. Well, good thing you’re here to remind them.
    You are a true Ninja, a true ‘Old School’ shinobi. You have ungodly dexterity, patience and sheer skill at sneaking. You could sneak through a village full of ninja at high alert while wearing bright orange, and your skills at lockpicking, picking pockets, stealing, sneak attacks and the like, trades which demand stealth like this, are just as ridiculous.
    In addition, you no longer need to cry out any of your jutsu’s names, being able to just execute any and all of your techniques without even uttering a word. You’re also a dab hand at using the more ‘traditional’ ninja methods of dealing with people, such as poison use and various practical assassination techniques that don’t require engulfing your hand in lightning and running in a straight line at someone.
    Finally, while you do not gain any supernatural abilities related to stealth, you can maintain any abilities you do have in just about any condition, be it drunk, injured, or unconscious.

    Ninja Weapons- Free
    You have a pouch full of all kinds of general use ninja weapons, like shuriken, kunai, senbon, each of multiple kinds and sizes, up to and including things like fuuma shurikens and the rest. It also has many spools of ninja wire, along with the other slightly niche materials, and everything is of the very highest quality, prime Higurashi product.
    No matter how many of these you take out, there are always more, and you always pull out exactly what you were meaning to. Strangely no one ever seems to question this, maybe they just think you have a lot of storage scrolls in there? The items you take out eventually disappear after use.
    Chapter 15

    -Resupply Ship/Fog Warships (Arpeggio of Blue Steel) (400CP)
    An autonomous resupply ship that gathers materials to re-arm Fog vessels. It has no ability to fight on its own, but is capable of filtering nanomaterials from sea water (on an industrial scale) and mining heavier elements from the sea floor or beaches. Using these materials, it can manufacture missiles, gun rounds, and other expendable weaponry, as well as provide some ability to refit Fog ships (so long as the repairs don't require a dry dock). It has a non-sentient Union Core. With some modification, it could resupply and repair other types of ships besides Fog Vessels.

    Fog warships are advanced, more like starships than seafaring vessels. Built of nanomaterials, they can change their shape and structure when needed, though they seem to prefer the shapes of WWII-era ships. For example, their turrets instead of holding normal cannons instead house photon cannons, or their hulls open to fire their super graviton cannons. Ships comprised of nanomaterials must be controlled by a Union Core, or similarly advanced computer system. If purchased by a human, or as a second ship by Mental Models, these vessels are run by a Union Core (free) which does not currently have a Mental Model.

    -Arcane Emulation (D&D Eberron) (400CP)
    To enchant is to create the greatest of items. To enchant without magic is pure bullshit, but is doable with certain tricks shared only amongst the most secretive of crafters. Thanks either to learning from them or to discovering these abilities yourself, you can craft magical items without the need for related spellcasting. Further, you know all the little tricks to minimise the resource costs of your items, which whilst minimal by themselves add up to maybe halving the total time and resource expenditure per item.
    Psionic Power: A strange phenomenon commonly recorded amongst the Kalashtar people but present in almost anyone, albeit rarely, Psionics differs from spellcasting in that, instead of needing to wave your hands and chant something in one of the various dead languages, you simply focus on the effect. It’s also slightly different in that magical effects and Psionics don’t perfectly interact and can bring about some strange effects.

    Taking this perk either allows you to convert one existing class to a Psionic equivalent, with all of its perks applying to the new Psionic variant, or to take a single Psionic class of your choice, with the common ones being Psion (a dedicated caster), Psychic Warrior (a martial warrior that uses Psionics to augment their fighting), Soulknife (a lightly armoured warrior that projects blades of raw Psionic force from their hands) and Wilder (someone who channels Psionic power into rash outbursts of chaotic effect). Due to their rarity, unless you use a pre-existing class as a template, Psionic classes do not have any dedicated perks. This may be taken multiple times. [100CP]

    -Schizo-tech Expert (Arcanum: Of Steamworks And Magick Obscura) (400CP)
    Technology advances in leaps and bounds, which may leave the enterprising inventor with some compatibility issues. After all, upgrading the old model of steam-powered Automaton with an electromagnetic hydraulics system may give it the dexterity to paint works of art as much as cleave your foes in half, but that's hardly a success if the optical systems receive interference and rend your servitor blind! You've become exceedingly adept at integrating multiple kinds of technology, especially when the various parts would normally be incompatible. Using different energy sources, blending outdated design principles with the latest advancements of the future and more are all within your grasp. Incredible!

    Chapter 16

    -Beniemiya (Fate/Legends Japan Land of the Rising Sun) (50CP)
    It might just be something in the water, both what you're drinking and what you serve to the guests that adore every meal you make. You're a savant when it comes to making meals, not just limited to Eastern dishes either. With a little experimentation, you can make almost anything into a mouth watering feast for both the taste buds and the eyes. The real problem isn't making a good meal but keeping all these greedy pigs from eating you out of house and home. Don't even try making hamburgers around any blonde ladies, it never ends well. Now, while cooking good food is a prize well worth it, you do also have a more useful aspect here. By channeling magical energy into your tools and ingredients as you work, you're able to 'enchant' the meal with a variety of useful effects. A hearty beef stew that lets a warrior heal their wounds much faster than normal, sugary sweets that give people the speed of the wind, a mighty hamburger that temporarily bulges the muscles to greater heights. Even negative effects are possible, if you want to taint your food that way. They only last for a temporary period and the effects tend to be fairly weak without a lot of mana put in but it makes your food all the more popular.

    -4-D Assembler (The Culture Minds) (100CP)
    The Involucra were the builders of the Shellworlds, and your civ has a similar affinity for their construction methods. In what most humans think of as reality, these structures appear entirely normal, but to those who can see into hyperspace, they extend out of the skein of the universe into infraspace and ultraspace. 4-D architecture has very unusual properties, as it can be gravitationally self-supporting they do not crumble under their own gravity, or that of the stellar body they are on and are also heavily resistant to damage. Another unusual feature is that they also cut off all hostile forms of communication, travel or transport that attempt to pass through their walls displacement, hyperspace signals, wormholes, even beings recalled or summoned from elsewhere are prevented from passing through the structures' walls.
    Chapter 17

    -Weapon crafting (Devil May Cry) (200CP)
    Alright, so you fancy yourself a weapons dealer, huh? Well now you know the ins and outs of every single tool made for killing that you get your crafty little hands on. Swords, handguns, axes, sniper rifles, spears, rocket launchers, it'll all come naturally to you, and you will be able to create these weapons or even improve them with your own custom designs. And to make it even a better deal, you know how to modify a weapon to have unlimited ammunition capability. So go nuts, buddy. You've earned it.

