Joe's Jumpchain Abilities

The Celestial Forge gives Jozef Duris numerous abilities from fictional works.

Below are the Jumpchain Abilities gained based on Chapter.

(Last updated on October 15, 2022)

## Chapter 1 - Introduction

* Workshop (Personal Reality) 100:

Each purchase of this adds to your Personal Reality Workshop needed to perform specific type of craft, which is to be specified when purchase is made. It comes with a basic set of tools and supplies. Good for fixing or creating all sorts of things, although any complex parts or nonstandard supplies will have to be brought in from outside. Additional purchases can add different types of Workshops to your Personal Reality or expand existing ones. Anything built in one of those workshops is fiat backed to be restored to its original condition within 48 hours if damaged or destroyed.

* Access Key (Personal Reality) Free:

This is a special key which lets you access your Personal Reality and its contents.

When inserted into any lock on any door, the door opens to reveal a gateway into your Reality at a predetermined location within it. You are the only person who can take the key from the lock, the gateway remains open as long as the key is in the lock, and if key is ever lost or stolen you will find it in your pocket a few minutes later. You cannot close the door as long as you are inside the Personal Reality.

* Entrance Hall (Personal Reality) Free:

This is the room your Access Key opens a door to. It starts off as a 5 meter cube with blank white walls, floor, and ceiling, as some doors, one leading to the current Host Reality, the other into your Cosmic Warehouse, with additional doors leading to other extensions as these get added to your Personal Reality. Feel free to customize this Entrance Hall as you see fit. Additional Halls can, at your discretion, be linked only to certain keys or only to certain extensions. This allows you to have an entry hall just for skiing if you want.

## Chapter 2 - Preparation

* Fashion (Highschool of the Dead) 200:

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...

* Bling of War (Macross) 100:

It's one thing to have a weapon or vehicle of mass destruction, capable of rending an entire ground force or a squadron to shame. It's another to make it look so damn good your enemies would not dare get near it if they had a lick of sense. By purchasing this perk, you can design your equipment to look much more stylish and carry a 'theme' you prefer. This can range from the clothes you wear, to the weapons you wield, to even the vehicles you pilot into battle. It's all about style.

* Alchemist (Secret of Evermore) 200:

Considered a lost art, the science of Alchemy has reawakened in Evermore, and you've been trained in its use. By combining ordinary ingredients together using an alchemical formula, you can transform them into effects that can only be described as magic. You know both Light Alchemy, the art of healing or protection, and Dark Alchemy, the art of attacking. While it's theoretically possible to learn Alchemy at a later point in Evermore, this will let you skip the training and get straight to the mixing and casting, and will make you significantly better at it to boot.

## Chapter 3 - First Fight

* Black Thumb (Mad Max Gauntlet) 100:

You have the skills of an expert mechanic, able to keep vehicles running even in the most inhospitable conditions. Repairing and tuning up engines is your bread and butter, even while they’re still operating. You also have a feel for how to upgrade cars in more esoteric ways; hey, it takes skill to add that many spikes and not hurt the handling!

* Scientist: Machinery (Girl Genius) 100:

You have a DOCTORATE! And skill in ACTUAL SCIENCE! That doesn’t need you to go crazy to work! Admittedly, it won’t break the fabric of space and time, but meh. Tradeoffs everywhere you go. You’re highly trained in one field, and can easily apply its principles to your work. After all, building a crazed abomination upon the natural order usually requires at least a smidgen of understanding of which bones are supposed to go where (Even if you end up changing them around a little). At the very least, you’re also in the genius range of standard intelligence.

## Chapter 4 - Recovery

* Not A Stupid Grunt (Mass Effect) 100:

That you are not. You are smart enough to be the foremost scientist in your field. This doesn't make you so, but you could get there on your own with not a terrible amount of effort. Still not as smart as a drell, but hey, who is?

* Laboratorium (Light of Terra DLC 3 - A Grand Day Out) 100:

Ancient cogitators, arrays of auspex systems, and volume upon volume of documentation supply an Adept with the tools and information necessary to capably analyse a recovered technological artefact.

* Grease Monkey (Bubblegum Crisis 2032) 300:

What can you fix or build? What CAN'T you fix or build? Nothing, that's what. From hyper-cars to Buma, computers to Hardsuits, with the right tools and enough time and experiments, you can build it all, weaponry included.

## Chapter 5 - Negotiation

* Smithing (Thundercats 2011) 200:

The ancient art of working with metal to forge weapons and armor. You know how to make beautiful equipment that can survive countless battles and you could even forge a legendary weapon if you dedicated enough time to it, although it'd probably take at least several years to complete.

## Chapter 6 - Commission

* Aerospace Engineering Makes Things Go Fast (Kerbal Space Program) 100:

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.

* Magic: Enchanting (Samurai Jack) 200:

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.

* Nanite Sciences (Generator Rex) 100:

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.

## Chapter 7 - Accessory

* Built to Last (Assassin's Creed) 300:

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!

* Decadence (Dune) 100:

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.

## Chapter 8 - Aftermath

* Machinist (Gargoyles) 200:

You are an expert mechanic. You can rebuild and improve a helicopter in 12 hours or create a functional motorcycle from spare parts. If honed, this ability will let you make nearly anything from incredibly advanced robots to nanite swarms in only a few months time.

* Rationing (Mad Max Gauntlet) 100:

When you don’t have much, it’s important to be careful with what you’ve got. You’re very good at saving supplies, ensuring that anything you find of use stays found and that it doesn’t get wasted by accident. You’ll get every last drop of fuel from a can, and never drop some plastic tubing just because you can’t think of a use at the moment.

## Chapter 9 - Acquisitions

* Life Fiber Spool (Kill la Kill) 400:

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

* Garment Gloves (Dodgeball) 200:

These are a pair of pure white gloves. Bound to them is an intelligence with a mind for fashion: a designer, seamstress, clothier, and tailor without mortal peer. It has the ability to scry for fashion based information from international trends to precise measurements. Given materials and orders, it will industriously produce fine apparel, producing any modifications, clothing, footwear, accessories, etc that is within theoretical mortal ability. It has sufficient telekinesis to move itself and to independently suspend materials. It must be provided with materials, though it may be provided a lump sum or budget with which to magically acquire materials at cost.

You may wear the gloves to channel the skills (but not powers) of the entity, perhaps even learning from it.

* Alchemy (Banjo-Kazooie) 100:

You are incredibly capable at mixing together mundane ingredients to create effects that can only be described as magical. For a short time these potions can create temporary copies of you, turn you invisible, or give you shielding.

## Chapter 10 - Overhaul

* Mechanist (Final Fantasy VI) 100:

You know how regular technology and magitek function and can repair it if it breaks down. You'll still need the tools and supplies, but at least with this you'll know what you're doing with mechanical technology. This knowledge can be used to build basic examples of it too, but don't expect to be able to copy anything too complex without getting your hands on the blueprints.

* Repair Savvy (Outlaw Star) 100:

Your skills in mechanics are top notch. Your weapons, armor, and personal equipment are all easy to repair, and maintenance of all of them takes mere minutes instead of hours.

* Stylish Mechanic (Gurren Lagann) 100:

In addition to knowing how to repair and create mechanical devices you also have quite a knack at making anything you work on look good. Any time you fix something it'll end up clean and pleasant to look at, and you can easily come up with humorous or awe-inspiring designs for vehicles and devices.

## Chapter 11 - Power Trip

* Deranged Alchemist (Van Helsing) 300:

You have mastered the medieval forerunner of chemistry, and know the transformation of matter via elaborate rituals and mysticism on top of your scientific approach. The greatest secrets of Alchemy still elude you, such as the fabled Panacea, but that can be found in due time. (Hint: Nobody’s found it. At all.) However, you are capable of transmutation of many materials (although it requires that said materials be the same base) and can create Homunculi from following Paracelsus’ studies into alchemy.

* Master Builder (Transformers) 400:

You’ve been programmed with mastery of Cybertronian science allowing you jury rig any tech you see, as well allowing you to quickly build even the most complex Cybertronian tech within a reasonable time period. Smaller devices are almost instant, larger devices take some time and more components. However with enough material you can build a temporary space bridge. Despite your mastery of Cybertonian science, creation of a Spark and therefore intelligent life, organic or inorganic is beyond you.

* Mechanic (Fast and Furious) 100:

Machines, especially ones that go fast, just speak to you. You have no problem fixing up and tuning any motor vehicle, and can rebuild them after the most devastating crashes. You can keep anything in top condition with just a few simple tools. Of course, you also need to understand the electronics, so hotwiring cars (and sometimes, alarm systems) is not a problem either.

## Chapter 12 - Conference

* Nanite Removal and Control (Generator Rex) 400:

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 renders 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.

## Chapter 13 - Exposure

* Hybridization Theory (Zoids: Legacy) 400:

So one day you had a bit of spare time after your daily Zoid admiration hour. After taking a close look at your favorite Gojulas and your favorite Mad Thunder, you decided that if the Gojulas could wield the Mad Thunder's Magnesser Drills like an arm weapon, you could probably reenact that scene from the show you watched two days back on the professor's hi-def television.
Those mechanics can slap on parts and scavenge however they like. You can literally merge two machines together into one, with twice the processing power as before. Mind you, Zoids typically won't respond well to suddenly sharing a body with another core and another mind, but you'll have ethical uses for this...right?

For most mundane machinery, you don't need any power source besides your own, but be careful that should you make your machine too big, the internal power supply might not be enough to feed it.

## Chapter 14 - Debut

* Fingers of Silver (Macross) 200:

While other kids were building tinker-toy creations, you were fiddling with your dad's car and doing a better job than him. By purchasing this, meddling with machines and OverTechnology is as easy as breathing for you. By getting your hands on something, you can easily figure out how it works and how to copy its inner workings, provided that it wasn't just bullshit magic. The more advanced something is, the harder it may be... but with time and effort, you just might succeed.

* Skills: Physics (Star Trek - TNG+DS9) 100:

How the universe works. The law of gravity, the conservation of matter & energy, quantum physics, etc. Remember though, there are dozens of creatures in this universe that defy the laws of human physics, so you may want to try and rewrite a few of these books while your here.

* Science! Mechanics (Transformers) 100

Your programming is focused on either Mechanics, Medical, or a field of Science (Pick One), this gives you equivalent of a Cybertronian PHD in that field of study.

* Science! Engineering (Transformers) 100

Your programming is focused on either Mechanics, Medical, or a field of Science (Pick One), this gives you equivalent of a Cybertronian PHD in that field of study.

* Micromanipulators (A Certain Scientific Railgun) 50:

These rather delicate gloves were meant for scientific purposes. They’re reinforced with small motors and electrically contracting artificial muscles to allow you to perform delicate work on the scale of one millionth of a meter. While they’re definitely more suited to scientific experiments, they can be put to use in any situation that requires steady hands like aiming a rifle, conducting brain surgery, cooking, defusing a bomb, or even bypassing some redirection and shielding abilities.

* Diagnostic Tools (Outlaw Star) 50:

A small data display with numerous connectors and scanners, capable of letting you know what is wrong with simple technology and what advanced technology that has been programmed into it.

## Chapter 15 - Recuperation

* Innate Talent: Alchemist (Overlord) 200:

You are capable of brewing potions with magical effects. You can easily create ‘true’ healing potions that provide instantaneous healing rather than healing-over-time, and can make potions for any ‘buffing’ spells you know that are in the ranked magic system such as flight, invisibility, increased magic resistance, physical boosts, and so on. Obviously you must actually know a spell in order to make a potion with that spells effect. Additionally to make use of this talent you must actually have the means to make the potions in the first place such as an alchemist's lab or, for slimes, your own body

* Alchemist's Laboratory (Overlord) Free with Alchemist:

A fully fitted and supplied alchemist’s laboratory ready for your use. It comes with the highest quality supplies and equipment required to make magical potions, allowing you to make potions to emulate the effect of any spell you know that could be reasonably made into a potion via alchemy (assuming you know alchemy, at least). The equipment will automatically upgrade itself relative to your own personal skill level, so the more skilled you are the better it will be to reflect that. Reagents for common potions restock themselves automatically on a regular basis.

* Class and Specialization (Mass Effect) 100:

You will get enough training in your class to be considered an asset to any team. Not to the point of being a keystone. You are considered to be to a similar level when it comes to your specialization. Specializations are various apexes that can be reached. You also get a set of gear per your two choices.

* Class: Engineer

Engineers are pure technology specialists. Although they lack the implants that most other classes wield, they make up for it with their high-spec military grade omni-tools, capable of bypassing shields and armor or incapacitating robotic targets and some synthetics. They can deploy combat drones to harass enemies.

* Specialization: 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.

* The Flock's Fleece (Actraiser) 400:

Men and women have not wandered the wilds naked since the long-gone days of the Garden. Whether they knew it or not, the act of clothing oneself is one that at once protects and isolates. A shirt or a robe is a metaphorical armor against the elements, against shame and against the prying eyes of others. You are such a skilled craftsman that you can take the 'metaphorical' part out of the equation. You're a one-person clothing creator and tailor, able to take the raw materials of silk, cotton, wool and hide...and then with almost no tools produce wondrous clothing, fitted just right for anyone who dares try the garments on. They're protective vestments against the harsh elements, able to keep people in comfortable condition be they in the deserts of Kasandora or the icy plains of Northwall.

Not only that, but people who wear them find that they'll be kept safer from the claws of beasts or the swords of their enemies, acting as a light chain-mail mesh despite being soft and maneuverable fabric.

## Chapter 16 - Therapy

* Beauty in the Arts (God of War) 200:

The Greeks and their gods have an eye for the aesthetics of their surroundings. Whether it is the statues around them, or the floors they walk upon, or the things they carry and wield, it is better if it is appealing. Your ability to design any of your crafts has increased with this knowledge, able to appeal to form without sacrificing function. Regardless of what you create, it's going to look good enough that the gods might take notice... might. Whether this is a good thing or a bad thing is for you to decide.

## Chapter 17 - Confrontation

* High-Frequency Manufacturer (Metal Gear Rising) 300:

A blade launderer, huh? Anyway, you can now make a HF blade out of anything you want. Depending on the original craftsmanship of the weapon, it could be good or shit. But if you picked this, you probably have something in mind.

Must be a physical object. No lightsabers and the like.

Yes, blunt objects can become HF weapons. No, they can't cut. They only get stronger, and can resist other HF weapons.

* Alchemy (Samurai Jack) 200:

The ancient science of mixing specific ingredients and then infusing them with natural energy. You know how to make a wide array of potions with both beneficial and harmful effects.

* Weapon Modifications (Archer) 100:

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

## Chapter 18 - Regroup

* Workaholic (Sonic The Hedgehog) 300:

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.

* Element Analysis (Bomberman 64: The Second Attack) 100:

With a little elbow grease, you can easily identify the elemental composition of ANY material and with the right resources, break it down to its base elements for further use.

* Unnatural Skill: Smith (Percy Jackson) 200:

Whether from your heritage or just being that good you've got one particular mundane skill that your feats with border on supernatural. Whether you're a smith on the level of the Cyclopses, a near prescient tactician or a swordsman who is ny 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).

## Chapter 19 - Restoration

* Armourer (Light of Terra DLC 5 A Sky Filled With Steel - Warhammer 40,000) 300:

A mental database containing information on the most common types of armour found in the Necromunda Hive and how to build, repair and maintain them. While this doesn't sound impressive, it is worth pointing out there are countless billions of people dwelling within the hive, and they have been here for millenia - the list of things counted as common at one time or another ranges from Power Armour in the distant past to the more common hammered metal plates made by local Gangers to the standard Imperial Guard Carapace Armour. Don't expect to start churning out Adetus Astartes Power Armour the second you get this though - the infrastructure to build the infrastructure to build the infrastructure to build the armour was lost to ruin a long time ago. There's a reason the Space Marines use suits thousands of years old.

* Engineering (Teen Titans) 100:

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.

* Valuable Memories: the nature of memories (Big O) 300:

You have knowledge related to any particular concept-the construction of Megadei, the nature of memories, Bigs, or the creation of chimeras. Paradigm will have a vested interest in you, and will protect you and provide you with funds if you work for them.

* Fingers of the North Star (Cave Story) 200:

You have a natural talent with machinery, and this extends to firearms creation. You can disassemble, analyze, and reassemble any projectile weapon you come across, and you have the ability to create unique, one of a kind guns that utilizes odd and esoteric technology. You also gain a free 'stamp' you can apply to any weapon you create, to show it's your work. Upgrading existing weapons is a breeze as well.

## Chapter 20 - Offensive

* Engineer (Super Mario RPG) 300:

You're more adept at coming up with novel and creative objects. Any blueprint can be held perfectly in your mind without needing to draw it on paper.

* Master Craftsman (Forgotten Realms) 300:

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

## Chapter 21 - Closing Moves

* Maliwan Intern (Borderlands) 200:

At some point, you got lucky and figured out how Elemental Weapons really work. You know how to use them to best effect, allowing you to set enemies on fire regularly, melt people with acid bullets, and have ALL kinds of shocking adventures with electrical ammo. If you have any technical training, you can even jury-rig ways to apply elemental effects to other weapons, as well.

* Workshop (Bubblegum Crisis) 100:

You need tools? You have ALL the tools. Using this, you can effectively build and/or repair any damn thing in BGC, though constructing orbital shuttles might take a while. Nevermind getting ahold of the plans.

* Apartment (Bubblegum Crisis) Free:

A run down, single-room apartment. Nothing special, but hey, it keeps the rain off. Don't worry too much about the rent.

* Civilian Equipment Package (GUNNM/Battle Angel Alita) 100:

Cramped room in the Scrapyard, basic household belongings, clothing, one Heirloom Weapon for free. If you are employed, attached is enough space to setup a workshop, clinic, studio or whatnot.

* Heirloom Weapon (GUNNM/Battle Angel Alita) Free with Civilian Equipment Package:

Everyone in the Scrapyard carries something. Yours is a lot better than most, something that an actual professional might carry. Firearms are illegal on penalty of death - but outside the Scrapyard anything goes. As an heirloom, it has seen hundreds of years of loving use and its craftsmanship compares very well to modern technology. To the right person, it could be worth a lot.

* Cyber-doctor Equipment Package (GUNNM/Battle Angel Alita) 200:

As Medic, plus powered tools for cyborg disassembly and repair. Bulky diagnostic computer, ten kilograms of miscellaneous spare parts, very rare compact 3D fabricator capable of milling custom components and printing or repairing circuitry. Free Rocket Hammer.

* Medic Equipment Package (GUNNM/Battle Angel Alita) Free with Cyber-doctor Equipment Package:

One clean blood-and-dirt-repellent jumpsuit, facemask, kit equivalent to a modern first responder’s kit. Assorted drugs and painkillers, and a few roughly bound texts on mutant and human care.

* Rocket Hammer (GUNNM/Battle Angel Alita) Free with Cyber-doctor Equipment Package:

A two-handed warhammer with chisel-shaped head mounting a rocket booster that activated by a switch on the shaft. It can be disassembled and comes with a rolling case and replacement parts. A rare weapon in the Scrapyard, while very difficult to control it performs superbly against heavy cyborg armour and is fully legal despite the firearms ban.

* Single Style - T’ai Chi Chuan (GUNNM/Battle Angel Alita) Free:

Solid theoretical and practical experience of a single form of personal combat. In the wasteland, what martial arts survive are pragmatic descendants of old world teachings. In the Scrapyard however, there are genuine schools of combat, though they are often overlooked – most human styles are ineffective against the crudest cyborg brawler, and the emphasis is to strike fast and run away faster.

