Forgehand On The Grand Line Reference - 1condor12 (2024)

Table of Contents
14.1 -Shadow Clones (Generic Naruto Fanfiction) (100CP) 29.5 -Tool King (Modded Fallout) (100CP) 20.6 -Magos Designation: Engineering (Warhammer 40k - Adeptus Mechanicus) (100CP) 11.3 -Resource Generator (Toaruverse) (100CP) 26.5-Shaper (Age Of Wonders II) (100CP) 1.6 -Constructor Drone and AI Kernel (Warhammer 40k: T'au Empire) (100CP) 27.12-Body Shop (Smash Up) (200CP) 5.14-The Toolkit (Sabaton) (100CP) 27.64.2 Genius! (Plants Vs Zombies) (400CP) 28.1-Oblation to Onsi (Elder Scrolls Online) (100CP) 32.6-Aesthetics and Flair (Bayonetta) (100CP) A gun isn't quite a gun until it LOOKS good, you know? It's supposed to be classy, make you look amazing just for having it. Likewise, that sword could use a bit of badass styling to it. When you create your weapons, you can make them look DAMNED good even on an off day. Expect any weapon creator to envy you, and those who die by your weapons to count themselves lucky as they perish to such beautiful art. 26.13-Craftsman (Renegade Immortal) (300CP) 29.12-Gadgeteer (Young Justice) (300CP) 19.56.1-I am Iron Man (Marvel Cinematic Universe Vol. 1) (400CP) 6.10-Golden Sickle (Asterix the Gaul) (200CP) 32.20-Perfected Calligraphy (Exalted - The Infernals) (200CP) 7.5-Research and Development Center (Mass Effect Andromeda) (100CP) 17.9 -Well Researched (Lords of the Night - Liches) (100CP) 34.5-ELDER TECHNOLOGY (The Culture Minds) (200CP) 28.17-Hammer And Forge (Legend of Zelda Breath Of The Wild - TG) (400CP) 20.10 -Metal Artisan (World Seed) (200CP) 21.11-Dao of Alchemy (Renegade Immortal) (200CP) 30.22-Spirit Painting (Earth Girls) (300CP) 3.24-I Know What We're Going To Do Today (Phineas and Ferb) (400CP) 5.21-Omnitool | Scanner (Mass Effect Andromeda) (200CP) 16.8-Programming (World Seed) (100CP) 7.33-Orbital Refinery (Hive Queen Quest) (400CP) 37.5-My Creations, My Children (Heaven's Lost Property) (100CP) 23.37.1-The Rune Is Mightier Than The Sword (World Seed) (100CP) 23.37.2-Runic Spell Innovator (World Seed) (200CP) 29.1-Bandit Gunsmith (Borderlands) (100CP) 27.8-Specimen Bio-Tank (Resident Evil) (100CP) 2.9-Juggernaut (Terraria) (200CP) 5.7-Data Access (Endless Pantheon) (100CP) 19.29-Programming and Computer Science (Worm) (400CP) 11.4-Mineral Rights (Diabolical) (200CP) 31.15-Magic Marches On (The Weakness Of Beatrice) (400CP) 25.3-Anima (Ravenwood) (200CP) 19.17-Tower Maker (Bloons) (300CP) 17.28-Like a Robot (Invincible) (400CP) 20.11-The Future Foundation (Ah My Goddess) (200CP) 32.7-Artiste (Girl Genius SB) (100CP) 22.22.1-Tailoring | Life Fibers (Kill la Kill) (300CP) 32.11-Decadence (Dune) (100CP) 7.3-Data Khala (Starcraft Protoss) (100CP) 34.9-Built to Last (Assassin's Creed) (300CP) 36.4-Composition Analysis (Final Fantasy XIV) (100CP) 16.31-Stone-age Otaku (Earth Girls) (200CP) 13.12-The Codex (Uber) (300CP) 13.8.1-Strange Formula (100CP) 13.8.2 - Nitrimine (Marvel Cinematic Universe Vol. 1) (100CP) 22.3-Needlework (Earth Girls) (100CP) 15.4-HardTech Psi-Detector (Trinity) (200CP) 2.23-LOCKED ROOMS (The Culture Minds) (400CP) 6.20.2-Horadric Malus (Diablo 1&2) (200CP) 32.15-Tailor Made (Career Model) (100CP) 10.25-Canteen of Magical Supply (Monster Girl Encyclopedia) (200CP) 16.47-f*ck Physics (The Death Mage Who Doesn't Want a Fourth Time) (400CP) 33.2-Hull Architect (Endless Space) (100CP) 3.43-Seed of The Singularity (Generic Cyberpunk) (600CP) 22.16.2-Resolute Thread (Skulduggery Pleasant) (100CP) 16.9-Rites of Maintenance (Warhammer 40k - Adeptus Mechanicus) (100CP) 8.5-A Barrier of Perspective (Touhou Forbidden Hermit) (200CP) 22.4-Arachne Silk (Monster Girl Encyclopedia) (200CP) 4.1-Aerospace Engineering Makes Things Go Fast (Kerbal Space Program) (100CP) 10.33-Monster Killing Metals (Percy Jackson And The Olympians) (200CP) 19.8-Broadcast Booster (The Avengers Earth's Mightiest Heroes) (200CP) 12.10-Metal of the Gods (The Death Mage Who Doesn't Want A Fourth Time) (400CP) 34.3-Crude and Tough (Warframe SB) (200CP) 36.21-Eccentric Talk (Medaka Box Abnormal) (200CP) 16.48-Hand of the Matrix (Generic Cyberpunk) (400CP) 37.4-Hands Off! (Starcraft II - Nova Covert Ops) (100CP) 38.22.1-They're Like Legos, Right? (Kerbal Space Program) (200CP) 2.3-Strategy Trance (Brockton's Celestial Forge) (100CP) 18.5-Analysis (Adventure Time) (300CP) 8.16-Ritual Room (Highschool DxD) (300CP) 21.48.1-Simplified Formulae (Fullmetal Alchemist) (100CP) 21.48.2-Advanced Formulae (Fullmetal Alchemist) (100CP) 21.48.3-Alkahestry (Fullmetal Alchemist) (300CP) 9.3-Inexhaustible QE Comm Link (Eclipse Phase) (100CP) 2.7-Fashion (Highschool of the Dead) (200CP) 37.10-Precision Tools (MtG - New Phyrexia) (200CP) 38.7-Gadget Master (007) (300CP) 38.17.1-Nanite Sciences (Generator Rex) (100CP) 3.21-Workaholic (Sonic the Hedgehog) (300CP) 3.18-Time to Cook (Wonderland No More) (200CP) 11.2-Fuel Production Facility (Starsector v1.2) (100CP) 7.7-Weapons Lab (Starbound) (100CP) 23.1-Geomancy (World of Darkness - Mortal) (100CP) 2.17-Concept Ball (Medaka Box Abnormal) (400CP) 28.10-Blacksmith (Generic Xianxia) (300CP) 34.6-German Engineering (Smash Up) (200CP) 35.14-Master of the Forge (Monster Girl Encyclopedia) (200CP) 23.22-Enchantment (Silmarillion) (400CP) 38.2-Loaded Up (Generic Cyberpunk) (200CP) 10.6-Elemental Seeds (World Seed) (100CP) 21.2-Collection of Spirit Flames and An Ultimate, Illustrated Guide to Food Ingredients (Talisman Emperor - Mortal Dimension) (100CP) 23.24-Iterative Improvement (Worm) (400CP) 22.23.3-I used to design for GODS (The Incredibles) (400CP) 38.17.2-Nanite Removal and Control (Generator Rex) (400CP) 31.5-Doll Maker of Bucuresti (Touhou) (200CP) 22.22.2-Life Fibers (Kill la Kill) (400CP) 30.25-The Arcane Craft (Sword and Sorcery) (300CP) 35.20 -Master Craftsman (Forgotten Realms) (300CP) 23.10-Magic: Enchanting (Samurai Jack) (200CP) 12.7-Gold Market (World Seed) (400CP) 38.8.1-Tinkerer (RWBY) (300CP) 35.19-Do One Thing At A Time (Dinotopia) (300CP) 35.43-A Gilded Bow (Horizon Zero Dawn V0.9a ) (600CP) 35.59.2.1-Unnatural Skill: Smithing (Percy Jackson) (200CP) 35.59.3-Divine Child: Hephaestus (Percy Jackson) (400CP) 35.59.4-Fate Finds You Interesting (Percy Jackson) (300CP) 16.11-SOFTWARE SCIENTIST (PREY) (100CP) 19.3-Engineering (Teen Titans) (100CP) 14.21-Uchiha Jutsu Archive (Generic Naruto Fanfiction) (400CP) 28.25.1-Ahzidal's Apprentice (Elder Scrolls Skyrim SB) (400CP) 2.13-Safety First (Cardcaptor Sakura) (200CP) 37.15-Fetishist (World of Darkness - Werewolf the Apocalypse) (400CP) 28.20-Swordsmith (Fate/Legends - Land of the Rising Sun) (400CP) 33.5-Weapon Modifications (Archer) (100CP) 3.27-Manufacturing Line (Valkyria Chronicles) (400CP) 35.23-True Balance (Earth Girls) (300CP) 12.1-Mundane Supply World (The Celestial Foundry) (100CP) 8.17-Swordsmith's Hut (Fate/Legends - Land of the Rising Sun) (300CP) 36.43-Making Do With Less (Freefall) (400CP) 24.1-Build That Wall (Bastion) (100CP) 29.19-Mark Whatever (Satisfactorio-Satisfactory Factorio Gauntlet) (400CP) 32.10-Brass and Vacuum Tubes (Smash Up) (100CP) 22.10-Stitch by Stitch (Earth Girls) (300CP) 36.37-Arcane Emulation (D&D Eberron) (400CP) 31.12-Clarketech (Generic Space Opera) (400CP) 26.14-Savant | Wonder Forging Genius (Generic Exalted) (300CP) 24.10-Technomage (Strike Witches) (200CP) 23.38.3-Enchanting (World Seed) (400CP)

Workshop (Personal Reality) 100: (metalworking)

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.

Starting Space (free):

Your Personal Reality starts out with 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 translates to 262.5 x 262.5 x 32.8 feet, so 68,889 square feet or 2,260,138 cubic feet.

14.1 -Shadow Clones (Generic Naruto Fanfiction) (100CP)

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

* 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

Chakra Coils- Free

The basic ability to use chakra, as represented by “chakra coils” that are a nebulous part of your

body and/or soul now. You have top-quality chakra coils which would place you in the top 5% in

this world in terms of both capacity and control.

After this jump your chakra system and body continue to function just as they do in this world,

retaining any improvements or additions made along the way. You may also, if you choose to,

induce the development of chakra coils in other people simply by pushing some of your chakra

into them.

Academy Training- Free

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

Elemental Affinity- Free/100 CP (earth)

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.

29.5 -Tool King (Modded Fallout) (100CP)

Starting with a cartload of random junk and ending with high-quality ammunition or power cells, cutting-edge improvements to power armor, overcharged laser weaponry or even entirely new kinds of science is practically trivial for the average Fallout protagonist yet their talents pale compared to yours. This Perk grants you immediate access to pretty much any kind of crafting shown in the Fallout series: from Hand Loader to Science! and Chemist to Robotics Expert, if it somehow involves building things out of other things (from guns to ammo to even entire buildings), you've got it - including perfectly memorized designs for the kind of components and tools you might need, like the Robotics Workbench or Nuka-Cola Mixer station. In fact, you're good enough that you'll never make mistakes while doing this type of crafting (assuming someone doesn't start shooting at you or some such), and you'll be perfectly aware of where you were in the process if you do find yourself interrupted and have to continue later on.

- Nuclear Armageddon (Free)

Ah, Fallout. You’re here for the world, but before the world came the games - and why not get

those, too? You receive a full collection of all the Fallout games, including DLCs and canceled

titles, all of which are certified bug-free (if you want) and compatible with just about any

platform, including your Pip-Boy, though the graphics might not be the greatest on something

like that. You’ll also get a complete collection of all the other Fallout productions, like official

merchandise, art-work, and so on.

Finally, since this is modded Fallout, you’ll find a connection in your Warehouse to... ah, let’s

call it a cosmic mod database, containing just about any mod imaginable for the Fallout series

and a user-friendly interface that ensures you’ll find what you want with a minimum of fuss and

effort. Enjoy, and remember: War Never Changes!

- RobCo Pip-Boy (Free)

The latest in handheld computing systems, coming in a wide variety of designs and

configurations. Whether you prefer the tablet-styled Pip-Boy 2000 with its various upgrade ports,

or you’d rather have a wrist computer such as the Pip-Boy 3000, this compact and potent

computer will serve you well during your time here. Carrying a built-in Geiger Counter, medical

analysis suite, mapping and database functionality, input/output ports compatible with a wide

range of other hardware, and more besides, this device is one of the most versatile personal

assistants on the market today. Not that that’s saying much, given that the market is a ruined

hellhole, but you get the idea.