    -Gushimera Laboratory (God Catching Alchemy Meister) (600CP)
    This research facility used to belong to powerful mages before they were overrun by demons. Some of the knowledge was lost as the demons made their home there, but after a while they just went away and this precious fountain of knowledge came into your hands. The facility was geared towards the creation of golems, artificial Mana Spirits and even has notes about creating homunculus. It's still somewhat operational and full of information waiting to be discovered. It will become a warehouse attachment post-jump.

    -Sparking Innovation | it is Written (The Legend of Zelda Breath of the Wild - TG) (600CP)
    Sparking Innovation (200CP)
    The fruits of hard work and study. By studying the arts of the ancient Sheikah, You can now create basic Ancient technology. The chief use of this is that you have the knowledge of creating the blue flame that acts as the energy source for much Sheikah Tech. This Blue Flame can be used to fuel various magitech as Sheikah devices are known to be, and in turn you are capable of creating simple tools such as cameras and recording devices with this level of knowledge. Nothing ground shaking on its own, but it's the base of even greater innovation.
    It Is Written (400CP)
    The use of mystical runes for enchanted effects is well known by those with a passing interest in the magical arts, but...the Sheikah were unique. They were able to create a language from runes that had conditional statements and effects. In short - the Sheikah could program with runes, thus allowing for programs to become spells. You have knowledge of this art as well - You are able to use Runes to code programs such as those used by the Sheikah Slate to perform its functions. This combined with Sparking Innovation would give you the groundwork to create your own variant of the Sheikah Slate with your own round of Runes...though magic doesn't make something simple - you'll need to create the code for these Slates yourself.
    Chapter 18

    -Spanner Hand (Revelation Space) (100CP)
    You're very good at fixing things...and, it has to be said, breaking them as well. You've a keen eye for the right places on a machine to do some damage; load-bearing supports, sensor clusters, stress bands in the hull. But the reverse still holds: when it comes to up-armoring something, reinforcing it, and ironing out any weaknesses, you'll find the optimal placement for those, too.

    -High Speed Creationist (The Weakness Of Beatrice) (400CP)
    There's no reason to bother with hours or days of waiting around for a potion to be ready, especially not when you're in the deep labyrinth, monsters are bearing down on you and your allies are injured. You've got no time for it and thus waste none, as your crafting and mixing abilities work at an insane pace. You can mix potions in seconds that take hours normally, even turning enemies into potions as you fight them if you're using the right sort of potion recipe. The way you smith or build items is just as fast, finishing swords in minutes or whole houses in hours. Combat crafting might have been seen as impossible but you're about to prove everyone wrong.

    -Ship Girl Conversion Kit | Equipment Boxes (Azur Lane) (600CP)
    Ship Girl Conversion Kit (400CP)
    Hmm, Jumper, you already have a naval vessel? Well, why not turn it into a Ship-girl? This handy little box can be attached to any Navy ship you personally own, wherein it will grow to envelop the vessel. Over a course of time relative to the size of the ship, this device will transform the vessel into a Ship-girl of an appropriate physique compared to the rough size of the vessel being transformed. For example, the SR2 Normandy might be a Destroyer, and an Imperial-Class Star Destroyer would be analogous to a Battleship. And yes, to be perfectly clear, this Item works on any vehicle that belongs to a Navy, on water or in Space. So yes, the Death Star would count too. Your new Ship-girl will become a Companion, with a personality fitting the background of her original builders. Continuing with the analogy, the Star Destroyer would be imperious and serious, while an Apocalypse Class Battlecruiser from Warhammer 40K would be devoutly faithful and xenophobic. Your new Ship-girl will retain her full array of weaponry and power, just in a human-sized frame... This is terrifying, why am I offering you this?
    Equipment Boxes (200CP)
    Because gear, equipment, and upgrade materials for your Ship-girls is half the battle of making them stronger. Upon purchase of this Item you will receive a randomized shipment of ten boxes every week ranging in rarity from 1 to 5, with 5 being the highest tier of gear. While tier 5 gear is the rarest, this purchase guarantees you at least 1 tier 5 box every month. Post-Jump this tier list will scale to your overall power level, with tier 1 becoming your baseline.
    Chapter 19
    -Bolthole Protocol (Honor Harrington) (400CP)
    While coming up with unbelievably advanced new designs may not be exactly your forte, what is is the reverse engineering of the same. You need only spend a few moments working at something to get a basic idea of how it works, and only get faster from there. No matter how advanced or obscure the technology, you can eventually work it out, with a thousandth the time and effort it would take anyone else.

    -Forged Of Gods (Dungeon Keeper Ami) (400CP)
    The powers of the light have their own strengths of course, among those is the ability to create hero gates through which no evil may pass, you also can now create these portals, with enough preparation it is possible to create hero gates strong enough to pass a small army through. This also grants you the knowledge of how to craft weapons and items out of adamantine, a metal that is made of the remains of a dead god, and even allows you to forge otherwise unbreakable metals as if they were steel.

    -Mechanica (Ars Magica) (600CP)
    In medieval Europe, Heron of Alexandria was known mostly for his philosophical works, but he also produced extensive texts on mathematics, physics and mechanics, which inspired a group of mechanic-mages known as the Mechanicians. These Mechanicians created magical mechanical beings known as Mechanica, some of which even had human-level intelligence.
    This knowledge spread throughout much of the Eastern Roman Empire, but died out in the fifth century as a result of religious persecution. You now have the knowledge and skill to revive this tradition, being capable of building Mechanica yourself. While these can be designed to perform simple mechanical tasks, they can also duplicate spell effects, and, with extra effort, they can be awakened, granting them magic resistance, the intelligence of an average human and a personality based on their form and materials.
    For example, a mechanical snake might be deceptive and prone to telling lies, while a being made from iron may be particularly stubborn. A being awakened this way begins its life very loyal to its creator, and will likely remain that way as long as it is not mistreated. Creating Mechanica does not require vis despite the fact that they will operate indefinitely if kept safe and well-maintained. The components required for their construction are very expensive, however.

    -Neuromancer (Generic Cyberpunk) (200CP)
    You've mastered the arts of interfacing machines and the human mind, able to both design and build things to seamlessly interface with the human nervous system and the actual consciousness housed within it. Building an implant or accessory to let people access the net with just a thought wouldn't be difficult at all, neither would making sure that a cybernetic connects so seamlessly with the user that it feels more natural than their original arm. You've
    also mastered the use of such a simple if almost magical technology, not just it's construction. Combined with some programming skills, full immersion Virtual Reality would easily be within your grasp. You've bridged the gap between mind and machine, it's up to you to discover where you go with it from here.