T’ai Chi Chuan – This art is rarely taken seriously, owing to its firm rooting in qigong breathing techniques and ideas about chi, internal balance and fluid control of defence and counterattacks that have little appeal to cyborg fighters. However many elements of it have influenced the most advanced cyborg combat styles, and the therapeutic version is popular enough with the elderly that the original forms survive.

* Tailor Made (Career Model) 100:

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.

## Chapter 22 - Homeward

* Don't Need A Team (Ace Combat) 100:

Fighter planes are pretty complicated machines, and more often than not you need a whole crew to maintain them so that they don’t break down in the middle of a fight and doom the pilot. You know your plane well enough to circumvent this issue. You've got just the right idea on what needs tuning up and what needs fixing, along with having the speed to be able to fix a plane up by yourself without the need for a crew in a fraction of the time. Performance issues are a thing of the past for you.

* Most Holy Order of the Socket Wrench (Fast and Furious) 400:

You are a master mechanic. Repair and upkeep is nice, but you can go beyond the impossible and improve any vehicle. Take a van and make it beat a supercar? Put NOS injectors on a bicycle (and make it work)? How bout something challenging? And anything you can build up you can tear down, too. You're a one-man chop shop and wiring a car to explode takes but a few moments and some chicken wire.

## Chapter 23 - Renovation - Addendum Taylor

* They're Like Legoes, Right? (Kerbal Space Program) 200:

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...

* Reliable Invention (Kim Possible) 200:

Anything you construct is only broken when used improperly or purposefully targeted with attacks. The items you create do not malfunction and are completely resistant to damage caused by regular usage.

* Skyforge (The Elder Scrolls: Skyrim) 200:

An ancient, mysterious, eagle themed forge added to your warehouse. Any metal items crafted at the forge will be significantly harder and stronger for it. Something about the fires.

* Standing Stone: The Lover (The Elder Scrolls: Skyrim) Free:

Those under the sign of the Lover learn all skills slightly faster than they otherwise would.

* Simplified Formulae (Fullmetal Alchemist) 100:

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 Advanced Formulae for multipurpose combat alchemy.

## Chapter 24 - Tech Work - Addendum Alec

* Hidden Hideaway / Laboratory (Valkyria Chronicles) 200:

You've come into possession of a small but out of the way safe-house, providing you with a place to rest and recuperate. This place has enough supplies for 9 people to live for a year or so. Those who have chosen the Scientist origin however, gain an upgrade to this building in the form of an underground laboratory. It is stocked with all the necessary tools and ingredients for a secret lab in the 1930's, along with a few scattered notes on what appears to be a figure surrounded in light.

* Ragnite Container (Valkyria Chronicles) Free:

Ragnite is a valuable resource in Europa, and it is unlikely to appear in any other worlds. You receive a container that replenishes once per day. The free level gets you a box the size of a human head.

* Advanced Materials (XCOM 2) 200:

As you experiment the physics and rules of a world ideas for new materials come to you. Elements and compounds from different universes often follow the same rules after all, so it should be theoretically possible to mix them. While you are developing new materials for your projects you will instinctively know whether or not materials will be compatible with each other and roughly how strong they will be. You will not know the exact ratio or procedure you will need to perform to fabricate these exotic materials, and it's not guaranteed that every material will be compatible with each other, but development will be made a lot easier.

* Garage (Fast and Furious) 100:

You have a nice garage and parts supply. With a few days and some elbow grease, you could basically rebuild your car or cars from the bottom up; you probably have enough parts to keep someone else's ride running or give it an upgrade, too.

* The Vehicle (Fast and Furious) Free:

This object barely deserves the title of car, at least in your opinion. A Volkswagen Beetle, a Pinto, or a Yugo, this car technically meets all the criteria and is very cheap, but it would take a master mechanic and a driving god to let it rival even the worst other racers can bring to the table.

* Machines, They Just Speak To Me (Firefly) 200:

You have no formal schooling, but can fine-tune and repair engines with nothing but shoe polish. You don’t know what the parts are SUPPOSED to do, but you know how to make them work the way you want. You can diagnose a faulty part in the power core just by listening to the AC cycle, and can fix pretty much anything with naught but a wrench and some duct tape. It may not be pretty, and it may not last long, but it’ll work.

## Chapter 25 - Search and Rescue - Addendum PHO

* Savvy Sultan (Macross) 400:

When people think of building things, they think of you. Provided you had the resources and the understanding of the technology, you could construct all manners of machines in a fourth of the time it would normally take. By yourself. You're no slouch with any of your tools either, wielding them with the precision of a machine with no loss of speed. Quality and a deadline? No problem.

* Tinkerer (RWBY) 300:

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

* Aura (RWBY) Free:

You start off with an unlocked aura.

* Dust (RWBY) Free:

Dust comes in four basic types: red fire, blue ice, green wind and yellow energy. 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.

* Variable Weapon (RWBY) Free:

It's a thing that turns into another thing! One gun and one melee weapon, together at last.

* Scroll (RWBY) Free:

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

## Chapter 26 - Correspondence - Addendum Rory

* Do One Thing At A Time (Dinotopia) 300:

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.

* Valuable Memories:the construction of Megadei (Big O) 300:

You have knowledge related to any particular concept-the construction of Megadei, the nature of memories, Bigs, or the creation of chimeras. Paradigm will have a vested interest in you, and will protect you and provide you with funds if you work for them.

* Simple Scientific Solution (Tenchi Muyo) 100:

Science solves everything, even the little household problems. You can create supertech improvements to common tools and appliances, up to and including automobiles or similar works of engineering. Create dishwashers that can clean dishes in an instant, self heating plumbing or forcefield windowpanes that act as air conditioners.

## Chapter 27 - Intrusion - Addendum Hannah

* Xenospecialist (Gears of War) 200:

The problem with fighting and violence is that it's no place for an egghead, and as a result valuable information could be lost to a wayward grenade before study. You've taken it upon yourself to bring that knowledge back, and as such you have an easier time understanding alien language and technology. It won't give you instant knowledge, but as you study further you will find it becomes easier to comprehend.

* COG Armor (Gears of War) Free:

Standard issue armor that's made of multiple metal plates. On the back of the suit is a magnetic 'holster', that resembles a general infantry backpack, allowing people to carry two weapons on their backs. The armor provides medium protection against damage (multiple assault rifle shots only bruise the wearer), but will not withstand concentrated or sustained gunfire. Helmet optional.

* Combat Boots (Gears of War) Free:

They're thick, they're heavy, and they'll serve you well. Along with giving excellent comfort and protection from the myriad of terrains you'll find here, they're also very handy for stomping the heads of enemies like watermelons at a comedian show.

* MX8 Snub Pistol (Gears of War) Free:

The standard sidearm for all COG soldiers, this weapon makes up for its low damage and small 12-round magazine through a high rate of fire and its impressive accuracy. Expect to find ammo for it everywhere. Weapon purchases will grant a small stockpile of them inside your warehouse to equip your allies with.

* COG Tags (Gears of War) Free:

A form of identification that takes the form of a necklace with small gear-shaped tags. They will have whatever identification you desire upon them.

* Personal Digital Assistant (Gears of War) Free:

There is still a reliance on technology, even if the war with the Locust make things... problematic. With this, you'll have an easier time with Command and keeping track of your data.

* Weapon Reload System (Gears of War) Free:

You will also gain a weapon reload system inside the warehouse for the unique weapons you may have purchased from this jump.

* Imulsion (Gears of War) Free:

Upon completion of this jump, you gain a small pump in your Warehouse that can supply you with fifty gallons worth of Imulsion per month. Do be careful when handling this, especially around other biological organisms.

* Customized Weapons (XCOM) 100:

You know that efficiency is number one, because waste is a thief. You know how to make the best designs better, and will ensure that the equipment in use is ergonomic, streamlined, and efficient.

* Gadget Master (007) 300:

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.

* Dwarven Craft (Lord of the Rings) 400:

You are a master smith, able to singlehandedly run even a large forge. You can make weapons and armor that stand up to hundreds of years of continuous use, and even know how to mine and forge mystical metals such as Mithril.

## Chapter 28 - Preamble - Addendum Sophia

* Engineer (Halo UNSC) 200:

Yet by understanding the nature of computer systems, wouldn’t it be prudent to understand the technology those systems command? After all, what if you found yourself needing to recalibrate a Magnetic Accelerator Cannon or repair one of the dangerous Shaw-Fujikawa Translight Engines that makes faster-than-light travel possible? What if you found a cache of human weaponry that could be used if someone managed to repair it? While you don’t have the skill to create something as complex as a Shaw-Fujikawa Translight Engine, you’ll know your way around it just like much of Humanity’s 26th century technology. You might even figure out how to make small improvements to the technology if you had the time to sit down and look it over. Hopefully the Covenant give you that time.

* Standard Neural Interface (Halo UNSC) Free:

As the requirements of war and militarized technology moved forward, the requirements it puts upon its soldiers was likewise changed. This is one such example, being a brain implant that all members of the UNSC obtain upon entering service. It carries a multitude of functions, integrating with armor worn to provide a heads-up display directly into one’s optic nerve instead of on the helmet screen while providing an IFF tag for allied soldiers. Such implants are small enough that there is no visible signs outside the body, and sometimes people have forgotten they even had it until its functions come up.

* M274 Mongoose (Halo UNSC) Free:

Some vehicles just weren’t designed for combat in mind… at least that’s what one would think upon seeing an all-terrain vehicle like this. Being designed to go over nearly any terrain without much difficulty and able to carry an additional passenger on the back in a pinch, the Mongoose is one of the fastest land vehicles in the UNSC. It’s highly effective in regards to rapid transportation, reconnaissance and swift tactical versatility. The downsides? Its light mass and lack of armor means it can be unwieldy at times and can be taken out rather easily.

* M6C Magnum (Halo UNSC) Free:

Something of a standard issue to the UNSC Marine forces, the M6C is a semiautomatic, recoil-operated, magazine-fed handgun that fires 12.7×40mm (.50 caliber) Semi-ArmorPiercing, High-Penetration rounds. While it does considerable amounts of damage towards flesh-based infantry, Covenant energy shielding might pose a problem and so this weapon is often relegated to a defensive role.

* M9 Fragmentation Grenade (Halo UNSC) Free:

When you can’t shoot them, blow them up. Coming with a hard metal casing that’s meant to break apart upon the explosion, this grenade has a safety feature in that it must hit a hard surface after it has been primed before it can detonate, ensuring that it does not explode in the user’s hand. It can also come with a ‘spoon’ so that it must leave the user’s hand before it explodes as well. Either way, a small button on the ‘handle’ is the method of priming these grenades.

* UNSC Marine Corp Battle Dress Uniform (Halo UNSC) Free:

The kind of armor you will generally see on the rank-and file troopers, this model has seen a great deal of use and has been spotted since the early days of the Insurrection. It comes with a CH252 Helmet that has a basic heads-up display to keep track of ammunition and your targeting reticle along with a flashlight and radio system, strong boots and fatigues to keep one protected from the elements while having quite a few pockets to keep things in, and ballistics armor over the torso, shoulder and shin. Ballistic armor may optionally include thighs, groin, and forearms as well for the cautious types. This armor provides good resistance against ballistic ammunition but does little against Covenant plasma rounds. Perhaps you could become skilled at dodging oncoming fire. This armor comes in any camouflage color scheme of your choice.

* Elven Enchantment (Lord of the Rings) 500:

You can enchant objects, if you pour energy into them as they are created. Some of your enchantments are useful in battle, such as swords that never dull and bows that always strike true, but most are simply to ease the life of the wearer, such as cloaks that weigh nothing and aid in hiding and water-flasks that never leak. You may also perform great workings, such as the creation of hidden doorways, given time.

## Chapter 29 - Presentation - Addendum Emily

* Ambrosial Artificer (Macross) 400:

So many moving parts, so many pieces to the puzzle. It's so... needless. The other tech teams are complete morons. That's why you've learned how to figure out the optimization of your complex machines like Veritechs. What parts you don't need, you find a way to do away with. What parts you DO need, you can use the now-extra space to improve and bolster their performance. Some will call you mad. But the only madness that will come from your work is the rage of your enemies and rivals.

* Hangar (Ace Combat) 100:

Sure you might be able to get a fighter plane… but where are you going to store it? You can’t just leave your vehicle to the mercy of the elements, it would cause all manners of damage to the plane and then you might be really in a bind. That’s why if you come out of this with a plane (or end up importing one) you can obtain a hangar bay which has the tools needed to keep the plane in good shape and can stand up to most forms of weather. It can even attach to a property or the Warehouse after your time here should it please you. For an undiscounted +100CP, this turns into an automated hangar bay with heavy arms and equipment to make repairing and moving the plane significantly easier.

* Basic Flight Training (Ace Combat) Free:

If you couldn't fly before, you have a basic idea of how to fly a plane now. You know how to maneuver the joystick properly, which button fires the missiles, and how to properly land a plane without creating a multi-million dollar pile of scrap. It won’t save you if you dive into a massive swarm of planes all by yourself, but you can learn.

* Missile Surplus (Ace Combat) Free:

Well this is odd. Any plane you pilot seems to hold an unnatural number of missiles for its type, far more than it should. You're not sure where it's getting this many missiles, but you'll have to restock them if you run out. The same thing happens with special weapons, though you have to have a working model to attach if you want to swap it out. The standard number of missiles thanks to 'Missile Surplus' is 150 missiles on a plane, barring any differences depending on the description of the weapon.

* Comm Chatter (Ace Combat) Free:

While an important part of war is knowing what your opponent is up to, sometimes it’s good for puffing your ego up too. For whatever reason, your radio will occasionally catch communications being broadcast from the enemy. This can range from important information to wild surprise at your antics. Not too useful, but good for knowing how you're doing.

* Flight Suit (Ace Combat) Free:

When taking off, an important requirement of being in a plane is a flight suit so that the G-forces don’t make your organs explode. It sounds silly, but you’ll be lucky you had it. So, have a nifty flight suit to help keep any pressure issues down while you're in the sky, on the house. It can come in any color you wish with a snazzy helmet to boot, ensuring that you’re the most glamorous pilot in the sky.

* 4th Generation Fighter Plane (Ace Combat) Free:

These planes have been around for some time now, and as a result some would consider these particular planes to be outdated. It’s not the most advanced machine in the sky, but it will get the job done when you need it. Whether it's an MiG-29OVT, an F-18, Su-27 or something else, you can be given a 4th Generation Fighter Plane to do your work and achieve what you need to achieve. Show them that the old ways still work.

* The Arcane Craft (Sword and Sorcery) 300:

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.

## Chapter 30 - Crescendo - Addendum Missy

* Juggernaut (Terraria) 200:

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.

* Advanced Materials Upgrade Kit (Light of Terra 4 - Lords of the Iron Line - Warhammer 40,000) 300:

Plasteel, adamantium, armourplas, synth-leather and other sophisticated materials are used for all sorts of purposes within the Imperium and are typically far more resilient than their archaic equivalents. Archaic styles of armor are seldom effective against advanced weapons, and rarely used in any case, but many of those who hail from primitive cultures favor the styles of wargear they are accustomed to. Wrought from plasteel and armourplas instead of bronze, iron and steel, a suit of chain or plate can be a quite effective defense, often the equal of more modern armors.

* Workshop (Samurai Jack) 200:

A small base filled with all the equipment you’ll need to work. This lab can be used for your choice of scientific or magical research.

* Build That Wall (Bastion) 100:

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.

* Phonograph (Bastion) Free:

An old-fashioned hand-cranked phonograph. Very sturdy, gives much higher-quality sound than you’d expect. Has a single record with the full OST for the Bastion game, as well as several additional Caelondian and Ura folk songs.

* Alkahestry (Fullmetal Alchemist) 300:

You can feel The Dragon’s Pulse. You understand how to perfom basic Alkahestry, an art from Xing wich 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.

* Bandit Gunsmith (Borderlands) 100:

You have amazing technical insight and when shown to 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.

* Volcanic Forge (God of War) 300:

The Smith God's power is great, but it is not by his will alone that his works are forged. There is also his tools to consider, and with this you have one such tool. Attached to your Warehouse is a small volcano, a fiery beast that will never fade and never falter. Its power is great, reducing the time you need to break down metals and minerals, reworking them into new forms while increasing their quality and inherent strengths. Should you choose, you may also take a significant hit in forging time to experiment with different metals and minerals, melting and combining them to create a different, newer resource with one quality from the second object in question. Rise, craftsman. Rise and begin your work.

## Chapter 31 - Consensus - Preamble PHO - Addendum Accord

* Divine Child - Hephaestus (Percy Jackson) 400:

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.

* Old Traditions (Percy Jackson) Free:

You are knowledgeable in the ways of the ancient civilization corresponding to whatever mythology you're most connected with. You can read their languages, know the proper ways to honor the gods, and have a decent grasp of their mythology. Otherwise unassociated Drop-ins may choose any one ancient culture to know of. You may purchase this multiple times, each time gaining insight into a new culture.

* Setup Wizard (Harry Potter) 200:

You have a natural knack of melding technology and magic. You can easily jury-rig technology to work at Hogwarts. Your inventions could do considerable good for the magical world if they weren’t all such luddites.

* Wand (Harry Potter) Free:

A wand. You don’t have it yet, mind you, but you’ll get one soon enough on a trip to Ollivanders. You can choose the wood type and between one of the wand cores he produces wands with (Unicorn Hair, Dragon Heartstring and Phoenix Feather). You may instead choose a more exotic wand core (excluding Thestral Hair and limited to parts from other canonical magical creatures/beings of this world e.g. Thunderbird Tail Feather, Veela Hair, etc.) although the three previously mentioned are among the most reliable and powerful. Different cores and woods tend to act a little differently but regardless of what you choose the wand will choose you as soon as you are introduced. Different woods may alter your historical personality (for all but Drop-ins) and therefore tendencies very slightly (e.g. Cypress wands tend to choose brave people and you will as such have been a relatively brave child, Blackthorn may result in you being slightly more combative, etc.). If you already had a wand you may import it into this role and while it will keep it’s wood and core it will gain a significant loyalty boost.

* Analysis (Red Alert 3) 100:

You can immediately identify any defects in hardware upon casual observation. This is effective on devices, Vehicles, and buildings.

* Researcher (Age of Mythology) 400:

You are far faster at designing and discovering new technologies. Inspiration and breakthroughs hit you far more often.

## Chapter 32 - Family Fugue - Preamble Taylor - Addendum Mike

* Lack of Materials (God of War) 400:

Times are tough in this land. Forces beyond knowing, monsters that roam the lands, and gods who are as petty as they are powerful. With chaos such as this, there are times you may not be able to get everything of what you need. But you've learned to make do. You can get the most out of your materials, using two bars of metal where you might need four, or three hides when you needed six. Of course, if you DO have all the materials required you can use them to make your creations more effective in quality and capability as well. So maybe it doesn't hurt to put the extra mile in.

* Analysis (Adventure Time) 300:

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.

* Skills: Physical Sciences (Star Trek - TNG+DS9) 100:

Understanding of the natural laws which govern the physical world. Biology, chemistry, geology and ecology. Again, you may want to rewrite a few of these books while you're here.

* Skills: Combat (Star Trek - TNG+DS9) 100:

Hand to hand fighting is an ancient and quintessential skill for every soldier no matter what time period.

## Chapter 33 - Morning Training - Preamble James - Addendum Youth Guard

* Tool Kit (Macross) 100:

Woah now, Sonny Jim! You don't expect to fix that machine with your bare fingers, do you? Don't go anywhere without the equipment you need to make sure that tech keeps on trucking! A handy dandy set of tools to accommodate for maintaining Variable Fighters. This will make things easier if you want to keep things in shape or just want to poke around and see what's inside!