- Bobbleheads (Free)

One of the most popular icons to come out of the Pre-War world, the Vault Boy (and Vault Girl)

were immortalized in everything from posters to software to these: genuine Vault-Tec

Bobbleheads. You get a full collection of every bobblehead made for the series, the perfect

memento to remember your time in Fallout by. These Bobbleheads are only decorations,

providing no boosts to any 'base stats' like they did in, for example, Fallout 3.

20.6 -Magos Designation: Engineering (Warhammer 40k - Adeptus Mechanicus) (100CP)

You have attained and been recognized for your comprehension of some of the Machine God's mysteries. Choose a field of Imperial technology such as genetic manipulation, voidship construction, cybernetics or plasma technology. You are among the noted masters of your purview, and can easily create the most common templates of your field. With time, effort and discretion you could even modify and improve upon your specialty as needed. Those few things beyond your full understanding can still be built and maintained by carefully following STC blueprints.

Free for all - Lingua-Technis

Known only to the devotees of the Machine God despite the best efforts of outsiders over millennia, the adepts of Mars speak to each other in bursts of binaric code. This allows for a great deal of information to be communicated quickly and discreetly. Even if translated, it is a complex language thick with ancient and arcane terminology that few outsiders could ever hope to make any sense of. This language and your implants allow you to communicate quickly with other adepts, transferring messages and code many times faster than ordinary speech.

Free/Mandatory – Mechanicus Implants

The cyber-frame is the all-encompassing term for the system of hardpoints and skeletal reinforcements required to mount bionics upon weak flesh and bone. The Potentia Coil stores the energy required to power all other implants, and electoo inductors allow the coil to transfer power inwards to recharge the coil or outwards to power devices or for self-defense. Electro-grafts are a lesser versions of the MIU, allowing for direct mental communication with cogitator systems. There is also a varying degree of neurological augmentation that accompanies each new implant, which is required to monitor and control the functions of an adept's bionics as if they were a natural part of their body.

At the end of your jump, you may choose to retain your implants or remove them while keeping

their benefits as inherent abilities. They are always considered a part of you and will never interfere with shapeshifting or other out-of-jump powers.

Free – Quantum prayer-book

Edged with gold and copper leaf, this tomes details the structure, most common prayers, tenets and rites of the priesthood. People who study the book, particularly those of a scientific bent, will find it very inspiring. May or may not result in machine spirits becoming an actual thing if the doctrine is followed by enough people in a non-40k jump. You will receive non-respawning copies to bequeath to others if you wish.

Free – Lowtech : Lasgun

Simple enough for any adept to acquire, these weapons are serviceable and effective but considered crude by the standards of the Mechanicus. An adept that openly carries them is either of very low rank or of very poor standing. Lowtech cannot be upgraded.

Weapon – Lasgun. Slugthrower. Mono-knife.

Armor – Flak armor.

Consumable – Frag grenades. Basic medkits.

11.3 -Resource Generator (Toaruverse) (100CP)

Buying materials and resource cost too much time and manpower especially if the materials or resources that you need are limited or rare. You gain a warehouse full of materials and resources no matter how common to how rare it is that you need to build any technology that you want. It replenishes used materials every twenty-four hours after you take it out the warehouse, additionally it records and replenishes any materials that you add in your warehouse. After the jump it would become a warehouse add-on or be inserted near your starting location.

26.5-Shaper (Age Of Wonders II) (100CP)

Stone is a tough servant, resisting most ways to work it by unskilled hands. Under your touch, however, it molds itself eagerly, as if it were unable to wait to become the new shapes you wish for it. You are a gifted artisan with the natural materials of the world, and can build fortifications, buildings, and other creations out of wood, stone, sand, and any other such materials with great ease. Indeed, under your touch the materials you work with seem to become greater, somehow - sand and clay toughen to match granite when building a wall, and a carved wooden blade seems to hold its edge like fine steel once you're finished with it.

1.6 -Constructor Drone and AI Kernel (Warhammer 40k: T'au Empire) (100CP)

This drone is an automated constructor unit, capable of building simple machines and buildings on its own and more complicated structures and technologies under your direct supervision, so long as it has materials to work with. Its tools can be easily customized or replaced with new or different technologies. Moreover, its software includes a kernel that can be used to grow specialized AI and VI systems optimized for various computational substrates and tasks that are always loyal to you.

27.12-Body Shop (Smash Up) (200CP)

A good scientist pushing the bounds of human knowledge always has a use for raw materials. Here is a collection of preserved body parts from every species in the world, updating in future Jumps. Just never ask where it all comes from.

Land of Confusion (FREE all) These are strange times. So many weird things happening all at once. Fortunately, you know how to just roll with whatever strangeness the world throws your way, whether magic-using robots or pirate leprechauns. You do keep your sense of wonder and awesome, you’ll just be spending a lot less time saying “....what?”

5.14-The Toolkit (Sabaton) (100CP)

When wielding this toolkit, you can repair devices most would think broken beyond salvation. You could find two twisted armor plates and a couple of treads and before you know it, you have a tank that's as good as new.

27.64.2 Genius! (Plants Vs Zombies) (400CP)

You are an absolute Genius, with this perk! Your mind works tens, hundreds of times as fast as even the most clever of your fellows, excepting the true once-in-a-millennium genii like the one or two people in this world. You have an eidetic memory, and absolutely perfect recall, making sure you never forget anything. More than that, you are capable of wonders of science that would leave anyone around you gaping in awe. Creating sapience is child's play, as is working with both Trees and Plants or human flesh, letting you make wonders and abominations. While you're rather far from being able to make things like either the Plants or Zombies used here, you could learn very quickly indeed, being clever as you are. This perk is a capstone booster for each Origin capstone, and the interactions are listed with the capstones.

28.1-Oblation to Onsi (Elder Scrolls Online) (100CP)

From separating the low-carbon steel from the high-carbon steel to identifying obscure metals like Lilandril steel and the so-called "bog iron" found in peat deposits, you've got a solid basis of knowledge and skills that allow you to work as a blacksmith for all but the most discerning of clients (and with practice, even those as well!) Any set of plate or any melee weapon crafted from metals of up to Rank Five (ebony, which for some reason is much less impressive in ESO than it is in every other Elder Scrolls setting) is a trivial task for you, provided you have the tools and resources on hand.

Scrapyard Special - First Free, 50CP to buy another class’ starting gear: It'd be cruel to send you out to fight off the end of the world with nothing but the clothes you have on. Fortunately, there was a mix-up at the docks and they’re practically giving away this overstocked gear, made in the racial style of whatever you started out as. Hey, it's better than nothing.

  • Drop-Ins and Nightblades come in with a rawhide jerkin with simple arm and leg guards and boots, and a dull steel dagger

Mace Etiquette (ranged)- First purchase is Rated Free for Everyone, 50 CP for additional selections: Just about everyone in Tamriel has had experience fighting, owing to the dangerous wildlife and near-monthly apocalypses. Even if it's just fending off wolves with your pa's axe, you're likely to have at the picked up a weapon at some point. Take your pick of Two-Handed, Ranged, Duel-Wielding or One-Handed. You've now got a decent grasp of how to fight with your weapon of choice, and though not exactly outstanding, you manage to be competent.

32.6-Aesthetics and Flair (Bayonetta) (100CP)

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

Inexplicable Innuendo (Bayonetta) Free:

You're not sure how, but just by being here you've gotten the jive of things. Any time you want to come off as sexy or just talk in a lightheartedly dirty manner, it's easy as pie for you. Want to make some people squirm with an implication? Done. You can even implement this in your battle quips, throwing them off their game for that moment of distraction you need.

Classy Contortionist (Bayonetta) Free:

Um... this is something. You've got an innate sense of posing that you can utilize, whether it be to show off your sexiness or simply throw people off their game. It's got all kinds of applications, and no matter what you're always going to look good. Throw it into your battle styles or something.

26.13-Craftsman (Renegade Immortal) (300CP)

Building and crafting things is an omnipresent facet of civilization. Utensils, furniture, homes and everything else, they all need people to build them. It's the same for cultivators, though the sheer length of time they live tends to mean that everyone picks up some skills here and there. When they actually devote time and effort towards mastering crafting though? The results are beyond belief.

For 100CP, you have the talent and skill of a mortal master in an area of your choosing, such as smithing, carving, painting, sculpting or similar things. The things you can create with this skill are beautiful and functional enough to draw admiration from mortal emperors and kings. Mortals receive a free purchase of this perk.

For 200CP, you have transcended the realm of mortal talent in all areas of craft and can sculpt statues so accurate to the real thing that they possess a shadow of the aura produced by the real thing and paintings so evocative that they can drive a man to tears or uplift him for the rest of his life. Beautiful weapons that never dull and do far more damage than they should and treasures that would be the envy of any lower realm cultivator. Mortals can buy this level for 100CP.

For 300CP, you have the sheer level of talent and vision necessary to match, and eventually outclass Esteemed Tian Bao, the most famed craftsman of the collapsed Celestial Realm from ages gone by who was responsible for the God Slaying Chariot, an attempt to create a peerless weapon that was surprisingly successful in the end. While you're not there yet, with time, experimentation and the right materials, you could create similarly powerful treasures, artifacts or pieces of art, things that would attract the attention of Third Step cultivators. Mortals can buy this level for 200CP.

Tools of the Trade -100 CP

A container holding tools suitable for all crafting endeavours, from chisels and hammer to

brushes and ink. Simply reaching into the container and thinking of the tool you want is

sufficient to find them. These are all high quality and will continue to improve along with you,

so that your chisels can work with wood, stone and other materials of higher strength and your

brushes can paint with the stranger materials used by cultivators.

Those who purchased Craftsman receive this for free.

Like A Painting -0CP

One thing common to cultivators, at least those who don’t cultivate methods that twist their

appearance, is that they tend to be quite attractive and only become more so as they advance

through the stages. If you weren’t already more so, then you are now generically attractive.

Certainly nothing noteworthy, but let nobody say you’re ugly.

Spirit Stones -0CP

Crystals that contain spiritual energy. You can absorb the power from within them to further

your cultivation, refill your reserves of spiritual energy, power formations, or any number of

other things which will destroy them. Or you can use them for their more widely utilised

purpose, which is as currency among cultivators.

You get enough stones of good quality for your level to get by if you don’t spend them

frivolously. Their quality, as well as the quantity of lesser quality stones, will increase as your

cultivation does, eventually becoming celestial spirit stones and then origin stones and so on.

They will replenish in a week.

Everyone gets this for free.

29.12-Gadgeteer (Young Justice) (300CP)

An inventive mind and the know how to make gadgets; though they can't do anything too outside of normal physics, you are perfectly capable of making functional things like grappling hooks, tracking devices, boomerangs that automatically return to you, and trick arrows. In addition to being very cheap to make, any gadgets that you have are almost as intuitive to use as your very limbs, allowing you to use and switch between them easily and without hassle.

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.

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.

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.

19.56.1-I am Iron Man (Marvel Cinematic Universe Vol. 1) (400CP)

You're not the ACTUAL Iron Man, but you could make a fairly decent knock-off. Power armors, sonic cannons, holographic interface, laser weapons, repulsor technology, you have the knowledge to build these things and more. Furthermore, you can think of different upgrades and modifications to adapt to different situations much easier than normal when presented with a problem that's hampered your technological progress.

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.

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.

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.

6.10-Golden Sickle (Asterix the Gaul) (200CP)

This is a sickle made of solid gold, perfect for harvesting materials with magical properties. So perfect, that it has properties of its own. Firstly, any materials harvested using this sickle will never go bad. Food doesn't rot, meat, if you somehow used it on that, doesn't go rancid, magical herbs don't lose their powers. Secondly, it tends to have the exact magical properties you need to harvest any and all magical substances, without too much of a fuss. In essence, you can replace any and all growing and harvesting requirements for an ingredient, like 'needs to see the moon twenty times', or 'dance naked under at twilight carrying a pitcher of water that you then sprinkle' with 'cut using this sickle'. Doesn't apply on the super rare, absolutely one-of-a-kind stuff, mind you. It must be at least somewhat common.

32.20-Perfected Calligraphy (Exalted - The Infernals) (200CP)

Elloge is a writer and storyteller without peer, ever creating within herself new vortices of vocalization and tangles of text. Her inner worlds reflecting manifold different tales and countless chapters of her own narratives. The deepest parts of her have little to do with reality as it is or ever was, idealized paradises and grand dramas unfolding in realms that resemble Creation, Malfeas, lost Zen-Mu, or any number of other, fictional worlds. So too may you craft elaborate narratives and uniquely beautiful stories, ever writing with the zeal of inspiration, and muse-born linguistics that would stand out even in the countless annals and libraries of Hell. From now on, you shall live and breathe the ingenuity of a talecrafter without peer. Appropriately to the wondrous correspondences you shall write, you will also gain the calligraphic skill to write with neat flowing script or ornate glyphs in all the numberless languages of the Sphere of Speech.