    -Chemical Synthesizer (Hive Queen Quest) (100CP)
    This microwave sized machine is truly a wonder of modern science, able to synthesize any non-magical chemical known to man in up to 12 oz batches. Synthesizing a chemical takes roughly an hour and works via a small Tablet interface.
    * A bit underpriced for any matter creator, even with the small volume and time needed, born from lacking knowledge that ever matter falls under chemical.

    -Mechanic (Ragnarok Online) (300CP)
    While the Mastersmith socketed and improved items, the Mechanic instead focuses on machines namely the mado- gear that they are known for. Their proficiency allows them to improve machines the same way a blacksmith might improve a sword, and Mechanics with extensive experience can slot machines to accept external improvements.

    -An Adaptive Enemy (Eclipse Phase) (600CP)
    You have taken the lesson of the Exurgent Virus to heart, and have made a breakthrough in programming viruses and other malware. By combining your malware with the neural models found in AGIs, you have the knowledge to create adaptive, digital smart viruses with just enough self- awareness to value their own continued survival. These smart-viruses are a head above the usual Kaos AIs, capable of working cooperatively, and in a creative manner, discovering and exploiting new weaknesses in software thrown against them, and overcoming obstacles or setbacks in the way of their high-level goals in unexpected and new ways. Even if they altered their own programming, you always retain Administrator command privileges over them.

    -Machines, They Just Speak To Me (Firefly) (200CP)
    You have no formal schooling, but can fine-tune and repair engines with nothing but shoe polish. You don't know what the parts are SUPPOSED to do, but you know how to make them work the way you want. You can diagnose a faulty part in the power core just by listening to the AC cycle, and can fix pretty much anything with naught but a wrench and some duct tape. It may not be pretty, and it may not last long, but it'll work.

    -Grease Monkey (Bubblegum Crisis) (300CP)
    What can you fix or build? What CAN'T you fix or build? Nothing, that's what. From hyper-cars to Buma, computers to Hardsuits, with the right tools and enough time and experiments, you can build it all, weaponry included
    .
    Chapter 20
    -The Mixing Cauldron | Melting Pot | Spirit Pyroxene | Goldberg Formula | Daisy Chain | The Vortex (Atelier: Arland Trilogy) (600CP)
    The Mixing Cauldron (100CP)
    Every Alchemists' trusty tool, the mixing cauldron is basically the alchemist's work desk and research station combined into one. With this, no potion is out of reach though it isn't uncommon to find that some alchemists' will create...other things from their cauldrons, and one would be foolish to presume that a cauldron can't be improved...
    Melting pot (100CP)
    It's not uncommon to find that certain ingredients will not mix well just as attempting to stack too many enchantments into a potion can prove disastrous. In an attempt to mitigate this, the melting pot was constructed with a higher rate of mixing. This directly translates to a higher degree of homogenization, but you'll have to understand that to maintain this level of mixing you need to have a higher energy source than just a fire under the cauldron. It does allow you to blend some ingredients that normally would not mix however, though the results may still not be as optimal as you would hope.
    Spirit Pyroxene (100CP)
    No one quite knows where this pyroxene came from, but it has a very definitive effect on the items that it forms a component of. The mystical power inside the pyroxene seems to carry over into the items that it forms at least a portion of the power does, and the crafted items became more conductive towards spiritual magic of a large variety.
    Goldberg Formula (100CP)
    There are times when making things overly complex can be problematic. Then there are times when making things overly complex can be outright awesome. Your cauldron really shouldn't be called a cauldron anymore. Synthesis isn't a matter of tossing in ingredients and brewing. Your cauldron is a part of a system, a large chain of components and contraptions which ultimately will create a potion likely of higher quality. But you'll likely have no clue how it works. Due to the nature of this set up, you'll find that the cauldron will follow along with you in a containment chamber of its own and though it initially resembles a cottage...should the contraption chain grow bigger (and it will!) the cottage will also increase in size.
    Daisy Chain (100CP)
    Interested in large scale alchemy? Well, between this and a core reactor, you'll have yourself a veritable alchemy workshop. Granted, in reality this just sets up a series of mini cauldrons which will automatically adopt specific arrangements to facilitate more complex, multi-tiered synthesis reactions but it'll boost your synthesis rates immensely, and ensure that easier recipes won't fail! Of course...you could have each cauldron act autonomously but really they work best in unison with every other unit. Due to the number of cauldrons created, a large part of the containment chamber is occupied by cauldrons as they move about and get down to business. Thankfully, you can still move about and organize the cauldrons though they're a fair bit more autonomous than before. Each cauldron seems to exhibit the same effects as your original cauldron, and it isn't out of the realm of possibility to add more cauldrons though it'll be a time consuming process.
    The Vortex (100CP)
    The amount of energy required to keep this going will be tremendous, but if you toss anything into there it will blend. Instead of functioning like a batch system, the Cauldron operates continually, and will actively remember the last effect from the last ingredient which was put in. It's also possible for it to store an effect, but this requires you to have a constant supply of the reagent necessary to provide that effect. A cauldron useful for expert alchemists, one should take care if this is combined with any other extensive modifications.

    -Technical Specialist | Forceful Engineer | Extragalactic Tech (Star Wars - Darth Bane Trilogy) (700CP)
    Technical Specialist (300CP)
    It is arguable that this galaxy has, on the whole, reached a technological plateau. This bar may be relatively high if one was to compare it to that of previous Jumps. Sentient computer systems, widely available commercial FTL, weapons that can scour planets, miraculous medical technology and gravity manipulation to name a few. An extremely comprehensive database of all these discoveries, refined and developed over the course of millennia, will be mentally accessible for you. Should you have the resources and tools on hand, there's no reason you couldn't create almost anything natively produced in this galaxy.
    Forceful Engineer (200CP)
    Force sensitive individuals and species have created wondrous unions of engineering genius and Force energies. Prisons to hold eldritch nightmares, holocrons and seemingly infinite factories that strip entire stars for the resources needed for your unending fleets. You are inspired when it comes to the design of such marvels, even being able to use the Light Side for unseen effects. This brilliance extends beyond the Force into the wider realm of 'Magitek'. The potential trichotomy of Machine, 'Magic' and The Force could give birth to near unimaginable wonders for the inventive mind.
    Extragalactic Tech (200CP)
    Exo-technology is a field of science that specialized in studying in combining the technologies of various species of the galaxy. Your nature as a Jumper allows you to go beyond merely marrying the design sensibilities of several alien peoples. You easily blend the varying physical laws and examples of causality you've encountered in the creation of any one thing.
    Chapter 21
    -Legendary Craftsman (Modded Fallout) (200CP)
    Remember all those unique prototype weapons with crazy awesome effects? The Legendary items in Fallout 4? The games have had their fair share of 'better than normal' items, and you know just how to make them. You have the ability to substantially improve whatever items you work on, needing at most enough components to build a second copy of the item in question. Whether it's dumping half your power cell into each shot a la Pew-Pew, making every bullet fired by your Minigun into an explosive round, or crafting armor that boosts your stats with no regard for how or why it works, you've got it all. Never again will you need to worry about being unable to find that Two-Shot or Instigating Gauss Rifle! You'll even be able to (slightly) fudge where those unique effects could be found, like making Power Armor with special effects or a Gatling Laser that does fire explosive rounds. Beams. Whatever.

