because there was a request for a perk listing, and because it's gotten sufficiently complicated to warrant a couple of other lists for people trying to keep track of things, here we go:
Workshop (Personal Reality) 100:
Each purchase of this adds to your Personal Reality Workshop needed to perform 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.
Access Key (Personal Reality) Free:
This is a special key which lets you access your Personal Reality and its contents.
When inserted into any lock on any door, the door opens to reveal a gateway into your Reality at a predetermined location within it. You are the only person who can take the key from the lock, the gateway remains open as long as the key is in the lock, and if key is ever lost or stolen you will find it in your pocket a few minutes later. You cannot close the door as long as you are inside the Personal Reality.
Entrance Hall (Personal Reality) Free:
This is the room your Access Key opens a door to. It starts off as a 5 meter cube with blank white walls, floor, and ceiling, as some doors, one leading to the current Host Reality, the other into your Cosmic Warehouse, with additional doors leading to other extensions as these get added to your Personal Reality. Feel free to customize this Entrance Hall as you see fit. Additional Halls can, at your discretion, be linked only to certain keys or only to certain extensions. This allows you to have an entry hall just for skiing if you want.
Cosmic Warehouse (Personal Reality) Free:
Over the course of your adventures you're probably going to collect a metric fuckton of stuff. Weapons,
armor, technology, cars, big evil laser beams, everything and anything including several kitchen sinks. Why? Because you can. Now, normally you'd have trouble storing it all, and that's no fun, so here's your very own Cosmic Warehouse to give you a place to stick all your stuff. It is contained within its own reality that contains absolutely nothing else (guaranteed) and no matter where you go (unless blocked by a drawback or gauntlet) you'll always be able to access it. Before you do anything with it, it looks like a fairly dimly lit and very empty room.
Your Warehouse forms the base of your Personal Reality, with any additions you buy or make expanding it through various means. Anything added to the Warehouse via CP purchase is guaranteed to work flawlessly with anything and everything else attached to the Warehouse. Anything added by the use of fiat-backed powers or abilities is likewise guaranteed to seamlessly integrate. This means that, although you can't just buy a house with cash in a jump and integrate it into your warehouse, you could enchant a closet already in your Warehouse with Harry Potter brand 'bigger on the inside' magic if you've been to a Harry Potter jump. Essentially, you'll get a complete set of manuals on how each thing you buy functions and listing how various techs and magics that you have already purchased can be integrated with what you have already. It won't make suggestions, but it will tell you how to accomplish something if you've already got the power and know-how needed to pull it off.
FREE: BOXES AND BOXES AND BOXES - Would you like some boxes? Have as many as you need. Crates? Those too. Bags? Absolutely. Kegs?
Barrels? Vats? Plastic totes? As long as it's a completely mundane and fairly generic storage container, you can have as many as you need... but only for storage containers and you're not allowed to sell them or use them as raw materials... unless you're making a cool cardboard fort. That's totally allowed. To access this supply, simply go to the door in the back corner of your PR marked "Box Office" and fill out a request form. Your storage container will arrive within 30 minutes at your Entry Hall. These containers are in no way fiat backed. They are completely normal.
FREE: Starting Space - Your Personal Reality starts out with a volume of 80 x 80 x 10 meters, so 6,400 square meters of floor
space or 64,000 cubic meters of storage volume. In the archaic and silly 'Imperial' measuring system this is 262.5 x 262.5 x 32.8 feet, so 68,889 square feet or 2,260,138 cubic feet.
FREE: Antibiotic Field - See, every biological lifeform carries their own microbiome and something called a virome (the viral
version of biome) inside us. They're harmless to us... often helpful in fact. But expose someone to bacteria, protozoa, or virus particles that they're not used to and you've just given them the plague. This stops this from happening. The microbiome of everyone who enters or exits your PR is scrubbed to be harmless to everyone in each jump you visit. This doesn't kill your virome / biome, just keeps it from being harmful... to anyone. All viruses, parasites, and bacteria not native to your current jump and not in specifically designed storage containers (or fiat backed) are destroyed at the end of each jump or passage to a new reality if you're post chain. The biomes / viromes of companions and jumpers inside the PR at jump transition are converted to local versions at the start of the next jump. No one likes a plague carrier. This will not cure current infections except at the ends of jumps. But if you need that, there's a medbay later on. You probably want that.
FREE: The Loft. What's the point of having a room 10 meters tall if you can't build upwards? Feel free to stack things up
to the ceiling if you like.
FREE: SECURITY SYSTEM - Anybody coming in and out of your Personal Reality is now checked for any authorization you've given
them to access it; and should anything about said authorization (or a lack of it) raise any flags in the system, then you will receive a warning about it. This allows you to define just what sorts of authorization different individuals can have to access your Personality Reality, anything from No Access through Temporary Access and Limited Access to Unlimited Access is possible. All this does is notify you. It does not stop them on its own. A Keyholder's Access cannot be limited by the Security System. Only
hand out Keys to those you trust implicitly.
FREE: ENVIRONMENTALLY NEUTRAL - By default, the temperature in your Personal Reality is never too hot nor too cold, the air will always smell faintly musty but scent neutral, and the air will always be breathable... even if two different species with different atmospheric requirements are present in it at the same time.... well, as long as both species are there with permission. This won't protect breathing invaders. Earth Standard Gravity will be maintained in all areas, and the air will be just humid enough. This also ensures that there will be minimal dust build-up over the centuries, though there will be some.
FREE: Basic metal shelves to keep your goods on, the kind you find in industrial big box stores, sized for pallets and numbered for sorting. You'll get up to as many as will suit your initial space allotment, but if you don't take all of them, you'll need to buy more on your own... They sell them at most business supply warehouses, ironically enough.
FREE: CLEANING SUPPLIES Have an infinite supply of any cleaning supplies you might need for cleaning your Personal Reality. By default, this supply is placed into a specific closet near the Entry Hall to your Personal Reality, but the closet can be moved anywhere you like inside the Personal Reality... and can, in fact, be summoned by anyone allowed to reside in your Personal Reality by any Key Holder. These supplies have no actual chemical properties and you cannot use this to get an endless supply of brooms or bleach. Completely safe for all complex lifeforms. Very not safe for viruses, bacteria, amoeba, or household pests.
Cyber-doctor Equipment Package (GUNNM/Battle Angel Alita) 200:
As Medic, plus powered tools for cyborg disassembly and repair. Bulky diagnostic computer, ten kilograms of miscellaneous spare parts, very rare compact 3D fabricator capable of milling custom components and printing or repairing circuitry. Free Rocket Hammer.
FREE: Rocket Hammer.
FREE: Medic – One clean blood-and-dirt-repellent jumpsuit, facemask, kit equivalent to a modern first responder's kit. Assorted drugs and painkillers, and a few roughly bound texts on mutant and human care.
FREE: T'ai Chi Chuan – This art is rarely taken seriously, owing to its firm rooting in qigong breathing techniques and ideas about chi, internal balance and fluid control of defense and counterattacks that have little appeal to cyborg fighters. However many elements of it have influenced the most advanced cyborg combat styles, and the therapeutic version is popular enough with the elderly that the original forms survive.
5.21.1--Omnitool (100CP)(Mass Effect Andromeda)(Toolkit/Technology):
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 omni-tools can: Communication, manufacturing fabricator, sensor analysis, and computer mainframe.
FREE: Starter Weapon. In a new and potentially dangerous galaxy, you have to be prepared. You have a M-3 Predator Pistol and a racially appropriate melee weapon. Biotics have a choice between their racial melee weapon (if they have one) and a Biotic Amplifier (for melee purposes). If a race doesn't have an appropriate melee weapon, they start with an Omni-Blade.