* Serene Sinatra (Macross) Free:

You're no slouch in the singing department, that's for sure. You may not be popular idol material, but no one's going to complain if you decide to sing along to a song or randomly bust out a tune with a voice like this. Who knows, maybe you could practice and get a little better?

* Basic Training (Macross) Free:

Piloting a Variable Fighter can be pretty complex. There's all kinds of modes and maneuvers to worry about... with this, you won't have to worry so much. You'll know which button does what, and you won't end up turning into a mech when you need a jet. ...but I reserve the right to laugh if you mess up anyway

* Space Suit (Macross) Free:

A futuristic, spandex space suit that will let you survive for 20 minutes in deep space. It's really more in case your vehicle gets stranded, but otherwise it's pretty darn cool looking.

* Basic Variable Fighter (Macross) Free:

Your good ol' Fisher Price Veritechs! They may be the beginning, but they're classics and were the groundwork for future generations. Editions like the VF-1A Valkyrie (or its other variants), the YF-4, VF-2SS or the VF-4 Lightning III are made available for your stay here. It can transform in the atmosphere and operate in space, but it cannot reach escape velocity on its own. Comes with basic armaments and like all Variable Fighters can transform into a Jet, a Mech, or a 'middle' form called Guardian Mode.

* Lathe of Heaven (Chrono Trigger) 400:

We're always going to need weapons, so the way I see it, you might as well get good at making them. Now? You'll be able to give old man Melchior a run for his money. Swords, guns, armor, even sunglasses - if it's worn or wielded, you can make it a masterpiece. You'll also learn how to make use of any material, bringing out its best qualities and minimizing its weaknesses. You could make bone sharper than steel, gold sturdier than titanium, and take a legendary material nobody's ever seen before, and figure out how to forge it, what to alloy it with, and how to craft that alloy into an impossibly sharp sword or some amazing shades.

## Chapter 34 - Little Talks - Addendum Ethan

* Scrapper (Fallout 4) 300:

You have the capability to dismantle and repurpose objects for your own creations; even ones that you might not fully understand. So long as it’s not hopelessly beyond your understanding, indestructible, or ridiculously big, you’re capable of taking most things and reducing them to their base components, salvaging any working parts with only a few days of work at the worst.

* Starting Gear (Fallout 4) 0:

You get faction appropriate clothing (normal clothes for Drop Ins and Railroad, a uniform for BOS, lab coat for Institute, and a hodge-podge of leather and scrap metal for Raiders) and your choice of a 10mm pistol, brass knuckles, a security baton, a machete, or a laser pistol (regular or Institute), as well as 100 Caps

* Advanced Formulae (Fullmetal Alchemist) 100:

Alchemy comes to you as breathing does. Your greater understanding allows for the creation of more complex alchemy. You can combine with Simplified Formulae for multipurpose combat alchemy.

## Chapter 35 - Closing Words - Addendum Chris

* Robust Engineering (Dune) 300:

Ten thousand years of stagnation in technology is a very long time... and now you know how to apply the lessons of those millennia to the construction of anything you have. Mass production does not exist any longer and even relatively common items are made as if masterwork quality, because aside from obvious cheap items, they have been built to last longer than the person using them. Expect anything you construct by hand to be able to last centuries, as long as you take a little extra time while you make it. With the amount of time you're going to be around... you may need that sort of quality.

* Secular Skills (Red Dwarf) 200:

Through growing up in a society in which religion tried to stem the natural instincts of the cat people towards vanity and good looks, you learned to craft amazing clothes and outfits from the most base materials and tools, and don’t worry they all will look fantastic.

* Master Craftsman (King Arthur) 600:

Thanks to being taught by faeries anything you make by hand is a great deal better than anything regular human can make. Armor is nearly indestructible and lighter than it should be, blades are sharper, blunt weapons have more force behind them, bows and crossbows can shoot farther and are easier to pull back. Even mundane items like baskets work better, though you can't give items mystical powers without being a wizard or something.

## Chapter 35.1 - Interlude Dragon - Addendum Margaret

* Weaponsmith (Light of Terra DLC 5 A Sky Filled With Steel - Warhammer 40,000) 300:

To weaponry what Armourer is to protective gear, this is a massive database of the various tools of mayhem the denizens of the Necromunda hive have wielded against each other. While the high tech equipment possible may seem nice, do not underestimate the value of low tech weaponry. Crafting a plasma pistol and crafting a bayonet require wildly different sets of skills, and all too often people who have one assume they have the other, to their chagrin.

* I Am Iron Man (Marvel Cinematic Universe) 400:

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.

## Chapter 36 - Debrief - Addendum The Bay Bulletin

* Fate Finds You Interesting (Percy Jackson) 300:

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)

* Minor Blessing Athena - Craftsmanship (Percy Jackson) 100:

For one reason or another you've got a god who cares slightly about you and has seen fit to grant you some minor boon within their domains. Choose one god from any pantheon and gain a minor boon from them. The god will care slightly about you but unless you go on to further distinguish yourself it will be more of a minor interest in your affairs than someone they feel the need to help (Effectively think a diminished version of one ability a demigod might have, think minor ones are stuff along the lines of breathing water, lucid dreaming, or appropriate vague extra senses, useful but nothing especially major). This can be taken multiple times.

* Waste Not (Monster Hunter) 300:

You have found out a great secret in the blacksmithing trade - the reason that most blacksmiths usually ask for so many materials to make a certain weapon or armor isn't because its material intensive, but because they can make one for half of the materials and either sell the rest or make another to sell at a profit. The bastards! You have figured out how to use less materials to gain the same results when it comes to crafting your own weapons and armor. At first it may just be an ore or two less, but with enough practice you can reduce the amount of materials needed for a project by half (rounded down). As an added bonus, with enough practice, you have a 50% chance to not require high-grade or legendary materials (Rubied, Plates, etc) to make an item, provided you can supplement the build with excess materials.

* Weapon & Item Storage Chest (Monster Hunter) Free:

An absolute must whether you're an aspiring hunter or roving trader. You get two chests - the first one is capable of storing up to 1000 individual weapons, pieces of armor, and charm talismans, while the second is capable of storing up to 1000 stacks of 999 of any given healing item, monster part, ore, or item that isn't a weapon, armor piece, or talisman.

## Chapter 37 - Small Tasks - Addendum Meeting Report

* Manufacturing Line (Valkyria Chronicles) 400:

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.

* Alchemy (Castlevania) 300:

Through careful experimentation and research, you've gained understanding of the true nature of God's creation of the world. You may now utilize a lesser form of this art to create items of power, ranging from potions and charms to powerful weapons to drive back the forces of evil. You also understand the basics of a darker form of this art, enabling you to understand and counter evil rituals.

## Chapter 38 - Build Up - Preamble Leet - Addendum Rey

* Putting On The Reich (Indiana Jones) 200:

They may fear your tenacity. They may hate your cause. They may even oppose your beliefs. But one thing remains constant: A begrudging respect for the aura of organization and sharpness you give off. You have an excellent sense of how to design uniforms that not only are intimidating and show the power of your group, but are also fashionable and make your group look organized, official in a way. It's time to show them who's Boss.

* Aesthetics and Flair (Bayonetta) 100:

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.

* Heretical Adaptation (Senki Zesshou Symphogear) 200:

Symphogears are, in essence, a Relic adapted into a combat system for it's ability to generate massive amounts of energy that can be formatted into a certain kind of matter through a generic mass-energy converter. However, they also have the ability to 'evolve' overtime, gaining additional armor and improvements to features such as onboard thrusters. With a bit of study, it might be possible to apply this adaptive behavior to other materials, encouraging them to improve themselves over time.

* Calling Card (Senki Zesshou Symphogear) Free:

You spent a lot of time coming up with your combat techniques. It's only fair to name them! When you make an attack that's above par, time almost seems to freeze for a second, and all those onlooking instinctively recognize the name and intended theme of the technique. This effect can be toggled.

* Scrapyard Skills (Swat Kats) 300:

Where others see junk, you see treasure just waiting to be utilized. You can make far more use out of scrap metal and tossed out electronics, repurposing them for many different tasks. That washer machine might have the parts needed to help spin an engine turbine, or that piston tube might be JUST the right size to refashion into a grappling hook launcher... it's all in how you use it and how you repurpose things.

* Rockin' Music (Swat Kats) Free:

When you're going around or doing something awesome, you can choose to have a sick electric guitar riff or a few notes of heavy metal goodness playing as you work in all your glory! ...or villainy. Either way it's sure to sound amazing.

* Valkyrian Science (Valkyria Chronicles) 300:

Somehow you've gained some of the knowledge that the Valkyrur used to possess, giving you the skill and ability to graft Ragnite machinery on a level far above any modern human. At first, you'd only be able to create replica's of the Valkyrian weapons, but with many years of study it might be possible to recreate the Valkyrur themselves.

## Chapter 39 - Set Up - Addendum Kenta

* Valuable Memories -the creation of chimeras (Big O) 300:

You have knowledge related to any particular concept-the construction of Megadei, the nature of memories, Bigs, or the creation of chimeras. Paradigm will have a vested interest in you, and will protect you and provide you with funds if you work for them.

* Mauler (Command and Conquer: Tiberium Wars) 400:

You have the skills of a junkyard hound, able to make even the most heavily damaged tech work again. Even machines too battle-damaged for recovery 20 years ago can be effective under your wrench. Repurposing tech and equipment is your forte; you can turn a pneumatic screwdriver into a reasonable cannon, and heaven help your enemies if you get anywhere near mining equipment, as a powerarmored mutant is quickly appearing in their future. There was even one time where you made a toaster into a reasonable facsimile of a flamethrower…..

* Technosorcery (Gargoyles) 400:

Combining magic and technology is a no brainer for you. You can handily blend the two to create amazing effects like broadcasting spells over telephone lines or melding creatures together through sorcerous surgery. Very little in the field of technomagic is beyond your reach with this skill.

* Tailor (Kill la Kill) 300:

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.

## Chapter 40 - Knock Down - Preamble Gully - Addendum Emergency Alert

* Anaheim Degree (Gundam UC) 200:

You have the knowledge (and the paper to prove it to people and shove in their faces to establish superiority) of how to build MS. It’s trickier than it looks, honestly. Weight balances, servo designs, energy reserves-it’s all down to a science and you know how to build the basics. Who knows what you can learn from a bit of hands-on training...

* Mass Production Mobile Suit: Gun-EZ (Gundam UC) Free:

The GM. The Jegan. The Zaku II. The Gun-EZ. The Den’an Zon. They are not powerful; they are not the best of the best, for they are designed for the common soldier. Everyone starts out piloting one of these, just gotta work your way up. (Or like the higher-up on the faction ladders, just buy a better one.)

60mm Vulcans: These are usually head-mounted in pairs (and this comes in a pair), but don’t expect to win anything with these- they’re usually used against missiles, small vehicles and fragile equipment like sensors. They can’t even penetrate the armor of a Zaku II.

Beam Saber: The standard melee weapon even during the OYW, these laser swords can slice through MS armor pretty well- they are swords, though, and getting close to an MS may be the toughest thing you’ll do here. You may also choose instead a pair of Heat weaponry like knives or an axe or a Heat Saber.

* Hangar (Gundam UC) Free:

This is an addition to the warehouse designed specifically for housing the MS and any vehicles you bought from this Jump, nothing more, nothing less. It does not have space effectively for anything else. You may summon a Mobile Suit remotely, but it will take a minute to launch, a few minutes to travel and you will still have to clamber inside once it lands. The land battleship and cruiser will take much longer, at least 3x as long, probably more, and you cannot call and dismiss them at will- it takes time to reset. 1 day (24 hours) for a Mobile Suit or small vehicle and 3 days (72 hours) for any form of ship

* Exotic Compatibility (Gundam: After Colony) 400:

You have a way of working with quirky and strange materials-in your hands and machinery, it assumes the forging and abilities of plain Iron until you begin building with it. You also can integrate exotic materials into your constructions a lot easier, and if you don’t know what a material is or what it can do, you’re very good at researching applications and properties of said materials. This research could also go into things such as improving production numbers and similar.

* Leo (Gundam: After Colony) Free:

This is an adorable, lovable little scrapper we call the Leo, and it’s actually fairly decent for a Mook- it’s got armor enough to survive a few shots from its own gun, it’s able to be modified with little trouble (adding a space-movement backpack or shoulder cannons) and it doesn’t have restricted hands. Still, it’s just a Mook, but can you resist the needy stare of this cutie?

* Talented: Tailoring (Inukami) 100:

You are an expert at any non-combat related skill. Cooking? You can make a five star meal with low rate ingredients

## Chapter 41 - Drag Out - Preamble Chen

* Valuable Memories: Bigs (Big O) 300:

You have knowledge related to any particular concept-the construction of Megadei, the nature of memories, Bigs, or the creation of chimeras. Paradigm will have a vested interest in you, and will protect you and provide you with funds if you work for them.

* That Undefinable Thing (Tales of Symphonia) 300:

Even if you can't describe it, you can still manipulate it. You can now make physical tools and containers for souls, as well as gaining the knowledge of how to use the soul as a power source for magic, machinery, and living bodies. Given proper resources (raw souls), you can create Exspheres and Key Crests­ which can then power the things mentioned in your place.

Anything powered by their user’s soul is known intimately to them, inhabited by the soul the same way a body is inhabited by a soul. It becomes in all ways an extension of the self, for good or ill. While the soul is infinite, it can be diminished and grown. Take care.

* Iconic Outfit (Tales of Symphonia) Free:

This outfit is rugged, stylish, and undeniably YOU.

* Questionably Practical Weapon (Tales of Symphonia) Free:

You're fighting with that? Really? And merchants will sell you more and more deadly upgrades? If you want this can be a well crafted mundane weapon instead.

* Workshop: Woodworking (Warehouse) 100:

Each purchase of this adds to your Personal Reality Workshop needed to perform specific type of craft, which is to be specified when purchase is made. It comes with a basic set of tools and supplies. Good for fixing or creating all sorts of things, although any complex parts or nonstandard supplies will have to be brought in from outside. Additional purchases can add different types of Workshops to your Personal Reality or expand existing ones. Anything built in one of those workshops is fiat backed to be restored to its original condition within 48 hours if damaged or destroyed.

* Sea Snail Shells (Splatoon) 300:

You have a small breeding population of around 10 Super Sea Snails, large snails with crystalline, conical shells. The snails are hermaphroditic but and they live for around 15 years. They're more than they seem, though they provide an invaluable service- Their shells can be used to imbue hats, shirts, and pairs of shoes with extra Ability Slots, or reroll the abilities of a clothing item with 3 full slots. This kills the Sea Snail, but if you're careful to keep up the population then eventually you might have an entire wardrobe of 3-slot clothing. Also, they're delicious when cooked right.

* Armor-Shift Manufacture (Bloody Roar) 100:

A small machine - big enough to hold a massive pauldron or two - that gives any pieces of armor or clothing placed inside a specific quality: When their wearer changes form, the armor and clothing changes form with him / her.

* Beast Change!: Inostrancevia (Bloody Roar) Free:

You can freely access your Zoanthrope form, becoming a monstrous humanoid that is a horrific combination of human and beast. Reptile, mammal, avian, amphibian, piscine, it does not matter what. If it existed in Earth’s lifetime, you can choose it. (Yes, this includes Dinosaurs. No, it does not include microorganisms.)

* Martial Artist: Muay Thai (Bloody Roar) Free:

Pick one martial art from Earth’s history & various cultures. You now know the basics of this art, as well as a few of the more advanced moves. More beneficially, you know how to apply this martial art to your Zoanthrope form - and combine the two into a deadly style of combat. Wrestling forms and dances are also accepted if they can be theoretically used in combat.

* Secret of Steel (History's Strongest Disciple: Kenichi) 400:

An illustrated guide created by the greatest master of weapons the world has ever known. It keenly details the techniques, methods and set­up required to create weapons using traditional Japanese techniques. This text goes beyond that however, and if the directions are followed perfectly it can be used to forge weapons, armor, and tools that are far better than anything that could possibly be made even with the most advanced metallurgic technology. Objects created—while still composed of steel—will be significantly stronger than steel and can withstand blows from a Martial Arts Master. Blades made using these techniques will be preternaturally sharp, able to cut through stone, steel and perhaps even more with proper strength and training. Such bladed weapons will almost never lose their edge and require virtually no maintenance. Armor made using these techniques is nearly indestructible and will never rust or corrode. Normal tools will work with such efficiency that even primitive tools can accomplish feats of scale equivalent to highly advanced modern technology. For example, a scythe made with these techniques could harvest an entire field in the same amount of time as a combine harvester or a simple hoe could do the work of a tractor­towed plough.

* Katsujinken (History's Strongest Disciple: Kenichi) Free:

Those who follow the path of “Katsujinken” or “life giving fist” hold that the true purpose of martial arts is to protect those who cannot protect themselves and improve the lives of those around them. People who follow this viewpoint view the death of their opponent as tantamount to defeat and shun those who purposefully kill. By embarking on this path, you develop a kind and calm demeanor, capable of setting just about anyone at ease. So long as you hold to this philosophy, you will be able to have a brief but significant dialogue with your opponent before any act of open combat.

* Sei Ki (History's Strongest Disciple: Kenichi) Free:

Ki is the life force, energy or breath that flows through all living things. Martial artists harness their Ki to perform amazing feats of strength and abilities, with master's able to channel their Ki into effects that are truly superhuman.

Those who utilize Sei Ki seek to focus their Ki inwards. In battle this results in an inner calm and centeredness that lends itself well to thoughtful action and awareness of surroundings. Those who have Sei Ki will be able to master techniques that do not rely on power or anger but on wits, talent and skill. Sei users will be more likely to come up with new inventive solutions in combat and will frequently have moments of insight that may turn an unwinnable battle in their favor.

* Weapons (History's Strongest Disciple: Kenichi) Free:

Martial artists who embark on the path of weapons will seek to master a physical implement to augment their fighting style. These tend to be much more lethal than unarmed fighters, but are at a disadvantage when disarmed or caught without their weapon. Whenever you fight with a weapon corresponding to your martial art, you will find that you consistently deal more damage and are more accurate with your strikes than if you fought unarmed.

* Martial Arts Ninjutsu (History's Strongest Disciple: Kenichi) Free:

All who enter this world know at the very least the basics of their chosen martial art as well as its various strengths and weaknesses. The more styles you choose to study, the longer it will take to incorporate them into a cohesive and usable whole. You may also choose any real­world martial art not listed here if you so desire. You will however remain a novice in your style unless you can somehow obtain a master or worthy sparring partner.

Ninjutsu­ A martial art believed to have once been practiced by the shinobi of Japan. This style is based primarily around precision, stealth and deception. Its users are particularly skilled at kneading their ki, allowing them to engage in maneuvers and techniques that to the untrained eye appear like magic. It is both an unarmed and armed martial art.

* Master’s Body (History's Strongest Disciple: Kenichi) Free after 10 years:

You possess the body of a master. You are very near tireless, capable of fighting for days without sleep and only limited food. You never run out of breath, and will still be able to engage in vigorous physical activity even after extreme exercise. You now have access to a limitless logarithmic growth of your physical strength, durability, speed and agility.

* “Sword” - Lantern Shield (History's Strongest Disciple: Kenichi) Free:

You receive a “sword”. Not necessarily a literal sword; rather a tool that you carry into battle and which you place your heart, soul and trust in.

If you selected weapon however, you receive your choice of melee weapon. It acts and functions as though it were created using the “Secret of Steel” making it more durable than most weapons formed using modern metallurgic techniques. As you grow in skill the weapon will as well, allowing you to hit slightly harder, swing slightly faster and strike with greater accuracy than you would with any other mundane weapon. By the time you have reached master status, you will be able to use this weapon with robotic precision, able to cut or break through a modern tank. Of course without this weapon you will be unable to do nearly half of those things, but that is the price paid when one embarks on the path of weapons. You may instead choose an existing weapon you have to receive this benefits, but it must be compatible with your martial art.