    -Muggle Technology (Make a Wish) (200CP)
    You know it, general knowledge of up to graduate level in every scientific field is known to you, not only this, but the knowledge seems very eager to help you and as such whenever you are using magic for creation of something or other, the knowledge will leap up with helpful facts and connect seemingly disconnected facts to help in whatever magical creation you are making next. Post Jump, the helpfulness and eagerness spreads to the rest of the knowledge you have in your mind.

    -Fairy (Fate/Legends - Garden of Avalon) (400CP)
    Despite having human parents, you are a long way from being human yourself. An ancient, long buried heritage in your ancestry has awakened and you were born as a Fairy. A Fairy is an extension of Gaia, similar to how the hairs or fingers on your body are an extension of you. Despite this, you retain your free will completely, thus allowing you to benefit quite significantly from being considered a natural part of the world, especially when it comes to your magecraft being accepted as entirely natural. You are also able to become invisible to the senses of any being without magic. Beyond this, you have amazing talent in creating magic items and while you are right now a long way from crafting something like Excalibur or Arondight, you are still several times as skilled, fast and efficient in the creation of magicalitems as normal. Lastly, you have the potential, with enough power and/or age, to evolve into a full fledged Elemental, Granting you greater authority and importance to the world, along with a not insignificant boost in power.In future worlds, you may choose to have a similar connection to the world you begin on as you do with Gaia here.

    -Feel It Out | Synchronicity Event (F.E.A.R.) (900CP)[MILESTONE PERK]
    Feel It Out (600CP)
    Your ability to understand machines and designs are more than just knowledge, and anyone who follows your work would know this well. You have a subtle psionic ability to 'understand' the machines and items that you physically touch, to the point where you can understand how it might work. More importantly, what you could do to also make it better. Naturally the more complex or esoteric the item is, the more drastically the time needed increases. But the
    more information you collect the more ideas and methods you can formulate to begin working.

    Synchronicity Event (300CP)
    [Requires "Feel It Out"] Curiouser and curiouser. Due to coming into contact with... well, SOMETHING, your psionic abilities have noticeably increased. Psychic powers you may have had are stronger now, with control and development coming more quickly with practice. There is also a boon to this; by taking a few days to 'attune' a person, you may impart upon them the beginning of psionic abilities of their own. You may only gift one school at a time, and they start at the very beginning; if they are to grow and learn as you have, it would be wise to teach them. On the plus side, they'll eventually become as strong as you are, so you'll have quite the pupil on your hands.
    Chapter 22
    -One-Man Assembly Line (XCOM) (600CP)
    You really liked playing with building blocks as a kid. Now that you're all grown up, the world is your playground. Your knowledge of construction and engineering is unprecedented, and making a jet engine from spare parts over a weekend is your idea of fun.
    (A/N: Freebies for this jump will be collected later.)

    -Notes of Thoth (Kane Chronicles) (400CP)
    When Thoth, the god of writing, knowledge, and magic was young, he traveled to the far eaches of the Duat, researching the natures and mechanics of those regions, as well as the spirits and gods that called those places home. His field notes - and the many powers and dangerous spells that resulted from them, later became known as the Book of Thoth. By purchasing this, you gain a collection of his notes about the nature of gods, spirits, and other dimensions and planes of existence in this setting, which could be used to invent many of the spells the Book contained for yourself. Post-jump, these notes will update to include the local versions of such things in new settings.

    Xolsis:
    -Plowshares from Swords from Plowshares (Warhammer 40k - Squats) (100CP)
    You might have noticed most of the best Squat vehicles and weapons are repurposed mining and industrial equipment. This is no accident, for not only do such things have to be tough, they are intimately familiar to operators and engineers alike. You have a particular genius for weaponizing civilian technology, and finding constructive industrial uses for weapons.

    -Lost Art (Generic Video Game Developer) (600CP)
    You are now an expert of the lost art, the art of code efficiency. Any code and software you make will now be far more efficient, using up far less resources for the same results and running significantly faster than most standard code. Your game would normally be 16GB and requires 8GB of RAM? Now it uses half that, at least. Game causing lag and crashing because too much is going on? Not anymore. Whatever you code, it'll run fast, and it'll run well.

    Fourmyle:
    -Blacksmithing: Zen Master (World of Warcraft) (300CP)
    Smith various melee weapons, mail and plate armor, and other useful trade goods like skeleton keys, shieldspikes and weapon chains to prevent disarming. Blacksmiths can also make various stones to provide temporary physical buffs to weapons.
    At this level you've mastered everything from basics to advanced. Additionally you've expanded your knowledge of the profession beyond the mastery of both basics and advanced stuff to complete understanding of it. At this level you're on an even playing field with the top 1% of your profession. Should you write down your knowledge it would easily be considered a work of art in that field.

    -Master Smith | Ahzidal's Apprentice (Elder Scrolls Skyrim SB) (800CP)
    Master Smith (400CP)
    So, how many iron daggers did this take to get? Regardless of the answer to that question the results have surely shown themselves to you and everyone else. You're a master of smithing and the working of metal, forging weapons out of Glass and Ebony is well within your capacity, and even Daedric items may be forged with proper equipment and materials. Your craftsmanship is nothing less than perfection and your opportunity to grow is great as well. Given times you may yet forge tools, weapons and armor that rival even the likes of Daedric artifacts.
    Ahzidal's Apprentice (400CP)
    The art of spellcasting has more to it than just flinging fireballs and screaming about UNLIMITED POWER as one electrocutes their enemies. The arts of Enchantment and Alteration stand as testaments to this fact, enchantment in particular stands as a powerful, yet indirect system of magic and when it comes to this branch and the operation of it only the Dragon Priest Ahzidal is your equal. Like him you've collected vast knowledge pertaining to the various magical bases of the Mer, whether it be the ancient runes of the Ayleids or the process of harmonizing the seven natures of metal. This craft extends far and wide and with it even a mere band of 500 warriors could be given equipment powerful enough to fell a powerful race of spellcasters like the Falmer, or in other, more simple words your enchantments are legendary. You could perhaps go even further, runes are simply another language, and if understanding them allows you to use them, then perhaps even others like that of the Dovah might be as well. This is lore based Daedric artifacts which includes shit like instant kill weapons or key that can conceptually unlock anything. Or a sword that stole power from a daedra and flew a floating city of soul warriors into mundus. Pretty much all major Daedric artifacts are conceptual even if they are nerfed for the game.
    (A/N: I am specifically Ignoring Freebies from this jumpdoc)