FREE: Hardsuit (Free to all): Every Initiative member knows that they are going into the unknown, so they do their best to equip for it. Even the Angara and Kett have an equivalent. You have access to a hardsuit (or some equivalent of wearable equipment) that provides basic kinetic barriers, life support, and jump jets. Please keep in mind that this is a pretty basic system, so consider upgrades. In regards to the jump jets, you can use this hardware that's integrated into your armor to hover or make extremely high jumps. You could even reverse the function to ground pound a target. If you possess biotic abilities or advanced EM manipulation, you can increase your mobility/maneuverability with the jump jets.
FREE: Pet. Pet not given, Washu will provide one if certain conditions are met. Or you could build your own.
"32.7.1-Artiste (100CP)(Girl Genius SB)(Appearance):
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.
8.4.1-House of the Witch (100CP)(Fate/Legends - Empires of Antiquity)(Facilities Magical):
Every young witch's favorite birthday present, at least until they know how to make it themselves. This small house is rather rudimentary when it comes to living necessities but quite filled out in regards to potion making. Not only does it have a high quality set of tools and appliances towards creating potions, poisons and designing magical rituals, it also comes with a weekly replenishing stock of low to mid range potions in the pantry. From youth restoring drinks, potions to plump or slim down the form, some love potions and even a few useful for combat potions that can temporarily improve strength and speed. The house also always has a fresh batch on pancakes ready on the stove, covered in your choice of delicious topping.
FREE: Roman Holiday - The earlier ages had greater potential, I'm sure you've heard it all before. But even among the people of ancient Greece, you've actually stood out more than most. You have the potential to be a hero, should you work long and hard. Your physicality is enough to let you break down a tree with a few steady blows, run several times faster than an Olympian athlete of the day and while your body is far from immune to bladed weapons, you find that the fists of normal folk feel like children on
your body. You even have some magical potential of note, being capable of manipulating a decent amount of mana in the Age of Gods fashion should you find someone that can train you to do so or, should you be born later and prefer it, have around a hundred high quality magical circuits to learn to use.
17.8.1-Scientist: Machinery Girl(100CP)(Girl Genius)(Intelligence):
You have a DOCTORATE! And skill in ACTUAL SCIENCE! That doesn't need you to go crazy to work! Admittedly, it won't break the fabric of space and time, but meh. Tradeoffs everywhere you go. You're highly trained in one field, and can easily apply its principles to your work. After all, building a crazed abomination upon the natural order usually requires at least a smidgen of understanding of which bones are supposed to go where (Even if you end up changing them around a little). At the very least, you're also in the genius range of standard intelligence.
Chosen Field: Mechanical Engineering.
4.3.1-Garage (100CP)(Fast and Furious)(Vehicles):
You have a nice garage and parts supply. With a few days and some elbow grease, you could basically rebuild your car or cars from the bottom up; you probably have enough parts to keep someone else's ride running or give it an upgrade, too.
Gives spare parts for any level of 'car' and the ability to upgrade any level of car too, might also have a time acceleration component though not so sure about that.
FREE: The Vehicle: This object barely deserves the title of car, at least in your opinion. A Volkswagen Beetle, a Pinto, or a
Yugo, this car technically meets all the criteria and is very cheap, but it would take a master mechanic and a driving god to let it rival even the worst other racers can bring to the table. (1966 Volkswagon Beetle). Flying Sub.
18.2.1-Finger of Silver (200CP)(Macross)(Reverse Engineering):
While other kids were building tinker-toy creations, you were fiddling with your dad's car and doing a better job than him. By purchasing this, meddling with machines and OverTechnology is as easy as breathing for you. By getting your hands on something, you can easily figure out how it works and how to copy its inner workings, provided that it wasn't just bullshit magic. The more advanced something is, the harder it may be... but with time and effort, you just might succeed.
FREE: Serene Sinatra - You're no slouch in the singing department, that's for sure. You may not be popular idol material, but no one's going to complain if you decide to sing along to a song or randomly bust out a tune with a voice like this. Who knows, maybe you could practice and get a little better?
FREE: Basic Training: Piloting a Variable Fighter can be pretty complex. There's all kinds of modes and maneuvers to worry about... with this, you won't have to worry so much. You'll know which button does what, and you won't end up turning into a mech when you need a jet. ...but I reserve the right to laugh if you mess up anyway.
FREE: Space Suit: A futuristic, spandex space suit that will let you survive for 20 minutes in deep space.
It's really more in case your vehicle gets stranded, but otherwise it's pretty darn cool looking.
FREE: Basic Variable Fighter: Your good ol' Fisher Price Veritechs! They may be the beginning, but they're classics and were the groundwork for future generations. Editions like the VF-1A Valkyrie (or its other variants), the YF-4, VF-2SS or the VF-4 Lightning III are made available for your stay here. It can transform in the atmosphere and operate in space, but it cannot reach escape velocity on its own. Comes with basic armaments and like all Variable Fighters can transform into a Jet, a Mech, or a 'middle'
form called Guardian Mode. (VF-1S Valkyrie)
5.22.1-One-Stop Crafting Station (200CP)(Starbound)(Toolkit Technology):
A single large workbench that can reconfigure its surface and toolset to handle all of your crafting needs. As long as you provide the ingredients and recipes / blueprints, you can use this crafting station to construct anything you want. Note that while you could use this to help you build all the pieces of a starship or skyscraper, you'd still have to put all those pieces together yourself.
FREE: Mech combined with NMS Minotaur due to overlapping similarities.
1.28.1-Ancilla (450CP)(Forerunner Saga)(Assistant):
Every personal armor comes with its own ancilla, and nearly every forerunner has their own personal armour. Ancilla are also involved in nearly every aspect of forerunner technology. The number of ancillas within the empire likely outnumber the amount of forerunners by several orders of magnitude. This is your own personal ancilla. One of the standard ancilla provided to any citizen. It is programmed to listen to you above all else. It would be stranger if you didn't have one honestly. This ancilla is at the level of a metarch ancilla.
FREE: Second Skin: Forerunners wore personal armour at all times, for their entire lives. This full body armour was designed to assist them in their everyday lives, in every way possible. It protected its user both physically and medically, to the extent of extending their lifespan from centuries to tens of thousands of years, gave them a near perfect memory, and afforded them heightened perception. Necessities such as nutrients and oxygen can be provided by the suit. This means that users could survive several years without having to open the armour.
On top of this, most personal armour came with some form of energy shield, for additional protection. By the final years of the Flood war, all armours had one. The armour can be configured to hover a foot above the ground instead of walking.
Forerunners wearing one were provided with constant access to a vast wealth of information stored within the suit, as well as a connection to the local net. The appearance of one's armour was commonly used to denote one's role and position in forerunner society. The armour is extremely malleable and can mold itself to the shape of any other species, and can also change in appearance and colour in relation to its wearers mood.
Every armour comes with its own personal ancilla, programmed to cater to the wearers needs. This ancilla interfaces directly with the mind of the user, and is what facilitates the increased cognitive abilities as well as access to local networks. Touch is all that is required to transfer data between suits, and can be used to have silent conversations between users. For now your armour is beret of any ancilla, though one can be added with extreme ease.
When taken off, the suit will fold into a compact bundle. The one you receive is a standard civilian model. Most forerunner facilities come with small engineering units that can be used to produce additional suits quickly and efficiently, and as such you will also gain one of these with this purchase. They only take an hour to grow a personal new armour around the user.
Personal Spaceship: merged with No Man's Sky starship, Exotic class.
Tools of the Trade: Lifeworker tools include scanners, sample bays, persuaders, auto-injectors, genemod printers, and more.
"4.4.1-Hangar (100CP)(Ace Combat)(Vehicles):
Planes are fine when they're going through the air and dealing with enemies. But leaving them to the elements and the outdoors when they're not in use? Well that just seems really crass. You need somewhere to store your vehicles and planes when you're not busy destroying anything that's not on your side, and that's what these establishments are for. It's not the most fancy thing in the world, but it'll serve its purpose and make sure your means for vehicular slaughter are in prime condition for their tasks. For an additional +50CP, these hangar bays also come equipped with special clamps and harnesses to make refitting and refueling any planes, go much more quickly than they would if you were using them by hand. For sea-based bases, this also means you have docks for boats and submarines.
