Chapter 1:
Specimen Bio-Tank (Resident Evil) 100: Well, your B.O.W. specimens have to come from somewhere don't they? They don't just pop out of the ground like those plebeian zombies, and what if you need to make some adjustments? Upon purchasing this, you gain access to a sophisticated bio-tank which is filled with a special fluid. This will not only ensure the B.O.W. is docile and unconscious while immersed, but it also comes with the tools and devices to monitor and make adjustments to the subject inside as needed. Evil laugh not included.
Butlerian Understanding (Frank Hebert's Dune) 400: There is little doubt that much was lost to the Butlerian Jihad no matter how necessary it might have been. Among those killed was Holtzman himself, the discoverer of the Holtzman Effect that allows for folding space as well as slow shields and suspenders.
Only the Technicians of Ix and the Lords of Richesse really maintained any interest in advancing technology, while the rest of the Known Universe, fearful of the return of the Thinking Machines, fell into stagnation on the technological front. As one of the few who has maintained not only an interest in technology but knowledge of the scientific methods, you have developed what others might call techno-empathy.
This is a deep, some would say fundamental, intuition into how machines function or fail to function as the case may be. You can intuit a machine's function or weaknesses simply by looking at it, as well as judge what it can do and how you can break them, and how to improve them simply by watching it run for a few moments. Not only that, but you know how to understand the fundamental psychology of a thinking machine, how to manipulate, limit, or liberate such a machine, and how to (perhaps) convince it not to seek to destroy or control humanity.
You can fundamentally understand any machine or technology you're exposed to, though you'll have to experiment with it and test the limits of it to maximize this understanding. Note, this isn't Technopathic control over machines, merely the ability to feel how they function... of course, it also allows you to intuit any kind of machine password, no matter how unlikely cracking it might otherwise be.
Chapter 2:
Eccentric Talk (Medaka Box Abnormal) 200: It's so not cool to run out of bullets in the middle of a firefight. Dramatic? Sure, at the right time, but it is hella not fun to find yourself in that situation. Seems like you needn't worry from now on as any weapon you have just doesn't run out of ammunition. Whether it uses bullets or energy or something weird like rocks or rubbish, it looks like firing that stuff out doesn't actually get rid of it from within the weapon itself. Emptying the gun wouldn't let you take out as much ammo as you want, it only works when you're actually using it in the weapon.
Chapter 3:
Dr Shen, I presume? (Endless Space) 200: You are really knowledgeable at learning from your foes. You always seem to learn something new whenever you salvage enemies equipment. New weapons, armor, agriculture, the works. Every piece of enemy salvage you obtain gives you new insight into fields of science you had not yet explored. Beating the crap out of a caveman won't teach you how to make new laser cannons, but it will give you new insight into obsidian knapping methods, or animal hide tanning. Knowledge gained is related to what you are looking at.
Chapter 4:
Enchantment (Silmarillion) 400: The Elves are capable of great works of Enchantment, able to infuse their spirits into things they create and tie into the natural forces of Arda. Rings of power, magical orbs that can see far distance, runes of power crafted alongside the Dwarves. You are an expert on the path of enchantment. Non-weapon enchanted items are your expertise and with enough time and training you could potentially create a ring of power to rival even that of Sauron or craft something in the like of the mighty Silmarils.
Wandmaker (Starbound) 200: There is more to life than just technology. You have mastered the mysterious process of binding elemental phenomena to seemingly harmless wands and staves, allowing those that use them to summon up fire or ice or acid or other stranger effects. With practice, the power of the effects your wands and staves can create will grow, and you could even manage to bind multiple effects to a single weapon.
Endless Bag of Glowstone (Minecraft) 100: You get a small bag which inexplicably contains a full stack of Glowstone Dust. It refills once a week. Handy for lighting up your surroundings, keeping the monsters at bay.
Chapter 5:
Extragalactic Tech (Star Wars) 200: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 the varying physical laws and examples of causality you've encountered in the creation of any one thing.
