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The Ringing of a Forge of Stars [Warhammer 40k/ Celestial forge V3||OC...ish]

Discussion in 'Creative Writing' started by Slider Zero, Apr 14, 2021.

  1. Index: Information/PointGen and Misc. Notes.
    Slider Zero

    Slider Zero Know what you're doing yet?

    Sep 27, 2018
    Likes Received:
    CH1-3: 100cp per 500 words.
    CH4-?: 100cp per 1000 words.

    I am strongly considering pushing this to around 2500 words, but I nave concerns about the size of the forge proper in doing so.
    I will update this post as necessary. with other information.
    Eljin, Zerak, 0vrLrd71 and 20 others like this.
  2. Index: Current Perks List
    Slider Zero

    Slider Zero Know what you're doing yet?

    Sep 27, 2018
    Likes Received:
    Perks list is now accurate as of Chapter 10.

    I will endeavor to keep this updated with chapter posts.
    (Note: if anyone has a better way of organizing this instead of accordions and spoilers, please tell me.)

    Chapter 1
    START|-Workshop (Personal Reality Supplement v1.3) (100CP)
    Each purchase of this adds to your Personal Reality, a Workshop needed to perform a 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
    * Grants fiat backing to anything constructed within
    START|-Inertia of Self II (Essential Body Modification Supplement) (200CP)
    You are protected against effects that would affect your mind and existence.
    I: You are immune to any effect that would affect your memories. If someone turns back time, alters reality, or attempts to directly alter your memories, you retain both the 'original' and 'new' memories, instinctively knowing which set is which. Other than your two sets of memories, this perk does nothing to tell you who changed things or even what they specifically changed if it isn't otherwise obvious.
    II: You are immune to any effect that would alter or outright destroy your body or existence. This protection extends to conceptual, temporal, and reality warping effects that work either directly or indirectly to destroy or alter you. This would prevent a time traveler from killing you as a baby or causing an accident that would leave present-you paralyzed. It would not protect you from a fireball created through temporal manipulation or having a time traveler frame you for a crime that lands you in prison.
    START|-Not a Stupid Grunt (Mass Effect) (100CP)
    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?
    ---Class and Specialization

    • [*]----Engineer (Focus: Tech):
      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.
      [*]----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.
      [*]----N7 Demolisher (Restricted: Human) –
      Alliance special forces. The Demolisher uses grenades to attack at range and to terrorize the battlefield. Demolishers can also create a supply pylon that stocks allies and yourself with a seemingly unending reserve of grenades and thermal reloads. You can cause your grenades to hone and or electrify them with an EMP. Your omni-tool optionally has an explosive effect on impact.​

    ---Sub-Dermal Translator Implants (Free: All Origins) –
    The ever-present and rarely spoken of most common personal technology in this world. Implanted into your head, presumably ears, and allows you to understand nearly all common and almost all rare spoken languages in the form of English. Can be updated with new software via wifi.
    START|-Scavenger (Ravenwood) (100CP)
    Sometimes, you do not have the luxury of top of the line equipment and need to rely on what scraps you can salvage. You, however, have an advantage, being able to cobble together scavenged bits into functional equipment that work as well as the real deal. This talent will also inherently improve the durability of such improvised equipment to function even when such materials should not feasible hold up under the strains of use.