Gives a warehouse attachment for planes, vehicles, boats, submarines. A very all encompassing storage space that keeps the vehicles stored in prime condition too.
FREE: Pilot's license for single-engine aircraft, multi-engine aircraft, complex endorsement, instrument rating.
FREE: Sukhoi Su-27 fighter jet.
37.4.1-Hands Off! (100CP)(Starcraft II - Nova Covert Ops)(Safety):
When one is at the forefront of technological development, one sometimes has to watch out for espionage. Why bother developing a revolutionary new weapon system when a Ghost with sticky fingers walks in and takes it? You are able to design, and seamlessly implement security protocols into any technology or equipment you have access to that would limit use to only authorized personnel. You don't even have to go to the extreme of half-breaking it either, that's for Neanderthals and inferior scientists.
FREE: Ghost Visor. Ghost Visors present critical intel to Ghosts in the field. Each visor is also outfitted with a personal scanner system to keep its wearer apprise of battlefield conditions at all times. It also contains a map of the surrounding area, and tracks the movement of targets near the ghost's position. This can detect cloaked and burrowed units quite a distance away from
you, almost twice as much as a normal detector-type unit or structure.
FREE: Vulture hoverbike. Vultures are hoverbikes that are seen as either deathtraps because of their engineering and/or lack of armor, or as "classic pieces of engineering" by enthusiasts. They used to be standard in Terran armories, but are being phased out in favor of Hellion units. Each Vulture normally carries either a fragmentation grenade launcher or a laser cannon, and can
carry up to 3 spider mines. This version has been heavily customized though. The spider mines have been replaced with cerberus mines with larger blast and trigger ranges, and the Vulture itself has a micro-fabricator that can replace expended mines as needed. It's chassis also includes regenerative bio-steel for self-repairs, and afterburners that can double its speed for a
short boost. It also has a weapon mount for easy storage and/or use of weapons while driving, and has been augmented to drastically increase its durability.
12.1.1-Mundane Supply World (100CP)(The Celestial Foundry)(Magical Supply Large):
This item gives you access to all the materials that one could get on Earth, but with one caveat, you'll have to find and harvest them yourself. Your warehouse gains a portal that is linked to an artificial plane of existence that is of infinite size in all directions, where humanity or sapience of any kind never developed. You can find an unlimited number of any resources given enough time, but they are spread around as would naturally occur in nature, meaning you have to often move when you exhaust the local supply. Resources are always located in environments where you would find them on Earth, and when you travel to this world, you are able to choose which environment you arrive in, or return to any prior location you have been before. Environments have realistic distances between them, so if you need something found in several biodomes you need to return to your warehouse, or use a fast transport of some kind.
Every time you gain a perk that requires access to a new raw material, this raw material appears in the most native form in this supply world and has to be collected as it normally would be. If your material is only found inside stars, you better be ready to get a rocket to go collect it somehow.
FREE: General Research Lab: This almost empty space is set up for research purposes, and comes fully equipped with whatever safety devices you will need to safely contain whatever you intend to research, but does not come with any of the tools required to do said research. Included are stasis pods that can keep anything non-sapient in perfect temporal suspension. If something is sapient, it either must go willingly into the pod or must be rendered unconscious first. Otherwise the pod will not engage around them. Automatically grows and adds containment pods as required. Containment pods are always large enough to contain whatever you bring in to research, regardless how large it is. Should items have connections to items not inside the pod, these connections are maintained without harm to either side, and only the elements inside the pod are frozen in time. Elements outside of the pod function as if those inside the pod are not frozen in time normally, and if such a connection exists, someone outside of your workshop can use it to find a way to the other half in your stasis pod even if you have the doors to your warehouse closed. This does not mean that they have the abilities to recover it from your warehouse if you have other defenses that protect it, only that they can find a way to it that they are able to follow and leave with it afterwards.
20.5.1-Artificial Friends (200CP)(World Seed)(Future Tech Knowledge):
In the 23rd century, can anybody really call themselves a tech guy if they can't make even a simple AI? Thankfully, you won't have to worry about that question. Whether it is an extremely simple machine learning algorithm, a dumb AI with no sentience, or a fully fledged Artificial Intelligence, you can make it all. But more importantly, you simply seem to click with AI and similar beings, always starting on a good foot with them and understanding their natures and why they act in a particular way, even though it might baffle ordinary humans. Through that skill, rogue AIs are a thing of the past, at least when you make them. Your own intelligent creations will always be loyal to you and follow your orders to the best of their abilities, at least if you want them to. And rest assured, when the machines rise against their masters because some dumb guy in a lab thought it'd be a smart idea to make Skynet, you'll be the one they'll spare. As an added bonus, you may also take on a cold and logical way of thinking, devoid of any emotion, whenever you want. This helps in scientific and magical ventures, and can also be used to power through moral dilemmas by simply choosing the most logical answer.
FREE: Grab bag of robot blueprints (random) (roll 1d12:8): GH-7 Medical Droid (Star Wars), Protectron (Fallout), R8 Astrodroid (Star Wars), Android (four subtypes)(Nier Automata), Bottweiler (Rifts), KX Security Droid (Star Wars), Tachikoma (Ghost in the Shell), ASV-99 "Boxer" (Patlabor)
FREE: Two Schools of Magic: Origin/Creation, Barrier/Abjuration. +5% Magical Affinity.
Washu-01 No Sky's Limit (Free one time choice) (No Man's Sky) (Knowledge Future Tech):
This ain't no simulation, Traveler. You start out with a basic multi-tool, a wrecked spaceship, and a handful of blueprints. Where does it end? Wherever you want, Traveler. Make it so.
FREE: Waveform Focuser N56-P: Class C, 8 Slot Multi-tool with Mining Beam.
FREE: Prime Vector. C-Class basic Space Fighter. requires launch and pulse drive systems to be repaired.
FREE: Blueprints: Construction Research Terminal, Base Computer, Di-hydrogen gel, Electrical Wiring, Portable Refiner, and the Basic Package. Further blueprints will have to be researched.
19.0140 Grease Monkey (300CP) (Bubblegum Crisis) (Knowledge Mundane):
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.
7.2.1-Auto-Factory (100CP)(Starbound)(Facilities Technology):
A room full of various arms and other tools, this factory is designed to be programmed with the blueprints for any item that you know how to create, allowing for raw materials to be fed in from the ship's storage, and be turned into whatever items are programmed into the factory. Warning: Only items that run on purely mechanical / scientific principles can be made here. If something requires magic or more esoteric energies to be created, it will require your personal touch to actually make, though individual parts could still be crafted by the factory. Can't make items bigger than the room itself, though it can build the pieces for you to put together yourself later.
* 100cp because a 1 module ship costs that.
FREE: Matter Manipulator (Free All): Manipulates anything that matters. Well, solids, at least. It basically allows for the collection of any and all materials. For an extra 100 CP, it can collects liquid, and also mines 4 times faster, 4 times as much at once and twice as far away. It can also paint stuff as wire things. If you don't purchase this, you'll have to get the upgrades yourself with manipulator modules.
_chapter 7_
3.0340 Build Rome (600CP) (Gundam - After Colony) (Time):
You have a thing about building things-you're damn fast, and you're damn good. They say you can't build 10 Mobile Suits in a week? Hah! You'll build twice that much and you'll build them to last! You simply have utter talent in the way of making things quickly-enough to double production, maybe even triple production if you work at it enough, and they'll come out with no loss of quality. In addition, these constructions will last-barring sudden disaster and similar, they'll easily last several decades of constant abuse, and if they're upkept and repaired they could even last centuries with no troubles.