Beautiful and Terrible [Free/200/400]:

Malfeas is a great city full of terrible and wonderful things, undeniably more fantastic than most any city build in Creation. it is a city of terrible dangers around every corner... Yet it is also a city of many and varied wonders. Demons that wear forms beyond mortal imagination walk the streets. Businesses and markets offer goods not for sale anywhere else. Pleasure houses and brothels offer every diversion and perversion known to man, and many that are not.

Why then, should you not join these wonders of the demon realm? For free, you will be able to take on some of the demon realm’s splendor and have your visage be refined, clearing up scars, blemishes, modest asymmetry and other subtler imperfections in appearance. What is more, you will gain some subtle physical aspect of the demon who delivered your Exaltation onto you.

7.5-Research and Development Center (Mass Effect Andromeda) (100CP)

The R&D center is integral to the Initiative's colonization efforts in the Heleus cluster. There is one in every settlement. As you increase the amount of information you discover, the more you will be able to progress and discover in the Research section. And Development allows a user to build any object that you have the blueprints/plans for and resources to make it. If you have a ship, you can choose to integrate this into the ship. While the R&D center is initially limited to making things that are man portable, with the appropriate upgrades, that may change. After all, Remnant Vaults have such interesting technology...

Post Jump, you can choose to have the R&D center be integrated with your Warehouse, have it be placed somewhere mid jump, or even have it be connected to a robot of some sort for mobile crafting purposes.

Starter Weapons (Free to all): (Omni-blade)

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.

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.

Pet From Home (Free):

You have a pet that was brought in from your home sector of space. Milky Way races can select from any pet that’d be available in the Milky Way, Angarans from the Heleus cluster, and Kett from their empire. The pet will not be usable in any form of combat, and will mostly stay with you in order to improve your mood. And steal your food, if you aren’t careful what you leave around. You may also choose to import a previous non-sophont pet into a form of your choice, if the form fits the above criteria.

17.9 -Well Researched (Lords of the Night - Liches) (100CP)

The truth of the matter is that, no matter what you're doing, someone else was doing it before you. People say, don't reinvent the wheel, but the wheel has been reinvented countless times. You are good at avoiding having to reinvent things already made or discovered, though.

Your mind is like a steel trap. Not only do you never forget anything, you're good at instantly putting everything you come across into context. This won't make you instantly cross-reference it with something from a completely different context, but when you think on things and try to figure something out, find a solution, or need something out of left field you can quickly scan across your entire body of knowledge for something that could help.

This comes with you already being well studied on a huge range of topics, in this jump and all future ones you go to. Think of it as roughly ten doctorates' worth of study on a wide range of subjects, with a new set each new jump.

You can leave minds that might actually be greater than yours in the dust, as they try to achieve something from first principles that was figured out by an obscure sage thirteen centuries ago, who only ever put his findings down in a single journal that has been gathering dust in some corner of a minor family library ever since.

34.5-ELDER TECHNOLOGY (The Culture Minds) (200CP)

Some civs just build to last, and it is not unusual for Sublimed civs to leave considerable artifacts behind. Any technological device, structure or vehicle that you create has an effectively unlimited usable lifespan. Not even organic matter that is a part of the device will decay, or even undergo effects like proton decay over the aeons. They will still need expendable reserves: a gun still needs bullets, a laser still needs its power pack replaced or recharged but that gun's moving parts never wear out, and that rechargeable power pack can be reused for aeons and more without loss of performance.

28.17-Hammer And Forge (Legend of Zelda Breath Of The Wild - TG) (400CP)

A personal smithy that you can deploy anywhere, the equipment and fires here are in the best possible condition for truly creating great works of blacksmithing art. Any materials needed to be expended in making these weapons and armor will be replenished, unless they're explicitly supernatural. As a bonus, you'll find that as long as you hang up your shingle, it'll be much easier to find warriors who can make the most of the equipment you craft!

Sheikah Slate (Basic):

A magical tablet the size of a hardcover book, and also the key to unlocking the true power of the ancient magitech that the pre-exile Sheikah left behind. In its most basic form, missing all but the essential Runes, this Sheikah Slate has a sophisticated mapping system where you can mark points of interest (Though you'll need to find a method of actually downloading maps onto the thing) and a digital zoom "scope" that both lets you scout out distant places and set map waypoints at wherever you're looking to keep you on track. Most importantly, the Sheikah Slate authenticates you as a valid user of ancient Sheikah tech, and as such you will be able to use the ancient Shrines and Towers that the Sheikah left behind, and it even includes a Sheikah Sensor function that will alert you of nearby Sheikah technology if you get within range.

20.10 -Metal Artisan (World Seed) (200CP)

Knowing a thing or two about software is nice and all, and creating intelligent beings yourself is pretty useful, but why would you limit yourself so? Needing to rely on hardware and machines other people create is a big no-no for such an inventor type yourself. So you've taught yourself all you need to to make whatever you want, provided you have the resources at hand. First of all, you know how to build pretty much any modern earth technology, whether that is laser pistols, hard drives with dozens of exabytes of storage and computers with insane specs in general, spaceships, or even rudimentary antimatter weaponry, though the latter would require resources impossible for a single man to obtain. Beyond that, you can easily integrate any new technology and knowledge you obtain into your tech base, which should grant you much potential indeed considering the possibilities the world of Neolife holds within itself.

The System (free):

As the name suggests, this is the system that is in place in Neolife, and will soon be introduced to the real world as well. It allows people to do things such as cast spells, manipulate mana, use runes, cultivate affinities, increase their physical qualities beyond anything they would have dreamed of before, and so much more. After reaching the apex of their class or a skill they might possess, and grasping near the level cap of 999, one could throw entire mountains, moveat hypersonic speeds, ignore whatever damage people with said power output might dish out,create illusions that are more convincing than reality might be, and affect entire planets or evensolar systems.You gain access to this System for no charge, and may grant to to other people in any settings you might visit in the future. It will adapt itself to anything you encounter, allowing you to cultivate affinities not found in this universe, or create spells and maybe even entire schools of magic focusing on forces absent here. This includes things such as the Kingdom or Shipmanagement menu some people here have access to, though you might freak people out if you use it and they don’t know of its existence. You’ll also gain the ability to introduce this world’smana, including the System, monsters, Souls, and Auras, to other universes, through the consequences of doing this will fall upon you.

Freebies (free): (creation) (Craft)

All people playing Neolife may choose two schools of magic to start with, and so do you.There’s a school of magic for pretty much everything, examples including Gravity, Sound,Barriers, Blood, Aura, Origin (the creation of matter ex nihilo), Solar, and Summoning magic,plus a school of magic for any element you can think of and more, such as Fire and Earth, andalso schools of magic like Technomancy, which focus on man-made creations.

Seed Storage (free):

A small house, fitted with everything the average Jumper might need, such as a fully stocked fridge and a comfortable bed. It is designed with your likes, wants, and personality in mind, will always be clean and dust free, and is never going to be damaged by anything going on in the real world. This is where you start the jump, standing right before your brand new Seed in an otherwise empty room. After this jump, the house will become a warehouse attachment you can summon into the world wherever you want, and retaining any modifications you make.

21.11-Dao of Alchemy (Renegade Immortal) (200CP)

Alchemy is the art and science of using spiritual materials and reagents to create miraculous pills and concoctions with an incredible range of effects. From pills that can heal grievous wounds or cure horrific diseases to poisons so terrifyingly potent that just a single breath can melt the flesh from your bones. Elixirs that induce states of enlightenment or restoratives that can drastically improve your cultivation, help you break through bottlenecks or just simply refill your reserves of spiritual energy when you are low.

For the less talented, alchemical creations can represent their only hopes to break through to the higher stages of cultivation, be it the Foundation Establishing Pill, the miraculous medicines that can allow for the creation of nascent souls or even stranger things.

You are an incredibly talented alchemist with an intuitive grasp of the process of pillmaking as well as the way ingredients may interact, allowing you to make leaps in the process of refinement, or even creation of new recipes, that would require years of hard study for others. This kind of talent allows you to easily analyse and recreate pills with a short period of examination.

Talent isn't everything though. A senior with decades of experience will always do better than a pill genius on their first time. You have the equivalent of a good decade or two of practical experience with alchemy under your belt as well as a wealth of theoretical knowledge. If a reagent or pill has existed on Suzaku or in myth, then it's likely you know of it and the ways that it can be used or otherwise nurtured if it is not yet ready. This knowledge will update itself to include similar disciplines in future jumps.

Pill Furnace -100/200 CP

The pill furnace is an integral part of orthodox alchemy, being the tool that the pill ingredients

are fused within, using intense heat of carefully varied and precisely controlled temperatures to

create miracles.

For 100 CP, you get an average quality pill furnace that will be useful for a realm or two, but

which will fall behind eventually. If you manage to make it explode or otherwise damage it

beyond repair then it will return to wholeness in a few minutes. Those who took Dao of

Alchemy get this for free.

30.22-Spirit Painting (Earth Girls) (300CP)

Your paintings and artwork catch a little piece of their subject's soul in them. This isn't harmful at all in itself. This link between the subject and the artwork might have all sorts of effects. Someone whose picture you paint on a cave wall might always find their way back to it, painting a couple together might make their relationship long-lasting and happy, or painting big-tooths and boars might attract those animals to your village's hunting grounds.

Soft Grass and Rain-Washed Stone

Just because it’s the stone age doesn’t mean things have to be dirty, right? It seems like the world around you and everyone in it is just a lot cleaner, softer, sweet-smelling and generally nicer to be around than they probably would be in reality.

Hunting & Gathering

The very basics of survival in the Mesolithic. Just enough skill in hunting small animals like rabbits or birds to feed yourself, recognise a few edible fruits and berries, find water and make fire and shelter to keep warm. You will need more than this to take on big animals, avoid poisonous plants, or provide for anyone other than yourself, but it’s a start.

Occupational Tools

All backgrounds get one free set of clothing, plus the sorts of tools their occupation needs on a daily basis.

3.24-I Know What We're Going To Do Today (Phineas and Ferb) (400CP)

24 hours just doesn't seem like enough time to get stuff accomplished, but you'd be surprised what determination (and this perk) can get you. You can now complete days and even weeks worth of work in just a few hours, and this effect increases tremendously when you have a few helpers, to the point where a small team can work with you to complete years worth of work in a simple afternoon.

Choreographic (Free To All):

Ever had a feeling you just weren't sure how to express? Well, now you can do so through song. You have a perfect singing voice, combined with a decent understanding of choreography, and the capacity to break into song almost anywhere and have musical accompaniment start up for you.

5.21-Omnitool | Scanner (Mass Effect Andromeda) (200CP)

Omnitool (100CP)

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

Scanner (100CP)

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

Engineer:

Engineers are experts in both offensive and defensive tech powers. Gains a Combat Drone: a small drone improves recharge rate for tech powers and self-destructs with an EMP pulse if enemies get close. The improved recharge rate is lost after destruction.

Mechanic –

A more purely focus Engineer. From fighters and frigates to Mass Effect fields and automated machines, you know your way around and are aside fairly versed in mechanical theory. You might not know how to build something, but you can almost certainly figure it out with time.

16.8-Programming (World Seed) (100CP)

Through hard hours spent slaving over a hot keyboard you have learned the art of programming, you could write a program for pretty much anything, please don't try to steal peoples bank accounts.

7.33-Orbital Refinery (Hive Queen Quest) (400CP)

This ship is roughly a mile wide and comes stock with all the tools required to mine and refine raw ore into all manner of useable machines though its capacity is rather low, only able to produce two ships a month at most, should refined materials be fed into it the speed would likely increase somewhat while it could also be used to refine ore into ingots at an even faster rate if building machines is not required. Should you wish you could feed any scrap metal you may come across to refine it into useable materials. The refineries major downfall is that it has no ftl capability and must be towed into place, becoming largely stationary.

37.5-My Creations, My Children (Heaven's Lost Property) (100CP)

The Angelroids and other constructs you make are not mere drones or robots - they are, each and every one, your own child. Whether or not you consider that true or care for them at all, your creations with any degree of intelligence or sentience will look to you as a mentor or parental figure, or just a dear friend when you first activate them. Regardless of its nature, they will enter this world with a degree of loyalty towards you, their creator. You know how to maintain this through care or the right mix of discipline and caretaking. This, incidentally, makes you pretty good at actual parenting as well.