    -Rites of Maintenance (Warhammer 40k - Adeptus Mechanicus) (100CP)
    While already designed to be incredibly robust, Imperial equipment inevitably requires maintenance. You can locate and identify problems within a machine in a fraction of the time it would take other adepts. Not knowing how a machine functions does not make fixing it any more difficult so long as you have the proper parts, tools, and rituals to guide your hands.
    --(Free) Lingua-Technis
    Known only to the devotees of the Machine God despite the best efforts of outsiders over millennia,the adepts of Mars speak to each other in bursts of binaric code. This allows for a great deal of information to be communicated quickly and discreetly. Even if somehow translated, it is a complex language thick with ancient and arcane terminology that few outsiders could ever hope to make any sense of. This language and your implants allow you to communicate quickly with other adepts, transferring messages and code many times faster than ordinary speech.
    ---**Also comes with High and Low Gothic, Per Author**​
    Chapter 2
    CH2|--Deity's Weapon (100CP)
    Naturally, your aura is not your only tool, and neither is it just for show. By imbuing a portion of your aura into a tool, you can turn it into a weapon capable of eating through physical and magical barriers alike. Naturally, as you're infusing a portion of your mystic nature into the tool, with time it will grow to possess magical qualities as well. With a sufficient amount of time passing, you could very well find yourself bearing a mystic weapon, one that has naturally absorbed enough mystic force to rival the greatest of magical weapons. With enough time, all that energy would be enough to make it a weapon of lore. Just don't expect it to happen anytime soon.
    ---[Deific Qualities – 0 – Mystic Only]
    Deities and mystics are quickly recognizable by the distinct aura that surrounds them, though not everybody possesses the ability to see that aura. While you can freely control who can see your aura, certainly there will be plenty of times when you would be much better off with nobody seeing it. The nature of your aura is generally up to you to control both in terms of coloration as well as size. Certain races are generally bolstered by the presence of your aura, and in the opposite fashion, some races are naturally weakened in its presence. While this is something you choose, with a single race bolstered and a single race weakened, it generally seems to do with the nature of your mystic qualities. A fox mystic would probably bolster fellow fox races while possibly weakening humans.
    ---[The Aspect – 0 – Mystic Only]
    Mystics and deities alike have always taken on profiles, drawing upon the various elements of nature around them. Some would say that these profiles were assigned to them by their worshippers, or perhaps they were chosen by these divine individuals themselves. Regardless, as a mystic of minor presence, you too have an aspect, representing a single element of nature. Your ability to manipulate this element is probably the most fundamental skill you possess as a mystic. Everything from conversion to manifestation operates with this single element in mind. In its simplest form, you’ll be able to produce small quantities of this element at no significant detriment to your spirit. Though it takes time to develop this skill, it will improve bit by bit with further usage, from mere generation to conversion of one element into your core element, and then finally manifesting your core element into the environment around you. Both the intensity and range of your powers will slowly grow. Though it should not bear repeating, as with most things related to mystics, growth is slow given how long your lifespans tend to be. There’s simply no reason to move things in a hurry.
    CH2|-Info Processing (Starcraft II - Nova Covert Ops) (400CP)
    You are not always stuck in a lab, you are useful in more areas than just that. You can process information, sensor readouts, intercepted communications, and more importantly, you can apply such knowledge. While others would use such data for tactics, you see opportunity for scientific advancement. The more information you have access to, the better opportunities you see for salvageable materials, technologies, or data. And you can use those to relatively quickly implement a usable and useful technology.

    CH2|-Robust Engineering (Dune) (300CP)
    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.
    --Military Training [100, Free: Drop-In / Smuggler]
    Military training is particularly curious here due to the invention of the shield; only an object moving slowly can penetrate one, and firing a lasgun at a shield causes a quasi-nuclear detonation that will consume both the weapon firing, the shield, and potentially everything in between with a yield that may vary from hand grenade to H-bomb. As a result, true military training provides a smattering of training over long range weaponry and the bulk of it in melee and unarmed combat.

    Nanite Sciences (100CP)
    You possess in depth knowledge of nanite technologies. With sufficient equipment and resources you could
    produce and control nanite machines, possibly even recreate the nanite event or maybe figure out how to reverse its effects. But that would take a long time of additional study of nanites out in the world, still you might be one of the few who could attempt this endeavor. You possess no knowledge of the meta-nanites, and understanding how they work is beyond your grasp.

    The Right Tools (Generic Cyberpunk) (100CP)
    They can be hard to find, but when resources are hoarded and hard to come by you've learned to make do. You can easily improvise for tools and materials you lack by creatively using what you do have, even if that means using scrap to build the tools to build the tools you need. Even if you're lucky enough to have a fully stocked workshop or lab this will come in handy, as you'll be able to do a great deal more with what you have instead of needing to commission or build specialized equipment for every unique little thing. You'll never be empty handed and useless for long.

    Aesthetics and Flair (Bayonetta) (100CP)
    A gun isn't quite a gun until it LOOKS good, you know? It's supposed to be classy, make you look amazing just for having it. Likewise, that sword could use a bit of badass styling to it. When you create your weapons, you can make them look DAMNED good even on an off day. Expect any weapon creator to envy you, and those who die by your weapons to count themselves lucky as they perish to such beautiful art.