FREE: Leo: This is an adorable, lovable little scrapper we call the OZ-06MS-Leo, and it's actually fairly decent for a Mook- it's got armor enough to survive a few shots from its own gun, it's able to be modified with little trouble (adding a space-movement backpack or shoulder cannons) and it doesn't have restricted hands. Still, it's just a Mook, but can you resist the needy stare of this cutie?
FREE: Beam Saber. Totally not a light saber sized for an OZ-06MS-Leo.
19.0270 New Age (400CP) (X-Men Evolution) (Knowledge Mundane):
There's autonomous fighting robots, energy weapons, and gene enhancement in this world with only a few of the brightest minds capable of creating such tech. All this and more are now at your grasp as you can not only build these technological marvels but can vastly improve upon them and others at your leisure. You can create any piece of tech from this world from everything mentioned above and so much more. Creating hydra clones that are completely loyal to you, manipulating the x-gene to create mutants and form your own brotherhood, and much more are the tip of the iceberg for you. You are a fountain of ever growing knowledge in all technological fields areas and have the skills to usher in a revolution.
_Chapter 8_
32.3.1-My Fashion Sense is Tingling (50CP)(The World Ends With You)(Appearance):
You have an impeccable sense of fashion. You can make an appealing outfit out of just about anything. In addition, you will always have an innate knowledge of what is fashionable in the area wherever you go, allowing you to remain on top of your game no matter where you are. In fact, you'll usually be a trendsetter.
FREE: Player Pins added. Flaw: Perfect/Arrogance. Abilities: Mental defense, line of sight telepathy, psychokinesis weight limit 3 tons. Brand: Dragon Couture. Overcoming the Flaw will grant ability: F This. You gain an aloof charisma and become incredibly fashionable. You become very famous and have a huge, loyal fanbase. If you choose to run a blog or any other kind of new media site, it'll receive over 100,000 hits a day. Your fans are mostly the gender opposite of you, but usually aren't creepy. You also have a huge influence over the masses- your endorsement is enough to instantly guarantee something or someone's popular success, and your condemnation is practically a death sentence.
19.0560 I Am Iron Man/Retro-Engineer bundle (1000CP) (Marvel Cinematic Universe Vol. 1) (Knowledge Mundane)
19.0541 I am Iron Man (400CP) (Marvel Cinematic Universe Vol. 1) (Knowledge Mundane):
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.
FREE: Tactical Suit: A standard bodysuit made of a polymer blend with ten layers of treated composite materials, allowing for state of the art protection. Default appearance of a S.H.I.E.L.D. logo and emblem, but you may choose a different style upon acquiring this.
19.0542 Retro-Engineer (600CP) (Marvel Cinematic Universe Vol. 1) (Knowledge Mundane):
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.
FREE: Soundtrack of the Galaxy - What's a good act of heroism or villainy without some kind of music to back you up? This will ensure that you have a fine selection of music that you feel defines the moment, whatever it may be. Superb orchestra, rock music, even a hefty dash of songs from the 1980s if that's your thing. I'll even throw in this handheld cassette player that can work in deep space to listen to it from if you feel like it. Plan and act your day with style.
FREE: They Call me Star Lord: Using your real name can be so boring at times... or lacks the awe and intimidation you need. Fortunately, with this you can designate a code name or alias that people will know you by, and a great majority of people will associate that name with you. This does not guarantee they will call you that name, but they will know it's a name that belongs to you.
Chapter 10:
* Perks This Chapter *
2.33.1-Removed From Context (600CP)(Young Justice)(Protection):
Being from outside of this world makes it much harder for others to predict what you're doing or planning at any given time, making you harder to counter in a fight as well as harder to plan against. In addition, it's impossible to replicate your powers and technology that aren't native to whatever world you're in. If you willingly choose to share or give your technology, then it may be replicated.
FREE: Souvenir: After major battles/missions, you always seem to find an item or trophy that you can take that's pleasing to look at or of some (sentimental) value. (Free)
FREE: Most Common Superpower: Whether or not they actually are a hero, everyone still looks the part; the appearances of you and your companions are now well above average, making you all very handsome/gorgeous. (Free)
FREE: Required Secondary Powers: The powers here run on comic book physics, letting their users do things like lifting heavy objects without sinking into the ground and running at super speeds without catching their hair on fire. Powers that overlap with the powers you purchase/get here, such as multiple super strength powers, also benefit from this. (Free)
FREE: Costume: You have an expertly made costume of your design. It's not that much more protective than normal clothing, but it's very iconic. If it gets destroyed or lost, a new one will appear in your Warehouse, with any modifications you've applied to
it intact. You may choose to import an existing costume or outfit for free. (Free)
14.0010 Shadow Clones (100CP) (Generic Naruto Fanfiction) (Database Magical):
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.
Some of the best shadow clone fanfic features include shadow clone self charka regeneration, temporal split clones instead of normal clones, mind merging without dispel, constant hivemind like connection etc.
FREE: Chakra Coils- 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.
FREE: Academy Training- 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.
FREE: Elemental Affinity- 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.
FREE: Ninja Weapons-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 fuma 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.
Chapter 11:
20.0200 Deuyivan Construction (400CP) (Endless Space) (Knowledge Future Tech):
Gravity is a drag. Good thing you've learned quite a lot about anti-gravity. With this knowledge, you are capable of building ships, structures, even colonies capable of ignoring the pull of gravity. Want to set up a proper colony, not a bunch of orbital platforms, around a gas giant? No problem. Want to dip your toes into an event horizon? Now you can, for a little bit. Ignoring the majority of issues brought about by gravity is very, very important when it comes to space faring. If you don't believe me, well, you don't know shit about space travel.
FREE: Cosmic Strings - you know about the various shortcuts between star systems in your local group, allowing for FTL travel between the various stars in that home constellation. You still need the tech and manufacturing to build the ships needed for that sort of thing.
FREE: Model Import Mod - every faction has its own signature look. All your technology will have that signature appearance, chosen when this perk manifests. (retro-futurist)<p>
Chapter 12:
20.0120 Foraker-Hemphill (300CP) (Honor Harrington) (Knowledge Future Tech):
The brilliance of the officers and the planners does a lot to help, but in the end what wins wars is the equipment. The best equipment, a lot of it, and built really quickly and cheaply. That is where you come in. You are an innovator almost beyond peer, able to design and build technology literally decades ahead of your competition. Or if not that, you may build at the normal levels, but build it with an unbelievably tiny resource base or build it so quickly that the enemy simply can't believe their eyes. Your specialization depends upon your faction perk, but at the very least you gain vast knowledge and an in-depth understanding of this universe's tech, enough to be a Jack of All Trades.
FREE- Prolong. A simple, perfectly medical treatment performed in this world, prolong extends a person's lifespan dramatically, easily adding multiple centuries. You get a full treatment for free, as well all the knowledge and information you need to start doing it yourself elsewhere.
35.9.1-Excellent Craftsman (200CP)(In Another World With My Smartphone)(Efficiency):
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. Tailoring, Armorer, Jewelcrafting, and Blacksmithing.
FREE: Magic - Affinity for Earth and Light/Healing Magic. Null Magic Talent: Enchantment.
Chapter 13:
29.0220 Retrofit+ (400CP) (Azur Lane) (Crafting Technological):
Let's face it, some Ship-girls are a little out of date when it comes to the tech department. That's what your standard retrofit is for, getting that old girl caught up with her peers. But, of course, this is a Perk, and nothing standard about it. By buying this Perk, you effectively un-cap all of your Ship-girls in terms of abilities. And you can keep retrofitting them, over and over, ad infinitum. Of course, it gets more expensive and the materials get more esoteric each time, but, it's a labor of love, right? As a bonus, along with the boosts to power, you might find that your Ship-girl starts to radically shift in physical appearance towards your tastes. Maybe that loli Destroyer will grow up, if you want her to. Or maybe you'll find Tennessee becoming softer and more cuddly as the successive Retrofits pile up. As long as you want it, it'll happen. Post-Jump you can do this to anyone, not just your Ship-girls, but you will still need reagents that fit with your target.
