Certified Tech (Fallout) (600 CP)
You are one of the brightest minds of the 23rd Century! You now understand Pre-War science, and can even reverse-engineer existing technology to learn how it works, and how to recreate it. Plus, if you can learn the basics of truely alien science, this perk helps you master it the same way.
Tech Expert (Starcraft) (600 CP)
You have a full understanding of terran technology, and a proper foundation for understanding alien technology and biology, while you will never truly come to an understanding of zerg biology or protoss technology, the insight you have into them can be used to enhance other technology greatly.
Machinist (Skies of Arcadia) (200 CP)
Like the famous air pirate Centime, you know your way around machinery. You can repair or build almost anything, given time and resources.
Analysis (Red Alert 3) (100 CP)
You can immediately identify any defects in hardware upon casual observation. This is effective on devices, Vehicles, and buildings.
Whispered (Full Metal Panic) (600 CP)
Due to a Soviet experiment a while ago, you're one of the exceptionally rare people known as the Whispered. they have an incredibly advanced knowledge of math, science, engineering, etc though each Whispered only specializes in a single area. If they take the time to learn or supplement this with other technical skills, it's possible to potentially create Black Technology of their own.
Machines, They Just Speak To Me (Firefly) (200 CP)
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.
Analysis (Adventure Time) (300 CP)
You have the skill and insight to make powerful analytical tools. Such tools are capable of showing you the physical makeup of the things you come across, detect magic and alert you to hidden doorways.
Engineer/Erudition (Halo) (800 CP)
Engineer (200CP): 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's26thcentury 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. Erudition (600CP): Ever since the rise of Dr. Catherine Halsey, many were on the lookout for who might become the next intellectual prodigy. Someone who was able to perform as well as she could, someone who could help turn the tide of the war. With this, that someone is now you. Your cognitive capabilities are on par with the good doctor now, making you exceptionally well-versed in nearly all modern human sciences while holding specialties in at least a few fields. Of course, thanks to that you are also rather exceptional at reverse-engineering technology, which allows you to do such things like obtain working knowledge of the mechanics behind Covenant technology and even begin to understand the 'hows' behind some of the mundane pieces of Forerunner technology currently littering the galaxy. Perhaps you could eventually reclaim them.
Not A Stupid Grunt (Mass Effect) (300 CP)
Technology has always been your forte. You can hack into some poor shmuck's omni-tool or fix a Tantalus drive core. All you need to start making Mass Relay Jumps is a toaster and a chunk of Eezo.
Technomage (Strike Witches) (200 CP)
Strike Witches generally rely on service crews to tune and repair their striker, but not you. You'll be able to do the job much better and be able to modify your Striker to aid you focus your speed, defense or attack if you have offensive magical abilities. If you have technology from other jumps, you'll be able to incorporate them into your striker and with enough time make one from scratch.
Ancient Knowledge (Mysterious Cities of Gold) (100 CP)
You know how to operate the devices left behind by the ancient solar empires – if you can find them.
Gadgeteering (Blazblue) (300 CP)
Ars Magus aren't the solution to every problem, and more often than not end up causing more than they solve. You have training in "Traditional" science, and can create purely mechanical devices and weapons, such as magnetism-powered gauntlets.
Independent Innovation (Gundam AGE) (600 CP)
When it comes down to it, you have to take all the advantages you can get-when you get a chance, you take it. This will help. By analyzing foreign or enemy technology, you can not only pinpoint the pillars of 'Yes, this is why this works like that', but also find out what they were lacking. You might have to change a few parts of the original design, but overall you can improve on your foe's failings from data samples and examples alone. Make your Legilis to the foe's AGE-3.
Build That Wall (Bastion) (100 CP)
You know the basics of Caelondian technology. You understand how to harness the semi-mystical power of Cores and turn it into usable Mantic energy, to power basic machinery, short-range flying machines, computers, and a variety of other uses. More interestingly, you can use Core power to reinforce existing structures, running a Matic current through it to enhance whatever physical properties it possesses - usually durability, though other uses are possible. This is what allowed structures like the Rippling Wall and the Bastion to survive the Calamity as well as they did. You also gain basic skill for mundane construction.
