The Eldritch One (Celestial Forge)

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Taylor Hebert gets the Celestial Forge. The first few rolls get weird.
Rules
Celestial Forge story guys! Using version three. Will be rolling for Domain, then Constellation, then perk, then subperk. If I have an unfinished subperk, then I will add a chance to roll to complete a subperk before the Domain. If I can afford it I may choose to buy the whole multi perk.

I reserve the right to veto perks and roll again if I don't feel like I can do anything with them. I did this once when prerolling the first seven perks or so. I reserve the right to choose perks manually if I think they would go particularly well with what I already have. I also did this once in the first batch of perks.

If I roll in the companions Constellation the roll will automatically choose QA. She costs 400CP. This also happened once in the first batch of perks. Couldn't afford it though.

I roll every 1,500 words. Subject to change
 
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Perks
Prologue:

Inertia of Self II (Essential Body Modification Supplement) (200CP)
You are protected against effects that would affect your mind and existence.
I: You are immune to any effect that would affect your memories. If someone turns back time, alters reality, or attempts to directly alter your memories, you retain both the 'original' and 'new' memories, instinctively knowing which set is which. Other than your two sets of memories, this perk does nothing to tell you who changed things or even what they specifically changed if it isn't otherwise obvious.
II: You are immune to any effect that would alter or outright destroy your body or existence. This protection extends to conceptual, temporal, and reality warping effects that work either directly or indirectly to destroy or alter you. This would prevent a time traveler from killing you as a baby or causing an accident that would leave present-you paralyzed. It would not protect you from a fireball created through temporal manipulation or having a time traveler frame you for a crime that lands you in prison.

Toggle (Young Justice) (100CP)
Toggle allows its user to forgo learning to control their powers by simply allowing them to turn their powers off when they aren't needed. This can be done per power, so there isn't a need to go without the ability to teleport because you don't want to use your super strength. Also works on out of Jump powers. You can think of this like a dial. It can be on, or full power, as well as off, or no power, and anywhere in between those two states.


Chapter 3

Plentiful Mouths (Haroun and the Sea of Stories) (300CP)
A Plentimaw Fish is called such due to it having dozens of maws [i.e., mouths] all over its body. You now have the same trait, with several dozen mouths scattered across your body. They can be retracted and concealed from the view of others if you like. When exposed, you can control the many mouths individually or in unison, such that they can speak in many different voices or all as one. As a result, you could say multiple statements, songs, or spells (voice-activated ones) simultaneously. But the greatest strength of having so many mouths is the ability to mix different things together. By absorbing different things in each mouth, whether it is normal food or various stories, they will all meet in your singular stomach and blend together into something new, which combines the best qualities of each ingredient into something special. For instance, two different power-ups would merge as one, and three stories would link into a single narrative. You can also regurgitate the combined mixture.


Chapter 4

Slime (Overlord - The Series) (200CP)
There are many types of slimes and oozes. All of them are uniformly next to impossible to hurt with physical attacks, but are incredibly vulnerable to one type of elemental damage (fire for a regular slime, ice/cold for a lava slime, etc) and also possess a slight weakness to magic in general. You possess the ability to take on a human form that will pass even close inspection, while losing none of the benefits that come with being made up of an amorphous slime-like substance, and possess physical abilities at least twenty times that of a human. Including speed, despite how odd that may seem. You can naturally fit through tight spaces, shape your body into unnatural forms, and can make as many 'feelers' or 'manipulator arms' as you like. In truth you're more like a uniformly colored Shoggoth than you are anything else, except without all the eyes and body parts. Slimes are also powerfully acidic and can inflict grievous acid damage on anything they touch; you naturally possess the ability to determine whether or not your acid will damage the things you are in contact with. All Slimes are naturally good at alchemy and can create alchemical substances and magical potions, if they possess the knowledge of their creation, directly out of their own body. Slimes, due to their nature, are ageless.


Chapter 5

Fuel Production Facility (Starsector v1.2) (100CP)
A large facility dedicated to the production of fuel. By default, the production facility is configured to produce antimatter fuel, but this can be changed to produce alternative variants of fuel at higher volumes. A single facility is capable of producing enough antimatter every month to supply around 10 capital-hull ships without a problem, or around 3000 units of fuel.