* Prismatic Laboratory (Fallen London) 400:

The principle of acute observation is light! And to that end, you have fashioned a workspace of lenses, liquids, critters and crystals to focus upon recreating a spectrum of lights fantastic. Ah, the impossible palette: those colours only seen in the Neath! You may not always produce something like it, but you will produce their inks and lenses in time.

* St Andrew’s Candle (Fallen London) Free:

That candle you had so long ago. It feels heavier now, perhaps it has fed upon your sins, perhaps it too has changed as you have. St Andrew’s Candle no longer burns low, for indeed it resists all attempts to extinguish it. But in the case of your sudden and fatal injury, it flares in brilliant ignition, granting you ten more minutes of life and action as it burns itself down from wick to stub. It will not heal your injuries, but it will prevent new ones from forming. Should you survive and reverse your fatality, the candle will not and will only renew itself at the beginning of a new jump or after ten years post-spark. The light it gives is a true Neathy light, a reminder of your time in the Fifth City.

* Connections: Hell (Fallen London) Free:

Those amber eyed Devils have taken a shine to you. From their Westernmost halls, to the Brass Embassy on Ladybones, there’s not a tempter who doesn’t know you. Their gifts include nevercooling brass, poisonous wine, masquerade invites, chemicals, and a few bottled souls that strayed away from the archives. Cannot take with Church.

They will send you gifts every fortnight as payment for some obscure service. Similar factions may be present in future jumps.

* Connections: Rubbery Men (Fallen London) Free:

Ssaloshagosh? How do you spell that? They risk stonings and harsh glances as they make their way to your abode, but by some alien measure it is worth it. Their slimy packages reveal amber of various colours, tiny unusual skulls and pocket change from ancient cities. Cannot take with Revolutionary.

They will send you gifts every fortnight as payment for some obscure service. Similar factions may be present in future jumps.

## Chapter 42 - Incapacitated - Preamble Jeanne

* Striker Artificer Toolkit (Strike Witches) 100:

Professional Quality Toolkit for sale. Never used. All the tools you need to make a Striker. Act Quick, Limited Stock. O'Malley's Tool Mart.

* 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.

* First Generation Striker (Strike Witches) Free:

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

* Minor Blessing Hestia - Hearthfire (Percy Jackson) 100:

For one reason or another you've got a god who cares slightly about you and has seen fit to grant you some minor boon within their domains. Choose one god from any pantheon and gain a minor boon from them. The god will care slightly about you but unless you go on to further distinguish yourself it will be more of a minor interest in your affairs than someone they feel the need to help (Effectively think a diminished version of one ability a demigod might have, think minor ones are stuff along the lines of breathing water, lucid dreaming, or appropriate vague extra senses, useful but nothing especially major). This can be taken multiple times.

* Unnatural Skill:Alchemy (Percy Jackson) 200:

Whether from your heritage or just being that good you've got one particular mundane skill that your feats with border on supernatural. Whether you're a smith on the level of the Cyclopses, a near prescient tactician or a swordsman who is ny 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).

## Chapter 43 - Ripples Aisha - Preamble Gully - Addendum Joe

* Talisman Trained (Inukami) 100:

You are very skilled at using talismans. What that means is you can make them have different properties (like light or sound) and with enough time and training you can make with enough time and training you can make truly devastating effects.

* Talisman Adept (Inukami) 200:

You are much better at using talismans and can give them properties of what shape they are in. Shaped like a frog? These talismans can bounce towards their intended target.

* Build Rome (Gundam: After Colony) 600:

You have a thing about building things- you’re damn fast, and you’re damn good. They say you can’t build 10 Mobile Suits in a week? Hah! You’ll build twice that much and you’ll build them to last! You simply have utter talent in the way of making things quickly enough to double production, maybe even triple production if you work at it enough, and they’ll come out with no loss of quality. In addition, these constructions will last- barring sudden disaster and similar, they’ll easily last several decades of constant abuse, and if they’re upkept and repaired they could even last centuries with no troubles.

## Chapter 43.1 - Interlude Fleet

* Material Synthesis Science (Gundam: After Colony) 200:

You know a few things about getting your own materials, but you also have a bit of know-how about how the people here get such quality materials. Normally, you know how to forge, quench and mold materials into more high quality specimens, but you have a specialization in Zero-Gravity Material Synthesis as well-in microgravity conditions, you can create much more effective materials thanks to the limitations of gravity being removed.

## Chapter 44 - Awakening

* Fixer (Light of Terra DLC 5 A Sky Filled With Steel - Warhammer 40,000) 300:

This Schema contains a massive database filled with the countless bits of equipment the denizens of Necromunda Hive Primus have bought, found, built, stolen or obtained by other means over the centuries since the Hive was founded. Inexplicably it also seems to contain an extremely rare, extremely valuable and extremely heretical to own database detailing how to build and maintain Admech servitors and cybernetic parts.

* Thaumaturgical Focus: Transmutation (Fate/) 400:

There exist many special arts within magecraft, and now you have gained the knowledge of one of them. There are many schools of magic to specialise in, such as Alchemy, Memory Partition, Thought Acceleration, Transmutation, Jewelcraft, Curses etc. You could even learn the Emiya art of Time Manipulation, though you will have only the very basics, and will need years just to get to Kiritsugu's level, but you may possible go even further. You may not choose any True Magic with this perk. This perk can be bought multiple times

* Magic Circuits (Fate/) Free:

You receive 20 magic circuits, each of the highest quality, upon entering the jump. These circuits are used to control both Od and Mana, internal and external magical energy respectively, and allow the use of magecraft. The more circuits you have, the more prana you get to play with.

## Chapter 45 - Realization - Preamble Taylor

* More With Less (XCOM) 300:

Through careful construction, you can remove unnecessary components and get maximum efficiency into your products. What this means, is that you can create the same quality item while using less resources. Items with which you have a limited supply, such as alien materials, can be stretched farther.

* Always a Bigger Robot (Gurren Lagann) 600:

The design and maintenance of epic machines is your specialty. You can figure out how to build starships measuring several kilometers long or devise a way to make a mountain sized mecha. You'll also have no problems getting past all the laws of physics that should make such creations impossible, perhaps Spiral Energy has something to do with it?

* Spiral Energy (Gurren Lagann) Free:

A mysterious but incredibly powerful evolutionary force that can be harnessed and manipulated by living beings. Spiral Energy can allow an individual to achieve virtually anything imaginable, but in order to keep things from getting too crazy you’ll have to slowly unlock your Spiral powers over time. Initially you’ll only have enough power to pilot a Gunmen but with enough time and the right circumstances you can figure out how to generate large powerful drill weapons from your mech that are capable of easily destroying other Gunmen and can cause massive explosions. After a few years of continued use you could potentially learn how to increase your physical abilities, Intelligence, and natural lifespan to superhuman levels. Once you’ve fully unlocked your Spiral power you’ll be able to live for over a thousand years, punch apart small Gunmen with your bare hands, discover and forge incredible technological wonders, and generate drills and other constructs from Spiral Energy without the assistance of a mech.

Without going through any of the endgame scenarios you'll only be able achieve first arc levels of Spiral power (The feats mentioned in the description for Spiral Energy and displayed by Simon and Lordgenome during their battle at the end of the Beastmen War story arc.) until after you get your Spark and stop jumping.

Regardless of whether or not you decide to go through one of the endgame scenarios, you'll gain the ability to grant one individual in each world you go to a fraction of your Spiral Energy. The person you gift this power to can only improve if your directly train them yourself and the upper limits of their Spiral Powers cannot exceed your own.

Until you get your spark using Spiral Energy will always carry the risk of triggering the Spiral Nemesis, however doing so would probably require generating the same amount of matter and energy as the entire observable universe.

## Chapter 46 - Review

* Tempered Soul (Soul Calibur) 300:

You gain an innate gift for forging high-quality weaponry. The weapons you create do not appear crude in any sense of the word, and in time your skill might cause your functional weaponry to be confused for elaborate display items.

* My Fashion Sense is Tingling (The World Ends With You) 50:

You have an impeccable sense of fashion. You can make an appealing outfit out of just about anything. In addition, you will always have an innate knowledge of what is fashionable in the area wherever you go, allowing you to remain on top of your game no matter where you are. In fact, you'll usually be a trendsetter.

* Natural Puppy (The World Ends With You) 100:

Natural Puppy is a brand full of clean and simple clothing with soft colors and modest designs. Their clothing offers good resistances to status ailments and defensive bonuses. Works best for those with the Doormat flaw.

Natural Puppy offers a lot of ranged options for Players, and has the best Force Rounds pins available as well as the exclusive Entanglement psych.

* Entanglement (The World Ends With You) Free:

Allows the user to create a chain between two designated points. Enemies hit by the chain (or who run into it) take damage and suffer Defense Break.

* Player Pin (The World Ends With You) Free:

Everyone gets a Player Pin for free, which lets them scan the surface thoughts of people in the RG. Protects against thought-reading.

* Efficiency (Lego: Ninjango) 400:

Waste not, want not! Not with this, anyway – whether building machines or making quick moves in combat, you'll never unintentionally use more energy, materials, or flourish than you need to.

## Chapter 46.1 - Interlude Weld

* Shipping the Product (F.E.A.R.) 400:

Prototypes are one thing, but what about actually getting the damn thing distributed? An item or weapon doesn't help anyone if it's the only one of its kind. You will find your ability to create has increased dramatically in efficiency, letting you use the materials for three of the same items to actually make five while streamlining production lines rather quickly. As a bonus, logistics have increased enough where your shipped supplies are harder to intercept, keeping any allies you have fresh with resources!

* The Alchemy Machine (Shivers) 400:

Created by the legendary alchemist Louis Garcon, this mysterious machine combines modern science with principles passed down from ancient Egyptian times. Should you have any alchemic ability or knowledge, using this machine will not only drastically enhance the potency of anything you create, but also significantly boost the output. Careful experimentation may even let you learn to automate the alchemic process, allowing the machine to produce indefinitely if provided with supplies. Without such knowledge, though, expect significantly more experimentation before you achieve anything of note.

* Technical Certainties (Ace Combat) 400:

Some engineers are always second guessing themselves, sticking to maintenance of machines that others use. You're so sure of your skills that you're capable of altering fighter planes to great effect, making them noticeably better than they were fresh out of the factory. Upgrades will be easy provided you have resources, and your technical prowess will ensure your plane can serve whatever role you wish of it. You could even slave the controls of ground weapons to your computers, becoming a conductor of war from the skies. You might even be knowledgeable enough to build the next superweapon...

## Chapter 47 - Downtime

* Technomage (Strike Witches) 200:

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, defence 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.

* 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.

* Skills: Stealth (Star Trek - TNG+DS9) 100:

Your ability to sneak around unnoticed. This will help you take down enemies unnoticed, infiltrate secure facilities, and steal thing without being detected.

* Skills: Medicine (Star Trek - TNG+DS9) 100:

Training and knowledge in First-aid, diseases, surgery, anatomy, health and nutrition. You're a fully qualified doctor of the 24th century.

* Skills: Navigation (Star Trek - TNG+DS9) 100:

Training in how to locate your position and plot courses. You can navigate both with a computer, and without one using astronomy.

## Chapter 48 - Uptime

* Salvager (Babylon 5) 300:

When the ore runs out and the company tells the miners to leave, that's where you really shine. It's cheaper to leave gear to rot in an abandoned site than it is to get it into orbit, across the galaxy and set up again so there's always something good just waiting for a new owner. With this skill you are an expert at jury rigging tech, taking it apart, stripping out the usable parts and putting them into something else. With time and effort, you can puzzle out the workings of most technologies and how to integrate them into your own gear. Every day or industrial equipment might take a few moments, but bleeding edge gear will take years, even decades to understand.

* Workshop: Science (Samurai Jack) 200:

A small base filled with all the equipment you’ll need to work. This lab can be used for your choice of scientific or magical research.

* Minor Blessing Artemis - Bowmanship (Percy Jackson) 100:

For one reason or another you've got a god who cares slightly about you and has seen fit to grant you some minor boon within their domains. Choose one god from any pantheon and gain a minor boon from them. The god will care slightly about you but unless you go on to further distinguish yourself it will be more of a minor interest in your affairs than someone they feel the need to help (Effectively think a diminished version of one ability a demigod might have, think minor ones are stuff along the lines of breathing water, lucid dreaming, or appropriate vague extra senses, useful but nothing especially major). This can be taken multiple times.

* Unnatural Skill:Enchanting (Percy Jackson) 200:

Whether from your heritage or just being that good you've got one particular mundane skill that your feats with border on supernatural. Whether you're a smith on the level of the Cyclopses, a near prescient tactician or a swordsman who is ny 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).

## Chapter 49 - Game Time

* The Divine Machines (Lord of Light) 300:

Many and varied are the wonders of the Gods. From the Vasty Hall of Death, Yama brings forth Thunder Chariot and Bright Spear, Trident of Destruction and Wand of Universal Fire. In Heaven, there is an elegant statue with eight arms that plays the lute when addressed, and endless machines that keep all in perfect stasis. The elementary forms of these great sciences and artefacts are laid bare to you, and you may service and understand the technology of this world. While great innovations and the wonders forged by Yama might escape you, you have a solid basis that escapes the vast majority of men and gods in the world - sufficient to greatly impress those who understand the value of such things. With this you also gain one artefact costing 200CP or less for free.

* Bright Spear (Lord of Light) Free:

One and one-half span of silver is this spear, attuned to your brainwaves and taking flight at your will. It strikes faster than any arrow, and vibrates through any shield - shaking clean of gore before its return to your hand. It may also move to intercept arrows and blows, as well as carry you aloft at speeds to outpace the finest horse.

* Elemental Mastery (Monster Hunter) 400:

Any elemental properties your weapon carries are significantly amplified by up to 50% depending on the quality of the weapon.

* Balance Bangle (Monster Hunter) Free:

A simple leather wristband depicting a Rathalos and Tathian chasing each other's tails, vaguely reminiscent of a yin-yang. Comfortable, unobtrusive, easy to remove, and can't be lost or stolen. While it is worn, all offensive and defensive supernatural skills and abilities you have acquired throughout your journey that have not been purchased from your current adventure are sealed. This does not affect passive or intrinsic skills, such as eidetic memory, intelligence or willpower boosts. Meanwhile, your physical attributes will be reduced and/or equalized to a point at the apex of your chosen species. While it is on, you may speak a programmable code word or phrase to temporarily disable the sealing effect (default phrase is 'OH SHIT!') and re-apply it at will afterwards. If you seek a challenge or simply wish to live the true Monster Hunter experience, look no further.

* Starter Weapon: Bone Rod I and Mauldrone I (Monster Hunter) Free:

It would be needlessly cruel to throw you into this dangerous world unprepared. Here, this one is on the house. You may pick any on basic Rarity 1 starter weapon (bone or iron) of any type. Hunters get 1 of each type of basic starter weapon for free. Bone weapons have higher base damage, but relatively poor sharpness, while the inverse is true for iron weapons.

## Chapter 50 - Meantime

* Minor Blessing Hera - Administration (Percy Jackson) 100:

For one reason or another you've got a god who cares slightly about you and has seen fit to grant you some minor boon within their domains. Choose one god from any pantheon and gain a minor boon from them. The god will care slightly about you but unless you go on to further distinguish yourself it will be more of a minor interest in your affairs than someone they feel the need to help (Effectively think a diminished version of one ability a demigod might have, think minor ones are stuff along the lines of breathing water, lucid dreaming, or appropriate vague extra senses, useful but nothing especially major). This can be taken multiple times.

* Unnatural Skill: Transmutation (Percy Jackson) 200:

Whether from your heritage or just being that good you've got one particular mundane skill that your feats with border on supernatural. Whether you're a smith on the level of the Cyclopses, a near prescient tactician or a swordsman who is ny 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).

* Launderer System (No More Heroes) 400:

You gain a new thing to place in your warehouse, and though you don't exactly know how it works the instruction booklet says it can construct beam katanas of all different styles and usefulness if given the right components- or if you don't have those, shoving the right raw ingredients in enough quantity to just manufacture the damn things. With enough technical knowledge, you will be able to discard the manual.

* The Clothes (No More Heroes) Free:

You wouldn't make the cover of a magazine, but you can make too many belts work with these pieces.

* That Sword (No More Heroes) Free:

You have a basic beam katana, and by basic I really mean it's a piece of shit. It may have a guide bar if you're into those, though.

## Chapter 51 - Lunchtime

* Peak ADVENT Technology (XCOM 2) 200:

Before you defected you were working in some of the most top secret black projects any human had access to. You have an encyclopaedic knowledge of all ADVENT technology, minus some of the genetic manipulation techniques and basically anything that would give away ADVENTs dark secrets.

* Flack Jacket (XCOM 2) Free:

A set of pre-invasion armour that offers some protection from gunfire and plasma weapons. Comes in a verity of patterns and styles

* Avid Glove (Fallen London) 100:

A miracle of surgery and tailoring, though it may bite any hands shaken. Who can say no to another set of eyes and fingers?

* Amateur Academic – Trivia (Fallen London) Free:

A classical training in grammar, logic and rhetoric. You could fit in with the learned and flighty. This has given your memory a boost, entire books can be memorized.

* Dabbling Academic – Fool Proof (Fallen London) Free:

Not only must one learn and understand, but to understand at a level that even laymen can comprehend. Your knowledge can be taught to those far below you.

* A Thing About Names (Fallen London) Free:

Following the example of HRH Queen Vic- I mean the Traitor Empress, many citizens of the Neath have taken to calling themselves the Adjectival Noun. Prominent individuals include the Fidgeting Writer, the Sardonic Singer, the Amused Lordship and so on. It is fashionable to do so, though choosing not to do so is a choice in itself. The name chosen will become the title others refer you as.

* Crucible of Eight Trigrams (Journey to the West) 500:

A big ass crucible that can render down \*most\* objects into their base components. Magic and enchantments can be removed this way and used for later experiments, although this will take some time to accomplish and is not an exact science. You can't use it to break down living creatures.

## Chapter 52 - Showtime

* Lathe-Wrought Armour Plating Kit (Light of Terra DLC 4 - Lords of the Iron Line) 400:

The astronomical and gravitational alignment of the Lathe worlds creates the conditions for the production of metal alloys of rare and singular properties. Lathe armour plating is strong and light, flexible enough to withstand the most powerful blows, and even resistant to intense heat or the crackling edge of a power weapon. The cost and rarity of such an upgrade is beyond the means of most individuals, with maybe only half a dozen sets of Lathe-wrought armour upgrade kits constructed in a decade, each created under commission for a specific wearer.

* Workshop: Clothing (Personal Reality Supplement) 100:

Each purchase of this adds to your Personal Reality Workshop needed to perform specific type of craft, which is to be specified when purchase is made. It comes with a basic set of tools and supplies. Good for fixing or creating all sorts of things, although any complex parts or nonstandard supplies will have to be brought in from outside. Additional purchases can add different types of Workshops to your Personal Reality or expand existing ones. Anything built in one of those workshops is fiat backed to be restored to its original condition within 48 hours if damaged or destroyed.

## Chapter 53 - Hard Time

* Thaumaturgical Focus: Alchemy (Fate) 400:

There exist many special arts within magecraft, and now you have gained the knowledge of one of them. There are many schools of magic to specialise in, such as Alchemy, Memory Partition, Thought Acceleration, Transmutation, Jewelcraft, Curses etc. You could even learn the Emiya art of Time Manipulation, though you will have only the very basics, and will need years just to get to Kiritsugu's level, but you may possible go even further. You may not choose any True Magic with this perk. This perk can be bought multiple times

* Status Page (Fate) Free:

A natural boon given to all masters, you have the ability to view the abilities of your servant and other beings in the form of an RPG statistics page. While this does not give you any information you do not already know, it does put it into an easily understandable format.