    -Fingers of the North Star (Cave Story) (200CP)
    You have a natural talent with machinery, and this extends to firearms creation. You can disassemble, analyze, and reassemble any projectile weapon you come across, and you have the ability to create unique, one of a kind guns that utilizes odd and esoteric technology. You also gain a free 'stamp' you can apply to any weapon you create, to show it's your work. Upgrading existing weapons is a breeze as well.
    Chapter 23
    -Brain of the Moon (Touhou Forbidden Hermit) (600CP)
    Did you study under Eirin? Like her, you can make a drug to perfectly cure any possible disease, make drugs that could manipulate the Dream World, and likely produce even more fantastical effects. This does have a few limitations, you cannot create a drug that does the impossible, you can’t cure something you do not know or understand, and you cannot make drugs without base ingredients. Perhaps if you found someone who could manipulate eternity itself you could even replicate the Hourai Elixir. This does not come with any raw materials, but you will also find ways to substitute the raw materials of other worlds for anything you could have found here.

    -Seamless Construction (Endless Space) (400CP)
    You might not be able to design the perfect ship, but you certainly could build one that is good enough. Given enough resources and the proper blueprints, you can build ships that would rival that of the Endless, cast as a single, cohesive whole. Even if you build it with mundane methods, it still ends up being nearly perfect, not a single design flaw or construction error in sight. This also applies to things you build that aren't spaceships.

    -They Will Prosper (Marvel Magic) (200CP)
    Being able to make fantastical tech that can compete even with magic is all well and good, but is it really being put to optimal use if you're the only one directly benefiting from using it? You will find you have a knack for scaling personal technology to a larger size. Turn a personal shield into something that can protect an entire city or make your particle gun into a weapon of mass destruction. Of course, just because you can figure out the logistics behind increasing the scale of your technology doesn't mean you actually have the resources to make these plans into a reality -- and you can bet increasing the scale by a large degree will see a comparative increase in the cost of resources.

    -Weapon Modifications (Archer) (100CP)
    You design and modify weapons with flair, creativity, and skill.
    –Phrasing (freebie)
    You gain the ability to easily bait people into making sexual innuendos.
    Chapter 24
    -Artistic Architect (Halo - Forerunner Saga) (100CP)
    Forerunner structures are not simple. Even in the worst of times, there is a beauty to their layout. Patterns woven into walls, shining pillars reaching to the sky, and shimmering glass panes adjourning corridors. Forerunners don't just build big. They build artfully. Like so many other Builders, you have an eye, and a hand, for beauty in construction. From the most simple of floors, to the most terrifying of weapons, you can spruce them up so that they are breathtaking to behold.

    -Device Meister | Similar Principles | Ancient Knowledge
    Device Meister (600CP)
    This is the real treasure of the TSAB's technological capabilities - mixing the use of magic and technology inorder to create Devices that can channel the energy outwards. You have a complete knowledge of how to build and maintain Devices, along with how to program AI for said Devices to use.
    While you can construct most Devices and similar items presented here, the ability to make Unison Devices isn't included here - you'll have to learn that one on your own, and many have tried and failed to do so in the past. You could, with some experimentation, combine different magical systems into Devices together, especially with the help of 'SimilarPrinciples' to streamline the process...it will take some trial and error, but you could apply these principles and Devices to other systems if you work at it enough.

    Similar Principles (400CP)
    It’s strange how similar concepts can be between dimensions, no? The line between magic and technology just doesn’t seem as thin as it otherwise should be, especially in your hands. The TSAB system combines both, and while this doesn’t let you start building Devices from the ground up, you understand the principle enough that you can combine magic systems from other worlds with technology. Guns that fire beams of mana, helmets that create a telepathy-based chat network, wristbands that let you form an outfit from thin air...spells can be made into technology much more easily, and the technologies play a bit more nicely with magic in your hands, even if a particular system of magic isn’t fond of being ‘simplified’ by science. How about that?
    Ancient Knowledge (400CP)
    The legacy of the Belkan Empire exists not merely within ruins or Lost Logia, but in the blood of its people. You have inherited a bloodline of note, and while it may or may not be one of the canonical or major bloodlines, a piece of it has followed you in your very DNA, subconsciously nudging at your memory. While this creates no stress or strain on your personality, the connection is diluted enough that you can't consciously access this memory...but when you come into contact with Lost Logia, you will rapidly gain insight into how it functions and possibly ways to engineer it once again. You will need actual technical skills to pull this off, but with a little bit of time, perhaps you can restorewhat is lost? Post-jump, this same insight applies to 'lost' or 'forgotten' technology, though you will likely need other sources of knowledge and abilities to truly restore it, depending on its complexity. May or may not come with brief instances of acting and speaking like a resident of the Belkan Empire at random intervals.

    -Junkyard (Mass Effect Andromeda) (400CP)
    Junk to some is treasure to others. You get a doorway that leads to a small pocket universe that is filled with the local area's lost, broken and/or discarded items. You might find broken gear, ruined vehicles, or maybe a pristine limited edition item that someone just forgot about. Everything in here will be somewhat useful to you, but you get to decide if it's use is as a source of resources, or if something is worth fixing.The doorway takes the appearance of an expandable hula hoop that opens a portal to the pocket universe.
    The pocket universe will refill with junk as you travel, or as the local area around you generates junk that will be siphoned off. In addition, if you haven't cleared out the junk universe in one jump, then you can still pick it up in another, while the junk from the new jump will slowly filter in as space is opened up.

    -Black Boxing (Warhammer 40k - Squats) (200CP)
    While certain red-robed rats of Mars always trying to get their grubby mechadendrites on your stuff is annoying, messing with them is endlessly entertaining. You can easily tweak your work to be nearly impossible for others to duplicate. If you're feeling particularly spiteful, you can build in some cross-connections so anyone trying will blow themselves up.