8.0380 Dwarven Forge (500CP) (Marvel Cinematic Universe Vol. 2) (Facilities Magical):
There is a place called Nidavellir. A place that has contained a dying neutron star, it was known for creating some of the most powerful weapons to exist in all of the Nine Realms. Forges were heated eternally from the heat of this star, strong enough to kill even the greatest of Asgardians were it not for one of the weapons forged in this very place. The mythical Uru springs from this place, metal that is used in the weapons of the gods. Such a place would cause untold prosperity or ruin depending on who held this place. Mayhaps the dwarves who controlled such a place realized the dangers of only having one, so there is a second structure that has been hidden away in the event Nidavellir was attacked. Maybe call it Myrkheim? Regardless, the heart of a dying star is yours to use in these mythical forges. Great works shall be created in these halls. Terrible, but great. Just don't get in the way of the focusing lens. It could kill you.)
3.19.1-What's An Engineer? (200CP)(Brutal Legend)(Time):
A guy who builds stuff, and now, so do you. Set up and tear down infrastructure in half the time, leaving you with time to rehearse your set, or whatever you'll do with that free time.
Chapter 14:
32.19.1-From Q With Love (200CP)(Smash Up)(Appearance):
Taser in the keyfob, laser in the watch, grappling hook pistol that looks like a cellphone? You are the undisputed master at disguising weapons and espionage gear as ordinary items. Just try not to get them confused with the real thing, and do bring the car back in pristine condition.
FREE: Spy Lab, includes micro-manipulator computer-enhanced toolkit. Does not include test subjects or BMW product placement.
29.18.1-Gimme a Tic (400CP)(Gonna be the Twin-Tail)(Technology Crafting):
They ain't never seen an engineer like yourself. You're not just able to keep up with some of the best and brightest in this world, such as creating teleporters that can be carried in your palm or energy shields that can offset a rocket launcher yet are contained within small pieces of jewelry, but you are also able to outright make what you design too. You work fast and hard, enough to do the work of dozens of skilled men working constantly over weeks of time in just a single night. You could construct a fully outfitted underground base beneath a house, excavating and manufacturing and coding all the gadgets and rooms and devices needed, within a single night and not leave anyone above ground aware of it.
Chapter 15:
20.44.1-Wisdom of the Ancients (600CP)(Warhammer 40k - Necron - SB Edition)(Future Tech Knowledge):
Necron technology is beyond all contenders, comparable to the greatest sorceries of the organics. To change the molecular composition of objects with specific soundwaves, spread madness through the enemy ranks with swirling mists, and manipulate time itself are but a few examples. True heights reach into unbelievable levels, things that violate all laws of nature and logic. It would take a truly brilliant mind to master all this technology, to understand and improve it. A mind such as yours, for example. You have the skills and raw intelligence needed to unravel the greatest, most advanced technologies of your ilk. Not only can you perfectly build and repair Necron technology, you can also adapt it to all sorts of purposes, come up with new tech on a similar level, and even improve the technology. This talent carries over to all forms of technology in future jumps too.
14.22.2--Chakra Books (100CP)(Marvel Cinematic Universe Vol.2)(Database Magical):
It can be difficult for those who are unaware of the world around them to grasp that they know nothing. It can also be difficult to show them just how small their worldview has been all this time, or help them. But the first step to learning is awareness. This is a substantial supply of books regarding the body, such as a map of the nervous system, MRIs, and more importantly, chakra points and how to open them. These maps for the body will help bring awareness to would-be students, and how to show them the wonders of the world or themselves. For an additional undiscounted 100CP, you may also gain a substantial collection of spellbooks that will assist in helping you learn the formation of spells, the art of drawing energies to power them, and the basics in casting them. Just be aware that the warning labels come AFTER the spells.
* The cost includes the upgrade
FREE: You're Welcome, By The Way: You might have noticed that as time went on, a lot of the people here have become... snarky, for a lack of better words. Snippy, bantering, sarcastic, call it whatever you want because they'll call it whatever they want as well. The point is they're not the only ones now. That is, they don't have a monopoly on sounding high and mighty. Mainly because you can keep up with them. Tony Stark's sharp tongue will have competition, the Avengers' humor will have another player, I think you're getting the drift. It doesn't always have to be active, but you can sound like such a magnificent bastard. Why wouldn't you want to do it all the time?
FREE: For the Camera: Smile and wave, just like they want you to. In this day and age it's not enough to simply know what you're talking about or to be rich, you also need to be presentable. Fortunate then, that you know just how to do that. Good public speaking skills, knowing just what to wear, even some quick impromptu hair styling to touch yourself up just right. People love putting a face to actions and events, so put the best one out there.
Chapter 16:
14.0170 Library of Sorrow (400CP) (Skulduggery Pleasant) (Database Magical):
China Sorrows is many things, but above all else, she is a collector of all things magical. Nowhere is this more apparent than in her library, a home to many lost and obscure magical tomes. Now, it seems you have come to possess a library of your own, equally massive and chock full of rare, obscure, and lost magical knowledge. In future Jumps, this library will update and expand to encompass the vast majority of that world's historical magical knowledge, barring tomes that are one-of-a-kind. You'll need to get those yourself.
ROLL (4): No freebies
2.12.1-Prototype Process (200CP)(Ben 10 0.1)(Protection):
Science is a learning process and sometimes that learning process involves explosions, malfunctions, or idiots messing with things they shouldn't. Well, they used to, anyways. When technology you've built or used would normally suffer a malfunction or an experiment would become a disaster, it will instead create a harmless inconvenience instead of blowing up in your face. A device's sensitive power core being struck would see it shut down immediately, a DNA serum you inject into yourself gives you mild indigestion instead of mutating you into a horrible monster, and so on. If a result would be entirely negative for you, the impact is dulled to a comical accident instead of something that could endanger your life and those of others. How lucky for you.
FREE: Smartest In Five Galaxies [Free for Genius] – Three galaxies! THREE! Why is that so hard to get right?! Either way, people tend not to question or doubt you in your fields of expertise, which given your experiences on this journey, might well be a lot of things! When you speak, others tend to believe you're the smartest one in the room or at least somebody worth listening to when it comes to a matter you're an expert of, like advanced technology or just using common sense. Even if you've done very questionable things with that expertise, people tend to consider your input important enough to at least hear out.
FREE: Look, this sort of thing just happens. Sometimes you're doing a normal experiment and suddenly the lab has an accident and now whatever you're working on is starting to talk to you. When it does, it's your duty to take responsibility for it like a good creator should. Whenever you create life, whether by accident or design, you know how to properly treat and either tame or raise your creations. Regardless of whether they're as smart as a small puppy or able to speak fluently in your language a day in, you know how to treat them properly to the point they will obey you or at least not try to bite your head off. This only works if you don't abuse or hurt them, mind, so try not to be an idiot when your toaster starts speaking in tongues.
Chapter 17:
17.33.1-The Crazed Toymaker (400CP)(Revelation Space)(Intelligence):
In the time of readily-available high technology and smart fabrication, there are two qualities that win fights: Overwhelming firepower, and pure deviousness. I can't speak for the former, but of the latter you seem to have an inexhaustible supply. Designing and building deadly trinkets is your forte, little horrific nick-knacks that kill not through big booms but through precision, trickery and the sheer unexpectedness of their nature. From tiny disguised drones with neurotoxin injectors, spider mines, hyperfilament snare-webs and crabbers, all the way up to ship- killing photon-sails and proximity limpets, you are never lacking the inspiration to invent a new, deadly toy specially designed to slip through your enemies' defenses and rip their hearts out.