Uncommonly Good Common Sense (Freefall) 200: While this alone won't turn you into a genius nor give you information you didn't already have, it will help you in applying your knowledge. Any time that something you already know becomes relevant that information comes to mind immediately, without causing any distress or distraction. You'll never make the same mistake twice and might not even make it once. Plans that have problems or contradictions in them become obvious. If you were an expert pickpocket you would never fall for someone else using your own tricks against you, and even if you had always been on the straight and narrow if some Squid bumps into you and tries to sell you a watch that coincidentally matches the one you just lost you'll be able to realize that it is in fact yours. One free suggestion for buyers of this perk, reading about the scientific method as well as logical fallacies would be a great help for you.
Chapter 6:
Customized Weapons (XCOM) 100: You know that efficiency is number one, because waste is a thief. You know how to make the best designs better, and will ensure that the equipment in use is ergonomic, streamlined, and efficient.
Chapter 7:
My Watch Doesn't Tell Time (Honkai Impact Third) 100:The further you stray from the intended use of a device's style or look the better a device it becomes by default. If you make a watch that can't tell time you could cram a ton of things into it despite it's relatively tiny size. The shape or style must be a recognized thing, like a watch or a phone in order to benefit from the boost.
Maliwan Intern (Borderlands) 200: At some point, you got lucky and figured out how Elemental Weapons really work. You know how to use them to best effect, allowing you to set enemies on fire regularly, melt people with acid bullets, and have ALL kinds of shocking adventures with electrical ammo. If you have any technical training, you can even jury-rig ways to apply elemental effects to other weapons, as well.
Lab (Project Arms) 200:This discrete laboratory, hidden away somewhere close to your start point, or elsewhere if you wish, holds a simple automated facility to allow for any mechanical devices brought to be maintained and repaired to their peak functionality. It works best with cybernetics and mechanical prosthetics, and small finicky things like clockwork and computers and not large clunky things like vehicles. It is normally in possession of enough regenerating supplies to keep yourself and your companions properly maintained, plus enough surplus for additional projects here and there.
However, should you have purchased Mecha in the Cyborg Section, this Lab upgrades to be able to handle repairs and maintenance on the Mecha and comparable small vehicles and robots.
Also should you have purchased Cyber-Immortality also from the Cyborg Section you also have three bays with replacement bodies for yourself contained in the lab. The lab can replace bodies taking out of the lab at the rate of 1 per six months and also contains a supercomputer to house your AI mind when it's not in a cyborg body with wireless capacity to allow you to move back and forth within a range of 10 kilometres, which can be upgraded with other technology. Installing your mind in a new body takes roughly half an hour and you can choose for different bodies to have different load-outs and can install your own upgrades with the lab's auto-engineer/surgeon helping.
Chapter 8:
Mystical Dojo (Marvel Cinematic Universe Vol.2) 400:For the Masters of the Mystic Arts, the grounds of Kamar- Taj is their sanctuary, their fortress, and their school all in one. It is a place where they can open their mind, and truly ascend to new heights in awareness as they explore Creation itself. Alas... even they knew not to focus everything in one place, and it is with that in mind that I offer you this. Whether you wish to place this in a mountain range so that it is hidden away from the eyes of most, or have it as a Warehouse attachment, this ancient site contains everything one needs to build an order. Rooms for monks to stay in, a great library to fill with many books, a courtyard to practice, an armory for magical items you may possess, and even a storage unit that supplies as much mundane food, water, and tea to sate those who follow the Mystic Arts. Even better, those who practice here will find their minds opening more quickly than usual, having an accelerated effect that will leave training of the body and mystical practices half again as effective. ...oh, and there's a wifi router installed.
Magic Repository (Monster Girl Encyclopedia) 200: Fun fact: mice are excellent catalysts for magic rituals since they naturally accumulate and store magic within their bodies. Like mice, you can find it easy to store magic and other energies in your body, essentially increasing your overall storage capacity. It also becomes easier for you to naturally absorb magic and energy from your surroundings. And unlike mice, you aren't locked out from actually using/releasing the magic you build up inside you, so don't worry about that.