    Excellent Craftsman (In Another World With My Smartphone) (200CP)
    You are incredibly talented at making things. What kinds of things? All kinds of things. You are simply that talented after all. Anything you personally make, or direct the creation of, will automatically be top-quality, and you never need to worry about making mistakes in the creation process. To get you started you may pick any four mundane skills related to making things, which you start as a master of.
    ---Regular Magic Affinity - Free for Everyone
    You’ve got regular affinities for magic. Which is to say, roll a 1d2+1 if you’re any race but a fairy, which roll 1d3+2. That is how many elements you have an affinity for. The elements are Fire, Water, Wind, Earth, Light, and Darkness. Technically there is another 7th ‘element’ known as Null Magic but that deals with personal magic which everyone has. Everyone gets 1 Null Magic (personal magic) spell, except for fairies that get five. It is impossible to train up affinities you do not possess or gain more Null Magic spells beyond the one(s) you start with, either you have them or you don’t. (see Notes for details on magic)

    Affinity: Wind, Water, Light
    Null Magic: Metamagic​
    [Roll was 3. I was not amused]​

    CH2|-Weapons Recombination Template (Final Fantasy XIII-2) (200CP)
    The shady dealer (Actually it seems like everything he's offered so far is shady) just shrugs when you pick this up. Apparently, it binds two weapons together, and allows you to shapeshift the weapon between either form. You're not quite sure how it works, but he demonstrates it to you by showing you how a bow can shift into a sword. You can't help but notice that it also turned into a Moogle afterwards...but apparently yours won't do that. Unless you throw a Moogle into the mix. Wait...does that mean...
    Chapter 3
    -Bibliophile’s Discerning Eyes (Touhou Forbidden Hermit) (100CP)
    You can read anything no matter what language it’s written in. This does not come with the ability to write in that language, but you can read it if it’s a language at all. Including dead and forgotten languages – an invaluable skill if you wish to do serious historical research – but not encoded texts. (...at least not normally--Author)
    Spell Cards (free):
    The Spell Card system was invented to ensure that youkai and humans could fight each other in a non-lethal way and on relatively even ground. Under a spell card duel, all attacks are toned down to non-lethal levels, and the ability to fire an aesthetically pleasing barrage of bullets in all directions is prized over creating undodgeable attacks or invulnerability (which are banned anyway).
    Accordingly, you too can tone any of your abilities down as low as simply performing pretty light shows, and as your artistic skills improve so will the beauty of your spell card attacks.

    Flight (Free):
    You can fly, a power that is nigh-universal in Gensokyo. Flying as fast as you can walk is simple, and you can push yourself to fly faster, up to how fast you can run, which will tire you proportionately.
    Silly Hats and Frilly Dresses (free): You have a wardrobe full, at least half a dozen variants, of frilly clothes for all weather and a suitably impressive head ornament to go with them. The hat is not optional.
    -Acquester (Spiral Knights) (100CP)
    In times of crisis and desperation, resources become too precious to use on anything other than necessities. The spiral Order has had to save all their supplies to repair their ship, so you've had to make do on the field. you know how to look for your own resources, remaining self-sufficient in the field through using scavenged items as supplies for anything ranging from simple maintenance to complex construction. Power Cores, Blighted Bones, or even Goo Drops can be used as spare parts or more. With what you've learnt, these days you don't just survive, you thrive. Whether it's machines that power the Constructs or the way that Wolver's fur burns, you've learned to figure out what separates useful resources from useless refuse. The world keeps spinning, knight. Keep up or die.
    Battle Sprite --SERAPHYNX--
    The Divine Seraphynx resembles an angelic catlike creature and uses its luminous powers to defend you and your companions from attack. Focusing on protection and restoration, it is capable of firing steady beams of holy light, causing fors to drop restorative items on death, and creating large barriers of light with it's angelic aura.The radiant Seraphynx is a calming bastion amidst the rolling seas of combat for those who wish to protect and aid their party.

    Proto Set:
    As a Squire, you start off with a modest selection of gear. This provides you with a Sword, a Gun, and a Bomb, as well as a set of Armor including a Helm. You also have a small Shield capable of projecting a personal forcefield, but makes up for it by being as light as a feather. This six-piece set is of the Proto variety, and pales in comparison to what the others get. Still, everyone starts somewhere.

    Proto Shield:
    As issued to all Spiral Knight apprentices. Funnily enough, you know that this simple Apprentice-styled shield is what you'll be sticking to. Although it's small and only projects a forcefield limited to you, it does have the uncanny ability to push enemies in the zone backwards by slightly less than twenty feet when activated. Good utility, good weight, and good for an all-rounder like you.