* Dapper Dressing (Fate) Free:

What is a magus without style? A priest without his robe? A jumper without their outfit? Taking this allows you to create your own fabulous outfit, or take a copy of an existing outfit from any Type Moon character. This may be purchased multiple times.

* Panzerkampf (Sabaton) 300:

When it comes to building war machines, yours are top-notch! A gun made by your own hand will never jam, and a tank built by you will never bog down in mud or take damage from an IED. If they want to destroy what you've built, they'd best bring their A-game.

## Chapter 54 - Overtime

* Manufacturing Line (Valkyria Chronicles) 400:

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.

* Minor Blessing Aphrodite - Beauty (Percy Jackson) 100:

For one reason or another you've got a god who cares slightly about you and has seen fit to grant you some minor boon within their domains. Choose one god from any pantheon and gain a minor boon from them. The god will care slightly about you but unless you go on to further distinguish yourself it will be more of a minor interest in your affairs than someone they feel the need to help (Effectively think a diminished version of one ability a demigod might have, think minor ones are stuff along the lines of breathing water, lucid dreaming, or appropriate vague extra senses, useful but nothing especially major). This can be taken multiple times.

* Unnatural Skill: Runes (Percy Jackson) 200:

Whether from your heritage or just being that good you've got one particular mundane skill that your feats with border on supernatural. Whether you're a smith on the level of the Cyclopses, a near prescient tactician or a swordsman who is ny 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).

## Chapter 55 - Processing Time

* Class Jumper (Fate Servant Supplement) 50:

The Anomalous class. Possibly a hero of another world or many worlds. There is no common denominator to this class. It is the most unpredictable of the classes. They gain no base stats (Strength, Endurance, Agility, Mana, and Luck) above the E Rank base level (E x10 the human peak.). They gain a discount on one stat of their choice. They gain one Skill of their choice as their Class Skill (Territory Creation). Jumper also can pick Personalised Class Name for free. You get one C rank Skill (Magecraft) free and receive an E rank for free in any Class Skill you have according to your bought Class. You receive one C rank Noble Phantasm for free.

Territory Creation E - This skill allows the servant to build a special terrain that is advantageous to oneself as a magus. A Territory allows the creator to cast stronger spells at a reduced cost, with the effects increasing as the rank does

Magecraft C - Knowledge about modern Thaumaturgy

Noble Phantasm C - Works of Timeless Eternity: Mystic Forge, Anti-Unit (self)

* Item Construction A+++ (Fate Servant Supplement) 550:

Item Construction is a Caster-class Skill. It is the Skill to manufacture magical items, from implements of war to items for daily use. Also, this Skill requires time to gather components and manufacture items.

## Chapter 55.1 - Interlude Fleet - Preamble Roy - Addendum Margaret

* You Became A Star (Robot Unicorn Attack) 400:

You've gained insight into the process of using rainbows to harness Unicornium without having it explode in your face. With it, you can build your own robot unicorns or other rainbow creatures. Once your initial adventure here concludes successfully you will be taught by an expert wishsmith on everything you might need to know to construct Wishes and design your own upgrades for them.

* Shoot For The Moon (Robot Unicorn Attack) Free:

You gain a bonus to jump height, and can even manage to make a second jump off of nothing but air at half the height of your first leap. When you jump through the air, your tail causes a trail of rainbows to form behind you. If you decide to alter the style of your mane and tail through customization, the trail you leave behind will be cosmetically altered to match.

* Rainbow Savior (Robot Unicorn Attack) Free:

We won't leave you defenseless in this world. At will you can make use of a rainbow dash attack that will easily explode any fallen stars or enemies between you and your goal. You are still vulnerable from above, below, to the sides, and from the rear. This only can be used to attack whatever is directly in front of you.

* Unicornium Horn (Robot Unicorn Attack) Free:

The first comes free, but additional purchases can grant you more horns. All Wishes come with a built-in horn of the finest craftsmanship. Additional purchases can provide you with an extra horn, or increase the size and destructive capabilities of your initial horn.

* Make A Wish (Robot Unicorn Attack) Free:

You can take whichever three Wishes you'd like to use. All Wishes are equally effective at defeating obstacles and traversing the realm.

Unicorn: The classic wish! Though mostly horse-like in appearance it has some key differences such as rainbows, being a robot, and a horn.

Mother-flipping Sabretooth Tiger: So cool it's awesome. Plain stripes? How about rainbow stripes? Great shiny metal teeth too, which like all Unicornium resists rusting.

Dragon: Large and stylish wings set this Wish apart from the competition. Unfortunately, they are just for show and not actually flight capable.

* Pre-existing Variations?! (Zoids: Legacy) Free:

(Only applicable if you already have a robot which has an animal form) Oh my…that robot of yours…I think with a bit of work, we could probably tune it to this new world. I wonder if that's somehow a new breed of Zoids?... If your robot has a form that resembles any sort of animal, you can import it as a Zoid through the following formula. Cost: 0; Customization Points: 10

* Accelerator Equipment (Zoids: Legacy) 3 Customization Points:

A pair of ion boosters, slightly weaker than those used on the Liger Jaeger variant, which boost speed significantly. The cost to manoeuvrability is minimal, and thankfully it comes with an onboard power unit that recharges on cells.

* Electron Shield Generators (Zoids: Legacy) 2 Customization Points:

This wide energy shield array covers over an L sized Zoid completely in any single direction and resists the effects of beam weapons. Can be turned on and off, but is very noticeable when on. It can be hooked up to a power unit for extra strength, but otherwise has its own onboard power

* Doppler Field Generator (Zoids: Legacy) 5 Customization Points:

Restricted to only S (small) sized Zoids. The generator allows for the Zoid's image to be projected simultaneously in multiple directions. Bystanders see this as multiple copies of the same Zoid moving in sync. Unlike a ZOS core, none of the doppler projections are real however.

* Sky Machinist (Skies of Arcadia) 200:

Like the famous air pirate Centime, you know your way around machinery. You can repair or build almost anything, given time and resources.

* Cool Flag With Logo (Skies of Arcadia) Free:

Everyone needs a flag. Something to define and symbolize them, and so all in the sky will remember their legacy. It can look like anything, it's your flag.

* Secret Handshake (Skies of Arcadia) Free:

Got any friends? With this, you can perform a secret handshake with them, as intricate as you'd like. It doesn't do anything, but damn if it isn't cool.

## Chapter 56 - Arrival Time

* Infusionist (Monster Hunter) 600:

An art form thought lost to the ages and only tangentially unlocked in the rarest of armors, you have discovered the secret to infusing and uplifting weapondry and armor past the typical point even the best blacksmith are capable of taking it. Any weapon that doesn't have an element can be given one, and any weapon that already has one gets a great boost in power. Any armor that this is used on gets a great defensive boost, both to innate defensive capabilities and elemental resistances. This skill can apply to any weapon you have learned how to create - that blue lightsaber you made decades ago? Bet you didn't know it had a latent affinity for ice, did you? That high frequencey blade? It now has enough heat to cauterize as it cuts. This doesn't just apply to melee weapons either - with enough training and focus, you can create bowguns that natively shoot ice or lightning, or gunlances that fire heat beams instead of shells. The possibilities are only limited by your skill and the quality of what you have to work with.

* Felyne Comrade (Monster Hunter) Free:

Shortly after arriving in this world, you come across an old wyverian ladey with a backpack easily 3 times larger than herself full of meowing felynes. She insists you take one with you to help you with your chosen journey, but that is the last one she can just give away, she will have to come back with more next week. You may choose your desired color, gender, skillset and species of felyne that will accompany you on your journey, either as an assistant in your forge, a bookkeeper in your trade caravan, a fellow hunter, or simply a wandering lynian attempting to find its place in the world. While most felyne's skills are dwarfed by even the most marginally competent human, they make up for their shortcomings with extreme enthusiasm and constant effort to get better. Counts as a companion.

* Weapon Crafting (Devil May Cry) 200:

Alright, so you fancy yourself a weapons dealer, huh? Well now you know the ins and outs of every single tool made for killing that you get your crafty little hands on. Swords, handguns, axes, sniper rifles, spears, rocket launchers, it'll all come naturally to you, and you will be able to create these weapons or even improve them with your own custom designs. And to make it even a better deal, you know how to modify a weapon to have unlimited ammunition capability. So go nuts, buddy. You've earned it.

* Cuh-Ray-Zee! (Devil May Cry) Free:

The moment you step into the world of Devil May Cry, you, and anyone you brought with you, will have the innate potential to do incredibly amazing stuff all day long, pal. However, it will take great skill and effort to pull off anything like blocking attacks with the back of your hand, or playing an air guitar that actually produces audible sound for others to hear. But never fear, if you train hard enough, and git gud enough, you too will be able to deflect bullets with other bullets, destroy buildings by spouting out innuendos, and become a worthy disciple of my ways. And yes, you totally get to see your rank whenever you're doing anything.

* Taunts (Devil May Cry) Free:

Your mother was a hamster, and your father smelled of elderberries! You are able to come up with witty dialogue, insults, jokes, and one-liners on the fly. Now, taunting does three very useful things. First, it will boost your Style rating. I know, I know, that's amazing, and awesome, and all that. Second, taunting pisses off your enemies. A lot. So much that they'll try to stomp your pretty little face in. While this may seem like a bad thing, it can also be good for you, as the dumbass you're fighting will make a mistake in their rage. And thirdly, a successful taunt will help you get your game on and replenish your stamina. You won't be able to run entirely on smack-talking suckers while you rip them a new rectal cavity, but it will definitely ensure that you'll be able to fight for hours, sustained only by the power of your quips.

* Weapon Swapping (Devil May Cry) Free:

The ability to swap between your weapons in the middle of battle. These weapons are stored in a pocket dimension known only to you, and can be switched instantly with but a thought.

* Dark Slayer (Devil May Cry) Free:

Dark Slayer Style is essentially an evolved form of Trickster, in that it's based around movement, but rather than simply dashing, Dark Slayer is all about teleporting in quick short-ranger bursts. However, the biggest change from Trickster is the ability to summon swords outta nowhere. Got your attention now, didn't I? Yep, you can effectively create copies of any weapon that you've seen before, from swords, to axes, to giant homing two-sided Shuriken. I will never understand where Nero got that idea from. You can wield them or shoot 'em at your enemies in countless different ways. Make it rain pointy swordy death from above, surround your opponent with them, shoot them all out in rapid succession faster than even a minigun, and much, much more. However, these weapons are often pretty subpar compared to the original, unless you're very familiar with the weapon, or have trained extensively in the replication of weapons. Now, I know this Style's name might sound a bit dark and edgy, but it was my brother's own personal Style, rest his soul, and he was kinda going through a phase at the time. A dickish, emo, power hungry phase. So just cut him some slack and bear with it. Besides, it actually does sound pretty cool. Comes with free Get Set!

* Get Set! (Devil May Cry) Free:

You now have the ability to style your hair in whatever form you wish, whenever you wish, with just your bare hands. Is your hair not long enough or too short for the style you want? No problem, just run your hands through it a couple times, and it'll adjust. Don't ask me how it works. It just does.

## Chapter 57 - Crunch Time

* Feel It Out (F.E.A.R.) 600:

Your ability to understand machines and designs are more than just knowledge, and anyone who follows your work would know this well. You have a subtle psionic ability to 'understand' the machines and items that you physically touch, to the point where you can understand how it might work. More importantly, what you could do to also make it better. Naturally the more complex or esoteric the item is, the more drastically the time needed increases. But the more information you collect the more ideas and methods you can formulate to begin working. All psychic powers can be improved via training.

* Paxton Fettel(F.E.A.R.) Free:

There can be some pretty odd names people take up in places, and if you have an improper name it could lead to getting teased or ill-thought of. Not anymore! With this little bonus you could have any strange-sounding name and people would treat you as seriously as they would anyone else. That's the key part, 'as serious as anyone else'.

* Mechanical Master (Borderlands) 400:

You are a master armsmith and roboticist. You can build and maintain standard weapons and shields with ease, and if you put some effort into understanding it you could probably make E-Tech your bitch. Further, you can make temporary Digistruct items, though they tend to explode after brief use. If you find the right components, you might even be able to modify good stuff into truly unique weapons; some might call them Legendary. Though for some reason they always look kind of pearly.

* ECHO device with HUD and a melee weapon (Borderlands) Free:

ECHO Recorders are portable audio recording devices with a number of visible controls on the unit. They appear to have a gain potentiometer, a one band/octave real-time analyser, and an adjustable microphone. Several other buttons presumably provide the basic functions of playing and recording audio data.

* Ammunition Vending Machine (Borderlands) Free:

You do get one bonus reward for surviving this hellhole; an ammunition vending machine mysteriously appears in your Warehouse (perhaps Marcus is trying to franchise to other universes?). You can buy ammunition for any of your Borderlands weaponry there, but it only accepts dollars, so not every world will have money you can use. You can try counterfeit dollars if you wish, but the machine probably won't accept them, and it's totally willing to shoot you for trying to cheat it.

* Daedalus' Student (God of War) 600:

It is one thing to work on forging mere sword and shield, but it is another to create truly marvelous wonders... for a mortal. You could make marvelous wings out of bird feathers and beeswax, capable of granting flight to anyone. Or maybe you wish to create an everchanging Labyrinth, that shifts and alters itself depending on how it moves. Regardless, your architect and forging skills have taken a dramatic increase, to the point where the things you create just may have properties and quality they normally shouldn't have, albeit directed towards the purpose of your creations. Through your works, your will be known... but take care that the gods do not take offense with your work.

* Scowl of Sparta (God of War) Free:

There are times where you are angry, or disappointed. Like, INCREDIBLY angry or disappointed. However, in these times your face may be expressing maximum dissatisfaction but you must scowl HARDER. That's why you can have this, on me. When your face does not match the depth of the emotion you are showing, people can get a really good idea of how far you really feel just by looking at you. As a bonus, this will work for you regardless of what form you may be taking at the moment. DISAPPOINTED

* Attire (God of War) Free:

When in Rome! ...wait, wrong place. Ah well, the phrase still holds. You'll be able to have a a set of Greek or Spartan outfits so that you can blend in more efficiently. It doesn't have any extraordinary properties, but it does at least help you look the part. Assuming you're human in appearance... but hey! If you're a monster, you're going to be the most trendy monster out there!

## Chapter 58 - Go Time - Preamble Survey

* Nano-technician (Red Faction) 600:

Is it me or does "nanomachines" not sound like a word anymore? You now have a considerable talent in the field of nanotech. With time and study, you could recreate the Nanoforge, with dedication you could even improve on it. Keep in mind nanotech in this setting is exceptionally hard to work with, but can do anything from fixing a bridge, to disintegrating a starship, to enhancing human abilities.

* Recycler (Red Faction) Free:

A new annex is added to your warehouse that allows you to convert salvaged metal and electronics into ammunition, fuel, and parts for any weapons or vehicles from this setting.

* Sledgehammer (Red Faction) Free:

For centuries, miners have busted their butts swinging one very basic tool, The Sledgehammer. But on Mars, there's more to this tool than meets the eye. Powered by mass-multiplier servos, this essential tool of the Red Faction pops on contact, delivering 1000lbs of kinetic force. When you swing the supercharged hammer, something is going to get leveled.

Give a class, with all associated freebies, to as many companions as you want.

* Basic Training (Red Faction) Free Soldier:

When the bullets start flying you know how to get things done. In addition to being physically fit and mentally disciplined, you have a functional knowledge of all weapons and vehicles in the setting. You might not know how a rail driver works, but you can put a slug from it between someone's eyes at a fair distance.

* Enforcer (Red Faction) Free Soldier:

Since the introduction of assault rifles in the mid-20th century, little has fundamentally changed about this workhorse weapon, until now. Instead of bullets, the Enforcer fires micro-missiles that can lock on to a target and hone in on enemies, even changing course to hit targets in almost any combat environment. While the expenditure of fuel means these projectiles don't hit quite as hard as an equivalent AR, it makes up for this with amazing accuracy. Buying this with CP improves propellant efficiency, allowing it to hit as hard as an assault rifle or course correct further depending on the shot.

* Sledgehammer (Red Faction) Free:

For centuries, miners have busted their butts swinging one very basic tool, The Sledgehammer. But on Mars, there's more to this tool than meets the eye. Powered by mass-multiplier servos, this essential tool of the Red Faction pops on contact, delivering 1000lbs of kinetic force. When you swing the supercharged hammer, something is going to get leveled.

## Chapter 58.2 - Interlude Lisa - Addendum Joe

* Parahuman - Tinker - Miniaturization and Efficiency (Worm) 400:

It seems that you've triggered, and gained some rather impressive powers. This is optional, you can go without becoming a parahuman if you wish. Although that means you won't be getting any impressive new abilities to help keep you alive in this world. You can only have a single parahuman power. Powers adapt to whatever capabilities you already have. Taking them into account and ensuring you can use your parahuman abilities in sync with them. Assume any potential incompatibilities are handled appropriately to allow a power to still perform its intended function. All powers may be toggled on or off, and you understand their nature and how to use them instinctively, if not necessarily all the different ways they could be applied creatively.

Tinker: Whereas other parahumans get the power to do incredible things, Tinkers get the ability to build incredible things. Tinkers essentially have a database of extremely advanced scientific data and technology in their heads, letting them build and create things far ahead of their time. This data follows a certain theme, whether that be bombs, efficiency, vehicles, or otherwise which defines what their power lets them build and work with. Tinkers need resources, time, and effort to do what other parahumans can do casually, but they are incredibly adaptable, able to show up to the next fight able to completely shut down opponents that were untouchable in their last encounter, all because they can build the right tool. Within their specialty a Tinker can build nearly anything they can imagine. Tinker abilities seamlessly integrate any such knowledge of technology and science you possess, meaning you don't have to make any extra effort to use your powers along with any other tech based perks you might have. The knowledge you gain is basically the collected science of hundreds of advanced civilizations within your area of expertise. You don't necessary have the capability to process and sort through it all at once, but your power will continue to feed you data and knowledge relevant to your endeavors and what you're building.

Miniaturization and Efficiency - You can miniaturize anything down to levels that any sane man would consider impossible. A fusion reactor the size of a watch battery would be the absolute minimum of what you are capable of, and you'd be able to make it far smaller than that. Your power also makes you a master of technological efficiency, anything you make needing barely any energy to run compared to what it should and continue to do so for a very long time. These specialties also make you a master of nanotechnology and similar pursuits. Of course you aren't barred from building something big like a giant robot, just that it'll be impossibly efficient and crammed full of more weapons and subsystems then should be possible.

After this jump any powers are now part of you instead of your shard/passenger, and its connection is severed completely. All other shard limitations are released, even if you stay, letting Tinkers mass produce their tech, precogs see the Entities and Endbringers, etc. This doesn't enhance your power, only removes things like the Manton Limit that held it back before. The same applies to your companions and anyone you bring with you.

The inability of other people to properly maintain Tinker-Tech is simply because a Tinker's shard is hard coded to make it so anything they build is too complex and advanced to learn how to properly do so in any reasonable time frame. Like trying to teach cavemen how to build and maintain modern day computers. A Tinker completely understands the science behind what they have built, but would have to write a massive document to properly explain the maintenance procedures. After this jump this is no longer a problem and you can make things that are easily maintainable and mass producible by others, with the caveat that it doesn't do away with the normal issues of trying to do so. Like said caveman example up above. You can design things to make it much easier, with your power helping instead of hindering.