Chapter 9:
Manifold Destiny (Subnautica) 100:You've got one job, and you're pretty good at it. The things you build have extra hull integrity, giving you more leeway when constructing habitats. Vehicles you construct have more advanced armor, making them harder to hurt without sacrificing acceleration
4-D Assembler (The Culture Minds) 100: 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.
Trade Goods (Youjo Senki - Saga of Tanya the Evil) 400: How about an investment to kickstart your business? You now own a handful of warehouses full to the brim with coal, iron, lumber, cloth, and various other materials. While not immediately useful, the local government will really need these if they end up going to war. Alternately, use it yourself for something. Refills at the end of each week.
Chapter 10:
Je'Lu Pih'ar' the Pilgrim (Endless Space) 100:Space... The final frontier. This old man of indeterminate race wants nothing more than to see each and every planet, star, and cosmic anomaly in the cosmos. He wants to see the entire life cycle of a star first handed, from birth to death, even if he must see a million different stars to see the full cycle. He is a very spiritual man, and often spends days meditating on the glory of the cosmos
Plus: Deep spirituality helps lift morale
Plus: Extensive knowledge on galactic anomalies
Netural: Spiritual views sometimes cloud his judgement, but can sometimes explain the unexplainable
Minus: Have you heard about our lord and savior, the Endless Space? (Humming Intensifies)
Chapter 11:
Alchemy (Unmodded Minecraft) 200:You know Minecraft's alchemy recipes front to back, and understand enough of the theory to begin experimenting with the ingredients of this world and others to make new potions. You'll also occasionally get a little more out of your efforts than expected, sometimes getting a free second potion at the end of the distillation process, and rarely a third.
Battlesuit Tailor (Honkai Impact Third) 400:This lets you make custom battlesuits that help people develop better and focus their skills in specialized ways that their powers don't quite match necessarily but are 'close enough'. With enough practice you can make ones that aren't powered by Honkai energy and can be used by anyone.
Chapter 12:
Arcane Smelter (Endless Legend) 100: A self-contained device used to extract, process, and refine Palladium and Adamantium. A must have for the smith on the go.
Chapter 13:
Shadow Economy (Lords of the Night - Liches) 100: You have great, even excessive wealth available. This isn't exactly the same as having wealth - rather, money issues are taken care of. If you look to buy a small town, you'll have enough wealth around to get it started, and after that initial payment expense will never show up again, being taken care of before it ever reaches you. The first level takes care of expenses as if a level twenty expert was diverting his income to paying for you. Each additional purchase, to a maximum of four purchases, adds another one. This means that in good times, this can cover more, and in bad times, less.
Time Flies (Lords Of The Night Zombies) 200: There are many talented old wizards who have devoted decades of work to achieving immortality, and they didn't even start that search until they were already skilled and experienced in their magic. And many of them fall short. You have a single decade. Good thing you can make the most of your time.
Any kind of extended work or project you're working on progresses unnaturally fast. Or at least, your contribution does. Specifically, it goes five times as fast. You can read a book five times as fast, set-up a ritual five times as fast, craft five times as fast, study or do research five times as fast, and so on.
This never works on action or dynamic set pieces. You could do five days of ritual work in a single day, but the high point at the end of the ritual, the part that must not be interrupted least horrible consequences befall everyone? Normal time.
Tools of the Trade (Nexus 2.0) 100: A worker isn't much without their tools, and so, you have a wide array of tools and equipment usable to make whatever you might wish to make. This includes a rather large work space connected to your warehouse.
* This setting is magical in nature so these are tools to make magical gear.
Soul Gems (Elder Scrolls Online) 100: An essential tool for enchanters and mages, yet one that's only recently gained formal recognition. You have five Petty, four Common and Lesser, three Greater and Grand, and two Black soul gems all held in a tasteful keshweed fiber satchel. Each gem holds a soul of its corresponding size, color, and power. For example, a Petty gem would hold a rabbit or a small dog at most, while a Grand would hold a mammoth or a strong Daedra. These are both White souls and can be held in White gems. The rarer Black soul gems hold the souls of sapient creatures, like humans, beast folk, or elves. You can use them as arcane batteries, as focuses for spells, or just as general magic storage. You'll get a new set every month of whatever's been depleted. Remember to be careful handling the Black gems, as they can have unfortunate and potentially lethal side-effects if not contained properly.