Chapter 6

Garage (Fast and Furious) (100CP)
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.


Interlude: Piggot

Environmental Tolerance IV II (Essential Body Modification Supplement) (400CP) (200CP)
You are not damaged by hazardous environments, though this does not provide you a method of propulsion.
I: You no longer need to breathe and do not suffer from temperatures between -100C and +100C (-150F to +200F). You are immune to most radiation (up to about 1,000 mSv; the amount experienced during unshielded exposure to space).
II: As tier I, plus you do not suffer from temperatures below 1500C (+2700F) or the effects of pressure lower than 1000 atmospheres (including the effects of vacuum). You are immune to the effects of radiation at all levels.
III: As tier II, but the protection extends to any non-magical environmental source.
IV: As tier III, but the protection extends to magical environments such as energy planes.
Last



Chapter 8

Environmental Tolerance IV III (Essential Body Modification Supplement) (400CP) (300CP)
You are not damaged by hazardous environments, though this does not provide you a method of propulsion.
I: You no longer need to breathe and do not suffer from temperatures between -100C and +100C (-150F to +200F). You are immune to most radiation (up to about 1,000 mSv; the amount experienced during unshielded exposure to space).
II: As tier I, plus you do not suffer from temperatures below 1500C (+2700F) or the effects of pressure lower than 1000 atmospheres (including the effects of vacuum). You are immune to the effects of radiation at all levels.
III: Completely immune to all nonmagical effects described in tier II.
IV: As tier III, but the protection extends to magical environments such as energy planes.


Chapter 9

Time Flies (Lords Of The Night Zombies) (200CP)
There are many talented old wizards who have devoted decades of work to achieving immortality, and they didn't even start that search until they were already skilled and experienced in their magic. And many of them fall short. You have a single decade. Good thing you can make the most of your time.
Any kind of extended work or project you're working on progresses unnaturally fast. Or at least, your contribution does. Specifically, it goes five times as fast. You can read a book five times as fast, set-up a ritual five times as fast, craft five times as fast, study or do research five times as fast, and so on.
This never works on action or dynamic set pieces. You could do five days of ritual work in a single day, but the high point at the end of the ritual, the part that must not be interrupted lest horrible consequences befall everyone? Normal time.


Chapter 11

Blank II (Essential Body Modification Supplement) (200CP)
Abilities which gather information about your past, present, or future do not work on you. This includes scrying, divination, mind reading, and even cold reading and lie detection. This ability not only affects your immediate person but also provides a degree of protection to items and people around you, making it difficult to predict the past, present, or future of any group you move with or vessel you travel on. If you have the Essential Mutuality perk, your affected companions gain the full benefit of your Blank perk even if they are acting independently.
I: You are immune to all supernatural and technological abilities and devices which perform the functions described above. You simply do not register to such abilities, though your own abilities function normally. Purely mundane skills at cold reading or lie detection will be less effective, but still function to some degree. Dsc: Sch/Ass/Arc/Sup/Lch/Bea/Dra/Exp/Hea
II: Even mundane versions of the above items do not function against you. Furthermore, you are able to detect when someone is actively attempting to discern such information through supernatural or technological abilities or devices and feed them false information of the type they expect. Thus, you can feed an image of yourself asleep in bed to a scrying spell while you're secretly across town beating up thugs or you can have a truth detection spell return 'truth' when you are telling a lie. Note that this does not protect you from compulsions to tell the truth or share information directly. Additionally, any items which you create have a measure of this protection, making it difficult to predict actions directly relying on those items and making it impossible to detect the items themselves with most supernatural abilities.


Chapter 13

Starting HUB | Satisfactorio Builder (Satisfactory-factorio Gauntlet) (100CP)
Satisfactorio Builder (0CP)
The buildy gun from Satisfactory. It can place down buildings and other artificial structures, either from parts or premade. It can deconstruct buildings and other artificial objects, either breaking them down or storing them whole. It can give orders to logistic or construction systems that you are authorized on (including the ones from this Gauntlet.) It can configure the settings of machines. It has an internal inventory that can be upgraded (to a limited extent until you leave the Gauntlet.)
Always fully charged, can be upgraded in other ways, automatically imports into similar handheld stuff, and syncs up with other inventory/storage Perks, Items, and items. If lost, stolen, or broken, it will respawn in an appropriate and safe place immediately, even during the Gauntlet.
* Builder is required to make use of the HUB, it is also a free item.