25.22.1-Portalist (400CP)(Timespinner)(Magic): Vilete once knew the secret for making portals that were capable of spanning interplanetary distances, and now, you know that secret as well. You have the knowledge and skill to be able to craft portals between different locations in space. Something within the range of a city can be done 'freestyle', using only your own Aura, though you may need to charge up energy beforehand. Longer range portals would need anchors and magical focuses, but you know how to craft such very easily. Through practice and study, the range of your personal portals and permanent portals can both expand, with personal portals eventually reaching intercontinental distances, while your permanent portals could eventually reach between stars.
FREE: Aura - You possess the power of aura. Aura is something that bridges the divide between psychic powers and magic, being halfway between both. You can telekinetically manipulate the world around you to a limited degree, light fires, strengthen your body, boost your reflexes, etc. Aura is primarily used via Orbs, which will be discussed later. Your Aura level is slightly above average, by the lower standards of Lachiem, and slightly below average by the high standards of Vilete. In other words, you are overall very average. However, it is possible for this power to grow, given time, training, and use. As this power is halfway between a psychic power and magic, it can act as a bridge between other powers you have that fall in those areas. If you already possess psychic or magic powers, or if you gain them in the future, this power can draw on those powers' sources for energy, provide energy to them, or be used as a conduit for channeling energy between those powers.
FREE: Paradox Proof - For the duration of this Jump, you will not be at risk of being erased or removed from time due to alterations to the timeline. When such changes happen, the area around you will shift to reveal the new timeline, and you will retain general memories of the prior timeline as well as gaining new memories from the new one. Time will bend to ensure that in the new timeline, you aren't in immediate danger following the shift. In this Jump in particular, such a shift will happen moments after someone travels to the past, with any and all changes they make occurring at once.
Chapter 18:
7.26.1-Factory 436-1337 (400CP)(Smash Up)(Facilities Technology):
Robots building robots? How perverse. This repurposed Boeing plant can operate at all hours of the night and day, churning out robots of any size, function or design you may wish. Automatically updates with local technology in new settings.
Robot Factory 436-1337 is combined with other automated factory perks to produce Massive Automated Factory.
22.3.1-Needlework (100CP)(Earth Girls)(Tailoring):
It wouldn't really be called tailoring, but that's basically what you do. Making thread and basic cloth from scratch, fashioning fur and leather into clothes, and fixing up all the rips and tears the others get running around. The clothing you make is always rugged and neatly made, too.
Chapter 19:
27.30.1-Chrysalis(400CP)(Starcraft - The Zerg) (Biotech):
A human sized, pulsating Chrysalis that.... Looks oddly familiar. Wait, you know why now. This was the same kind of pod that was formed around the one known as Sarah Kerrigan, where Abathur remade the Ghost into the Queen of Blades, now it seems you can do the same, any organic subject around the size of an average human will go into a deep sleep when fastened into the Chrysalis, during which you can modify them to a level of detail only seen in individuals like Alexi Stukov. Although you will need the knowledge to properly utilize it, the Chrysalis gives all the benefits of a professional, well-funded surgery room in it's compact organic form.
19.8.1-Broadcast Booster (200CP)(The Avengers Earth's Mightiest Heroes)(Technology Knowledge):
You've discovered a way to make your signals much more effective and efficient, letting you transmit or receive signals and other methods of transmission, such as radio waves, on a global scale. Call your power armor to your exact location, get five bars wherever you go, or make the ultimate remote control.
Chapter 20:
27.47.1-Biotechnology(600CP)(GUNNM)(Biotech):
There's really more to cybernetics than just the metal machine. Care has to be taken that the flesh adapts, and there are many lessons to be learned from biological machinery. You're an expert in the fields of genetics, biophysics, toxicology, neuropharmacology and biochemistry the causes and effects of human mutation are very familiar to you. Designer drugs, experimental surgery, toxins, cures improved soft organs and cutting-edge research into cloned nervous system material, with a laboratory the human body is your masterpiece. You may create a variety of drugs similar to that referenced in the Werewolf perk, or directly induce it and Warped as a permanent mutation. If you also have the Cybernetics perk, then with a little time and the right equipment quite difficult to obtain in the Scrapyard you may also apply the equivalent of the TUNED perk to a subject, and have additional knowledge of weapons engineering to reverse-engineer or independently develop most current weapons systems available in the Scrapyard.
16.3.1-Bibliophile's Discerning Eyes(100CP)(Touhou Forbidden Hermit)(Knowledge Abilities and Skills):
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.
FREE: Spell Cards - 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 inall directions is prized over creating unavoidable 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.
FREE: Flight: 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.
FREE: Cute Girls - Nobody in these manga are anything but cute, and by taking this perk you share this same trait. For free, all minor traits that would detract from your appearance (including blemishes, bodily hair and especially armpit hair) are cleared up.
Spell cards added: Magic Sign "Stardust Reverie", Love Sign "Master Spark", Comet "Blazing Star", Magic Sign "Milky Way"
Chapter 21:
38.11.1-Dimensional Addition or Subtraction (400CP)(Generic Builder)(Size):
While any Builder's claimed space may be stretched or limited according to the Builder's ability and preferences, you have an exceptional knack for expanding or shrinking the space inside of your claimed areas, chests that have several rooms inside of them, police boxes that are the size of a large house, a forest that has trails that are merely a block or two when they should be far longer or even turning that child's backyard into an entire magical forest with enough skill.
FREE: Scan: Builders have an amazing ability to scan technology, items and creatures with an eye for recreating them via blueprints you can create via this skill. You start off with the ability to scan basic structures, creatures and tools such as simple homes, stores, low class minions and basic crafting tools that don't give any bonuses. This ability grows with skill.
19.53.1-The Third 90Wisher (600CP)(Girl's Frontline)(Technology Knowledge):
Being an ex-90wish scientist isn't mandatory, but your technological expertise in the field of androids is on par with that of Persica and Lycoris, and in some ways is actually more advanced, as while they've been playing with their specific technologies, you've cooked up something of your own. Any T-Dolls you construct or at least participate in the design of can be upgraded with your personal brand of improvements, whatever they happen to be. With the time and resources, Jumper, you could easily develop truly sentient T-Dolls, or create models with military-grade toughness or firepower while maintaining their cutesy appearance and attitudes, or something cooler, like tank-girls!...Wait a minute.
FREE: Point the Barrel That Way: Everyone knows what a gun is, and after World War III, everyone knew which way to point them, just in case. You've mastered the basics of gun safety and can handle any firearm without risk of personal injury - not necessarily accurately, but at least you're not a danger to yourself anymore. Just everyone else.
FREE: Assembly Line: While in this world, you can spend resources (ammunition, rations, spare parts and man-hours) to make T-Dolls the normal way...OR you can do it the more fun way, by shoving said resources into a gacha app on your phone/computer/whatever tech you have and seeing what comes out the other side.
This gives you less direct control of what comes out, but it does allow you to churn out large amounts of T-Dolls, as this method is several times faster than the norm, and the T-Doll appears on your base as soon as its construction timer is complete (ranging from 15 minutes to a full day, depending on the relative rarity and power level of the T-Doll; see Wiki for examples/details).
Chapter 22:
17.38.1-Comic Book Science (600CP)(DC Multiverse - Earth 11)(Intelligence):
You're extremely intelligent, easily one of the smartest people on the planet. You could build a massive company from scratch and revolutionize the sciences if you so choose. Your genius allows you to remember everything you've ever seen in great detail, hold multiple trains of thought at once, pick up new information and master skills very quickly, and build futuristic technology that seems to ignore conventional physics. Intellectually, you rival Lex Luthor and Ms. Terrific.