23.37.1-The Rune Is Mightier Than The Sword (World Seed) (100CP)

The one thing throwing people off the runic language is its sheer volume. Considering that there are ninety-nine million, two hundred and thirty thousand, seven hundred and sixty nine of them, representing every single word and concept in all known languages, even things such as watering the grass every week, that's no surprise. Because of that, even learning the runic language can be a challenge, requiring either a brain implant or some other form of perfect memory. Anyone who doesn't have access to these things needs to spend time and effort to search for those runes they'll actually use and transcribe them into a book or save them to their computer. Luckily, you won't have to deal with such shortcuts: as of now, you are fluent in the entirety of the runic language, and will never forget it. Furthermore, as you will undoubtedly encounter words and concepts foreign to the people in this universe throughout your travels, it will update itself to include runes for anything you might encounter in the future.

23.37.2-Runic Spell Innovator (World Seed) (200CP)

Considering that one simply needs to combine the runes for Blast and Fire to make a fireball, or use the do the same with the Reinforce and Mind runes to create a basic spell to protect against mind altering effects, one might think that runic magic is incredibly easy. Well, one would be wrong. Runes can be considered a programming language of sorts, affecting reality. They are used to program magical devices, and also for Runic Magic, an alternative to Arcane Magic that uses less mana and requires less control over your mana, but only does exactly what you program it to do. Now, as with regular programming, any schmuck can do the equivalent of writing hello world and throw a fireball or two, but anything more complex than that requires intelligence, creativity, ingenuity, and patience. Things that you now possess in spades. And with that and the knowledge of the runic language, infinite possibilities lie open to you: whether it's bashing someone's head in with the Force rune, setting up intricate spell diagrams and runic circles to automate even the most complex of processes, or creating spells of all magical disciplines for anything you can think of and more, someone who truly knows how to use Runic Magic is a sight to behold. And your true talent, the invention and creation of new runic spells and programs, applies to all of these avenues. If you keep at it, no magic will be beyond your reach.

29.1-Bandit Gunsmith (Borderlands) (100CP)

You have amazing technical insight and when shown a pile of broken weapons or energy shields you can use parts from some to reassemble others into decent condition. Don't expect it to be pretty, but you can nail 15 repeater pistols together to make a functional shotgun, or use bits of five shields to make one that works.

27.8-Specimen Bio-Tank (Resident Evil) (100CP)

Well, your B.O.W. specimens have to come from somewhere don't they? They don't just pop out of the ground like those plebeian zombies, and what if you need to make some adjustments? Upon purchasing this, you gain access to a sophisticated bio-tank which is filled with a special fluid. This will not only ensure the B.O.W. is docile and unconscious while immersed, but it also comes with the tools and devices to monitor and make adjustments to the subject inside as needed. Evil laugh not included.

2.9-Juggernaut (Terraria) (200CP)

Your armor is a lot more effective at doing what it does just by the sheer virtue of it being latched onto and wrapped around your fleshy bits. Not to get too far into the math of it, your armor is about half-again more effective than it would be otherwise.

5.7-Data Access (Endless Pantheon) (100CP)

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

19.29-Programming and Computer Science (Worm) (400CP)

Supercomputers are your bread and butter, and Artificial Intelligence is your idea of a PDA. Data, programs, and digital devices are your playthings, not to mention that your understanding of such systems mean you can hack anything that could possibly be hacked. There isn't really any limit on the extent you could push computing hardware, and any kind of software you can imagine is within your grasp. Please do note that flaunting this is likely to attract some attention from a few major players in particular. Then again that might not be a bad thing depending on your disposition and plans.

-Tinker-Tech Cache (300cp, Discounted Rogue, Free Tinker):

You get a decent sized cache of Tinker-Tech whose nature is up to you. Whether you want a large variety of computing and programming devices, an armory full of futuristic guns and weapons, or maybe just a ton of Tinker tools for your personal use. There is nothing crazy in here, but even basic Tinker tech is far more advanced than anything on modern earth. If you have a Tinker ability you get one purchase of this free for tech that corresponds to your specialty, giving you more than enough to get started. Note: Even the worst Tinker-Tech is hundreds of years ahead of modern day earth, and the samples you get here aren’t bargain bin by any means, just not anything earth shaking.

Consolation Prize:

No matter what you leave here with perfect mental health, all psychological issues, trauma, and scars healed like they were never there. Even any you might have gained before this jump. Same for all of your companions and anyone you take with you. You get this if you stay as well. Jump-chan also offers you free hugs for life. This isn’t mandatory, but why on earth wouldn’t you take it?

11.4-Mineral Rights (Diabolical) (200CP)

You have, through some underhanded but fully legal means, acquired a metric ton of rights to various mines and harvesting operations the world over. In practical terms this means you will have a sufficient amount of raw metals, ores, minerals, and other physical resources to build or construct whatever you desire all without paying a dime for it. You can also sell the excess on the open or black market, or simply stockpile it all for yourself. This will follow you to other Jumps, providing a steady stream of physical resources and allowing you to live the life of a mining magnate, or always have sufficient resources for your industrial ambitions.

31.15-Magic Marches On (The Weakness Of Beatrice) (400CP)

Ground's Nir might lag behind Earth in terms of technology, but not for too long with you at the helm of scientific advance. Perhaps science isn't the best word. You're not any better at making actual computers out of sticks and raw metal but you are brilliant at making magical or fantastical versions of existing technology you know about. Vehicles powered by magic, calculating systems running on willpower, rocket launchers made with magical materials. Long as you know how to make the original technology, you'll be able to create a magical variation of that technology that is every bit as effective.

Magic- Free/Mandatory (Nonhumans Do Not Get)

Magic. Ever seen an MMORPG? World of X or X-scape? You should catch on pretty quickly. The Sage decided to make whatever magic used to be into a much more understandable system for humanity of the modern day, making it like a videogame. You earn experience, buy new spells or upgrades from a spell tree and you put on gear that boosts your stats. There’s even status menus and inventory screens, event lists, conversation logs and so on. We’ll give you a quick rundown just in case however.

Willpower is the source and supply of magic here. The more you have, the more magic you can handle. It’s partially based on your level, being a high level will enhance your Willpower, but just having a lot of determination, mental and emotional strength will help out the most. The more you have, the more spells you can cast and the more equipment you can have. It’ll recover just by resting.

Your body remains as it is on Earth. Magic does not innately increase your physical abilities, though the system does measure dozens or hundreds of different statistics like STRENGTH or SPEED and so on. The way humans increase their stats is with the gear they wear in Grounds’ Nir. Percentage Type Magic, it’s called, because each piece of gear gives a different sort of percentage boost to one or more stats. A top level chest piece could boost your strength by x500% and your agility by x200%. Gear is collected by killing monsters or Mixing it together from different items, though you’ll generally need someone able to Mix for that. It’s made of Willpower, the source of magic here, so it’ll all be stored as data in your Shining Weapon. What’s that? More detail later in the Item section.

Anyway, Percentage Type Magic, what gear is usually called in this world, has a limit to how much can be equipped. This is based on your maximum Willpower. The more you have, the more and stronger gear you can equip. This is based on your maximum, not your current. Gear changes your appearance depending on what you select, though as a handy consideration we’ll let you opt out of these purely cosmetic things, and you can deactivate or reactivate your chosen gear at any time (This doesn’t get rid of the boosts), though actually changing what you have will need you to go to Earth and come back again, where you’ll see the Log-In room that allows you to select from all the gear you’ve found. Post Jump, this’ll be your warehouse.

On the other hand, we have Command Magic. You’ll be more familiar with this. Spells and Techniques, essentially. Whether you’re focusing on elemental magic, healing spells and potions, physical combat techniques or something else, you’ll get all your active abilities, and upgrades to them, through the Command Magic Trees. Each particular discipline (Such as Fire Magic or Sword Techniques) has a tree of buyable things, with the main spells and all the upgrades, branching up and outwards. Each discipline has upwards of 14,000 options to choose from so even getting locked into one is no big deal.

How do you unlock all of this? The classic way, Experience Points. You can gain Experience Points (EXP) from a lot of things. Killing monsters is best but making things, eating special food, talking to people and other actions also get you some points. Anything but killing things, completing quests or otherwise dangerous and conflict-filled things gets you close to nil though, so even Support type adventurers get in on the dungeoneering. Your Shining Weapon, detailed later, will allow you to spend your EXP on improving all your different types of Command Magic or just improving your raw skills. If you really wanted, you could make yourself a fantastic painter just by killing monsters in Grounds’ Nir. As you get more EXP, you’ll level up, increasing your stock of willpower and the power of your Command Magics. It’ll cap at level 100, making you a Level Capper, but you can still gain EXP past that point. Level Caps, the real serious ones who grinded way past the normal amount of EXP you have there, are serious business. Making multi kilometre wide firestorms that can melt metal in an instant or flattening everything in a few hundred meters in one blow is the average fight between two Cappers. You’re not quite to that level, since those are Level Cappers who’ve kept grinding for a year or two of serious work, but you’re still at the level of knocking down buildings or setting whole towns alight.

Bringing stuff from one world to another almost never works. You can be hurt or healed in Nir and it’ll carry over and you can bring your Shining Weapon back and forth but no more than a few grams of stuff can be taken across otherwise. Magic won’t work on Earth either. It’s possible to find a way around this though.

One last thing. Only humans have access to Magic and EXP. Nonhumans don’t gain any of this

25.3-Anima (Ravenwood) (200CP)

The power of your own soul. Wisps of spiritual energy bound to yourself, able to be shaped into quasi-physical garb or used to reinforce that which you already possess. Each shaped bit or aspect of yourself acts as a receptacle for the wisps you possess, and filling them increases the strength provided, but limits the amount you can put elsewhere. However, it only takes a few moments, vital in any battle, to shift these wisps around and change the boons they provide.

19.17-Tower Maker (Bloons) (300CP)

You can make Towers! Structures designed around amplifying the abilities of those standing on top of them, allowing them to project force across a wide-area. Someone in one of your towers will find their range of attack increased slightly, and one purpose-built for them will increase it even more, in addition to specific boosts related to their abilities.

17.28-Like a Robot (Invincible) (400CP)

Your mind is a masterpiece. You think faster than a normal human being; you can process in a second what would have before taken you a minute. You have the ability to split your mind in twain to concentrate on more than one thing at a time. In the beginning you would be limited to dividing your mind into 10 different streams of thought, each of which has the full processing power of your entire mind. Given time however, something on the scale of decades, you will be able to split your mind exponentially more, giving you enough subdivisions to run the world, control an army, and a police force of millions of separate robot suits all the while manipulating global politics. Given even more time, who knows how far you could take this.

Comic Book Pretty (0 cp): Wow, you look like you walked off the pages of a comic book. Luckily for you it was a realistic one so while you are rippling with muscles, or while you may have amazing curves, those muscles are not the size of watermelons and the curves are not beyond human. Essentially you have been made to be stunningly attractive, in a fashion that you desire to be. You’re at minimum a 9.5 out of 10 for those who don’t like your type, and off the charts for those who do.

Required Secondary Powers (0 CP): You have the secondary powers inherent to a superhero, when you move extremely fast the air around you does not catch on fire, when you lift a building it does not crumble around the area where you picked it up. Essentially you can operate under ‘comic book physics’, although you are able to turn this perk off and on at will.

20.11-The Future Foundation (Ah My Goddess) (200CP)

Like a certain childish Goddess you've got a strange ability to utilize futuristic devices as easily as breathing, a mind that could crush every genius in the Information Age is yours. AI controlled robots, expanding a storage space through using machines to warp the local space-time, fitting what amounts to hammer space full of dozens if not hundreds of missiles and weapons to a human sized robot, being inhumanly good with programming and computer manipulation in general are all things that you do as easily as breathing. Like the Norn of the Future herself you have the keen ability to take technology of the Information Age and push it firmly eight or nine hundred years forward.

32.7-Artiste (Girl Genius SB) (100CP)

From acting to painting, there's a lot of call for people like you around here! Simply put, you have the skills and talent to be one of the greatest, finest artists of all time. Not just in any one field either. Your talent is boundless and unbelievable at everything remotely art-related you do. With the slightest effort, you could be a scintillating star in all fields from writing, painting, singing, underwater basket weaving... er, you get the idea. Crowds throng to listen to a concerto from you, and books you write may well cause knife fights between people wanting to buy them!

Such is your talent that in but a handful of months you could become a celebrity every bit the equal of the Queen of the Dawn, or any other celebrity you've heard of. This also makes anything you do look unbelievably good, from your fighting which looks like a dance, to your clanks which all look like Things of Beauty and Grace even when stuffed chock-full of firepower.

Professionally Drawn - Free

You look good, Jumper. Nothing all that extraordinary by itself, but you’d be surprised how often it turns out to be of use. You look like someone drawn and coloured properly by some very skilled cartoonists.

22.22.1-Tailoring | Life Fibers (Kill la Kill) (300CP)

Tailoring (300CP)

You have the knowledge of how to safely work with life fibers, and how to make them into clothing that empowers (or inhibits) the wearer. In addition, because you know how Life Fiber uniforms work, you know their weak spots better than anyone.