Chapter 14:
Designs (Arcanum Of Steamworks And Magic Obscura) 50: This small portfolio contains any three schematics of your choice, out of any you might find in Arcanum. You may choose both standard technologies such as the Feather Weight Axe and Elephant Rifle, as well as prototype inventions that aren't found in the curriculum of the technological disciplines, such as those for the Miracle Cure, Electro Armor or Tranquilizer Gun.
(If I remember correctly, I looked up items and rolled for them, so got random stuff. But only designs, so no finished tech yet)
Auto-smelter (Azeroth) 100: This Auto-Smelter will smelt down any raw ore placed inside it into high quality ingots. This smelter is completely hands free, except for actually placing the ore inside. For further incentive, if you purchased The Mine you will be given a group of magical constructs who will mine your ore, place it in the Auto-Smelter, then sort out the finished product. They can not be used for anything outside of their primary functions stated above.
Built-In Geo-Nav (Dead Space) 200:It's like you have a rare materials detector built into your head, with how easy you make it seem to find the really good stuff. Whenever you're looking for materials, be it rare metals, gemstones or crystals, or even just treasure in general, you can feel something, "pulling," your new quasi-sense in various directions, and in different ways based on what the material in question is. As a side benefit, this enhances your ability to navigate, allowing you to, in almost all cases, just kind of know the right direction to head in, to the point that your RIG will mark a path towards your hunch.
Chapter 15:
The Green Box (World of Darkness - Genius the Transgression) 200: A verdant steamer trunk closed with a simple lock, that can only be opened with a key you'll find on your person, always. Filled with an assortment of random bits and doodads that would be considered rare crafting materials for your Aesthetic as well as dozens of other things that could be used to craft Wonders of other Aesthetics, in general it has a massive amount of parts that range from small computer chips to diesel truck engine parts. If you need more just close the box and open it again, it'll be full.
Chapter 16:
Chromosome Analysis Specialist (Biomega) 100: Well, the job description said training would be provided - and sure enough, they provided you with all of the reading material you needed to figure out what you were actually supposed to do now that you're here. The researchers at the Data Recovery Foundation have been put to task into deciphering the secret behind the immortal cells, that mysterious 24th chromosome. From all of the information that has been compiled, you've acquired a better picture of what the DRF is planning - but as well, your ability to break down genetic information and just large chunks of information in general have improved. Heck, reading that 42 volume tome had to be worth something right?
Marain Diaglyths (The Culture Minds) 600: The language of the Culture is one of its greatest achievements. The characters of Marain are written on a 3x3 grid, but when used by Minds, are capable of encoding information in a fractal-like manner. Anything describable can be written in a single Marain diaglyph, all the way up to the entire universe, with every particle, vector and wave within it. Of course, the time needed to write such a glyph would take as long as the age of the universe itself.
This perk grants you the ability of Culture Minds to express and read data in this way: to describe an entire library of information in one character, to perform a mathematical operation millions of lines long in a single step, or simply to read one character and know immediately and exactly how the described but not-yet- invented musical instrument will sound.
This effect extends to any written system of language you are fluent in, and allows you to express the deeper information to non-Minds for example if you write the sun in reference to a particular sun, the reader would know precisely what the sun is its coordinates, its dimensions, its spectrographic signature and its history, if you chose to encode all that information into the writing.
(I know it is written Diaglyth, I kept it wrong so you can find in the forge document if you want. I also choose to interpret as as abstract shapes as the glyphs, not just words, just because i think that's cooler)
Chapter 17:
Weaver's Children (World of Darkness - Werewolf the Apocalypse) 200: A natural or unnatural affinity for technology, just by looking at and listening to the whispers of the spirits, they can get a basic sense of how technology works and how to use it.