Hard Science (Raildex Science) (600 CP)
You have knowledge of Academy City's science and technology to rival a scientist with a doctorate and several years of experience under his belt. you are much more intelligent, analytical, and can easily keep your cool under pressure and rein in your emotions. You also gain a Doctorate's worth of Regular Scientific knowledge in the discipline of your Choice. You know the inner workings of recoil mitigating systems and powered armor, but your true specialty is the Esper creation and development process. Given enough time, you might just figure out a way to get rid of the randomness inherent in the process and give x person y ability. Training an Esper to help them reach their maximum potential is child's play.
Xenoarchaeologist (Stargate SG-1) (600 CP)
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.
Engineering Basics (Dead Space) (100 CP)
You're a real Mr. Fix-It, y'know? Malfunctioning fuel intake? Easy. Faulty asteroid defense cannon? Turn it off, then on again. Non-responsive communications array? Shuffle the working emitters around a bit so they're symmetrical. Undead monstrosities? Depends on what you mean by, "fix." Does using a rivet gun to blow them apart count? Yes? Then we're good.
The Divine Machines (Lord of Light) (300 CP)
Many and varied are the wonders of the Gods. From the Vasty Hall of Death, Yama brings forth Thunder Chariot and Bright Spear, Trident of Destruction and Wand of Universal Fire. In Heaven, there is an elegant statue with eight arms that plays the lute when addressed, and endless machines that keep all in perfect stasis. The elementary forms of these great sciences and artefacts are laid bare to you, and you may service and understand the technology of this world. While great innovations and the wonders forged by Yama might escape you, you have a solid basis that escapes the vast majority of men and gods in the world -sufficient to greatly impress those who understand the value of such things. With this you also gain one artefact costing 200CP or less for free. [Free Artifact] Opulent Warehouse - Do the bare walls and drab concrete styling of your cosmic warehouse offend thine eyes? Did you wish for a shaded bower, gilded conservatory or tawdry bordello? While the total size and features will not be changed, the cosmetic structure and layout is yours to realign –as long as it is opulent. Change your bare metal shelving into a dozen cozy rooms, filled with leather-bound books and the smell of rich mahogany. Make your Portal appear edged with basalt andgold, and Forcefield into an invincible iron gate that parts only for you. Once set, you may change the appearance once per Jump.
Skills (Star Trek: TNG) (600 CP)
Weapons (100CP): Knowledge in the operation and repair of personal and mounted weaponry. Medicine (100CP): Training and knowledge in First-aid, diseases, surgery, anatomy, health and nutrition. You're a fully qualified doctor of the 24th century. Robotics (100CP): A combined study of mechanical engineering, and computer science. You learn how to make a wide array of machines, and you could even figure out Android or Borg technology if you studied it enough. Physics (100CP): How the universe works. The law of gravity, the conservation of matter & energy, quantum physics, etc. Remember though, there are dozens of creatures in this universe that defy the laws of human physics, so you may want to try and rewrite a few of these books while your here. Physical Sciences (100CP): Understanding of the natural laws which govern the physical world. Biology, chemistry, geology and ecology. Again, you may want to rewrite a few of these books while you're here. Engineering (100CP): You've been trained in the maintenance and repair of Starships. Not only do you have a significant amount of mechanical and computer knowledge, but you also know a great deal about physics.
Demigod Atelier (Asura's Wrath) (400 CP)
You know the secret science of Mantra technology and can build custom devices that are powered by prayer or emotion. Further, you can enhance or upgrade items from other jumps to use this same power source. If you take Cyborg Hindu Godbody, you may construct Demigod cybernetics for other people. After the jump concludes, you may also build Mantra Reactors. Demigod Atelier allows you to create any mantra-powered or integrated device, up to and including the vast fleets of Shinkoku Tratstrium, the heavenly vessels of the divine armies, and even the anti-Gohmaplatform Brahmastra. The latter however would require millennia of effort, and was never completed even in the scope of the original setting.
Grease Monkey (Bubblegum Crisis) (300 CP)
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.
The Plecian Tome (Light of Terra) (500 CP)
The Pleician Tome is a portable font of certain archives, templates and pieces of ancient lore, created by a senior Tech-priest of the Adeptus Mechanicus and used by Techmarines. Even to a trained eye, the information is a seemingly random collection, with no easy means of navigation, and so it takes much study to glean anything relevant to a particular task. Indeed, only those with a wide knowledge of Machine Spirits and engine lore have any hope of understanding the information contained within, however, those with patience and the appropriate skills can find secrets of great use within the datacore, secrets dating back to the fabled Dark Age of Technology.
The Maddest Science Yet! (Tenchi Muyo) (800 CP)
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...