32.11-Decadence (Dune) (100CP)

You have the skills to sacrifice neither form nor function when you design, create, or arrange things, which is especially important in a society whose upper crust values opulence the way this society does --after all, the Emperor's throne is carved out of a single massive gemstone. Whether it's interior decorating, crafting a knife or sword, building furniture or a vehicle... you can make it appeal perfectly to the most crass or the upper crust. You can also figure out the optimal decor for any purpose or environment, which includes the best places to hide discreet surveillance devices

7.3-Data Khala (Starcraft Protoss) (100CP)

While psionics are powerful, sometimes a technological solution is needed. This is the Templars solution to a technological Khala. A powerful digital Khala that links together all the different Purifier units. You have your own version of this. With this, all of your computers and AI can communicate with each other over cosmic distances with zero lag time. Instantaneous information sharing. As the centre of this digital Khala you can link into, and communicate with, it too.

Psionics of the Khala [Free/200]

This style of psionics was developed by the Protoss near the end of their Aeon of Strife. With it, they were able to resolve possibly their greatest civil war in history. At its core, it is an empathetic bond that joins the thoughts and emotions of all Protoss who still have their nerve cords. With it, they may share their every thought and emotion. The psionics of the Khala is one of great control and discipline, sacrificing individuality in exchange. This same control affords the stronger of them the ability to safely cast psionic storms. Both the Khalai and Purifiers specialise in this type of psionics. The unity of the Khala protects the Protoss from Zerg infestation. Taking this will allow you to keep using its techniques even in the absence of the Khala. Purchasing this by itself is free, though if Void was purchased first, then it will cost an extra 200 CP.

Colour Aesthetic [Free]

The Protoss come in all manner of shape and colours. Even their psionics will vary in colour and effect depending on their faction. You can choose the aesthetic of your gear and psionics. Maybe you wish to mix the golden light of the purifiers with the black and red of Tal’Darim technology, the subtle green of the Nerazim with the shining technology from the Golden Age.

Cloth Mask [Free]

A stylish cloth face mask that covers the bottom half of the Protoss face. These masks are primarily worn by the Nerazim. These are generally considered informal wear by the protoss.

Power Suit [Free]

A basic set of power armour from your faction of choice. These are usually reserved for zealots to wear and are the more protective infantry armours that the protoss field. The armour itself is made from overlapping segmented shells of protoss metal melted down from Minerals, providing flexibility and protection. Each power suit comes with a personal plasma shield for defense, a navigational unit, and a vital sign monitor. You can instead choose to gain the lighter power suit worn by High Templar, that while has the same functions is less heavily armoured. For 50CP, you can upgrade this into Executor Regalia, which are embedded with Khaydarin crystals that amplify psionic power. Extra purchases of this armour cost 50CP

Psi-Blade Focusers [Free]

A device that focuses psionic energy into a blade. These usually come mounted upon your wrists in the form of bracers, but can instead be integrated into a melee weapon to form such weapons as psionic scythes. Psionic Blades can cut through near anything, and can mainly only be defended against by another psi-blade. The Nerazim version, the Warp Blade which use the powers of the Void, react to the users strength of will, turning centuries of training into a powerful weapon. Tal’darim legends speak of psi-blade masters so strong they could tear a planet in half. Extra purchases of these focuses cost 50CP.

34.9-Built to Last (Assassin's Creed) (300CP)

Whatever you personally build, be it handheld or architectural, becomes nigh-impervious to weather, rust and time. If it gets lost or buried, you can 'feel' it out too!

36.4-Composition Analysis (Final Fantasy XIV) (100CP)

"Before you get to work, you need to know what it is you're dealing with!" -that was the first lesson you were taught when you started this discipline. Certainly, your mentor was right. Without knowing what you're working with, you're simply courting with catastrophe. With a bit of help from the Aether tools you have, you can discern the properties of any material you're working with -enough to know if there's an occupational hazard involved with handling them. But with sufficient practice and a discerning eye, you can figure out what any item is made up of.

16.31-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.

13.12-The Codex (Uber) (300CP)

The entirety of the mysterious work of unknown origin that enabled Project U in the first place. To this date only a minor portion has been deciphered. The first chapter does provide instructions to decoding the rest based on universal mathematical principles. After that it consists of three main sections. The first contains instructions to produce the catalyst, the second describes a possible way to locate people susceptible to the upgrade process and has as of yet been untranslated, the third details the separate ways of upgrading humans. Even with the instructions provided the confusing manner passages are structured, combined with the interwoven philosophical treatises and the fact that there seem to be thousands of ways to decode the passages to slightly different results it will take months to decipher a single passage of a relevant length. This item does not come with the already translated passages.

Cynicism [Free] - When all hope is lost pure stubbornness, malice, or a drive for revenge may keep one going. You have the resolve and mental fortitude to keep going even long past the point of giving up hope.

Tank Class Activation Potential [Free] - You have the potential to receive three activations.

Comic Books [Free] - The entirety of the Über and Über: Invasion comic-book runs, along with special issues. In addition to that you gain a run chronicling your impact on the setting.

Nutrient Paste [Free] - A bowl of sweet slop containing all the nutrients required to keep the enhanced physiology of a Über going. Feeds one enhanced person, or three normal ones, and replenishes daily. The bowl, and a spoon alongside it, appear in your hands when desired and disappear when they not needed. Your version tastes like slightly sweet oatmeal, a far sight better than most can expect.

13.8.1-Strange Formula (100CP)

This chemical formula is the brainchild of the German scientist Dr. Erskine, and is directly responsible for the creation of Captain America. As is, this is only the formula, and you must make it yourself... but as a result it could possibly let you modify the serum for other uses. Beware its tendencies to amplify the personality traits of the user, or be prepared to find a way to fix that fact.

13.8.2 - Nitrimine (Marvel Cinematic Universe Vol. 1) (100CP)

The formula for the chemical compound known as Nitramene, this compound has multiple purposes. A typical Nitramene bomb has a blast radius of five hundred yards after which it creates a vacuum that causes an implosion as matter rushes to fill the void that it has created, but a grenade of that size will do considerably less damage. On the other hand, Nitramene also emits low levels of Vita Radiation, which has a specific wavelength that has stabilizing properties.

22.3-Needlework (Earth Girls) (100CP)

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.

15.4-HardTech Psi-Detector (Trinity) (200CP)

You have acquired a Nippon-made device, one of the very few non-biotech devices capable of reliably detecting nearby Psions and psionic powers in use. Most are massive, power-hungry, and have a range of only about five meters . This one has the same range, but is far more efficient and only the size of a large book. Though pretty much useless to a Psion in the field, the device can be connected to mundane security and sensor systems, and you have the blueprints to make more.

2.23-LOCKED ROOMS (The Culture Minds) (400CP)

Your mind can be compartmentalized to a variety of ends. You could shunt data to a locked room in your mind, one which memetic effects, viruses, or corrupted data cannot escape. Or just block off certain knowledge until the time is right for you to access it. These locked rooms cannot be read by mind-reading methods unless you willingly open them. You can even lock a compartment of your mind and figuratively throw away the key, keeping it sealed even from yourself until some condition is met. They will also be able to contain any interlopers, memetics or unusual effects that stray into your mind from other sources, digital or not, though you should act fast so as to avoid locking away the majority of your mind.

6.20.2-Horadric Malus (Diablo 1&2) (200CP)

An ancient and heavily-enchanted hammer, this tool was built to aid in forging magical items. In layman's terms it regulates and stabilizes magical energies, preventing small mishaps, foreign mana flows, short pauses in the enchanting process and other such problems from ruining an enchanter's work. While items produced with the aid of the Malus are only slightly more powerful, they are much more resistant to mystical tampering and corruption.

32.15-Tailor Made (Career Model) (100CP)

You are a brilliant designer and can ensure objects you create are always looking fantastic, aesthetically pleasing and the like. Making something look good no longer takes any time or effort- you can focus entirely on function, and whatever you make will look outstanding

10.25-Canteen of Magical Supply (Monster Girl Encyclopedia) (200CP)

A seemingly-empty canteen that readily produces water whenever mana is applied to the canteen to power it up. The canteen normally produces normal water, but extensive exposure to specific kinds of energy can cause the water to be infused with that energy; however, your canteen (unlike most others available in-setting) has a remarkable filter, so the canteen will not become permanently locked on a specific energy or permanently tainted by one unless you want it so – instead, once the corruptive energy is gone, it will go back to producing regular, untainted water.

16.47-f*ck Physics (The Death Mage Who Doesn't Want a Fourth Time) (400CP)

In case you have forgotten, these worlds, Lambda and Origin, do not have the same physics as the Earth you are so used to. In fact, much of what can be done in Origin and Earth, such as guns and the like, cannot be done in Lambda due to these differences, nor do certain metals exist. A terrible thing for those who wish to make use of their knowledge. There are alternatives, however. Alternatives that you have a knack for discovering. With time and study you are capable of finding alternatives for any material or effect that is impossible in one location so long as it is possible in another. Whether it be shooting a gun on Lambda, using spells in a magic cancelling room, or containing antimatter without it exploding, so long as the desired effect or material can exist/occur in another space, you will eventually be able to duplicate it.

33.2-Hull Architect (Endless Space) (100CP)

You know how to design ships. From nose to engine, you could draft up a functional space worthy ship. On paper. Putting all the pieces together maybe beyond you, but anyone who puts it together will agree, it's a mighty fine ship

3.43-Seed of The Singularity (Generic Cyberpunk) (600CP)

They say that the future begins with an idea, but that's not true. It begins when you make an idea reality. You're not just someone that is content to fiddle the technology that's already there, you're one of the minds that could shatter everything we thought we knew. Your ability to innovate and invent is awe inspiring, doing the work of years in scant months. What you piece together in your lab to test a concept would count as a production model to anyone else, and your actual finalized designs are nothing short of pure brilliance. This applies just as well to actual discovery, burning through fields of testing and examination with incredible speed. Your work alone could build the entire future if you had the resources, and if you can survive the people who would kill for the things you can make.

22.16.2-Resolute Thread (Skulduggery Pleasant) (100CP)

You have a spool of thread that's supposedly made from the stomach lining of an Emperor Dragon over 2000 years ago. The more pressure applied to it, the stronger it becomes. You could bind a superhuman or use it to hang hundreds of tons off of the ground. Spool refills and used thread once a month.

16.9-Rites of Maintenance (Warhammer 40k - Adeptus Mechanicus) (100CP)

While already designed to be incredibly robust, Imperial equipment inevitably requires maintenance. You can locate and identify problems within a machine in a fraction of the time it would take other adepts. Not knowing how a machine functions does not make fixing it any more difficult so long as you have the proper parts, tools, and rituals to guide your hands.

8.5-A Barrier of Perspective (Touhou Forbidden Hermit) (200CP)

You have an extensive understanding of the arts required to create Gensokyo in the first place. Gensokyo’s boundary works off of perspective – one could travel between two similar barriers (such as between Gensokyo and the Lunar Capital) without ever leaving Gensokyo, but at the same time if they were to ever try to fly to the edges they’d “see” themselves travelling great distances while not actually moving at all, only discovering how little they moved when they turn around. You could use this easily to craft your own sealed dimensions.

22.4-Arachne Silk (Monster Girl Encyclopedia) (200CP)

An endless strand of silk from an Arachne that can be used in making clothes. Clothes made with the silk are extra durable, so that even a wild beast couldn't leave even a tear on them. Stains on the cloth are easy to remove, but magical energies applied to the clothes have a trace of them absorbed and stored inside the clothes, giving off the scent of the energy.

4.1-Aerospace Engineering Makes Things Go Fast (Kerbal Space Program) (100CP)

You have an intuitive grasp on the mechanics of wind-flow, material sciences, atmospheric drag, tensile strengths, rocketry, so on and so forth, and how it applies to the art of designing vehicles that traverse the sky and space.

10.33-Monster Killing Metals (Percy Jackson And The Olympians) (200CP)

About ten pounds of Celestial Bronze, Imperial Gold or Stygian Iron. All made to destroy godly and monstrous creatures (save the last, which also hurts mortals) weapons crafted from these materials are incredibly durable and able to hold enchantments of the like seen in ancient myth. Your supply restocks every two weeks, with the type of metal delivers being of your choice.

The Olden Ways (Free): (ancient Greek)

It seems that thanks to the mixing of cultures within these times, monsters and Gods alike try to maintain their culture by preserving their written language, which makes it significantly difficult for those who haven’t been taught to speak it, let alone write it.

Thankfully you’re proficient in either Ancient Greek or Latin, depending on your parentage. Mortals get a free choice here, as they don’t have a parent to determine a language for.

Direct Import (Free/100CP/300CP):

Have some friends you’d like to take along? You can import up to eight companions for free with this option, each receiving 300CP and the ability to take drawbacks for more points. For 100CP this fund increases to 500CP and for 300CP this becomes 800. However, your companions cannot purchase Godhood if they are imported with this option.