Tinker abilities give you an insanely large and advanced database of scientific knowledge and superhuman skill at employing it, all within their specialty. Your power will always mean that within this field you'll learn, innovate, and improve in superhuman ways, growing beyond what you start with. This scientific information can be spread and taught just like anything else you know, others simply don't have your impossible skill and talent at it.

It's up to you on how powers budding off works in your jumpchain. Whether they do, or don't, or there are limits to it. You don't personally control this, but you can fanwank whatever you want. Your Jumpchain, not mine. For those of you who aren't familiar with Worm, people close and somehow important to a parahuman will have what is known as a Second-Gen Trigger. Unlike First-Generation triggers these only require very little stress, and result in powers that are similar if different to the original parahuman. A single Third generation trigger was confirmed in canon, happening to a five year old.

Powers do grow with time and use, but this only expands already present parameters, it doesn't allow the development of new ones. Range, area, precision, strength, etc all increase, but your power only does what it could always do better, not gain entirely new capabilities. For example Skitter's range for her bug control expanded with time, she learned to comprehend more of her bug's senses properly, and her bugs began acting with perfect coordination to her desires with nearly zero effort on her part.

* Outside Context Problem (Worm) Free:

It'd be boring if you were to just die right at the start so for free you'll have a selective immunity to the powers of a few rather nasty plot device level opponents that by all rights would probably want to kill you right out of the gate. Contessa, Ziz, and Zion's precog doesn't seem to be able to pick you up, instead returning a zero-sum error whenever they try to force the issue. They won't notice this until you garner enough attention for them to try and then they might take further measures to see what the problem is. But at the moment you'll be safe from being instantly killed due to the threat you pose to their plans. This works on all shard/entity derived precog. Your peculiar inter-dimensional nature just messes up their ability to predict you. Coil is an exception due to the weird nature of his power.

* Tinker-Tech Cache (Worm) Free:

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.

## Chapter 59 - Summit Openings - Addendum Uppercrust

* Demigod Atelier (Asura's Wrath) 400:

You know the secret science of Mantra technology, and can build custom devices that are powered by prayer or emotion. Further, you can enhance or upgrade items from other jumps to use this same power source. If you take Cyborg Hindu Godbody, you may construct Demigod cybernetics for other people. After the jump concludes, you may also build Mantra Reactors. Demigod Atelier allows you to create any mantrapowered or integrated device, up to and including the vast fleets of Shinkoku Tratstrium, the heavenly vessels of the divine armies, and even the antiGohma platform Brahmastra. The latter however would require millennia of effort, and was never completed even in the scope of the original setting.

* Mantra Generation (Asura's Wrath) Free:

A being with a soul (you do have a soul, right?) can generate Mantra by prayer or feeling emotion. This mantra can be utilized by devices powered by Mantra Technology, or the Demigods of Shinkoku Trastrium.

* Imposing Declaration of Title (Asura's Wrath) Free:

Whenever you do something dramatic or just something really badass, perception of you changes for a splitsecond. Observers see the title or highconcept description of your current state or action as awesome block characters superimposed on their vision. This applies to named attacks/combat maneuvers, legendary weapons, companions and so on.

* Minor Blessing Hades - Ferrokinesis (Percy Jackson) 100:

For one reason or another you've got a god who cares slightly about you and has seen fit to grant you some minor boon within their domains. Choose one god from any pantheon and gain a minor boon from them. The god will care slightly about you but unless you go on to further distinguish yourself it will be more of a minor interest in your affairs than someone they feel the need to help (Effectively think a diminished version of one ability a demigod might have, think minor ones are stuff along the lines of breathing water, lucid dreaming, or appropriate vague extra senses, useful but nothing especially major). This can be taken multiple times.

* Unnatural Skill: Music (Percy Jackson) 200:

Whether from your heritage or just being that good you've got one particular mundane skill that your feats with border on supernatural. Whether you're a smith on the level of the Cyclopses, a near prescient tactician or a swordsman who is ny 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)

## Chapter 60 - Summit Discussions

* Scavenger (Megaman Zero) 400:

You have a knack for integrating junk into your systems or gear and for using them to make field repairs. After all, self-repair systems only go so far. You're good at finding compatible parts and jerry-rigging them for the above purposes. That buster could replace the rifle in your arm, while that torso could be scavenged from to repair your own. Though these parts might not work fully if faulty, and you can't integrate parts too different from or incompatible with whatever you're integrating it into, this allows for free upgrades and repairs, as well as self-sufficiency. Perfect for long solo assignments or just survival. Waste not, want not.

* Warning (Megaman Zero) Free:

This program gives your systems or sufficiently technologically advanced gear with displays the ability to display a warning before a fight with an exceptionally tough enemy by your standards. Said warning appears as a capitalized 'warning' in orange font accompanied with a three boop alarm sound. Though it may not be particularly helpful, it's certainly a neat thing to have. Can be turned on or off.

* Robotic Armor (Megaman Zero) Free:

You become human again. If you were a robot, that is. Upgrades will be converted into their human equivalents, if not integrated into your armor. Previous powers will be restored to their original, organic equivalents. Your robotic armor can be materialized onto your skin or clothing at will. It will remain in your warehouse otherwise. On the bright side you're unaffected by incompatibilities robots have with magic and the like. Assume said incompatibilities do not exist unless mentioned to exist. Regain your humanity and embrace yourself as you are.

## Chapter 61 - Summit Confrontations

* Atlantean Power Crystals (Shivers) 400:

Originally discovered by noted psychic Edward Layce, these shining golden gems draw power from the limitless energy from the Sun. When properly harnessed, these crystals can provide enough energy to power an entire city, and if more could be produced, perhaps even a civilization. But be wary, for Atlantis itself once relied on these crystals, and their misuse directly led to that ancient city sinking beneath the waves.

* Fashion Nonvictim (The World Ends With You) 200:

For you, there is no such thing as suffering for the sake of fashion. As long as you wear fashionable clothing, you will always be perfectly comfortable no matter the weather. You can make ill-fitting clothing look good on you with a couple subtle pins in the right places, and it'll always be comfortable no matter how big or small it is. Even in the thick of battle, you will be no worse off for your lack of armor- So long as you wear a single peice of armor, like a shoulderpad or gauntlet, your clothes will protect you as if they were a suit of armor made of the same material.

* Flaw - Doormat (The World Ends With You) Free?:

The Reaper's Game, above all else, is about personal growth. Only those who grow as a person and improve themselves are capable of freeing themselves from the game forever. Of course, in order to improve yourself, you have to have something to improve on. Here's a little help.

Doormat - Put simply, you're unassertive. You speak quietly, and it's easy to push you around - You generally go with whatever someone tells you to do, even if it's not really in your best interests, and you rarely come up with ideas on your own. Your partner will probably get tired real fast of having to tell you to do everything.

* Revival OR Reaperdom (The World Ends With You) Free?:

Revival (The World Ends With You) Free- Revival:: Depending on what personality flaw you took, if you elect to press through and defeat it instead of becoming a Reaper you will earn an exclusive perk based upon your personality flaw.

Doormat | Mental Fortress - Your sense of individuality and self is so strong that invasive influences find your mind impenetrable. Whether it's Mind Control, Emotion Manipulation, Thought Reading, or any other kind of mind-messing mojo - You are the sole master of your own psyche. You can also see through outside manipulation and illusion more easily. Your art becomes famous for its originality and unique style, whatever you decide to apply this to.

* Reaperdom (The World Ends With You) Free-

Reaper: Or, instead, you can take the easy way out and make a bargain for power. Reaperdom comes with a number of benefits: First, you can now attune yourself to the UG or the RG as you see fit. When you're attuned to the UG, black skeletal wings manifest from your back. Attuning yourself to the UG makes you invisible and intangible. Attuning yourself to the UG also amplifies the power of your Psychs. Secondly, you can now fight Noise (or Players) on your own using a shadowy projection. You will be able to operate both bodies independently without confusion. However, it comes with a big caveat: Your continued existence depends upon the erasure of Players. If you don't erase any Players, then you will fade from existence after a week - So you must kill at least one Player in order to keep yourself alive. Considering that Reaper's Games might take place weeks or even months apart, it's generally a good idea to erase mulitple players to "bank up" your timer. If you leave this world to go to another, then you will not need to kill people to sustain yourself, but you will need to kill people to access your Reaper powers. One kill will give you access to your powers for a week. These kills can be acheived directly or indirectly - So long as people died because of your actions, then it counts.

You also get access to exclusive Reaper perks

* Pin Creation (The World Ends With You) Free- exclusive Reaper:

You have unlocked the secret of creating pins. You can make custom pins with your own art on them, with the psych of your choice attached to them. You can still only use psychs you have purchased, but the pins you make will invariably be more powerful than anything you can buy.

## Chapter 62 - Summit Consensus

* Storage Solutions (Personal Reality) 200:

Your Personal Reality now has a specialized set of construction automatons which can produce the appropriate storage option for anything you know how to safely contain. These golems could make protective cases for your collectables, display cases for your pet universe, or just endless crates to stuff the preserved heads of everyone who has ever crossed you. All such storage items are fiat-backed never to weaken or wear out and can easily integrate any form of security you might have. All will be clearly labeled.

* Starting Space (Personal Reality) 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.

* Shelving (Personal Reality) Free:

Basic metal shelves to keep your goods on, the kind you find in industrial big box stores, sized for pallets and numbered for sorting. You'll get up to as many as will suit your initial space allotment, but if you don't take all of them, you'll need to buy more on your own… they sell them at most business supply warehouses, ironically enough.

## Chapter 63 - Summit Conclusion

* Shut Up! (Asura's Wrath) 50:

You don't have the patience for bullshit. During longwinded speeches or similar engagements that drag on and on, you will have a sense for when and how to best expedite the proceedings. You aren't required to take the chance, but you will have to live with consequences if you do. This perk cannot let you automatically kill someone, no matter how hard you can hit.

* Mantra Affinity (Asura's Wrath) 100:

You are empowered by a single flavor of sentient emotion. When acting within the themes of your dominant Mantra, you are capable of peakhuman feats. You count as both a prayer source and an emotional source of Mantra. There are eight Mantra affinities, Wrath, Violence, Vanity, Sloth, Melancholy, Lust, Greed, and Pride. Without a Mantra Affinity, you are denied the strength of emotion, and must subsist on ordinary Mantra. By taking this perk, your safe Mantra Level is set to 2, and you always count as having a minimum of Mantral Level 1 for purposes of determining such feats.

* Mantra Training and Techniques (Asura's Wrath) 200:

You have learned or been taught numerous techniques to focus and express your Mantra, rendered as supernatural martial arts and superhuman feats of agility, durability and so on. Meditative Kata can extend your natural lifespan, heal minor wounds and fight off sickness, while strikes and attacks could shatter walls. This increases your maximum Mantra level by 1.

As an added benefit, this perk also allows you to create your own personal Mantra Form. Your first form will take approximately five years of study and meditation to fully construct, but when completed, you will be able to manifest an external mantra interface. To most people, it will look like an ornate halo, evocative of your personality and mantra affinity.

A Mantra Form usually has a core theme, such as improved combat ability, damage resistance, speed or other such boosts. Establishing a form enhances your abilities, even beyond what a given level of Mantra would normally allow. With a mantra form active, you may easily perform superhuman physical, mental and social feats, even before the direct application of Mantra. These stances and techniques however cannot enhance stranger powers such as psychic blasts or arcane magic, short of ensuring you can survive to perform them.

Successfully creating an initial form and manifesting it increases your capacity for Mantra by 1. Subsequent forms and other perks can increase this cap further, to a maximum of 8. You may use any mantra form you know, but you cannot stack them. Creating a new form takes ten years, times the number of forms you have already mastered.

Your halos can be attacked however, and if knocked aside or even destroyed. If that happens, you immediately drop down to Mantra Level 3, and any excess Mantra is wasted.

* Resplendent Wardrobe (Asura's Wrath) 50:

You have access to an unlimited closet or the finest designers of Shinkoku Trastrium, able to properly dress your theotech empowered form in the grandest of styles. Anyone with mantra cybernetics can wear impossibly impractical clothing without any issue.

* upgrades! Upgrades!! UPGRADES!!! (Red Faction) 400:

You can make it all better. By studying a piece of technology for a short while, you can come up with ways to improve its functions or fix design flaws, though you'll still need the related technical skills to figure out details. In addition, you can use salvaged materials in lieu of fresh parts for this task.

## Chapter 65 - Summit Aftermath

* Garage (Personal Reality) 200:

A garage for you to place into your vehicles, automatically adjusting to meet with their requirements. Any sort of land, air, or space based personal vehicles (up to the size of 12 meters long, 6 meters wide, and 4 meters tall). The Garage has room for up to 40 such vehicles, with every increase in your Starting Size also increasing the number of slots by a factor of 5. The Garage comes with its own entry room and a set of adaptors which can turn garage doors (even non-automatic ones) into Personal Reality Portals. These adaptors respond to the presence of a Key Holder and open the way into the parking area. If you also have the Pond, this installs a Marina which comes with special adaptors for boat slots. Boat slots do not worry about the draft or masts of the boats you part in them, only the distance from the waterline to the top of the primary hull. Each size increase of the total Personal Reality also increases the maximum size of each vehicle slot by a factor of 5 (60x30x20, 300x150x100, 1500x750x500, etc.). Alternatively, you can purchase a Garage Upgrade for 50WP, which boosts each slot by a factor of 10.

* Fueling Station (Personal Reality) 200:

This Garage Upgrade has two levels. The first provides all your vehicles with any standard mundane fuel and costs 50 WP. The second level, which costs an additional 150 WP, will fuel any vehicle you have no matter how esoteric the fuel might be, although said fuel can be used only to fuel your vehicles. Attempts to use it for other means may have terrible consequences.

* Workshop: Electronics (Personal Reality Supplement) 100:

Each purchase of this adds to your Personal Reality Workshop needed to perform specific type of craft, which is to be specified when purchase is made. It comes with a basic set of tools and supplies. Good for fixing or creating all sorts of things, although any complex parts or nonstandard supplies will have to be brought in from outside. Additional purchases can add different types of Workshops to your Personal Reality or expand existing ones. Anything built in one of those workshops is fiat backed to be restored to its original condition within 48 hours if damaged or destroyed.

## Chapter 66 - Review and Preparation

* Titan Engineering (Titanfall) 100:

Titans are incredibly complex machines, and due to the disposable nature of their use and production, and not designed for easy repair. You've got the deft touch though, and know exactly where to tweak and shore up the structure to keep it purring like it's fresh out of the drop pod for years.

* Titan Chassis - Medium (Titanfall) Free:

Titans. Six meter tall war machines, these humanoid automatons are probably half the reason you're here. Titan's are controlled from a cockpit that forms the torso, inside is a projected display that is a feed from external camera's mounted on the Titan's hull. Titans incorporate a form of force field around the Titan called a bodyshield. Invisible until a projectile is in range, the body shield slows or stops projectiles and forces explosive projectiles to detonate early, significantly reducing damage to the Titan. If a bodyshield is activated too often in a short period, it can be overloaded and go offline until it recharges, making the Titan significantly more vulnerable.

Each Titan has it's own unique core ability and them which the rest of the Titan is generally built around, with a supporting tactical, defensive and ordnance ability. A Titan's depends the most on it's battery packs, of which each Titan generally has several. While the reactor may power the Titan's ordnance and tactical abilities, the batteries are large reserve power packs that are used in self repair and to maintain structural integrity. Once all battery power is consumed, the Titan will often lose the ability to walk or maintain it's bodyshield, and easily crumble under bombardment. This makes batteries tempting targets for other Pilots to attempt to steal via a 'rodeo' maneuver.

Every Titan also comes equipped with it's own internal AI, which – on the surface – manages all internal Titan functions, such as power, stabilization and targeting. To a Pilot, however, an AI is much more than that. It is their partner both on and off the battlefield, loyal and helpful to a fault- to the point that many Pilots would call their Titans 'friend'. While of the available classes, Legion, Scorch and Ronin are loaded with male AIs and Northstar, Tone and Ion loaded with female AIs, you may choose the programmed gender of your AI as well as it's general voice. From that point on, it is a fairly blank slate as far as personality development is concerned, being designed to eventually develop an AI to compliment you- it's Pilot.

Buying a Titan chassis does not give you a single Titan. It instead gives you the plans to construct Titans, and during the jump, privilege to request a Titan from your faction, if you are acting in their interest or have sufficient rank, you can request a Titan more often. You get a clip on device that instantly relays coordinates to your faction for a Titan drop. If one of their ships are in range, a Titan will be delivered to your location in a drop pod.

Medium – The first Titan ever developed and tested in combat, the Atlas' design methodology has survived the ages, being built around a balance of armor and speed. With two dashes to use, medium chassis can never the less take more of a beating, and have modern day descendants in the Tone and Ion Titans.

* Titan Hangar (Titanfall) Free:

A sophisticated auto-factory, this attachment to the warehouse will manufacture any Titan you have the plans for. The designator now causes one of these Titans to be deployed to the point you designate in a drop pod when used. Once deployed, another Titan won't be produced until you return it to the warehouse or it is destroyed. Additionally, a Titan is now constructed once a day for free, but if you want more than one Titan per day, it will still construct you more if you can feed it the necessary raw materials.

* Technician (Alpha Centauri) 400:

Learning has become easier for you now, especially in the field of natural science and engineering, you absorb and retain information like a sponge and can mix and match theory and experience with much greater skill.

## Chapter 67 - Development Plans

* The Pond (Personal Reality) 200:

One of the four walls of your Personal Reality has been replaced with a water feature. This is essentially a pond, but you can give it tides and or waves, make it fresh or salt, and give it a beach if you like. If you buy the Garage option, it comes with a Marina for your boats and a second entry zone so you can drive your boats out into the host reality. For -50WP each, can be expanded to additional walls.

* The Meaning of Life (Personal Reality) 100:

This The Pond Upgrade adds in fish and shellfish and pondweed/seaweed to your pond. Also the occasional duck or swan or other waterfowl. Maybe some frogs or lizards or small reptilians, but nothing dangerous… unless you bought a specific limitation.

* The Pond-Expansion (Personal Reality) 50:

For -50WP each, can be expanded to additional walls.

* Neutral Lighting (Personal Reality) Free:

These lights are nothing special, It's a color-neutral, source neutral ambient lighting system. It's not really that bright… think early twilight gloom, but if you want better, install it.

* Natural Lighting (Personal Reality) 50:

Completely natural lighting that looks and feels and functions as good as the real thing (sun, moon, or starlight). Comes with sectional dimmer switches and can be sourceless or from any lamplike object you bring into the Personal Reality. Purchasing this upgrades all sources of lighting you bring in, even things like TVs and Computer Monitors to be perfectly safe and naturally adjusting for minimal eye-strain. This replaces Neutral Lighting and does not require any power source.

* Pilot Simulator (Personal Reality) 100:

This adds a high tech simulator to your Personal Reality that perfectly replicates the experience of driving, piloting, or otherwise operating any vehicle that exists in your Original Reality or any Host Reality you've ever visited. Up to 20 people can use the same simulator for larger vehicles and there are 12 total simulators which can be linked together to make much larger simulations or team practices. Best of all, this allows you and your companion do any required testing for various driving and piloting licenses. Licenses given with this are accepted in all jumps as long you'd qualify to that locale's basic competence level. (For instance, it's much much harder to get a Finnish Driver's License than a French one.)

## Chapter 68 - Personal Training

* Touched by the Protoculture (Macross) 500:

The Protoculture were a powerful group, having been the creators of the Zentraedi, and having fought off the Protodeviln in their time. They could terraform entire worlds, traverse the galaxy in seconds, and were the first advanced humanoid civilization to exist... and now in some way, you carry their legacy. Along with the ability to understand a species' culture and the paths they could take for evolution, you now have an understanding of 'Space Fold' technology, which allows faster-than-light communication and the generation of micro-wormholes to traverse space in a much faster method.