Interlude: Dean Stansfield

Environmental Tolerance IV (Essential Body Modification Supplement) (400CP)
You are not damaged by hazardous environments, though this does not provide you a method of propulsion.
I: You no longer need to breathe and do not suffer from temperatures between -100C and +100C (-150F to +200F). You are immune to most radiation (up to about 1,000 mSv; the amount experienced during unshielded exposure to space).
II: As tier I, plus you do not suffer from temperatures below 1500C (+2700F) or the effects of pressure lower than 1000 atmospheres (including the effects of vacuum). You are immune to the effects of radiation at all levels.
III: Completely immune to all nonmagical effects described in tier I.
IV: As tier III, but the protection extends to magical sources, and extradimensional environments such as energy planes.


Chapter 15

One-Man Industry (God Catching Meister) (400CP)
Despite being chained to the forge for hours on end, alchemists can make just a handful of works per day. Mixing, forging and enchanting take time and finesse, after all. Those who make items in masse tend to vomit works of low quality. In face of that, you trained and mastered the art of making things really quick without a loss in quality. About ten times as faster as your peers, in fact. While an alchemist with your same rank would take an hour to make a fire sword, you in the same span of time can make ten, and even give each different powers. This bleeds out to other aspects in your life. Time is money, after all.


Chapter 16

Librarian (Smash Up-Obligatory Cthulhu Supplement) (100CP)
You have a phenomenal memory and organizational skill, and a real gift for research. It's a rare day indeed where you can't find the information you need, or at least narrow it down to a single rare book.


Chapter 18

Taydenite (Ben 10) (200CP)
You have found yourself in possession of a large taydenite crystal. Both the rarest and hardest gem in the galaxy, it could be sold for a small fortune. The only thing known to be able to cut taydenite is taydenite. Taydenite is also used to power spaceships, so with some work you could use it as a power source.


Chapter 20

Glove of the East (Binbougami Ga!) (300CP)
This hand of mine glows with an awesome power! It's burning gri-... oh! Sorry, wrong show. This single glove comes in any color and style, and is actually quite useful! You can channel your spiritual energies through it to help you with mundane tasks; your cooking might turn out excellent, cleaning takes less work for better results, and massages work WONDERS when you hit those points. If you channel a LOT of spiritual energy, you might even imbue items and equipment to improve them and be more receptive to your spiritual/chi powers! Heart symbol optional.


Chapter 21

Starting HUB | Satisfactorio Builder (Satisfactory-factorio Gauntlet) (100CP)
Starting HUB (100CP)
Instead of starting with a box containing only the most critical components of the HUB, you start with a prefab base in a box. Set it up anywhere, and as long as you empty it out you can move it around. This base has a craft bench, equipment workshop, a molecular analysis machine, an RTG that produces a small amount of power perpetually, and a spot for the research dropship to land. In addition, it has a rack with a few standard storage boxes and a bunk room big enough for all of you. You start with all recipes that you get from completing the HUB in-game unlocked. Respawns monthly. In addition, you can keep this and drop it at your starting location in future Jumps, if you want.


Chapter 22:

Stone-age Otaku (Earth Girls) (200CP)
It takes a lot of patience and a lot of repetition to make a good blade from a stone. You don't bore, at all, and your hands are always steady. Between different attempts at the same task, you can pick out the tiniest differences between the last attempt and the attempt before that (and the ones before that...) to work out precisely what needs to be tried the next time.


Chapter 25:

Inexhaustible QE Comm Link (Eclipse Phase) (100CP)
Two fingernail-sized Quantum Entanglement communication arrays. If each is installed in a separate device, those two devices can communicate instantaneously no matter the distance. Unlike standard QE comms in the setting, the qubits are not expended when information is transmitted. It has the bandwidth of a high-speed fibre optic connection.