19.8-Broadcast Booster (The Avengers Earth's Mightiest Heroes) (200CP)

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.

The Adjectival Jumper- the skilled Forgehand

The Mighty Thor, The Incredible Hulk, The Amazing Spider-Man, The Invincible-Armored Iron Man... it seems that pretty much every hero of note has some add on to their name that’s associated with them. Now you do, too; you can pick an adjective or two that, for one reason or another, will become heavily associated with your name(s) wherever you go.

12.10-Metal of the Gods (The Death Mage Who Doesn't Want A Fourth Time) (400CP)

Adamantite. Mythril. Orichalcum. Magical metals of incredible power. Adamantite and Mythril are opposites, in a way. The first, incredibly sturdy, the perfect material to defend against the physical world. Mythril, on the other had, has anti-magic effects, defending against spells just as well as Adamantite does against physical blows, while also being capable of damaging spirits. Finally, there is Orichalcum, the metal of the Gods, having resistance against both physical and magical blows even greater than the other two. The metals of Gods, which are now at your hands. You have a replenishing supply of each material, enough to forge from their raw forms an entire suit of plate armor, a shield, a spear, and a sword. This supply, should it be used or sold, will replenish once every year, though it should be noted that those with the ability to forge from these great metals is far and few between. Post jump, you will also receive an equal supply of any other metals considered divine alongside the ones provided here from any setting's visited, including those created by you or others.

34.3-Crude and Tough (Warframe SB) (200CP)

While Grineer technology is ugly and primitive compared to their rivals, they are undoubtedly effective, rugged and easily produced. The latter is true for creations of your craft. Anything you make is both durable and tough, able to take a beating and function in the harshest of environments while being viable for mass production.

36.21-Eccentric Talk (Medaka Box Abnormal) (200CP)

It's so not cool to run out of bullets in the middle of a firefight. Dramatic? Sure, at the right time, but it is hella not fun to find yourself in that situation. Seems like you needn't worry from now on as any weapon you have just doesn't run out of ammunition. Whether it uses bullets or energy or something weird like rocks or rubbish, it looks like firing that stuff out doesn't actually get rid of it from within the weapon itself. Emptying the gun wouldn't let you take out as much ammo as you want, it only works when you're actually using it in the weapon.

16.48-Hand of the Matrix (Generic Cyberpunk) (400CP)

The vids are full of stories of plucky hackers who are able to work magic with the seas of code that society drowns in. You're not one of them though, you're one of the ones that give megacorps reason to be nervous. Your understanding and mastery of code is enough to design programs that would turn heads, crack systems that those in power spend mountains of cash trying to keep secure, and to make short work of nearly any opposition. If your skills are known by anyone it's either as a digital boogeyman or as a name people are willing to make all kinds of effort to get on their side. The software you could make and the hacks you could pull off are nearly unmatched. It'd take either an equal or a megacorp to give you a challenge. Only something like an advanced AI could claim to be your greater where code is concerned.

37.4-Hands Off! (Starcraft II - Nova Covert Ops) (100CP)

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.

38.22.1-They're Like Legos, Right? (Kerbal Space Program) (200CP)

There's robust engineering, and then there's modularity. Pick one. Except for you - you seem to have the gift of designing methods that allow for seamless mixing and matching of modular technology that lack none of the parts incompatibility and fragility you'd except from such a design paradigm. While this seems focused on Kerbin technology in specific, a little work should have you applying such a paradigm to all sorts of technologies...

2.3-Strategy Trance (Brockton's Celestial Forge) (100CP)

At will you may go into a trance in which your mind speeds up, your eyes glaze over and you start to instinctively analyse your current situation, any data points about your enemies, environment, your available powers and tools and their uses. You can then use all that information to instinctively construct hypothetical scenarios of possible resolutions to the encounter. After the trance ends you will have boosted competence to follow through with any plans you made within the trance, almost as if your instincts are guiding you.

The trace does not leave you defenceless, two things protect you during it, firstly a few external seconds of trance can be up to 10s of minutes of internal time. Secondly you will immediately wake up from the trance if you are attacked or if you would have wanted to be woken from it at any time for some other reason.

This perk is further boosted by any other mental perks you have and synergies and integrates aspects of all your mental perks to enhance the trance in some way or another.

18.5-Analysis (Adventure Time) (300CP)

You have the skill and insight to make powerful analytical tools. Such tools are capable of showing you the physical makeup of the things you come across, detect magic and alert you to hidden doorways.

8.16-Ritual Room (Highschool DxD) (300CP)

It's a little difficult to practice complex magical formulas in public, so you came prepared. This is a room styled to your preferred magic system of choice, and all magic you personally perform within this room will enjoy both greater efficiency in mana and greater power. Also comes with spooky robes and basic ritual equipment and reagents for free.

Bodacious [Free] -

Something you will notice right away is that everyone here, even those who are supernatural monsters look...pretty. Handsome, beautiful, badass, sexy, whatever - nobody here is plain to look at. And now, neither are you! You’re likely the most attractive person in your entire class, and turn a few heads when you walk down the hall. You can also choose to...ahem, emphasize certain assets of your choosing to look especially bodacious. You receive a free purchase of this and it can be bought multiple times, though mind that people might stare or gawk a little too much after a certain point.

21.48.1-Simplified Formulae (Fullmetal Alchemist) (100CP)

You understand the connections between parts. You can make large alchemy circles far more easily and far less complex than others. You can combine this with Advanded Formulae for multipurpose combat alchemy.

21.48.2-Advanced Formulae (Fullmetal Alchemist) (100CP)

Alchemy comes to you as easily as breathing does. Your greater understanding allows you to perform more complex alchemy. you can combine this with Simplified Formulae for multipurpose combat alchemy.

21.48.3-Alkahestry (Fullmetal Alchemist) (300CP)

You understand how to perfom basic Alkahestry, an art from Xing which can perform transmutation from a distance using linked circles, and can heal wounds of many kinds by following the pulse of the body. With practice or tutoring you can make a real skill from it.

9.3-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.

2.7-Fashion (Highschool of the Dead) (200CP)

Your clothing and entire body acquire defensive properties equal to the most superior protective items you have currently equipped. Emphasis on protective item an iron or steel ring won't give you metal tough skin the minimum is things like knee pads from extreme sports, helmets even an apron would count, though all that'd do is protect you from the dangers of a kitchen

37.10-Precision Tools (MtG - New Phyrexia) (200CP)

The exarchs, elite of the Core Augurs creations, managed to create a thought field specifically attuned to the Mirran resistances minds, disabling their will. While you might not be as versed in the neuroscience involved(yet), you have found a way to attune your creations to a certain group of targets' ' ensuring they will not damage your own allies. This also lets you make your own creations useless against you, ensuring they wont be used to fight you not for long, anyways.

38.7-Gadget Master (007) (300CP)

You've been trained by Major Boothroyd at the skills of his job. You're excellent at creating and maintaining gadgets of all types. You can miniaturize nearly anything, and hide things in forms that... really shouldn't work. You can even make lasers! You're also good at coming up with ideas for unusual methods of assassination; beheading umbrellas, flamethrower bagpipes, and the like.

38.17.1-Nanite Sciences (Generator Rex) (100CP)

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

3.21-Workaholic (Sonic the Hedgehog) (300CP)

Sometimes you wonder how some geniuses are able to build entire armadas within days or weeks of their last defeat. You become a walking factory of production. Building in masse is something that comes without issue to you. That one bot that took a week to build? Now that one bot is now 5. Or roughly 3x the size it was before. How do you even have the resources to build so much you say? The hell if I know.

3.18-Time to Cook (Wonderland No More) (200CP)

Wonderland's sense of time is kind of screwy, and it's perfectly reasonable for a chef to go out for a midnight quest to a mountain for an egg and get back before the pot boils over. This perk essentially slows down the progression of time from a narrative standpoint as long as you are focusing on making food that includes everything from acquiring ingredients to preparing the food to setting the table. This does not slow or freeze the movements of those around you, but it basically means that as long as you are focused on cooking, you'll finish everything on time and nothing will interrupt you. For instance, if you are cooking a special potion to boost your troops in time to stop an invasion, you'll get the potion ready on time even if the siege was just an hour away. When you stop doing food-related things, time returns to its normal pace; spell preparations technically count as cooking by Wonderland rules, though.

11.2-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.

7.7-Weapons Lab (Starbound) (100CP)

A lab full of analysis and test equipment, aimed specifically at deciphering and improving deadly weaponry. You can use this lab to analyze any weapons that you come across, and given time, can figure out how to isolate and combine the different features of the weapons into other weaponry you create. Comes with a melee and firing range for testing out any weapons as well.

23.1-Geomancy (World of Darkness - Mortal) (100CP)

The art of geomancy (known as feng shui in the East) is the study of harmonizing the physical environment with the flow of energy. The goal of feng-shui is to create the ideal place to live or work. Through a combination of architectural design and mystic mathematics, a geomancer plans a pattern that must be duplicated within the entire structure (in the case of a building) or the layout of a room or series of connected rooms (in the case of interior design). Implementing this design increases the time required and the cost of the work involved, but practitioners consider it well worth the effort. When designing a geomancy effect, the thaumaturge chooses a single Attribute or Skill to be the focus.

Once assigned, the Trait cannot be changed without completely redesigning the location. Attribute-based designs are more difficult to create than Skill-based ones. The selected Trait must reflect the building or space's function. For example, a library might enhance academic or research skills. If the thaumaturge is successful, she creates a unique design that benefits those who use the location in the manner for which it was created, provided that the design is followed perfectly. If the thaumaturge creates her geomancy design successfully, and the architect or interior designer successfully integrates the design into the physical location, the flow of energy is modified within the space. Any action that takes place in the space using the designated Attribute or Skill may gain a bonus.

Once a geomantic design is created and implemented, it remains in effect indefinitely unless something happens to disrupt or change the flow of energy. Natural disasters may change the magical landscape more than they appear to affect it physically, requiring geomantic designs to be realigned. New construction or destruction of buildings or even spaces within a building may require that a thaumaturge reassess the location for potential updates. Poorly designed geomantic locations may disrupt those around them, as well. The only limits on the number of designs a geomancer may create are her time, her capability and the ability of others to come up with the resources to put her designs into place.

2.17-Concept Ball (Medaka Box Abnormal) (400CP)

When two combatants reach a certain level of power, fighting becomes a bit pointless. When both of you are Immovable Objects and Unstoppable Forces, you're just going to be pointlessly nudging against each other. Well, if you were equal you would be. But you're Not Equal. Whenever your own abilities that are meant to be without peer come into conflict with another such ability, yours trumps theirs. A blow that can pierce anything will tear through a defence that can block anything when you are using it. Your absolutes are more so, simply for the fact that you are the one using them.

28.10-Blacksmith (Generic Xianxia) (300CP)

Weapons and armour are not useless in this world. Indeed, one of sufficient talent may create arms and armour that can (and usually do) mean the difference between victory and defeat for those who use them. You are able to make equipment with special traits and great power to aid the one who wields and wears them. What the gear is able to do and how strong it is is dependent on your skill, the processes used, and the reagents that go into their creation - for example, if you wanted to make a flaming sword, you would need a source of magical or conceptual fire to infuse into the blade. With sufficient time and skill the stuff you make can decide the fate of nations, planets, and even entire dimensions. Furthermore the arms and armor you can create are nearly half-again as powerful as they would otherwise be, given similar materials, time, and effort in their creation.

Martial Arts (Free):

Everybody knows kung fu fighting, and now so do you! Punches, kicks, throws, dodges, blocks, grapples are all things you are proficient at. Similarly you are aware of the forms and practiced motions you must repeat should you wish to maintain and improve your skills in isolation.

Cultivator (Free):

As you train, your soul grows stronger, and you can use the power of your soul to power techniques if you know how. You also can absorb the spiritual power of what you consume. Mystical beings can do this through the consumption of raw materials but others will likely need to have the spiritual materials they consume refined by an alchemist and then meditate on the newfound spiritual energy to fully integrate it within themselves. You are able to benefit from the methods the people of the realm use to get stronger and more experienced, and can teach other people how to Cultivate their own souls.

34.6-German Engineering (Smash Up) (200CP)

Everything you build seems just a bit more. More durable, more efficient, more precise. Call it a 10-20% difference across the board?

35.14-Master of the Forge (Monster Girl Encyclopedia) (200CP)

You are a master at crafting everything from simple items to masterwork weapons. You need to devote considerable time to each individual item, but the resulting masterpiece will always be superior to a normal version of that item. You also know how to enchant your works with special enchantments, whether blessings that strengthen you in battle or curses that corrupt you.

23.22-Enchantment (Silmarillion) (400CP)

The Elves are capable of great works of Enchantment, able to infuse their spirits into things they create and tie into the natural forces of Arda. Rings of power, magical orbs that can see far distance, runes of power crafted alongside the Dwarves. You are an expert on the path of enchantment. Non-weapon enchanted items are your expertise and with enough time and training you could potentially create a ring of power to rival even that of Sauron or craft something in the like of the mighty Silmarils.