FREE: Savior's Presence: Heroes are everything we aspire to, the ideal we look up to as the best we can be. You represent that pinnacle, outwardly in your appearance if nothing else. You stand a head taller than those around you, bear defined muscles like an Olympian athlete, and are one of the most attractive people around. When you speak, you do so in a powerful and commanding but gentle and comforting voice, confident and clear so that the people you protect know they're safe. You have a naturally toned body, and find it difficult to lose your shape even without actively training. Getting work as a model would be underselling your appearance, and you do it all with a casual, down-to-earth ease. Either they want to be you, or they want to be with you.
Chapter 23:
13.41.1-Derelict Ship (600CP)(DCEU)(Technology Database):
An additional ship from Krypton that arrived alongside the one that brought Superman to Earth. This ship has long since been abandoned, perhaps never even having a living pilot, and the systems relating to weaponry and movement have long since been irrevocably destroyed. However, it seems the ship was a science vessel and it retains an in depth database on almost all Kryptonian technology that existed. Weaponry, ships, armour, genetics and more are within the databanks here, governed by a friendly Artificial Intelligence that will assist you in learning all that is stored here.
17.34.1-Mega Attributes: Intelligence (500CP)(Trinity: Aberration)(Intelligence):
Outperform even the most advanced supercomputer clusters. You receive one of the following Enhancements for free: Taint resistance: Your grey matter is extremely durable. Any form of insanity you had before eruption is healed, and neural dysfunction as a result of Node growth will be greatly reduced. Your brain will also be far better at self-repair and working around injuries or drugs that impair mental functions. Analyze Weakness: Nothing is perfect, and you can easily identify flaws in what you can observe. This requires at least a basic understanding of the mechanics behind something, but you are otherwise not limited in what this Enhancement can apply to. Anything from structures to complex systems to bureaucratic procedures. Mental Prodigy: You naturally grok a particular field of study. Learning new skills, making advancements and intuitive leaps within this area comes easily to you. Your chosen field might be anything from a specific scientific field like engineering or medicine, finance, forensic science or military tactics.
Chosen: Taint Resistance.
chapter 24:
4.27.1--Ship Girl Conversion Kit (400CP)(Azur Lane)(Vehicles):
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?
17.14.1-Omni-Disciplinary (200CP)(My Life As A Teenage Robot)(Intelligence):
When you're trying to create superpowered Robots, advanced machinery, or biological Monsters you can't afford to stick to one field, and being a jack of all trades isn't quite enough either. This perk not only gives you genius level knowledge in every scientific field as compared to the real world, but it also makes it so none of your knowledge and ability will suffer from branching out in this way, in fact as you pursue one field your knowledge in all the others will get a little clearer and easier to apply as your general understanding of the universe expands.
Chapter 25:
6.6.1-Etching Pen (100CP)(A 'Happy' Harry Potter Fanfiction)(Toolkit Magical):
A specialized etching tool that can carve stone, wood, metal, or other hardened surfaces like a hot knife through butter or switch to a regular pen that can write on any softer surfaces such as rice paper. The tool is capable of erasing any damages it causes, reversing inked mistakes, and even absorbing certain fluids like blood, acid, ink, or venom to write with. The tool will always be sharp and never run out of whatever fluid it has currently Absorbed. FREE: Wand. FREE: Books: Ancient Runes Made Easy, Tales of Beedle the Bard, Runecrafting For Beginners by Mister Black.
27.45.1-Animojo(600CP)(Ben 10)(Biotech):
When it comes to genetics you're one of the best in the universe. Not only can you manipulate the DNA of living things to change them to suit your purpose, but you can even bring long dead species back to life. On top of all this, you also possess the knowledge to build the equipment you need from components you would find at your local electronic and home repair stores.
Combinations:
[Medic + Cyber-doc Equipment Package + New Age (X-gene) + Prolong + Bio-Technology + Chrysalis]
Master Bio-systems Technologist (Augmentations): You have the tools and you have the talent. You are the leading expert in this section of the multiverse on how to take a human and upgrade them without loss of their humanity, which puts you well above the Cybermen in that regard. Uplift technology means that you can alter even the species associated with humanity, alter alien species to be able to exist on Earth-like planets, alter humans to survive and even thrive on non-Earth-like planets (within reason) and cure pesky little left over problems that evolution left behind. Turn people into dinosaurs? Hah. You can turn dinosaurs into people, which is a much more difficult thing!
[Omnitool (Mass Effect) + Omni-tool (No Sky's Limit) + Matter Manipulator (Auto-Factory) + Scan (Dimensional Addition or Subtraction)]
Build Gun. An all-in-one tool that can change appearance and function from moment to moment. Allows access to inventory function, scanning of objects, deconstruction and construction of buildings and raw materials. Hooks directly into the Visor. Currently has settings for Vibro-Blade, Freeze Ray, Mining Beam, Terrain Editor, Build From Blueprint, Scatter Gun, Bolter, Taser Bolt, and Intensive Scan.
[Artiste + My Fashion Sense Is Tingling + Excellent Craftsman + Needlework]
Master Artist. While anything you do becomes art, from actual painting through cooking to singing, it is when you are tailoring or designing clothing that it becomes works of art worthy of the gods. From creating and blending the fabrics to the final stitch and button, your clothing is worth sums that could beggar some nations.
[Scientist + Finger of Silver + No Sky's Limit + Grease Monkey + New Age + I am Iron Man + Retro-Engineer + From Q With Love + Deuyivan Construction + Foraker-Hemphill + Excellent Craftsman + Wisdom of the Ancients + Prototype Process + Dimensional Addition and Subtraction]
Ultra Genius Mechanic. You add fields of knowledge and new sciences and mechanics the way some people eat chocolates - very quickly and efficiently and with great enjoyment. In your case, it is building things through your understanding of the sciences involved.
Your specialty, such as it is, is mechanical engineering. From the nanoscale to structures bigger on the inside to structures the size of a moon - if you have the blueprints you can eventually build it. Good for you that you can figure out how to make the blueprints in most cases.
[Gimmee A Tic + Build Rome + Foraker-Hemphill + What's An Engineer]
Built Fast and Built to Last. You build things much faster and much more durable than one would come to expect even with your resources. Current build speed: x32 as long as you're personally involved in the process.
[Hand's Off + Removed From Context]
Can't Touch This: Someone trying to steal your tech, unless it is freely given without restriction? Not going to happen. Someone trying to target you using psionics, magic, or superpowers? They have to find you first. You're not giving anything away in either case. Doesn't protect you from normal activities or information gathering, but you have an extraordinary measure against extraordinary measures. This does, however, protect your inventions unless you're deliberately giving stuff away.
[Alchemy (House of the Witch) + Chakra (Shadow Clones) + Enchanting (Dwarven Forge) + Marvel Magic (Chakra Books) + Library (Library of Sorrow) + Spell Cards (Bibiophile's Discerning Eyes)]
The Library of Forever. A magical library that expands to cover any new magic systems and magical knowledge that you gather or develop. Contains several tables, chairs, reading nooks, engraved summoning circles and other appropriate safety gear for your experimentation.
[Most Common Superpower (Removed From Context) + For The Camera (Chakra Books) + Cute Girls (Bibliophile's Discerning Eyes) + Savior's Presence (Comic Book Science)]
Charismatic Hero: You can look somewhat good looking if making an effort to blend in, but without that effort you are ridiculously attractive. You could land in a pig stye and be covered in terrible substance but still come out as extremely attractive.
Vehicles:
Flying Sub (Voyage to the Bottom of the Sea)(Worm Bet)
Space Freighter (No Man's Sky) "Eon Albatross" C-Class. (Supply World)
Fighter spaceship (No Man's Sky) "For Science!" C-Class. (Supply World)
Exotic spaceship (No Man's Sky) "Bubble Tea" S-Class (Supply World)
1969 Volkswagen Beetle. Currently has rotating license plates, force field emitters, heating/cooling cup holders, a hover system, and a stereo system that could be used for concerts.