Chapter 28

Honor the Machine Spirit (Warhammer 40k - Adeptus Astartes) (400CP)
Apothecaries tend to the bodies of the dead, Chaplains to their spirits. Techmarines tend to the spirits of the Machine. You are a skilled salvager. For example, while others might see a destroyed tank, you can see a way to salvage usable parts, perhaps restoring another vehicle to fighting trim or finding a way to save unique weapon systems to be re-used another day. This also gives you a strong grounding in the Rites of Reverse Engineering, able to examine unknown technology and figure out basic functionality by comparing it to devices you are already familiar with. You also have a much broader definition of the word 'damaged', able to restore machinery that others would swear was inoperable or destroyed given enough time and as long as you have enough of the original damaged parts to work with.


Chapter 29

Costumer (Terraria - Journey's End) (100CP)
Many objects, especially with regards to armor, place function over form. Now, you don't have to settle for armor that is good but an eyesore. You can take any item you possess and 'overlay' it on top of a similar item, changing the second item's appearance to match the first, while maintaining all of its functionality, protective qualities, etc.


Chapter 30

Common Magic (Nexus 2.0) (200CP)
Light is something everyone has, regardless if they are a fighter or not. As such, even the most common laborer will use it to their advantage. You find your abilities are easier to use when turned towards a profession that doesn't involve fighting. Crafting, farming, construction, cooking, and any other profession is able to benefit from your various abilities with great ease.


Chapter 33

Behold Haxcalibur (Modded Skyrim) (400CP)
Congrats, you broke the crafting system. Anything and everything you make, build, enchant, or otherwise create is now ten times better than it really ought to be. Make an ordinary dagger that does 12 damage? Now it does 120. Pick up an endgame weapon and enhance it for its supposed max of 200 damage? 2000. Guns that hold more bullets and do more damage, magic staffs that massively amplify your magic, armor that shrugs off OHKO's, potions that let you ignore 110% of fire damage, weapons with ten or twenty enchantments. And if that wasn't enough, you'll learn anything crafting related ten times as fast, just to blow the competition out of the water even more.


Chapter 34

Memory Crystal (Five Star Stories) (100CP)
A backup memory crystal, strong enough that it could easily be used to instantly record live combat information to be replayed later. It could also be used for other mundane purposes, such as serving as the hard drive for multiple supercomputers.


Chapter 36

Mundane Supply World (The Celestial Foundry) (100CP)
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.


Chapter 38

SCIENCE! (Megamind) (100CP)
You can do science! Mad science is your bread and butter, but that sort of thing can't be done if you don't have the basics first. This perk provides you an extensive, vast knowledge in every branch of science that exists in the world, from maths to biology to astrophysics to everything in between!
No matter what it may be, if it can be called a science, you have skills and knowledge equivalent to a lifetime's worth of study and research in it. This carries over to future worlds, but the extent of your knowledge and skills reduces the more complicated and esoteric the science in question gets. You'll always have a novice's level of skill, anyway.
 
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Coil's power
Guys, I know how Coil's power works and I'm sorry for not clarifying earlier. I didn't think I needed to. Heck, I still might not need to. But this irks me greatly.

Coil's power works the same.

Taylor's power is taking liberties in how it defines time travel. Specifically that any sufficiently advanced simulation is indistinguishable from it. Kinda like how the Vex version worked in destiny. Don't quote me on that I never played the game.

A couple other reasons as well, but I think a very famous and handsome author put it best back in page one.

Rule of cool. Nuff said
 
Coil's power 2
why does Taylor in the first chapters know wich timeline is fake, but in the current ones does not know?
The way I understand it is that when Coil opens up a timeline with the intention of dropping it after he's done with it Taylor gets to know that the 'fake' timeline is going to go away right out the gates.

But when he opens up a timeline with no idea of which one he'll keep, Tay doesn't get any spoilers either. And Coil hasn't been running very many throwaway timelines lately.
 
Environmental Protection Perk
So I have misread the environmental Protection Perk, and it has caused some confusion in the thread. I thought the stupid thing rendered Taylor immune to any temperature/radiation/etc, and any magical versions thereof. It instead just renders her immune to environmental sources of damage from tier 3 and up.

Normally I would just roll with it and incorporate it into the story. Unfortunately I already used my interpretation on screen with the electric guy and I refuse to do a rewrite. I will instead just change the perk description where applicable. Not the perfect solution, but it's the only one I'm willing to contemplate. And a 400CP price tag for such an immunity isn't all that unbalanced IMO

Also sorry about the delay, I was busy for the holidays.
 
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