    -Taylor made | Resolute Thread (Skulduggery Pleasant) (200CP)
    Tailor Made (200CP)
    You have the knowledge of how to weave magic into clothes, making them incredibly durable and protective. They're capable of protecting the wearer from most things, including bullets, knives, magic, extreme heat, and large amounts of blunt-force trauma. They also look damn stylish.
    Resolute Thread (200CP)
    You have a spool of thread that's supposedly made from the stomach lining of an Emperor Dragon over 2000 years ago. The more pressure applied to it, the stronger it becomes. You could bind a superhuman or use it to hang hundreds of tons off of the ground. Spool refills and used thread once a month.
    Chapter 25
    -Bonesinger (Warhammer 40K - Craftworld Eldar Jumpchain) (400CP)
    Dear child, the Eldar do not simply build their wondrous technology. Instead, they rely on the power of song to shape their creations into being. This is a very demanding process, which requires a unique mix of artistic and scientific knowledge. Most importantly of all, a strong mind is necessary for this process. Bonesingers sing a psychic song, and its melodies form a psychoactive material from the warp itself, called Wraithbone. This lightweight material is stronger than titanium but is far more flexible and weighs less. Additionally you can psychically grow crystals that are the basis of their laser & lance technology. You have the knowledge and ability to sing any Eldar technology and any technology you know into being and more than that, eons of experience in doing so. Even so, the more complex an item is, the more time it takes to create said item. A whole choir of Bonesingers is required to create large and complex items such as starships and Eldar Titans unless you are willing to sing alone for years. With enough time, perhaps, you could even sing forth a brand-new Craftworld but how and where would you acquire that much time? Even an Eldar is not immortal.

    The Tower (Metroid) [Custom Perk by cheetored20](special):
    This weapons/armor testing facility is fully automated, and recycles spent and damaged materials at a 95% efficiency rate. It developed the standard versions of the beam weaponry, and can probably do the same with any esoteric effect you give it given time. It includes self repairing testing drones that will work security in a pinch, after all there should be more than one TESTER in such a facility.

    “Minor” Infection (Phantasy Star Online) (Special)
    You came to Ragol aboard Pioneer I, and you were one of the first to be exposed to Dark Falz. You were able to escape, but not before being infected by DCells. Thankfully, your situation wasn’t quite as bad as poor Heathcliff’s, and you avoided telling anyone about your issue. The signs of this encounter are obvious to anyone who knows where to look—it could be anything from a curious tattoo to a festering wound, but it won’t significantly impact your life.
    That doesn’t mean you escaped unchanged, though. You find yourself capable of working powerful illusions over an area. You can convince people there is a spire where nothing stands, or that they’re walking on green grass as they step on a field of crushed skulls. As soon as the world fails to match up between two of their senses the illusion will break, though, and you can’t do much about touch. You get additional effects based on the other perks you’ve purchased.
    (this is a capstone booster).

    Walk Towards the Light Dr. Osto’s Successor
    You’ve gained an unnatural understanding of how D-Cells interact with other organisms and technology, in large part because you yourself are now something of a D-Cell organism. Creating Mags, alternate lifeforms, D-Cell based weaponry, Artificial Intelligence, all these things are within your grasp. Given enough time and effort, you might even be able to surpass Dr. Osto himself and create Mags with greater limits, or none at all, or lifeforms surpassing anything seen on Ragol. Just reaching Dr. Osto’s level will require a lot of work though, and surpassing it much more. Perhaps you can find his notes, to help you along?

    -Nullspace Computer (Megas XLR) (100CP)
    You have a computer tower you can summon from and banish to nullspace. allowing you to upgrade it but otherwise keep it safe. You may summon a holographic interface for it at will.
    * Massive upgradable supercomputer that can be kept safe by existing outside reality and simultaneously be used due to its holographic interface making it an extremely useful item which benefits from all abilities which improve its performance while being entirely tamper proof.

    -Neoalchemist (The Glass Scientists) (200CP)
    Invisibility serums, subtle poisons, superspeed formulae, if the Victorians ever imagined it could be done with chemistry, you can do it.

    -Tenebrium Basics | Tenebrium Mine (Divinity - Original Sin) (800CP)
    Tenebrium Basics (200CP)
    Tenebrium is an odd mineral. It grows like a crystal, but can be melted and forged like iron. It is easily enchanted, but highly resistant to other kinds of magic. In addition, it is highly dangerous and inflicts a disease known simply as Rot upon all those who handle it in any form. Worst of all, Rot cannot be cured by simple magical spells, requiring rare and powerful artifacts to cleanse the infected. Most cannot afford such things and slowly wither over the months following handling a single chunk of crystal. But with this perk, you have come to understand how to safely handle Tenebrium without infecting yourself.
    Tenebrium Mine (600CP)
    Tenebrium is an utterly useful material, for all that it is also incredibly dangerous to handle. Still, considering all its uses, one can hardly be blamed for desiring to have a steady supply of the crystal on hand. The Tenebrium Mine attaches directly to your Cosmic Warehouse and takes the form of a traditional mining tunnel about a hundred feet deep. Inside one will find a few dozen crystals of Tenebrium growing, each large enough to produce a single ingot when smelted. Once harvested new crystals will slowly grow in their place over the course of a week. The mine is also capable of producing other metals, crystals, and even gemstones if given a sample of such material. These will form in veins along the walls of the tunnel, but grow much more slowly. Exotic metals will form at a rate of one ingot every two weeks and crystals will produce roughly the same amount. Gemstones seem to be easier and the mine will produce a collection of small stones that will fill a cupped hand in a week. Normal metals, like gold and silver, can also be produced at a rate of one ingot per week. An ingot here refers to enough material to forge a traditional longsword with.
    Chapter 26
    -Fumble Spotter (Generic Cubicle) (200CP)
    You excel at finding odd ways in which your products might be used or misused that could lead them to fail, and in devising ways to fix them before they ever become issues. You are also adept at making the proper usage for your products obvious in their design.

    -Orb Design Plans (Swat Kats) (800CP)
    Well... this is curious. The design plans for a Micro-Brain Repair Unit... this won't show up for some time, but it is quite useful nonetheless. Once assembled, it will have the ability to scan and repair any damaged machinery it comes across, simply by using the materials around it. The more advanced the machine is, the longer it will take... but it will do its job. Even more concerningly, it has the ability to learn and adapt itself, assimilating machinery to create a more grand body. It may come with existential issues... are you sure you want this?

    -STC Converter (Warhammer 40k: Adeptus Mechanicus) (300CP)
    This tome-sized cogitator is designed to be fed blueprints for alien or out-of-jump technology and convert them to use STC-standard parts and design principles, well-known for being extremely robust. Perfect translation and equal functionality is not guaranteed, while technology that relies on unique materials or scientific principles not native to the 40k setting will most likely be impossible to recreate. The blueprints that result from successful conversions can be followed by any competent tech-priest. Running blueprints for Magitech or psionic technology through this device without a supreme understanding of 40k metaphysics is an exceedingly bad idea.