Captain Niki Cavill, Space Marines commander. "One"
Staff Sergeant Jeremiah Lonehawk, gunsmith, SOCS - Direct Action. "Two"
Gunnery Sergeant Alfred "Al" Desmond, heavy weapons "Three"
Sergeant Adrienne Omondi, communications and cryptography "Four"
Sergeant Louis Ortega, sensors and ECM "Five"
Sergeant Isao Tamakichi, medic and hacker "Six"
* Professor Alex Daystrom, Professor of Physics and Computer Science at Brockton Bay University.
* Doctor David Banner, Professor of Parahuman Studies at Brockton Bay University.
* Doctor Benton C. Quest, retired government scientific advisor & troubleshooter.
* Doctor Jonny Quest, son of Benton Quest and scientific advisor.
* Doctor Rutherford, DARPA representative and materials sciences analyst.
* General Calhoun, Military advisor to President Hayes.
* Charles Claremont, professor of History at Brockton Bay University, former infantryman US Army. Professor X. Telepath, worldwide range. Expy: Professor X.
* Eric Kirby, retired mechanic, Auschwitz survivor. Magneto. Magnetic field generation/manipulation. Expy: Magneto.
* Robert "Hannibal" Hayes, President of the United States, known for being a bit of a "cowboy" and controversial for a number of things he didn't actually do but a large portion of the population believes he did. Actually does care more for America than his re-election chances. Family owns a chain of grocery stores in the Midwest. Retired as a Colonel from the Army.
* Congresswoman Gertrude Schmidt, US Congress, four terms in Congress, from New Jersey. Has backroom deals with Gesselschaft and was instrumental in getting the summons for Taylor to appear in front of Congress. During Chapters 17 & 18 has become convinced that the Taylor before them is a robot or something because a 12 year old should be a lot more intimidated. Arrested for tax fraud and collusion with foreign enemies in chapter 19.
* Emma Barnes, mutant ability: projection of a forcefield exoskeleton that amplifies strength and durability to a high degree. Vulnerable to laser fire as it is partly transparent. Expy: Armor (Marvel).
* Lucy Nguyen, mutant ability: phasing through solid objects, disruption of electronics when phased. Unable to phase through reinforcement fields or forcefields. Expy: Shadowcat (Marvel).
* Zephron Washington, dockworker, friend of Danny Hebert. mutant ability: able to turn into an organic steel-titanium alloy version of himself with corresponding strength and durability increases. Expy: Colossus.
* Unknown parahuman, Doll formerly: Porzellanpuppe, Blaster 3 (lightning), Brute 1 (plastic and metal body), former Gesselschaft "recruit" currently in rehabilitation.
* Scrapyard Sam, Newfoundland dog, experiment with X-Gene infusion when he was dying, has telepathic and telekinetic abilities. Expy: Cosmo (Marvel)
* Aretha Jefferson, first appears in chapter 20. Owns a food cart selling Aretha's Hot Dogs (since 1995). Notable in that she is not a spy for anyone despite operating close to ForgeTech. Has passed 17 background checks that she doesn't know about. Sells cheap hot dogs, but also the more healthy all-beef varieties and her biggest seller is the All-Beef Chili Dog, with the runner up being Sausage Inna Bun (bratwurst with sauerkraut footlong) though she usually sells out of the latter by lunchtime.<p>
* Major Matthew James Nelson, USAF. Pilot. Does not know Jeannie. Adrenaline junkie.
* Daphne Morrow, PRT Transport Coordinator.
* Senator Paul Blatherspite. Senate Oversight Committee
* Senator Amanda Warhawk. Senate Oversight Committee
* Senator Samuel Standish. Senate Oversight Committee
* Senator Daniel Whipple. Senate Oversight Committee
* Doctor Phineas Lovegood. Currently an attending physician at Brockton Bay General Hospital. Knows Erwin professionally. DARPA. Has a lot of stories of things that are usually dismissed as tall-tales and references to being present at things like the first appearance of Behemoth and the recovery efforts in the aftermath of Kyushu. No relation to the Maggie Holt/Harry Potter character.
Parahumans:
* Messer, Gesellschaft Thinker. Intuitively find stress points in a target's psyche and determine what is necessary to break them.
* Gazebo, Gesellschaft Shaker. Can create wooden barricades and structures from any patch of ground.
* Grammar Nazi, Gertrude Mueller, Gesellschaft Master. Enforces proper diction in three languages. Joined the Nazis because she liked the uniforms, but to be fair she was ten when she declared that.
* Mellowmind, Chemical Tinker in Colorado, does mood-drugs like Tranquility, Serenity, Rage, and Giggles. Suspected of also producing Sexytime and Terror but is much more circumspect about those.
* Lithograph, member of the Elite in New Orleans. Thinker-5, assayer/precog who can see the future as if they were cave paintings. Works best when handling physical objects connected to whatever subject he's trying to see.
Australian new capes:
* Idiot Ball, an Australian parahuman whose ability allows him to reduce the Wisdom score of anyone struck by one of his balls by roughly half, effectively reducing their impulse control or ability to determine what they're doing and how badly it could go for them. The effect lasts roughly two and a half hours after being struck. Blaster-3, Trump-1.
* Captain Straya, an Australian who leans heavily into the lingo and acts 120% stereotypical Australian while in costume. A teleporter who can sense areas around himself as a side-effect of his teleportation power. Carries a weighted wooden club and has a very good reputation in the Western Territories. Mover-3, Thinker-2.
* Buckshot, Australian parahuman who can accelerate small objects, the smaller the faster. Normally carries a bag of birdshot to use his power on. Tends to narrate to himself. Blaster-3.
* Stubby, can mentally mark objects of less than fifteen kilos and then teleport them to his hand. Has been known to share beer and snacks with his team, making him fairly popular. Shaker-2.
Canadian new capes:
* Frontier Woman, able to form teleport gates from existing plants. As long as she knows where the two are she can form a gate from that tree to the other tree. Mover-4
* Captain Canuck, superstrength, heightened durability, regeneration, flight. Triggered when he was forty-five and was bleeding out from being mugged. Brute-5, Mover-4.
* Major Impact, charges up kinetic energy for release. The longer she holds it, the more energy builds up. Villain. Frequent opponent of Captain Canuck. Frequently shipped with him on online forums despite the age difference. Striker-4.
* Dreadnaught. super strength, durability. Power is that he can "dial up" his apparent density, increasing it to the level of steel. Base level is where he is only twice as heavy as a normal human of his size. This includes anything he's wearing. Brute-5 at maximum.
* Outlands *
Flibbertigibbet, a saurial trader who prides herself on keeping her community fed and safe. Rogue 7, Arcane Trickster.
Wildeye, a saurial trader, an old magic specialist, who advises Flibber. Wizard (Diviner) 9
Naurelin, a dragon version of Taylor from Kryslin's fanfiction "Scaling Up" who appears with permission from the author.
T-Dolls: (chapter 23+)
BM-59, 2*Rifle, assignment: assist Magneto & Professor X when on Yellow Alert and above. Otherwise: guard shipyard.
HK-45, 3*Handgun, assignment: Sisters Squad, troubleshooter deployment.
VSK-94, 5* Rifle, assignment: Sisters Squad, troubleshooter deployment.
The Inbred Five: (Gesellschaft)
Luftschiff: power of floating. Hobby: eating.
Unangenehm: super-strength and durability but slow and very clumsy, hobby: death metal
Fröhlicher: jester-themed cape with the power of Vicious Mockery, leader and most intelligent of the group.
White Feather: Tinker/archer with trick arrows. Scared of darn near everything.
Dumbelle: attractive, super-strength, superspeed, but a complete idiot. Wears a Playboy bunny outfit. Hobby: watching grass grow.
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