Inventor (Futurama) (600 CP)
You are a brilliant (if eccentric) Inventor. You can (within reason) create nearly anything you can imagine if you put in the time. You have a cabinet full of doomsday devices and would be more than capable of slapping together Reverse Scuba Suits for fish or Death Clocks.
Reverse Engineering (Sekirei) (400 CP)
Bizarre alien technology, super-robots, genetic engineering. You might not know these disciplines, but with just a single example to test to destruction, you should be able to figure out how it (used) to work, how to apply the principles to new tech, and with a few projects under your belt, remake the original!
Xenospecialist (Gears of War) (200 CP)
The problem with fighting and violence is that it's no place for an egghead, and as a result valuable information could be lost to a wayward grenade before study. You've taken it upon yourself to bring that knowledge back, and as such you have an easier time understanding alien language and technology. It won't give you instant knowledge, but as you study further you will find it becomes easier to comprehend.
Valkyrian Science (Valkyria Chronicles) (300 CP)
Somehow, you've gained some of the knowledge that the Valkyrur used to possess, giving you the skill and ability to graft Ragnite machinery on a level far above any modern human. At first, you'd only be able to create replica's of the Valkyrian weapons, but with many years of study it might be possible to recreate the Valkyrur themselves.
I Am Iron Man/Retro-Engineer (MCU) (1000 CP)
I am Iron Man (400CP): You're not the ACTUAL Iron Man, but you could make a fairly decent knock-off. Power armors, sonic cannons, holographic interface, laser weapons, repulsor technology, you have the knowledge to build these things and more. Furthermore, you can think of different upgrades and modifications to adapt to different situations much easier than normal when presented with a problem that's hampered your technological progress. Retro-Engineer (600CP): Your understanding of technology is so great that you've even learned to get into the basics of tinkering with alien technologies. As long as you take the time to study something and experiment properly, you'll eventually figure out a method for that tech you found. Whether it's taking that weird glowing thing and powering your machines with it, or dismantling an alien robot and putting it into a gun, you'll figure out a use for something as long as you put in time. As a bonus, you're skilled enough in research and experimentation that you're far less likely to break what you're studying on accident.
Etoria Disciple (Final Fantasy XII) (100 CP)
The art of Etoria, the technology which allowed for the creation of things like airships, has always fascinated you. You've noticed patterns in technology, and armed with that knowledge you adapt to new technology quickly. Your teacher has given you a skystone -the key to building your own airship in time, and you'll have no lack of resources.
Holy Forge (Hellgate London) (200 CP)
You know how to craft the Holy Power Armor of the Templars, Each suit of armor is customized for the user. All suits increase strength and speed, however Common personal suit augmentations include Anchor spikes (that form from hands or feet), Hammer Fist (lock your gauntlets into a hammer), camouflage screening, and 360 HUD in the helmet.
Technician (Alpha Cenaturi) (400 CP)
Learning has become easier for you now, especially in the field of natural science and engineering, you absorb and retain information like a sponge and can mix and match theory and experience with much greater skill.
Engineering (Teen Titans) (100 CP)
You're a master mechanic and an expert at building robots and other technological devices. You also have a fair bit of knowledge about hacking into computers.
Orokin Tech (Warframe) (400 CP)
Few have ever reached the innovation and technological prowess of the Orokin Empire... their gold and ivory exteriors hiding minds as sharp as steel. Likewise, the golden trim of their technology hid an advancement that continues to elude the majority of the System to this day. It eludes you no longer, the secrets of Orokin technology present in your mind. You'll be capable of augmenting technology significantly, increasing its capabilities at the same time and granting a durability that will last millennia. Perhaps in time, the secrets of the Warframe creation process will be yours to covet and yours alone, basked in the light of science and superior intellect.
An Order To Things (Gunnerkrigg Court) (800 CP)
You can understand how things fit together in abstract or practical ways. Understand how somebody lives (and where they would hide things) by how they set the items around their dwelling, deduce feelings from handwriting, grow a robot, decipher languages too complex for normal humans. Though things that you seek to make happen, rather than deduce where or how it happened, are much harder to pull off. You can see how someone else grew a robot but doing it yourself would take experimenting and progress, though these things move much faster than you.
Arch-Magos (40k Redux) (500 CP)
Skill in using and repairing arcane technologies including Archeotech and Xenotech.
Feel It Out (F.E.A.R.) (900 CP)
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): 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.