    -Crafting (Geneforge) (300CP)
    There are various things that can only be created through the use of essence and hard work. Shaped equipment, puresteel, certain complicated tools and devices, and certain materials used in enchanting. You can work all of them, producing high quality goods from basic ore and hard work.

    -Uchiha Jutsu Archive (Generic Naruto Fanfiction) (400CP)
    The Uchiha really were quite shameless in their day, always going around copying everybody else's lifetimes of hard work just by using their special eyes. Well, at least you get to benefit from that. Somehow you've obtained a copy of the complete Uchiha Jutsu Archive, everything that several generations of dedicated intellectual property thieves could copy from every other ninja village, clan and small ninja child in the Elemental Nations. Pretty much any and every technique, seal, chemical formula, pill/cookie recipe or random dance routine that that one Uchiha liked can be found in here. Any knowledge that wasn't limited to literally just one person, family, or bloodline or was based purely on sealless chakra manipulation (such as the Rasengan) and thus uncopyable by the Sharingan is in the archive, all of them laid out in such a clear and concise format that any half-competent ninja could teach himself just by reading the scroll. This archive will update with a complete set of spells, fighting styles, etc, etc. from any setting that you have visited and will visit in the future. Provided it could be generously called public, or even semi-private, knowledge it will be in here. Only the most super-secret, utterly private techniques are missing; after all, even the best copyright pirates can't get everything. This place is comprehensively warded against thievery, somewhat ironically, and it would take a team of top-tier infiltration specialists to even attempt to breach it. Of course its best defense is that, at least at jump start, no one knows you have it. Post jump you can have this become a warehouse attachment.

    -Shadow Clones (Generic Naruto Fanfiction) (100CP)
    Ah, shadow clone no jutsu. The signature jutsu of the Naruto franchise. And now you can join in on the fun. You have a copy of a technique scroll for the shadow clone jutsu, of such quality that an idiot could teach himself from this thing in virtually no time at all. It even has safeguards built-in that eliminate any possibility of killing yourself by putting too much chakra into it, or getting a headache from too many clones dispelling at once or anything like that. The worst that can possibly happen is that it fails to work. You still can only make as many shadow clones as your chakra can support but outside of that you can feel free to abuse this handy jutsu for training, decoys, diversions, paperwork, chores, or whatever else you can imagine. In the event that this technique is supposed to have some additional features in the particular fanfiction you go to, or even a better version, this scroll will contain both versions.

    -AGE System (Gundam - Advanced Generation) (600CP)
    This is a 3-part package deal, so you're getting more bang for your buck. First is the AGE Device, which is a massive data-storage unit that contains the Asuno's research data (though for you it starts only with what Flit managed to create and gather before the series start) and the blueprints for the Gundam's armor. It also acts as a key-none of the other parts of this system will operate without it. Next is the AGE Builder, which is an extremely fast 3-D printer (able to make a Mobile Suit rifle in seconds) and continuously collects data from the AGE Device and AGE System. The AGE System is a data collection program that can be installed onto a Mobile Suit and acts as a unique OS. It will collect data and evolve along with its pilot, researching 'solutions' to problems, coming in the form of the Wear Parts, arm and legs designed to improve and counter situations. The Wear Parts are flown to the AGE Gundams in battle using the AMEMBO (one of which is included with this purchase) and swapped mid-battle, though with a different design you could remove the AMEMBO from the equation entirely. This is a highly advanced system, one that can collect, analyze, improve, build and conquer many situations. A Mobile Suit equipped with the AGE System will have a bright letter on its front, defaulting to a blue 'A'-as a bonus, you may change the coloring and the letter to whatever you wish at any time.

    -Technical Schematics (Warhammer 40k - T'au empire) (200CP)
    This small database is a well organized, easily searchable, and easily accessible list of detailed schematics and scientific texts covering all machines, tools, and sciences understood by the T'au. It cannot be remotely hacked or externally corrupted by others. During your jump, this database includes all T'au knowledge up to either current 40k canon or all information that would be available to the T'au within the next hundred years without your interference, whichever option includes less advanced technology. After this jump, the schematics are upgraded to include all designs and science your T'au have developed and all designs and science developed in canon by the T'au by the end of the Fifth Sphere Expansion.

    -PT Theory | Alpha Documents (Super Robot Wars OG Saga Endless Frontier) (700CP)
    PT theory 101 (100CP)
    You've been around robots long enough to know the basics behind their engineering, at least in regards to the structure and reasoning behind the more common mechs, including the Earth Federation's standard Gespensts, and the TLI's Grungust Type 1: the example of the average Super Robot. Weapon knowledge also included in regards to both, which is basically ballistics and some small degree of beam weaponry.
    Alpha Documents (600CP)
    The whole kit-and-caboodle of the Earth Federation's current research, all in your head (or documented physically/digitally, your choice). Highlights include: the T-Link System to enhance psychic capability, the Black Hole Engine and the Gravicon system involve the manipulation of gravity for both energy and combat usage, the Tesla Drive: a device capable of enabling flight in battleships that can also be miniaturized to allow robots to fly, and the other systems and engineering for the Gespensts up to the MKIII "Alteisen" and MKIV "Weissreiter", the Huckebeins up to the Mark III, the Grungusts up to Type 3, and the Lion series models up to the Astelion. Of course some of this does require EOT resources, so you may be limited in what you can do when you don't have these resources, you might be able to substitute them with the right materials, given time and research.

    -Anaheim Degree (Gundam - Universal Century) (200CP)
    You have the knowledge (and the paper to prove it to people and shove in their faces to establish superiority) of how to build MS. It's trickier than it looks, honestly. Weight balances, servo designs, energy reserves- it's all down to a science and you know how to build the basics. Who knows what you can learn from a bit of hands-on training
    MS = Mobile Suits

    -The Maddest Science Yet! (Tenchi Muyo) (800CP)
    This perk grants two features that in universe depend on your setting, out of universe both work unless you desire otherwise.
    Slice of Life: Your brilliance is such that you can build amazing inventions to solve all kinds of problems, easily accomplishing feats depicted in pulpy science fiction novels. More importantly however, you gain an absolute certainty in your work. Nothing made by your hands or under your complete direction can harm people (or planets) unintentionally. A comically large mess may ensue however.
    SpaceOpera: You can create supertech wonders, past mere conveniences into legitimately useful things like advanced starships, ray guns and miraculous devices. You can also enhance technology from other jumps with this skill. Note that trying to build an FTL starship from scratch on an undeveloped world will probably take ten years...
    Chapter 29
    -Xenoarchaeologist (Stargate SG-1) (600CP)
    For whatever reason, understanding the civilizations of old means you're able to understand alien technology a lot better. You may not know everything off the bat, but upon first sight you have an idea of what it was meant for... and the longer you look at it, the more information you can glean. Fiddling with it will let you familiarize yourself with it more quickly.