## Chapter 69 - Magic Instruction

* Additional Space (Personal Reality) 200:

This Starting Space Upgrade expands your Personal Reality by a factor of 10 in each dimension… or rather the standard three dimensions, you rabid cheeselord. This can be purchased multiple times. Additional Space also upgrades various expansion options. The first purchase of this brings you to 64 Million Cubic Meters, then 64 Billion Cubic Meters, then 64 Trillion Cubic Meters. Earth's volume, for reference, is 1 Hexillion Cubic Meters and it's surface area is 510 Quadrillion Square Meters. Cover the Earth in storage facilities 100 meters high and you get 51 Quintillion Cubic Meters of Storage space.

* Extranet (Personal Reality) 200:

This handy add on connects your Personal Reality with the local Data Networks of the Universe you're currently in… not only that, but it gets the kind of performance only really ever seen by ISPs at their hubs. If your current Reality of Residence does not have a Data Network, this will connect to the nearest equivalent.. yes, even if that is nothing more than a town gossip and a local library.

* Bigger on the Inside (RWBY) 100:

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. Mastery of a skill-book, as you stretch beyond what the public can accomplish, will take at least three years of independent study and practice, with the appropriate resources.

## Chapter 70 - Media Presence

* Key Link (Personal Reality) 50:

With this Access Key Upgrade, you can now close the door while you are in the Personal Reality and use your key in a special podium in the entryway to link your Personal Reality Door to any door in your current Host Reality that you've previously used your Access Key on. If you have extra keys, any door opened by any of them can be accessed. You may also use a recall function to bring up a list of all the doors that have been accessed by any key, thus allowing you to follow a Companion should you so desire.

* Windows (Personal Reality) 50:

Rooms in your Personal Reality receive windows which look out onto some scenery of the current Jump. The view can be customized per room, but can't be used for spying purposes or to view private moments.

## Chapter 71 - Good Faith - Preamble PHO

* Trophy Room (Personal Reality) 50:

A spacious chamber set up for you to aesthetically showcase the various trophies and rewards you will gather on your chain. It keeps them safe and from causing harm or from decaying.

* Shooting Range (Personal Reality) 50:

This adds a high tech shooting range to your Personal Reality so that you and your companions can to practice your marksmanship in a safe environment. The Shooting Range comes with a fully functional but harmless copy of any weapon you're familiar with. They have the exact same weight, balance, and accuracy. These duplicates are colored like nerf weapons so you don't get them confused if you accidentally take them out of the Range. If you also have the Underside or Arena, you automatically get a self-reconfiguring laser-tag arena. If you have both you automatically get an urban combat training course, and if you have the Woods, you get an outdoor shooting range / wilderness combat training ground. If you have Weather Control, you can change the terrain and climate inside this zone. Said zones' size depends on how much space you have. If you're running with only Starting Size, your Laser-Tag Arenas are going to be 40 m on a side and 2 stories tall. Every size expansion applies to the arenas as well, doubling the height and multiplying the footprint by x100 (400 m x 400 m x 4 stories, 4 km x 4 km x 8 stories, 40 km x 40 km by 16 stories, and so on.)

* Cyborg Hindu Godbody (Asura's Wrath) 400:

You have a genetically, cybernetically and magically enhanced physiology, and the knowledge to propagate this technology. Your capacity to wield Mantra is enhanced, both accepting general Mantra as well as your primary association. This constructed body can heal itself, or be repaired by yourself or others. Your magical physiology is obvious, but always aesthetically pleasing. You can survive in space without a suit, endure planetbusting attacks with sufficient Mantra, and are otherwise ageless. This increases your maximum Mantra Level by 2.

If you took any of the theotech cybernetic perks, those upgrades are integrated seamlessly into your body however, channeling larger amounts of Mantra can gradually reveal your body's true nature. Basically you get a perfect passive 'I'm normal!' disguise until you bust open the mantra.

* Technical Training (40k Redux) 100:

Skill in using and maintaining 40k tech, does not apply to Ancient or Alien technology.

## Chapter 72 - Cakewalk

* Sky Simulator (Personal Reality) 100:

This replaces your boring drab ceiling with a completely realistic sky simulation… or a non-realistic sky simulation if you prefer the universe to look like something out a Bosch painting. Since this means you won't have a ceiling to attach anything to, all your lighting options now come with Street Lamps. Note that this does not add any height to your Personal Reality.

* Fly a Kite (Personal Reality) 100:

While this doesn't add any usable height to your Personal Reality, it means that all the sky space is free for use for flying kites or hot air ballooning.

## Chapter 73 - Head Trip

* Mega Bomb (Chrono Trigger) 600:

Magic and Technology are both capable of some pretty fantastic things. So why not put them together, and see what happens? You now understand the secret to integrating magic seamlessly into your mechanical devices, enabling you to create devices like bombs powered with fire magic or medkits that use healing magic. While initially your devices will be one-shots that rely on a magical charge you have to deliver, in time, you'll learn how to make much more advanced fusions, such machines that run on magical power sources, or automated spellcasting devices. In the end, the only limit is your skill with machinery and magic.

* Element (Chrono Trigger) Free:

Anyway, weak or strong, you've still got enough strength of will to you for the old guy to send you to me. I'm not just the Master of War, ya know. I'm also the keeper of Magic. Sky, Dark, Water, and Fire... used to be, everyone could call on the power of the elements. But now, only those with enough determination and a strong enough heart can use it. Lucky for you, you've got some great inner strength, so I can teach you the good stuff.

Shadow: Shadow's the element of darkness, covering everything from the space between the stars to the shadows in a cave. Void and gravity are two obvious uses, and curses and status magic fall within its domain as well. However, it's also the magic of harmony, so you might be able to throw around some elemental combos instead.

* Combination Attack (Chrono Trigger) Free:

You didn't think I'd let you go without teaching you this one, did you? Now that you're fortified with magic, or other tricks, you're going to start noticing some of them seem compatible with your buddies' moves. Well, that's because they are. By using them together, you can merge them into one big move that'll be greater than the sum of its parts. Fusing two spells, enhancing an attack with elemental energy, even a well-coordinated double strike... there's a lot of possibilities, so try them out and see what works. Just keep in mind your buddy needs to know how to do this too, and not all techniques are going to be compatible.

* Library (Personal Reality) 200:

A place to keep all the books and writings you and your companions might create or gather throughout your adventures, with all of them kept in pristine condition and automatically sorted based on your selected scheme, no matter how harebrained. Comes with reading area that has an effect of slightly boosting concentration, reading speed, comprehension, and retention rate.

* Library Services (Personal Reality) 100:

This Library Upgrade means that any written text that you add to your library, assuming you or any member of your team possesses the ability to translate it, will gain an appendix that includes all idiomatic word usage, cultural or historical references, and even scholarly explanations of the author's background and possible inspirations. All such notes will be written from a scholastic, in setting standpoint, as if written by a learned scholar writing from no more than a single century in the future from the time the original work was created. Additionally, if you request a specific book translated into a different language, it will be produced within 24 hours, and the translation will be written by an expert native speaker of both languages. Cover art for the new version will be similarly translated. You or a member of your team must know both languages to a high fluent level for this translation service to work properly.

* Digital Database (Personal Reality) 100:

This Library Upgrade automatically digitizes every text that enters your Personal Reality, even if it's already in digital format, and does so safely (spells will contain the correct symbols but not power, memetic or conceptual texts will be rendered harmless). The entire contents of your Library are now completely searchable, indexed, and intelligently cross-referenced, allowing far easier use and accessibility.

* Starting Collection (Personal Reality) 100:

This Library Upgrade gets you pre-stocked with books you would expect to find in an average town or school library, with a nice spread of books on a variety of topics and in a language of your choice. This comes with 10,000 individual fiction titles and three times that number non-fiction titles covering all normal real-world subjects. Most of the books will be best sellers or classics (80%) and will cover the last hundred and fifty years or so. The other 20% will be more esoteric works, but seldom anything particularly obscure or rare. In addition to scholarly works and literature, you'll also get a periodicals section similar to that of a town library, containing several thousand assorted magazines and newspapers. This can be purchased up to five times, each time increasing the number of titles in all three categories (fiction, non-fiction, periodicals) by a factor of ten. Additional purchases only cost 50 WP. This is the only Library Upgrade that includes fiction from 'the real world'.

New abilities for Tybalt:

* Will Thee Accompany Me? (Chrono Trigger) Free:

While it might not be my specialty, I'm not a bad hand at restoring lost timestreams. If you have any friends who tagged along with you, I make sure they're able to find you wherever and whenever they end up. I'll even provide them with a healthy new human body, along with the Element of their choice.

* Element (Chrono Trigger) Free:

Anyway, weak or strong, you've still got enough strength of will to you for the old guy to send you to me. I'm not just the Master of War, ya know. I'm also the keeper of Magic. Sky, Dark, Water, and Fire... used to be, everyone could call on the power of the elements. But now, only those with enough determination and a strong enough heart can use it. Lucky for you, you've got some great inner strength, so I can teach you the good stuff.

Fire: Fire's the element of the world, from the day it was born until the day it dies. It's a pretty simple element, generally in the form of blasts of flame and explosions, but molten lava's not impossible, and you can even go with rock and earth if you want. It's also offers a good mix of support for your allies and debuffs for your enemies.

* Combination Attack (Chrono Trigger) Free:

You didn't think I'd let you go without teaching you this one, did you? Now that you're fortified with magic, or other tricks, you're going to start noticing some of them seem compatible with your buddies' moves. Well, that's because they are. By using them together, you can merge them into one big move that'll be greater than the sum of its parts. Fusing two spells, enhancing an attack with elemental energy, even a well-coordinated double strike... there's a lot of possibilities, so try them out and see what works. Just keep in mind your buddy needs to know how to do this too, and not all techniques are going to be compatible.

## Chapter 74 - Hard Talk

* Mental Fortress (The World Ends With You) Free!:

Your sense of individuality and self is so strong that invasive influences find your mind impenetrable. Whether it's Mind Control, Emotion Manipulation, Thought Reading, or any other kind of mind-messing mojo - You are the sole master of your own psyche. You can also see through outside manipulation and illusion more easily. Your art becomes famous for its originality and unique style, whatever you decide to apply this to.

* Security System (Personal Reality) Free:

Anybody coming in and out of your Personal Reality is now checked for any authorization you've given them to access it; and should anything about said authorization (or a lack of it) raise any flags in the system, then you will receive a warning about it. This allows you to define just what sorts of authorization different individuals can have to access your Personality Reality, anything from No Access through Temporary Access and Limited Access to Unlimited Access is possible. All this does is notify you. It does not stop them on its own. A Keyholder's Access cannot be limited by the Security System. Only hand out Keys to those you trust implicitly

* Detainment (Personal Reality) 300:

This Security System Upgrade ensures that anybody without correct access authorization who attempts to break into your warehouse automatically gets detained in temporary cells, which are accessed through temporary doors in your Entrance Hall. The cells are not fiat-backed to hold everyone. If you'd have to exert yourself to fight someone, then the cells aren't going to hold them for long, at least without any upgrades. Detainment will attempt to work on anything that manifests anywhere in your warehouse without proper clearance… as well as anything that had proper clearance and is now clearly a threat. A Keyholder cannot be detained.

* Force Wall (Personal Reality) 200:

This adds a force-field to the entrances and exits to your Personal Reality. Nothing unauthorized can pass through these force-fields. The field is fully permeable to anything authorized. A Keyholder's Access cannot be blocked by these fields. Be aware, some enemies might conceivably be able to enter your Personal Reality without technically 'passing through' these force-fields. I don't know, but don't assume the Force Wall is utterly infallible. It is also potentially possible that you or your companions might bring something seemingly harmless into your Reality that turns out to be some kind of threat.

* Skills: Robotics (Star Trek - TNG+DS9) 100:

A combined study of mechanical engineering, and computer science. You learn how to make a wide array of machines, and you could even figure out Android or Borg technology if you studied it enough.

* Skills: Engineering (Star Trek - TNG+DS9) 100:

You've been trained in the maintenance and repair of Starships. Not only do you have a significant amount of mechanical and computer knowledge, but you also know a great deal about physics.

## Chapter 75 - Wind Down

* Incredibly Craftsmanship (Akame ga Kill) 600:

While the method of creating Teigu is long lost you are able to create things almost at their level, with some research and a couple other skilled people you might even be able to recreate the lost arts that created the Teigu long ago. You also have all the skills to repair Teigu or other incredible items from near destruction.

* General Level Potential (Akame ga Kill) Free:

You start with the potential to reach a level of physical and spiritual ability needed to become one of the generals of the empire. You also start out with a level of ability that many Captains would envy, and skill with one weapon type in particular. While this alone does not grant you the potential on par with the most powerful people in this world, it does bring you close enough that they can't instantly kill you

* Perfect Hair (Akame ga Kill) Free:

Your hair is perfect, no matter how long, no matter what conditions, explosions constantly around you and getting beaten into the deck of a boat by water can do nothing to your perfect hair. It's never an impediment, nor will it every be damaged in a battle, even if someone shoots and hits your hair, there will be no evidence that your hair was shot. If your hairdo gets dramatically altered, it will only make you look better and take a comb and a moment to restore it.

* Imperial Arms/Teigu (Akame ga Kill) Free:

You get one free and you may determine who it would be compatible with(besides yourself), or what qualities would make one compatible with it. First though you have to select a Teigu Type. The type of Teigu you chose will also govern what discounts you have in this section. You may also freely import an item of that type to apply the abilities of your Teigu to it(unless your Teigu is an Organism, or Extract type). Teigu options may be combine how you wish, unless noted. Discounts do not stack.

Object: as an object your Teigu is a relatively mundane thing on it's own, and instead grants it's power to the user. It could be a ring, a flute, a pair of gloves or even something like a makeup kit, but it can't be a practical weapon or armor. However this type of Teigu excels at special abilities, making them easier to utilize rapidly or continuously. If you import an item for this, the item may actually be of any type weapon or armor included, however it will not gain any new physical abilities(though it will be increased in durability if lacking).

Flight, Discount Object: Your Teigu holds the power of Flight, while you may be able to approximate this with other options, buying it this way will almost certainly be superior, due to it being far more natural and easier to use.

Awareness, Discount Object: Your Teigu gives you an awareness of it, this counts for things produced directly by your Teigu, and it's physical components. Such that you may know if something interacts with your Teigu directly even if that happens quite a distance from you, or that you will know the location and movement of any projectiles you produce. Not that this effect is that great without something else to enhance it, but it's enough to be aware of your traps.

* Simple Sturdy Weapon (Akame ga Kill) Free:

This is a simple weapon that could withstand combat against Teigu, it's nowhere near as durable, but it isn't likely to break unless faced with active effects of a Teigu. This weapon can be of any type you like, from guns to swords, whips to spears, gun-clubs or rifle-glaive, it could even be a pair of swords or similarly paired weapon. If you pick a gun, bow, or other projectile weapon you get a sizable amount of ammo to go with it, certain to last you a while before you need to get more.

* Who's Got the Powa (Personal Reality) 100:

This provides enough electricity to power a city the size of New York City or London, forever, with nary a brown out or power fluctuation ever. It also comes with all the basic wiring hookups, surge protectors, outlets, circuit-breakers, routers, etc you might need… but you'll probably want to get a qualified electrician in at some point… or pick up a companion who does that kind of thing. Purchase of this supplies all facilities inside your Personal Reality with electrical hookups.

* POWER OVERWHELMING (Personal Reality) 400:

Not enough power? Okay, this Who's Got the Powa Upgrade means that your Personal Reality is now hooked up to the full power of a Sol-Class Star encased in a Dyson Sphere. Congratulations, you're now a Kardashev II civilization. If this isn't enough power, you need an intervention.

## Chapter 77 - Determination - Preamble Mimi

* Gadgeteer (Totally Spies/Martin Mystery) 600:

Not only do you have the knowledge and resources to produce all of WOOHP and the Center's gadgets quickly and efficiently, but you'll never run out of ideas for new gadgets, and you'll be able to incorporate any other technologies you know seamlessly

* Catsuit (Totally Spies/Martin Mystery) Free:

A nearly skintight catsuit in a color of your choice.

## Chapter 78 - Consolidation

* Additional Space (Personal Reality) 200:

This Starting Space Upgrade expands your Personal Reality by a factor of 10 in each dimension… or rather the standard three dimensions, you rabid cheeselord. This can be purchased multiple times. Additional Space also upgrades various expansion options. The first purchase of this brings you to 64 Million Cubic Meters, then 64 Billion Cubic Meters, then 64 Trillion Cubic Meters. Earth's volume, for reference, is 1 Hexillion Cubic Meters and it's surface area is 510 Quadrillion Square Meters. Cover the Earth in storage facilities 100 meters high and you get 51 Quintillion Cubic Meters of Storage space.

* Workshop: Robotics (Warehouse) 100:

Each purchase of this adds to your Personal Reality Workshop needed to perform specific type of craft, which is to be specified when purchase is made. It comes with a basic set of tools and supplies. Good for fixing or creating all sorts of things, although any complex parts or nonstandard supplies will have to be brought in from outside. Additional purchases can add different types of Workshops to your Personal Reality or expand existing ones. Anything built in one of those workshops is fiat backed to be restored to its original condition within 48 hours if damaged or destroyed.

## Chapter 79 - Preliminary Work

* Lofty Loft (Personal Reality) 100:

Is it depressing having your home surrounded by storage space? You gain an area the same size as your starting space that is reserved entirely for housing and luxury facilities, such as pools and sports fields. It is situated either next to your Cosmic Warehouse or above your Cosmic Warehouse. Separate purchases of Additional Space applied to it instead of Cosmic Warehouse can be used to expand it. You'll have to decide if Warehouse mods from jumps are applied to the Lofty Loft or the Cosmic Warehouse.

* Underside (Personal Reality) 200:

This allows you to create Basement Spaces in your Personal Reality. The maximum volume of all 'underground' spaces is equal to ½ the volume of your Personal Reality, but these spaces need not be contiguous. Connections such as chutes, corridors, or elevator shafts are not counted for that total unless you start trying to cheese it by creating an infinitely long corridor to store things in.

* What's This Do? (Titanfall) 200:

The technology used in the frontier can be so complex and advanced it takes years for even the most brilliant minds to understand. Really now? That's good, you needed something to do after lunch today. Now, even if your in a dropship in the middle of a fire fight, you can decipher the inner workings of technology so long as you have the controls to scre- I mean analyze.

* Oi! (Titanfall) Free:

The funny thing about accents is how divisive they are on the frontier. The IMC troops- who come from the Core Systems, all speak with a very distinct British accent. Meanwhile, the Militia have strong American accents, and strangely, any ex-IMC defectors seem to lose the accent in a matter of weeks. Now, you have the ability to alter your own accent, which seems to spread like wildfire to anyone that follows you, so it becomes an identifier of your faction.

* Core Ability - Amp Core (Titanfall) Free:

A Titan's core ability is essentially it's trump card. Far too powerful to be charged off of standard munitions, a core is charged off of excess power from the Titan's reactor core until it is ready to be unleashed. Once activated, the Titan must be committed to using it, otherwise the excess energy will fry it's internal systems.

Amp Core - Some Pilots don't want fancy attacks or extra missiles. Instead, they'd simply rather their Titan's performance was boosted for a set period of time. The Amp Core provides this. A single parameter of the Titan may be boosted or extended for a set period of time, such as increasing the strength of bodyshields massively or granted indefinite dashing for a short period. Titan accuracy may be boosted, or firing rate may be increased, as examples.