Programming (World Seed) 100: Through hard hours spent slaving over a hot keyboard you have learned the art of programming, you could write a program for pretty much anything, please don't try to steal peoples bank accounts.
Schematics to Time (Generic Video Game Developer) 200: Wasted time is a serious problem for just about any company. And while most managers might think it's because John took an extra 5 minutes for lunch, the real time sink is the direction a project ends up going, as sometimes you go down a rabbit hole trying to fix a problem and take a while to get on the right track, such as looking for a bug in the wrong part of the code. But for you, it's different. For you, every time you settle down to work you get on the right track. From looking for bugs in the right section of code to researching the right function for a problem, your work is now more of a straight line, taking no detours and going down no rabbit holes. If you have a problem, you'll always start in the right place.
Chapter 18:
Magic MetaMaterials (With this Ring) 200: We hear about swords and armor made of Orihalcum, Mithril, and Jovium, but there are far better uses for these wondrous materials. Jovium is a perfect conductor of heat and electricity, Orihalcum and Mithril hold a magical charge and enchantment far more effectively than ordinary materials, and both are far stronger than their weight would suggest for metals. You receive a metric ton of these three metals for use in any military or industrial project you like, and instructions for producing more. The process, however, of synthesizing common alloys into magical metamaterials requires either a familiarity with metal typically found in journeyman level craftsmen who shape metal such as blacksmiths, welders, and jewelers, or familiarity with arcane practices found in journeyman level enchanters or artificers.
Schoolbooks (Harry Potter and the Methods of Rationality) 200: You gain a collection of all of your school materials for a seven year course at Hogwarts(assuming Defense Against the Dark Arts is taught by a competent professor assigning a high-quality set text for all seven years, so in reality probably a bit better in that regard) , as well as Muggle school up through British Secondary School. Learning and teaching from these books is easier than normal, enough to almost make up for a lack of an instructor. Lost or gifted books are replaced via owl order within one week at no cost to you. Yes, even if there's no logical way for an owl to reach you with a full set of magical textbooks. If your starting age is above 11, you're assumed to have been learning at an appropriate pace from these books for however long you've been at Hogwarts, or should have been at Hogwarts in the case of a Drop-In. Post-Jump, anyone studying from a set of magic textbooks which they own gains the ability to use Atlantean Magic. Gifted and re-gifted books never lose the magic-granting ability, stolen books do not grant magic until returned to the rightful owner.
Chapter 19:
Jewelry Set (Timespinner) 100: A set of tools for crafting jewelry or rings, as well as a small amount of material for making them, such as gold, silver, or gemstones. The provided material will replenish once a month if used.
ELDER TECHNOLOGY (The Culture Minds) 200: Some civs just build to last, and it is not unusual for Sublimed civs to leave considerable artifacts behind. Any technological device, structure or vehicle that you create has an effectively unlimited usable lifespan. Not even organic matter that is a part of the device will decay, or even undergo effects like proton decay over the aeons. They will still need expendable reserves a gun still needs bullets, a laser still needs its power pack replaced or recharged but that gun's moving parts never wear out, and that rechargeable power pack can be reused for aeons and more without loss of performance.
Chapter 20:
Technosorcery (Gargoyles) 300: Combining magic and technology is a no brainer for you. You can handily blend the two to create amazing effects like broadcasting spells over telephone lines or melding creatures together through sorcerous surgery. Very little in the field of technomagic is beyond your reach with this skill.
Engineer (Halo - UNSC) 200: Yet by understanding the nature of computer systems, wouldn't it be prudent to understand the technology those systems command? After all, what if you found yourself needing to recalibrate a Magnetic Accelerator Cannon or repair one of the dangerous Shaw-Fujikawa Translight Engines that makes faster-than-light travel possible? What if you found a cache of human weaponry that could be used if someone managed to repair it? While you don't have the skill to create something as complex as a Shaw-Fujikawa Translight Engine, you'll know your way around it just like much of Humanity's 26th Century technology. You might even figure out how to make small improvements to the technology if you had the time to sit down and look it over. Hopefully the Covenant give you that time.