    -Mega Bomb | Guru (Chrono Trigger) (1200CP)
    Mega Bomb (600CP)
    Magic and Technology are both capable of some pretty fantastic things. So why not put them together, and see what happens? You now understand the secret to integrating magic seamlessly into your mechanical devices, enabling you to create devices like bombs powered with fire magic or medkits that use healing magic. While initially your devices will be one-shots that rely on a magical charge you have to deliver, in time, you'll learn how to make much more advanced fusions, such machines that run on magical power sources, or automated spellcasting devices. In the end, the only limit is your skill with machinery and magic.
    Guru (600CP)
    Back in the glory days of Zeal, Guru was a title reserved only for the most skilled and knowledgeable of their mages and scientists. You might not be there yet, but when I'm done with you, you'll be well on your way to deserving the title. Magic is akin to a science to you, letting you delve into the secrets of sorcery the same way a physicist would unlock the secrets of the atom. This also includes learning how to apply magical knowledge like an engineer does the sciences, letting you come up with breathtaking magical wonders. The Blackbird, the Mammon Machine, the Ocean Palace - who knows what you'll add to that list of legends.

    -Fuinjutsu Prodigy (Naruto) (600CP)
    You are one of the very few who are talented in the art of Fuinjutsu, an esoteric discipline combining all the complexities of calligraphy and physics. Despite the difficulty in learning fuinjutsu, skilled practitioners find it well worth it. Fuinjutsu, or sealing, is at its most basic storing something within something else through symbols to be released at another time. More advanced techniques still follow this same principle, but to great effect. Seal masters can seal away the elements, chakra, form summoning contracts, teleport, or even summon and bind souls using these principles. It's only downside is that this art is massively difficult to learn even for the talented, and will take years of intense study to master. You start off knowing how to make the two most basic of seals: The storage seal which allows you to store items in slips of paper much smaller than they are, and the explosive seal which is basically a few glyphs on a piece of paper the size of a greeting card that explodes like a small amount of plastique.

    -Material Synthesis Science | Exotic Compatibility (Gundam - After Colony) (600CP)
    Material Synthesis Science (200CP)
    You know a few things about getting your own materials, but you also have a bit of know-how about how the people here get such quality materials. Normally, you know how to forge, quench and mold materials into more high quality specimens, but you have a specialization in Zero-Gravity Material Synthesis as well-in microgravity conditions, you can create much more effective materials thanks to the limitations of gravity being removed.
    Exotic Compatibility (400CP)
    You have a way of working with quirky and strange materials-in your hands and machinery, it assumes the forging and abilities of plain Iron until you begin building with it. You also can integrate exotic materials into your constructions a lot easier, and if you don't know what a material is or what it can do, you're very good at researching applications and properties of said materials. This research could also go into things such as improving production numbers and similar.
     
    Last edited: Sep 18, 2022
  3. Index: Pictures of the Spaceship's inspirations (see spoiler at bottom of post)
    Slider Zero

    Slider Zero Know what you're doing yet?

    Joined:
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    Alright then. Reply corner, Set Up!!

    Acolyte both has the right of it and is oddly wrong at the same time. Sure, the Inquisition can just call down whatever they feel like and run through Van Saar with more or less impunity...if they feel like directly pissing in a Planetary Governor's cheerios to his face with no backup or actual stated reason. It's more politics involved, and Planetary Governors are powerful enough that they can make the individual Inquisitors pay in blood for fucking with them like that.

    As for why Satori is bothering with them? A combination of paying back the fact that Van Saar took him in when he was nothing and had nothing, and from wanting to hold up on a personal promise to himself to try to find and fix the source of their Rad Sickness. He just suspects that the reasonling behind it is another STC, and people are going on STC hunts right now...

    And yes, Satori is very well beyond Necromunda in terms of overall power. he just has prior business to take care of before he leaves the place.

    Cegorach is an interesting point of note because he is known to both be loyal to the Eldar and to move in ways that make the Eldar themselves think him insane. while it is possible that he could want to assist in the hope of seeing Slannesh taken down (which is the only thing preventing the Eldar from rising up from their ruin) the fact of the matter is that Satori represents a major threat to the Eldar as a whole precisely for why Logos says: he's a human uplift engine, and this at a time when the Eldar are in rapid decline.

    As for XCOM-Style psionics, I am making no ruling one way or the other on compatibility with Pariahs, although I do admit the idea is both sound and really cool.

    The Emperor is a complex subject for me, precisely because almost no matter what I do someone is going to bitch about it. For now he's on the back burner...though I suspect that a meeting is inevitable, one way or another.

    the Typhon appearing in the space dock was a weird spur-of-the monmnt thing that I just ran with. the implications of that and what was happening in there will come later.

    The "Boat" is the small scout ship from Endless Space. basically take nearly any boxy-styled small space vessel and run with it.

    as for the Ship? it has multiple influences.

    it is, effectively, a combination of the Starbridge from Escape Velocity Nova, the Normandy SR2 from Mass effect, and both the RVR-02 Vambrace and RVR-03 Swordbreaker from Thunder Force V. note that the Swordbreaker is technically an unreleased ship, but the design is known.

    here's some images for the obscure stuff:
    Starbridge:
    [​IMG]

    RVR-02 Vambrace:
    [​IMG]

    RVR-03 Swordbreaker
    [​IMG]


    Original source for the last two is Sparrow S.A. There are more views of the ship models done above on the site.
     
  4. Index: CF Discord Link
    Slider Zero

    Slider Zero Know what you're doing yet?

    Joined:
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    Call this a late addition if you wish.

    Anyway, here is an invite link to the Celestial Forge discord specifically my small little domain thereof. I am often available for questions and comments here if you wish to discuss anything regarding my writing or the plot.

    It is also home to some of the other Celestial Forge Authors as well, so if you are interested in those, feel free to drop by.

    (Ignore the fact that BCF has its own section, as this is a legacy feature from the "old" CF discord and is mostly filled with BCF diehards and those who want to ignore the flaws of said work.)

    https://discord.gg/RcbMb7zFBt
     
    The Martyr and ATP like this.
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