You can import up to eight companions for free, with additional companions over eight costing an extra 50cp per companion. You may give them either the Drop In, Engineer or Corporate Origin. They receive the 100 and 200 perks of that Origin for free. They start with a free Pilot Weapon. If you wish, you may give all imported companions additional cp by sacrificing some of your own CP.

* Grunt - Drop In Backgrond (Titanfall) Free:

You suddenly wake up with a start in the cramped metal interior of a dropship. The first words you hear is the shouting of a Sergeant as you are ushered into the blinding sunlight.

* Oi! (Titanfall) Free:

The funny thing about accents is how divisive they are on the frontier. The IMC troops- who come from the Core Systems, all speak with a very distinct British accent. Meanwhile, the Militia have strong American accents, and strangely, any ex-IMC defectors seem to lose the accent in a matter of weeks. Now, you have the ability to alter your own accent, which seems to spread like wildfire to anyone that follows you, so it becomes an identifier of your faction.

* Back from the Brink (Titanfall) Free:

You're like a roach, it's so hard to kill you. No matter how many times it would appear that you were downed in combat or crushed by falling rubble, if you can manage to stumble and crawl your way back to friendly territory, you'll eventually make a full recovery. Obviously this doesn't protect against death, but it does help you bleed out slower.

* Combat Stims (Titanfall) Free:

Pilot suits and most life pods have auto-injectors that administer potentially life saving stims to infantry when needed. Unfortunately, some of these stims have debilitating side-effects like nausea and even hallucinations at points. With this perk, the negative side-effects of stims will be severely lessened, to the point that if they are ever experienced, it will be for seconds

* Just Another Grunt (Titanfall) Free:

What? You? Nah, you're not anyone important, just another grunt here. The danger you pose is constantly undervalued, and you are often passed over for other targets. When surrounded by your cannon fodder brethren, its virtually impossible to pick you out.

* Grand Theft Semi-Auto (Titanfall) Free:

When it's just you against the world, you're gonna need to get a little creative to survive. Ambushes, flanking, dropping mines- even shooting someone in the head with their own pistol. It doesn't matter how 'dirty' it is, if it exists, you've used it.

* Playbook (Titanfall) Free:

A complete copy of the playbook written by James MacAllen and Marcus Graves, containing detailed war plans for a winning scenario against the IMC. It is dependent on predictions made several years ago, so any wild advancements and changes will throw the predictions off. Also contains detailed prediction on IMC force reaction and methods by which the IMC could win the scenario.

* Pilot Weapon (Titanfall) One Free Grunt:

For every purchase you make, you get three weapons from the list below along with a maintenance kit for each. A crate of munitions will appear in your warehouse every week additionally containing a case of spare parts.

R-101C Carbine

An automatic rifle designed for reliability and modability, the R-101C is the weapon of the everyman on the frontier, found in the hands of Pilots and Grunts alike. While each individual 8.19mm round deals substandard damage through body armor, the high accuracy and rate of fire allow the operator to deal a killing blow in the same amount of time as slower firing rifles. This model has been modified to contain a suppressor while still being more deadly and with a higher clip capacity than the standard variant. Comes with a case and 2.4x AOG, 2.1x Holosight and 1.85x HCOG Scope attachments to swap out with the inbuilt iron sights as you wish.

EVA-8 Shotgun

Aside from some antique pieces that can be found in the hands of colonists, the EVA-8 is the only widely available shotgun in the Frontier. A semi-automatic shotgun fed from a drum magazine, the EVA-8 is highly lethal at short ranges, capable of downing even heavily modified pilots in a single blast. Strangely for a shotgun, this EVA-8 is modified with a unique suppressor that doesn't reduce the muzzle velocity of the rounds fired. In addition to the high-capacity drums included with the weapon, the operator may switch to Leadwall mode, significantly increasing the spread of the pellets for use in close quarters

Longbow-DMR Sniper

The long range derivative of the R-series rifles, the Longbow is a long range high velocity weapon designed for easy take down of moving targets – such as Pilots – at extreme ranges. The hyper-velocity rounds travel so fast that even over distances of two kilometers it is not necessary to lead targets to guarantee impact. This model has an integrated suppressor and computerassisted stabilizer in the grip, and in addition comes with a module that can be attached to the end of scopes that provides active Sonar Vision when looking through the scope. Comes with a case containing a 2.4x AOG and 4.5x Scope to be swapped out with the weapons 6x Zoom Scope as needed.

Smart Pistol MK5

Probably the most exotic Pilot weapon, the Smart Pistol is a semi-automatic handgun that automatically locks-on to valid targets in the direction its targeting sensor is aimed. The sensor itself is a module attached to headgear worn by the operator, and links into the display of the helmet that scans for targets based on thermal and optical imaging. Once a valid target is identified, the module automatically locks onto these targets in order of identification, a process that takes several seconds as the module calculates for current weather conditions and position relative to the barrel of the pistol. After lock is achieved, the computer estimates the number of shots required to kill the target and queues that number from the pistol, up to five at a time, once the trigger is pulled, the pistol automatically fires specialized fin stabilized anti-personnel discarding sabot rounds containing a tiny computer that automatically deflect themselves on the proper trajectory, guaranteeing a hit. The process may be spoofed by a target rapidly altering it's thermal or optical signature, such as when cloaking, which will immediately cancel the lock as the computer attempts to regain lock. This process is fairly short range, requiring targets being within twenty meters, although the pistol may still be manually aimed. This pistol has an integrated suppressor and advanced targeting computer, which locks on faster and over a slightly longer range. Optimized targeting procedures reduce the amount of rounds requiring for most targets by about one.

* Aircraft - Crow (Titanfall) One Free Grunt:

These aircraft will repair damage to themselves slowly over time, taking about two weeks if fully destroyed. A large barrel of fuel will appear in the warehouse every week. If your Origin is Command, any purchase here will grant four of these Aircraft.

Crow - An older generation of dropship derived from the tested and proven designs of the Titan Wars, the Crow can be found everywhere on the frontier, usually in service with the Militia or in the hands of colonists. The Crow is a 26m long twin-engine jump-capable aircraft, with enough onboard fuel to jump from space to a planets surface and back twice. The Crow does feature an onboard jump computer, but substantially benefits from having network access to a carrier's computer to increase calculation speed. The cockpit holds two, a pilot and a gunner for the Crow's nose mounted heavy machine gun. The hold has space for approximately eight people under normal circumstances, but can more, albeit much more restrictively. Mounted in the roof of the hold is a small gunners pod fitted with an autocannon, allowing the Crow to serve as a form of Anti-Air power when landed.

* Titan Chassis - Light (Titanfall) Free:

Buying a Titan chassis does not give you a single Titan. It instead gives you the plans to construct Titans, and during the jump, privilege to request a Titan from your faction, if you are acting in their interest or have sufficient rank, you can request a Titan more often. You get a clip on device that instantly relays coordinates to your faction for a Titan drop. If one of their ships are in range, a Titan will be delivered to your location in a drop pod.

Light – A descendent of the Stryder Titan, light chassis emphasize mobility, having a maximum of three dashes available at any given time. Thanks to it's light armor design (read: non-existent) it can maintain a high speed at the cost of damage protection. Titans that use the light chassis include the Northstar and Ronin Titans.

* Core Ability - Melee Core (Titanfall) Free:

A Titan's core ability is essentially it's trump card. Far too powerful to be charged off of standard munitions, a core is charged off of excess power from the Titan's reactor core until it is ready to be unleashed. Once activated, the Titan must be committed to using it, otherwise the excess energy will fry it's internal systems.

Melee Core – Melee combat among Titans generally boils down to high-powered fist fights between two large war machines. For Pilots who choose to arm themselves with a melee weapon, however, it may be one of their only methods of attack, where speed and strength are crucial to survival. With this in mind, the Melee Core is used to supercharge the Titan's servos to greatly increase strength and speed, as well as activating electrical pads in the Titan's hands, which turns any conductive material in the Titan's hands – such as a Titan broadsword – into a lethal electrical weapon.

## Chapter 80 - Analysis and Reflections

* Glove of the East (Binbougami Ga!) 300:

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

-Glove of the East when imbuing items can become stronger and more efficient, even working in tandem with your spiritual energy. However, the more you wish to improve it the more spiritual energy you will need. As you imbue it more and more, you will require exponential amounts for even the smallest gains.

* Deadbeat Holiday (Binbougami Ga!) Free:

WHAT WAS THAT YOU ARROGANT, ENTITLED SH-... oh, sorry. Was practicing for something else. As you can no doubt guess, this will help you figure out just how to overreact to a situation for comedic effect, as well as WHEN to enact those very moments. You'll get used to it in time, unless you're like a certain grumpy pants. Yeah I said it, GRUMPY PAAAANTS.

* Burning Bright (Binbougami Ga!) 300:

The powers of Fortune Energy are great within you; so great that it defies logic. Your energies are so bountiful that your techniques/effects using them are greatly increased, and your overall luck with them has likewise increased. Why, it's likely that given time to train you can unlock different abilities and methods to use the amount of Fortune Energy you possess. Furthermore, you gain the ability to toggle on or off a 'passive' absorbing ability to slowly drain the fortune energy of others and pull them into yourself. Just be wary about staying around people too long with this power. Cannot take with 'A Song For The Hopeless'.

-The maximum Fortune Energy/Misfortune Energy capacity one may possess will only grow slowly with age, and cannot be increased with training. 'A Song For The Hopeless' or 'Burning Bright' will increase the rate your maximum capacity grows, but it will always be at a fixed rate due to age.

-'Burning Bright' likewise is limited in that while you can temporarily supercharge yourself, your maximum Fortune Energy reservoir can only increase with age and not training. In addition, while you can try to supercharge yourself enough to become a god, you will only become a low-level one in the beginning. It will take hundreds of years for your reservoir to grow truly impressive

-'Burning Bright' grants an AoE Fortune Energy-draining field that is a 10-15 feet radius around you, and cannot be improved. However, the more people around you the more you will drain by volume. A temporary timespan of 3-12 hours will not harm the person, but the more time you spend around others with the field on, the more detrimental it will be to them. Spending 8-10 years around a person constantly with the field on will likely result in their death, if they are mortal. The more powerful the entity, the less likely this will occur.

## Chapter 81 - Augmentations

* Entertainment Room (Personal Reality) 200:

Keeping yourself busy isn't always easy, and sometimes you just want to relax and listen to some music or watch a movie. This is for you. A six room complex is added to your Personal Reality. Each room is an almost perfect movie theatre, music room, video-gaming theatre, sound stage, or miniature live theatre. There are 24 comfortable chairs in each (the exact level of luxury depends on your housing level). A popcorn and generic candy vendor and off-brand soda dispenser (self-service) are provided at the basic, but will upgrade to name-brands with any housing upgrade.

* Kit and Kaboodle (Personal Reality) 50:

There's not much purpose in having a sound-stage if you don't have recording equipment and instruments. While not the best, this Entertainment Room Upgrade provides you with professional grade musical instruments of any kind found on Earth, and a professional mixing board and easy to follow instructions on how to make best use of it. The instruments from this can't be removed from the Warehouse without the Extruder.

* Auditorium (Personal Reality) 50:

This Entertainment Room Upgrade adds an auditorium to your complex with stage for bigger productions and comfortable seating for viewers. the Auditorium can seat up to 400 in comfort and the followspots always follow, the lights always change on cue, and the props and sets are always in the proper order and condition.

* Costume Closet (Personal Reality) 50:

This Entertainment Room Upgrade adds a closet full of costumes, exactly what you need to perform your various acts or routines. The contents will adjust to the wearer and will be as comfortable as reasonable. They're self-cleaning and self-repairing, but they cannot be removed from the Warehouse without the Extruder.

* Music Collection (Personal Reality) 50:

You receive a collection of 500 albums (EPS or LPS) based on personalized criteria such as genre, artists, or themes (big band, love songs, acapella, etc.). Liner-notes, sheet-music, and creator commentary / explanations are provided, as well as live performances, remixes, and covers. Total guaranteed run time not to be less than 2,000 hours. Every month you'll get a new album. This can be purchased multiple times and only music from previous Host Realities is available. If you find that, upon listening to an album for the first time that you do not like it, it will be replaced… but since perfect memory perks are a dime a dozen, asking for a replacement will result in a mental block being placed over the music. You'll still be able to remember you heard that album and didn't enjoy it, but not the actual music. This block is fiat backed until you hear the album again someplace else or gain your spark.

## Chapter 82 - Bargaining - Addendum Uppercrust

* Whispered (Full Metal Panic) 600:

Due to a Soviet experiment a while ago, you're one of the exceptionally rare people known as the Whispered. they have an incredibly advanced knowledge of math, science, engineering, etc though each Whispered only specializes in a single area. If they take the time to learn or supplement this with other technical skills, it's possible to potentially create Black Technology of their own. -The 'Whispered' trait alone is not enough to create Black Technology, but additional tech perks will make this a very real possibility.

* ARM SLAVE M6 Bushnell (Full Metal Panic) Free:

A bulky Arm Slave constructed by the United States. This is a Generation 2 mech that requires less rigorous piloting, but its loud noise makes it a problem with stealth. To make up for its slowness it has thicker armor.

* Office (Personal Reality) 50:

A personal office specifically for you, so that you can perform your white collar paper-shuffling in relative privacy. A decent sized office, it comes with all the basic supplies and equipment, such as notepads, paper clips, ink pens, filing cabinets and a desk. If you purchased Computer Hub it comes equipped with computer equipment as well. If you have VOWP it has a phone with an outside line that always direct dials whoever you want to reach in your current Host Reality… even if they don't have a phone… you may not use this ability to locate them or translocate to their location or tag them with any power or ability or technology. You can ask them where they are, but they don't have to tell you. This office has the effect of slightly boosting your focus, reading speed, reading comprehension, and retention rate, but only as long as you're alone in it. Alternatively, it can be set up as a cubicle farm with 20 individual cubicles.. but honestly… why would you? If you do, each cubicle gets a potted plant, an executive desk toy involving magnets or chrome balls, and a japanese lucky cat statue sized to fit on a desk. All are completely mundane. Additional purchases are allowed, each adding the next Fibonacci number of offices (or 20 cubicles per office). Thus, the second purchase will get you a second office, while the third purchase will get you 2 more offices, and the fourth will get you 3 offices and the fifth will get you 5 offices… please tell me you aren't seriously going to waste WP on OFFICE SPACE? What part of 'Keep this entertaining' escaped you, CPA Man!?

* Computer Hub (Personal Reality) 50:

A top-of-the-line mainframe / supercomputer with basic additional equipment, like scanners (2D and 3D, standard- and poster-sized) and printers (color, black and white, bulk printer, 3D printer, blueprint-printer), and binding equipment. Perfectly assimilates any upgrades done to it. Comes with operating system of your choice, be it Windows, Linux, Android, iOS, etc. You and each companion receive their own personal desktop computer, laptop, and tablet. With the Extranet, all the computers in the Personal Reality are linked via an internal Intranet as well. If you have Central Control and Robots, they're linked into the Intranet. All printing supplies (filament, paper, ink) must be supplied by the Jumper, but if you have the Mall, you can always find a print supply shop within without having to assign one of your slots to it.

* Realistic Ground Cover (Personal Reality) 100:

Sick and tired of linoleum or concrete? This is the one for you. Now your Personal Reality floor can be turned into any naturally occurring terrain type, in sections, or roads and paths of your design. Any dirt or dust that would be created by this is magically taken care of… unless you don't want it to be.

* Dig it (Personal Reality) 100:

You now have 40 meters of foundation material under your RGC. Why? Gardening? Graves? Whatever. It's just rocks and dirt down there, but all buildings you buy in this supplement have perfectly decent foundations installed under them. If you bought the Underside, all that space is diggable too. You might even find some weird or cool stuff buried. Nothing amazing, but you'll be amused.

* Craftsmen of the Gods (Viking Saga) 600:

Things you make yourself from base components gain properties far beyond what they should. Belts that increase strength several times over or a spear that never misses are well within your skill, and you will only get better.

* Farming tool (Viking Saga) Free:

Hit ho's with hos.

## Chapter 82.1 - Interlude Uppercrust

* Divine Weapon (Asura's Wrath) 300:

You have a legendary weapon forged by the smiths of heaven or found in the hot blood of the earth. In either case, it is nighunbreakable and has a unique quality or power.

As an example Wailing Dark, Argus's sword, can extend to an outlandish length and with sufficient mantra, cut through a moon. Mooncutting feats require Mantra Level 5 at minimum.

* Pipes Pipes Pipes (Personal Reality) 100:

Purchasing this provides your Warehouse with enough plumbing fixtures to turn the entire volume of your Personal Reality into one massive pool… or anything below that. This provides clean running water with any reasonably common additives you like (chlorine, glacial milk, fluoride), but does not provide a limitless supply, nor does it heat the water. By default, the amount of water this system can produce per day is 1 billion liters or one megaton of water or a block of water 100 meters on a side, and the default temperature of this water is 25 degrees Celsius. It can support any civilian infrastructure on the same scale as Mexico City or Tokyo. Comes only with the basic hookups. You'll need a plumber to do the actual piping. We hear Mario's very good. Bathrooms not included. Purchasing this supplies all facilities inside your Personal Reality with water feeds, and if you've Got the Powa, it will supply hot and cold running water as well.

* Waterworld (Personal Reality) 300:

This Pipes Pipes Pipes Upgrade provides you with all the water you'll ever need. Every day this massive Hydrocore Tap can generate enough H2O in any natural form to cover Luna in seas 10 meters deep… let's call it 500,000,000 cubic kilometers of water. Of course, throughput is going to be a bitch, so the Hydrocore comes with a Global targeting computer and up to a million hoses each capable of pumping out 500 cubic kilometers of water a day… or 5.8 million tons of water a second… or 29 times the flow rate of the Amazon River… each. If this isn't enough water for you, you might be obsessed.

* Dynamic Waterworks (Personal Reality) 100:

This is a strange one, but say you have an infinite source of some liquid and you want it pumped from wherever you source it through your Personal Reality, this Pipes Pipes Pipes Upgrade is for you. The plumbing hookups for your Reality now support up to six additional inputs from sources you must personally supply, and run those feeds through your Reality. If you have Central Control, they can even be mixed in precise ratios at each distribution point. So, say you had an infinite supply of cocoa and an infinite supply of peppermint schnapps… you could set the system to dispense cocoa from all the brown faucets, peppermint schnapps from all the red & white faucets, and spiked hot chocolate toddies from the brown & red faucets… and could even tell it to make the mix in your office stronger than the mix in the staff break-room. While this can be combined with Water World to a degree, that degree is only to use the hose network to dispense a reasonably vast quantity of 'unlimited liquid x'... say enough chocolate to make a small river… not to flood the planet… unless your source for that unlimited liquid specifies 'absolutely unlimited'... generally speaking, if it's for personal or even industrial use… it's not good enough. Global usage at the very limit required for full Water World Integration. An additional 6 hook-ups costs -50 WP.

## Chapter 83 - Check In

* Additional Keys (Personal Reality) 50:

This Access Key Upgrade gives you an additional keys to your Personal Reality. These keys attune to whomever you give them to and cannot be used by anyone other than them or someone they freely and without duress or coercion of any kind allow to use the key. If they lose the key, it will return to them if they are still alive, or to you if they are currently dead. If they die in possession of the key, their body will be transported to your Medical Bay, if you have one.

* Entrance Hall (Personal Reality) 50:

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.

## Chapter 83.1 - Interlude Alec - Addendum Joe

* Armsthrift (Fire Emblem: Awakening) 400:

Your weapons just don't seem to break and you know how to care for them well. Even immensely fragile things are unlikely to break in your care. Guns won't jam and swords never lose their edge.