Damaged Microchip (Terminator) (800 CP)
While this looks like the damaged CPU from the first Terminator that Cyberdyne used to help build Skynet, it is actually a storage device. This contains information on just about everything that Skynet has ever produced. From the modified T-1 and small Hunter Killers, to the T3000 and Large Hunter Killer Tanks and Walkers. Even information on how to build an AI as advanced as Skynet is in here, along with Time Travel technology. The problem is, not only is the coding not understandable by the average computer, but the damage to it has eliminated some coding. Nothing vital to the schematics, but it is now even harder to piece the information together. It is unlikely to get all of the information out without 100 years of work
What's This Do? (Titanfall) (200 CP)
The technology used in the frontier can be so complex and advanced it takes years for even the most brilliant minds to understand. Really now? That's good, you needed something to do after lunch today. Now, even if your in a dropship in the middle of a fire fight, you can decipher the inner workings of technology so long as you have the controls to scre- I mean analyze.
Xenotechnology (STALKER) (400 CP)
You have a very technical mind and you've been able to apply your theoretical degree in physics to good use. You're able to incorporate artifacts and pieces of artifacts into any technological devices you may know how to build with a lot less spontaneous death and irradiation than you normally would. This allows you to build things like featherlight power armor, accelerated gauss rifles and other technological marvels.
Technician/Core Competence (Spiral Knights) (600 CP)
Technician (200CP): The tech knights of the spiral order are experienced mechanics, but are often not as experienced in weapon usage. Only a few, known as Technicians, have quick thinking and bravery necessary to utilize their skills in combat situations. You are a prime example of this truth, having learnt to use your skills out in the field within the fires of combat. your skills range from making quick repairs to creating, maintaining, and even rapidly dismantling complex mechanical constructs, even something as complicated as a battlepod. Needless to say, your skill in disabling locks, deploying turrets for some much-needed suppressive firepower, repairing the armor of your squad mates, and the like are greatly appreciated by your squad mates and essential to survival within a world of machines. Core Competence (400CP): The Cradle is a dangerous place for the Spiral Order, and not only due to it's indigenous wildlife. There are too many unknowns, too many variables to be comfortable with. That is why it falls to people like you, One of the most naturally gifted researchers within the Order, to increase the odds of safety. Your attention to detail has increased dramatically, letting you pick out and recognize patterns in the construction and design of machinery much more quickly than others. Understanding these patterns has given you incredible insights into technology found in the Cadle and in the Gremlin bases, along with how it can compare and blend with technology of the Order you are so familiar with... and your own, which you are even more familiar with. When the Order finally reaches The Core, perhaps you will be one of the most likely members of it to unlock the secrets held within.
Pagan Science (Senki Zesshou Symphogear) (600 CP)
You've managed to uncover some of the secrets of old, the very same knowledge that underlies 'Sakurai Theory', the theoretical basis of the Symphogear system. With this knowledge, many of the more mysterious functions of the Symphogears become clear. You can repair and install new functions into Symphogears, that manipulate existing features, like forcing a berserk state or tuning it to raise synchronization coefficients. What's more, your glimpses into Sakurai theory indicate some possibilities of inducing Human-Relic fusion, but to complete the theory you'll need an existing test subject...
Fitting into a Mould: Scientist (Gravity Rush) (400 CP)
In a world where "magic" is essentially limited to a few, science is the only tool that can be used as an equalizer. So your job here in researching and developing new technology may be essentially what's needed in order to keep humanity going. Well, that's the motivation that sounds noble anyways. In practice, much of what you're going to do here might be of more use to you than the common folk in Hekseville. For one thing you'll be very well versed in Nevi adaptation technology by the end of your time here, as well as constructing technology necessary for the control and manipulation of gravity. Can't say that won't come in handy...considering both the Nevi and the Shifters are quite possibly the biggest threats to the city in the eyes of some.
Peak ADVENT Technology (XCOM 2) (200 CP)
Before you defected you were working in some of the most top secret black projects any human had access to. You have an encyclopaedic knowledge of all ADVENT technology, minus some of the genetic manipulation techniques and basically anything that would give away ADVENTs dark secrets.
Hands of Icarus (Heaven's Lost Property) (100 CP)
You have an understanding of how to use the advanced technology of Synapse. While you're not sure of the 'how' or 'why' the device operates, you can operate any Synapse-made machinery with ease. Past this jump, you know how to use (though not how to make) any basic technological devices (point-and-click devices, guns, switches, etc.) you would otherwise require training or re-education for, no matter how alien or new it is to you.