38.2-Loaded Up (Generic Cyberpunk) (200CP)

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

10.6-Elemental Seeds (World Seed) (100CP)

An elemental seed is the condensed essence of an element, and they're almost exclusively produced by Druids or Mages capable of creating enchantments replicating their methods. They have various uses, such as powering enchantments or magical items, and are required in the process of giving an object an elemental ability. Druids also use them to introduce new elements into their Grove, and need them to cultivate their affinities past the 25% point. As such, each of them is fairly valuable, with the price skyrocketing once you go beyond the basic seven elements and to incredibly rare ones such as Time.

They are also pretty time intensive to make, requiring about an hour of work for each, even for people relatively skilled in their creation. But now, you won't ever have to worry about that, as you'll get a dozen Seeds for each of your affinities delivered either to your warehouse or another place you designate, every week. Their quality depends on the level of your affinities: from 5% to 25% you'll get low-grade ones, from 25% to 50% medium-grade ones, from 50% to 75% high-grade ones, and finally, from 75% up to 100% you'll get top-grade seeds.

21.2-Collection of Spirit Flames and An Ultimate, Illustrated Guide to Food Ingredients (Talisman Emperor - Mortal Dimension) (100CP)

These two books are each roughly the size of a volume of an encyclopedia, though the level of detail is closer to that of a college textbook. Together, they are the ultimate reference on preparing delicacies with spiritually powerful effects. Collection of Spirit Flames describes various spirit flames of different attributes from the first-grade to the fifth-grade, each of which is used with different ingredients and at different times in the cooking process. An Ultimate, Illustrated Guide to Food Ingredients lists tens of thousands of spirit herbs, fruits and vegetables, grains, demon beasts, wild animals, and so forth, as well as their effects when consumed. Even non-spirit chefs can benefit from their clear explanations of how to control spirit flames and how some poisonous plants, mushrooms, etc. can be prepared safely for consumption. An Ultimate, Illustrated Guide to Food Ingredients updates in future jumps to list ingredients from that setting. While they remain the same size no matter how much information or how many pages are inside, you will always open the books to exactly the page you were looking for if you have something specific in mind.

23.24-Iterative Improvement (Worm) (400CP)

Each day you gain a certain amount of charge, which you can spend to effectively enchant objects with superpowers. The more charge you invest in a particular object, the more you can improve and expand its abilities. A single day's charge would give an object a minor power, but over time you can increase it with no upper limit beyond your investment. These objects only work for you unless you make it otherwise. As you use your power, experiment with it, and it matures from conflict and experience, the amount of charge you gain per day will increase. You can hold about a month's worth of charge at any one time, any more will be wasted.

22.23.3-I used to design for GODS (The Incredibles) (400CP)

And your skill is a testament to that lofty ideal. Designing things to be bold, dramatic, heroic, and just plain look good is as easy as breathing to you. Now the equal of Edna Mode herself, you'll most likely be asked to design for "super"models in Milan on a regular basis... but it's just not the same, Dahling. Your real skill lies with the Super fashion after all, and Super Suits is what you excel in. To the point that you could even make people look good in spandex.

Super Suit [Free]

Now you have your very own personal Super Suit... Of course it’s nothing fancy, but it is a sturdy base made from Mega-Mesh, guaranteed to be a perfect fit, and fully customized to work with any Powers you gained here. This is of course in addition to simply looking very good on, designed by Edna Mode herself, in full accordance with your specifications. No capes though.

38.17.2-Nanite Removal and Control (Generator Rex) (400CP)

Many in this world would consider this is your most important ability, you can control nanites and absorb them into yourself, reverting dangerous mutations and can help people regain control of themselves. At first however this power will only work on willing targets, and will not work on incurable, especially virulent nanite infested EVOs. However with training and time, your powers can grow to circumvent these rules. Your greatest limitation is the fact that as you absorb nanites your reservoirs fill to the breaking point, causing dangerous flare ups and rendering your abilities unstable. You can purge these nanities, but figuring out how to do so in a safe way with a large amount of unstable nanites may take some effort. After this Jump your nanites can be used to heal people, whether of wounds, diseases, or possibly even mutations or others turned into a monster. Success will vary depending on factors, a mystical curse is probably beyond your nanites, a really out of this world super virus might be cured, but that's iffy. If you happen to run into other nanites in other jumps, you could control and manipulate them as well.

31.5-Doll Maker of Bucuresti (Touhou) (200CP)

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

22.22.2-Life Fibers (Kill la Kill) (400CP)

A medium-sized spool of Life Fiber. It's only enough to maybe make a pair of gloves out of, but with the proper knowledge, one could create Goku Uniforms- Or enhance existing articles of clothing to be like Goku Uniforms. One spool of thread is enough to make several one-star outfits, three two-star outfits, or a single three-star outfit, assuming you have the knowledge of how to work with Life Fibers.

30.25-The Arcane Craft (Sword and Sorcery) (300CP)

As much as you might look down upon brutes and barbarians who know only how to break bone and spill blood, you and the warriors of this land have one thing in common. You require the tools of your trade. You know all the methods and ways to bind arcane and mysterious forces into physical vessels. Rings, staves, talismans, warded stone towers, and even more. These items allow the channeling of such forces to work your will, capturing, bending, and shaping the worlds invisible tides to enable works of sorcery and occult splendor. The strength of these items and their effects rely on your skill, knowledge, and power. Of course should you yourself be a font of such forces from your varied lives then you would be surely capable of building the focuses and talismans to augment and amplify your power. The world rewards men for diligent labor. It would behoove you to refine this art to get everything you can out of it. This also includes the skill to use such items, even those not made by your hand should you have the ability to reveal their secrets.

35.20 -Master Craftsman (Forgotten Realms) (300CP)

You are exceptionally skilled at crafting things. At your worst, your results are masterwork.

23.10-Magic: Enchanting (Samurai Jack) (200CP)

You can grant magical properties to weapons by marking them with ancient runes. Right now you only know how to give weapons elemental properties, but you can learn more enchantments by studying other enchanted and magical weapons.

12.7-Gold Market (World Seed) (400CP)

Welcome to the Gold Market! As this is your first time as a customer, let me take this moment to explain. By going to any temple or altar to the Gods, offering one gold coin, and praying for the market to appear, anyone can gain access to it. Though in your case, you'll simply need to think about it for the market to appear in its entirety in your mind, and can browse it at your leisure without having to pay any fees.

From there, you can buy anything, as long as you can pay the price, though the price is inflated just a tad, such as Seeds of Water normally costing 1 silver going for 20 instead, and something incredibly rare like a Seed of Time costing half a million gold. Incredibly powerful items made by the Gods and normally only accessible through completing quests might even be priced at billions of gold. But this cost is worth it, as there really is literally anything available: items, hints on how to advance your abilities, skills and abilities themselves in their entirety, NPCs (artificial entities created by the system) of any level, whether you want to lease them or buy them outright, information, or animals and monsters. Even things of questionable usefulness can be found here, such as the sex tapes of the Gods ("Goddess of Breasts VS. Goddess of Beauty, Beach Edition, Interactive"), or the abilities to always sense the time of the day and to guess how many hairs there are on a creature. And if you had, say, a decillion gold and sacrificed the population of a planet, you could even buy yourself into Godhood.

The wares available in the Gold Market will include ones from both worlds you have visited in the past, and worlds you will travel to in the future, so that its slogan of offering truly anything actually holds true for you, though the same price markup still applies. It'll also accept any currency you might have on you, instead of only recognizing the gold coins used in the system. And since you're a VIP, you can even sell things to the market, though you'll only get their normal prices for them instead of the marked up ones.

38.8.1-Tinkerer (RWBY) (300CP)

You're a whiz at maintaining, modifying and making things. Everything from Sniper Scythes to Toaster Ovens, as long as you made it yourself or had the blueprints on hand. Unlock the secret of Variable Weapon Crafting.

38.8.2-Bigger on the Inside (100CP)

A book teaching miniaturization techniques. Starts with Bazookas into bottles, leads into Cars into cupholders. They still weigh the same, unfortunately. A master of this knows how to miniaturize around living things! It's very uncomfortable for them, so they won't stay like that.

Aura - You have an unlocked aura

ID - you have a remnant ID

Variable Weapon - Vulcan - Heavy Modular Howitzer Hammer

All of variable weapons are unlocked, including all the possible additions from the doc, and possibly effects from the special weapons section.

Iconic Outfit, Free: One set of personalized casual wear with a symbol representing you.

Scroll, Free: Think a smartphone, with terrible wilderness reception, video camera, messaging and more! Practically a passport for civilized society.

Iconic Theme, Free: (hidden behind symphogear) You first hear this song when you do something amazing, then everytime things get serious. Others can hear this if you wish, but won't find it strange. How bizarre.

Dust, Free - A small amount of each of the four primary colors of dust (blue ice, red fire, green wind, and yellow lightning). They can be combined to make new variations. After this jump, small amounts of Dust will appear in the Warehouse weekly. Enough for a firefight or two at once. Dust augmentation is found to increase the effectiveness of weaponry and ammunition.

35.19-Do One Thing At A Time (Dinotopia) (300CP)

When you focus yourself on doing a single task, your skill and efficiency doubles. Material requirements are unaffected, but time taken is halved and quality is doubled

35.43-A Gilded Bow (Horizon Zero Dawn V0.9a ) (600CP)

Be it a Lodge War Bow or a golden gun, the more invested the aesthetics of your weapon, the more efficient, accurate and deadly it becomes. What for others might be only usable as a trophy weapon is for you a weapon twofold as deadly as its undecorated cousins. Not limited to just weapons.

35.59.2.1-Unnatural Skill: Smithing (Percy Jackson) (200CP)

Whether from your heritage or just being that good you've got one particular mundane skill that your feats which border on supernatural. Whether you're a smith on the level of the Cyclopes, a near prescient tactician or a swordsman who is nigh unstoppable with a blade your feats will be legendary. You are on a level within your skill such that only other beings of legend can hope to match you. This may be taken multiple times. You may not choose magic but you may choose a particular application of magic if you have it already (so curses, enchanting might work, more specific gets a bigger boost).

35.59.3-Divine Child: Hephaestus (Percy Jackson) (400CP)

You are the direct child of a god of your associated pantheon and gain various benefits from this. You gain lesser manifestations of your parent's domains as well as generally being better than an ordinary mortal. You may take most any god as your parent but to take one of the heads of a pantheon as a parent you must take the "Fate finds you interesting" drawback receiving no points for it (you can also do this with a lesser god to get greater powers). Generally this will give you insight into and some control over your divine parent's domains, a son of Poseidon for example can control water and ships, talk to horses, cause minor earthquakes and is empowered within water.

35.59.4-Fate Finds You Interesting (Percy Jackson) (300CP)

You must take the "Fate finds you interesting" drawback receiving no points for it (you can also do this with a lesser god to get greater powers).

(This boost the power of Divine Child)

16.11-SOFTWARE SCIENTIST (PREY) (100CP)

The computer scientists on the station are some of the best in the world, developing next generation interfaces and security systems for sale back on earth. You have significant experience with the computer systems utilised by TranStar, and more specifically, all the back doors. With a little effort no door or computer on Talos will be secure when you're around. And due to your extensive knowledge of computer theory hacking into different architectures is possible with significantly less effort than learning it from scratch, from a day to a basic but completely alien system to a few months for the most plugged up and secure system.

19.3-Engineering (Teen Titans) (100CP)

You're a master mechanic and an expert at building robots and other technological devices. You also have a fair bit of knowledge about hacking into computers.

14.21-Uchiha Jutsu Archive (Generic Naruto Fanfiction) (400CP)

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

Elemental Affinity- Free/100 CP (fire)

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.

28.25.1-Ahzidal's Apprentice (Elder Scrolls Skyrim SB) (400CP)

The art of spellcasting has more to it than just flinging fireballs and screaming about UNLIMITED POWER as one electrocutes their enemies. The arts of Enchantment and Alteration stand as testaments to this fact, enchantment in particular stands as a powerful, yet indirect system of magic and when it comes to this branch and the operation of it only the Dragon Priest Ahzidal is your equal. Like him you've collected vast knowledge pertaining to the various magical bases of the Mer, whether it be the ancient runes of the Ayleids or the process of harmonizing the seven natures of metal. This craft extends far and wide and with it even a mere band of 500 warriors could be given equipment powerful enough to fell a powerful race of spellcasters like the Falmer, or in other, more simple words your enchantments are legendary. You could perhaps go even further, runes are simply another language, and if understanding them allows you to use them, then perhaps even others like that of the Dovah might be as well.

This is lore based Daedric artifacts which includes sh*t like instant kill weapons or key that can conceptually unlock anything. Or a sword that stole power from a daedra and flew a floating city of soul warriors into mundus. Pretty much all major Daedric artifacts are conceptual even if they are nerfed for the game.

2.13-Safety First (Cardcaptor Sakura) (200CP)

You can choose to be completely unaffected by your own magic when it suits you, including beings that were created by you or spells taught to others that you designed.

37.15-Fetishist (World of Darkness - Werewolf the Apocalypse) (400CP)

When using Gifts or other kinds of magic to Bind a spirit or creature either in place or into a receptacle, it is far harder for the target to resist. Once bound, it is impossible for them to escape without outside help.

28.20-Swordsmith (Fate/Legends - Land of the Rising Sun) (400CP)

What else shows the spirit of the Japanese but the famed katana blade? Such a central part of their mythos as to have the most famous craftsmen become like heroes themselves. No matter how great, they do not remember the makers of armor or shields like they do artisans of the blade. On the level of legends like Masamune and Muramasa, you are one of these legendary swordsmiths. Even in an ordinary forge with ordinary metals, you can smith katana of a supernatural quality. Edges that split magical steel and blades that don't shatter after a thousand strikes on rock. Often, these even have magical effects if you intend them, such as sharpening as they drink more blood or cutting at a much greater distance than just the physical blade. Should you have access to tools, materials and even magic of a greater level, you will be able to create far greater weapons. Weapons that bring ruin to armies, that cut castles in two with a single slash, fiery tools that send billowing tides of flame to swallow whole forests. When truly inspired, you can even create things on a divine level, the stuff of legends that only a divinity could normally craft. A sword that splits the fabric of reality itself in two, perhaps. With time, your talents may be able to be applied to any form of blade, not just Japanese swords. Should you gain magic of your own, you will see that imbuing those effects into your weapons is effortless, even magnifying the potency of your spells greatly beyond what you would normally be able to cast if you place them into the form of a sword.

33.5-Weapon Modifications (Archer) (100CP)

You design and modify weapons with flair, creativity, and skill.

3.27-Manufacturing Line (Valkyria Chronicles) (400CP)

You've always been of the opinion that technology advanced too slowly before you arrived, but now you can apply that to the physical world as well! Any building process you oversee, whether it be the forging of a sword or an entire tank factory, will now produce results twice as fast and with half the required materials used.

Ragnite Container (First level is free for all jumpers)

Ragnite is a valuable resource in Europa, and it is unlikely to appear in any other worlds. By spending cp, you receive a container that replenishes once per day. The free level gets you a box the size of a human head. Spending 100cp gets you one the size of a dumpster. Spending a whole 200cp will net you a shipping containers worth of Ragnite.

35.23-True Balance (Earth Girls) (300CP)

Despite how crude the raw materials seem, the finished weapons and tools of your work are perfectly suited for their job. A hammer you make of stone and wood is just as fine a tool as one you could make out of steel, and a stone spear cuts just as deeply as any you could make of carbon fiber and razor- honed alloy.

12.1-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.

8.17-Swordsmith's Hut (Fate/Legends - Land of the Rising Sun) (300CP)

A bounded field manifested by only the greatest smiths in the land. To make a blade, you no longer need some massive static forge or a complement of sturdy tools. Your workshop remains with you at all times, as much a part of your being as the hands with which you make your art. This magical field you possess allows you to integrate crafting tools and structures that you possess into a bounded field, letting you manifest them at will. This may appear as the structures appearing from nowhere or as overlaying the effects on the existing environment, turning a natural rock bench into a sturdy anvil or a running stream into a fully capable quenching bath for hot steel. Your field is already equipped with all the tools expected of a master swordsmith in this land, as well as potent magical enhancements that improve any crafting efforts made within the field. Creations will be sturdier, sharper, lighter and more adaptable to their wielders even without any skill on your part. You may freely combine new structures and tools into this field, likely mixing them with the existing additions, to continually build on your new everpresent workshop.

Blossoming Sun- Free

You had a fortunate birth, whatever you end up being, and find yourself above average for these lands. Japan is not particularly a bastion of mystical heroes in the way of Greece or Britain. Indeed, many of the legends to be found following are made from incredible skill or the command of many soldiers instead of personal feats of might and magic. But even these skillful heroes do tend to stand above the other poppies.

Your body is naturally on the higher end for human fitness, ably competing in modern athletics without any training required. Magically, you possess a number of high quality circuits, equal to the much later coming Tohsaka heir. A prodigy in those times but still notable even a thousand years prior. You lack training for now but magic is not so hidden as it becomes in the modern day, with the presence of spiritual temples and Onmyouji practitioners.

As a quirk of this land, you also have the ability to summon a wide range of aesthetic effects, even when they make no sense. A flurry of cherry blossoms on the wind as you make an entrance, the sun shining down the red rays of a sunset even mid-morning to dramatise your battles. One might claim you’re in some sort of samurai movie, with how many dramatic effects tend to occur around you. As part of this national style, you also have the unique trait of never struggling to draw or sheathe your weapons, no matter how impractically sized they are. The katana and sheath longer than your entire body won’t take anymore time to draw than a reasonably sized weapon. Not that you’re any better at using the weapons, you just won’t look like a tool taking them out.

36.43-Making Do With Less (Freefall) (400CP)

Is your last name Ambrose or perhaps MacGyver? Any time you use materials, they always seem to just work better than they should. Utterly useless scraps become usable if makeshift repairs and construction. Decent stuff is spun into great, great to esoteric, esoteric to outright absurd results. If used on the same thing twice, it won't enhance previously affected pieces further, though newly added bits would be. So long as you already had the skills, you could get a ship space worthy using only the random stuff that a none too knowledgeable thief happened to scrounge together. If you already had a perk that improved the effective quality/usefulness of materials, this would be added on top of that.

24.1-Build That Wall (Bastion) (100CP)

You know the basics of Caelondian technology. You understand how to harness the semimystical power of Cores and turn it into usable Mantic energy, to power basic machinery, shortrange flying machines, computers, and a variety of other uses. More interestingly, you can use Core power to reinforce existing structures, running a Matic current through it to enhance whatever physical properties it possesses, usually durability, though other uses are possible. This is what allowed structures like the Rippling Wall and the Bastion to survive the Calamity as well as they did. You also gain basic skill for mundane construction.

29.19-Mark Whatever (Satisfactorio-Satisfactory Factorio Gauntlet) (400CP)

You want to make a Mark 7 belt? Sure thing. You can create improved versions of your technology just by adding rarer and/or more processed materials to the recipe. These will not be as materially efficient as more of the lower-mark technology, but will be more efficient in other ways, including space or energy-per-effect.

32.10-Brass and Vacuum Tubes (Smash Up) (100CP)

You can make perfectly functional devices with a steampunk aesthetic. In fact, machines you build like this tend to work a little better, and stand up to far more abuse.

22.10-Stitch by Stitch (Earth Girls) (300CP)

The clothes you make are gorgeous and suited to the person you make them for. They protect both the heart and the body of the person that wears them, sheltering them from physical sickness and 'spiritual' illnesses alike while making the most of their body.

36.37-Arcane Emulation (D&D Eberron) (400CP)

To enchant is to create the greatest of items. To enchant without magic is pure bullsh*t, but is doable with certain tricks shared only amongst the most secretive of crafters. Thanks either to learning from them or to discovering these abilities yourself, you can craft magical items without the need for related spellcasting. Further, you know all the little tricks to minimise the resource costs of your items, which whilst minimal by themselves add up to maybe halving the total time and resource expenditure per item.

31.12-Clarketech (Generic Space Opera) (400CP)

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

26.14-Savant | Wonder Forging Genius (Generic Exalted) (300CP)

26.14.1-Savant (100CP)

You're a Savant! This means you've got an incredible insight in crafting all sorts of things, from meals, to clothes, to armor, to weapons, to magical devices, and all sorts of other things besides. Even if you've never done something before so long as it's a skill remotely 'craft like' in nature you'll be able to perform it at the level of a (mortal) master. This just represents innate talent, and if you actually focus on developing such skills the normal way you'll quickly outstrip even the best that a mortal craftsman could accomplish, able to make artwork that speaks to the soul (perhaps literally) or armor and weapons of surpassing quality that look like show-room pieces despite being suitable for combat and also being sturdy and reliable to a frankly unbelievable degree. Purchasing this will even make you substantially better than other Exalted craftsmen, assuming you put in the same amount of effort that they did.

26.14.2-Wonder Forging Genius (200CP)

Your crafting abilities need to be seen to be believed. From your hands pour forth miracles given form, works of art of peerless and breathtaking magnificence, works of culinary delight that would leave Emperors sullen at the thought that no other foods could compare, weapons that could last hundreds of years of constant use that would leave men feeling honored to have been slain by them, all these and more take shape under the guidance of your hands. You would be welcomed in any land and by any court for the sheer quality of your work, and you will quickly gain national, if not worldwide, fame for your creations if you bother to advertise them at all.

The least of your creations are superior to anything a mortal master might create, and even the simplest and least adorned of your works will be possessed of unmatched efficiency, resilience, and simple elegance.

Purchased with the Savant perk this is taken to an even grander height, leaving even the crafts of other Exalted looking as pale and shameful imitations by comparison, assuming you put forth the same effort they did in learning your base crafting abilities.

24.10-Technomage (Strike Witches) (200CP)

Strike Witches generally rely on service crews to tune and repair their striker, but not you. You'll be able to do the job much better and be able to modify your Striker to aid you focus your speed, defense or attack if you have offensive magical abilities. If you have technology from other jumps, you'll be able to incorporate them into your striker and with enough time make one from scratch.

Defensive Sign “Directional Shield” (Strike Witches) Free:

All Strike Witches are trained to produce a 2 dimensional circle of energy a short distance directly in front of them which can deflect light attacks. You cannot fire a weapon through a shield. (Familiar is a beaver)

First Generation Striker (Strike Witches) Free:

A basic propeller driven Striker unit. Very agile but unable to break the speed barrier. Fighter

Bomber Jacket (Strike Witches) Free:

Discount Army Surplus offering customised bomber jacket for free to any and all of our STRIKE WITCH HEROS. Call through and give your Regiment, Call-sign and Address and will mail out in a day with Regiment patch and Call-sign embodied. Go get 'em girls! Ph: 123-456-7890

Call sign (Strike Witches) Free:

Attention all military personnel, due to the recent alliances several documents of low importance have gone missing. It is important that you announce your call sign to your direct superior as soon as possible. All your comrades will know you by it, and if you don't tell us one will simply be appointed to you during your next Sortie.

23.38.3-Enchanting (World Seed) (400CP)

Enchanting is a skill probably best described as the enhancement of an object's Aura. At first, one would need to find out which enhancement fits an object best, though skilled enchanters obviously do not need to care about that, and then lay down a basic enchantment that increases a stat, like wisdom and strength, or attack and defence. Like normal magic, there are two forms of enchanting, arcane and runic, though enchanting is by no means a magic, but rather a skill like sewing or tailoring. The former requires you to know the right school of magic related to your enchantments, like a magic that increases toughness for a durability enchantment, but is more powerful because of that, while the latter simply requires you to know the right runes and how to use them.

Although normally people would specialize in one of these forms of enchanting, you're skilled in both of them, enough that you'll soon be able to easily start using more advanced form of enchanting, such as giving objects elemental enchantments or even very specific abilities, though for the latter you need to be at least somewhat familiar with them yourself.

With some experimentation, you'll also be able to learn techniques that will increase the power of your enchantments by dozens of times, like material enchanting, where you enchant an object at every stage of its creation, such as enchanting the steel a sword will be forged from, the fire that will be used to melt it, and the water used to cool it, after which you enchant the finished sword one last time after its completion.

Another trick to enchanting is that natural objects like wood or animal parts can fit up to two or three times more enchantments like man made ones in them. After a creature dies, and its soul dissipates, the aura is left withered, a shadow of its former self. But because of that hollowness, that emptiness, those items have far more room for improvement of their aura, allowing for the creation of a staff that can match up to any plasma weapon, or a bow that will never miss its mark.

You excel at finding similar loopholes and techniques to advance your skills whether they are enchanting or not, and even if you were ever stuck, with seemingly no way to advance your skills to the next level, as long as you continue to research and experiment, you'll also be able to either innovate or learn something that will allow them to continue on growing. This works even when it absolutely shouldn't. Rest assured, there will be no barriers to bar you from growing ever more competent. Work at it for a few years, and even something on the level of the Seeds would not be beyond you. And considering your skill at enchanting, that will become useful far sooner than you might've thought, starting at a level others would need years to reach.

You can probe the Aura of anything with a mere glance, knowing at a moment's notice what enchantments would fit best, and the speed at which you work your magic might make other people think you're doing it with just a wave of your hand. And you'll continue to be able to work at that speed no matter how complex the work you're attempting. Who knows, you might even become the first combat enchanter with that kind of skill.

Forgehand On The Grand Line Reference - 1condor12 (2024)
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