    Spiral Exchange:
    Crowns, Energy, and Rarities. Money makes the world go round, and Cradle is no exception. Spiral Headquarters has granted you access to a number of different markets and exchanges to allow you to join your knight bastion in barter and trade, in the hopes that such trade will improve the net wealth and capabilities of their knights. First and foremost, the Auction House will enable you to bid for almost anything under the Cradle Sun and offload your surplus. Next, the Exchange enables you to trade crowns, the currency of Cradle, for Crystal Energy, a useful resource and pseudo-currency, and vice-versa. In addition, you receive an ordinary alchemy machine (incapable of custom recipes) for equipment creation as well as a forge to allow you to improve your equipment via the use of materials for the former, and heat crystals, a form of rarities, for the latter. Many knights have earned their fortune through the use of these markets and exchanges, and it is not a stretch by any means to say that you could do the same. You retain access to all of these even in the event that you leave this world, as after all, time and tide wait for no man. And as the saying goes, time is money.
    -Originite Prime Bundle (Arknights) (100CP)
    You gain access to several crates of pure Originium that can be utilized for various means, and will restock itself every week. Wrong handling will be dangerous, however post-Jump, this will be perfectly safe to use in any way. * A common mineral in Terra, this semi-transparent black crystal contains enormous energy, and is the primary factor of causing Catastrophes. Widely used in the field of Arts, it works as the basic material and catalyst of all kinds of Arts and Arts items. Without Originium, the efficiency of Arts would, without a doubt, drop dramatically. As technologies develop, more and more countries start to use it as an energy source.
    Race: Terra is inhabited by Ancients; humanoid races with partial or complete traits of
    various animals and mythological creatures in our world. You may gain a minor boon from the type of animal you are similar to, and are free to make one up.
    Vulpo/Durin Chimera

    a sickness caused by proximity to Originium.
    You have somehow contracted Oripathy, an incurable disease unique to Terra where
    your cells will slowly be assimilated by Originium lesions on your body. It is an incurable disease and eventually will result in certain death, however treatment could halt a significant progress of the damage temporarily. However, due to these originium growths, your Arts also become stronger. Naturally, the more severe your Oripathy symptoms are, the stronger your Arts will be. But is it even worth it?
    You will not die from Oripathy taken by this drawback, however they each carry their own risk. Do also note that as an Infected, no matter your stage, you will be driven out from most settlements in Terra.
    Stage 3 Oripathy: Significant damage done to your body. Unless you are undergoing major routine treatment, you will lose the function of a significant chunk of your body. You become a danger to yourself as much as you are a danger to others. This will give you 600 points.
    -Your powers are noted to be among the upper echelon of power, easily able to affect entire city blocks.
    -Terminal Oripathy (+200 CP, must be taken with Oripathy)
    Now you will actually die from Oripathy if it's left untreated, and no matter what, ten years after the normal start of this jump, if the cure of Oripathy has not yet been found (or at least, a treatment plan that can give you more than 10 years of life expectancy), you will die and your Chain will end. Everyone except Rhodes Island and Reunion will still hate you on top of that.

    Combat Training (Free)
    The world of Terra is a harsh one and conflict rages on everywhere. Thus, it's not
    uncommon for even children to already be recruited as a soldier, and civilians too often
    already have the right aptitude to become a combatant if necessary.
    This perk grants you basic combat training as well as weapon handling. No matter how
    you are in the past, you will now have the aptitude to take part in Terra's conflicts directly.

    Classes are a central factor of power, each coming with certain boons. Classes you buy here start at the basic level unless you buy Elite 1 and Elite 2. These apply to all your classes.
    • Caster: Using Arts to dish out damage that penetrates most conventional armor, the Caster class provides one with knowledge of a basic energy blast Art and the ability to learn new arts relatively quickly. At Elite 1 you may be able to unleash entire barrages of blasts at once, in full control of each, while at Elite 2 you could now command them as if they were your limbs.
    • Guard:A guard is the main class for close combat . They are responsible for blocking the danger at proximity and eliminating it in time. Usually their qualities are more comprehensive, so they can better cope with most enemies. A basic Guard would have significant skill in their chosen weapon, enough so to stand out among the most talented common users. Elite 1 Guards would even stand out among their baser peers, often being reinventors of how their weapons are used. Elite 2 are legendary, their skill with their chosen weapon at the very apex of possibility.
    • Medic: A medic is a class for providing treatment and health recovery. Medics are the core of the team, and they help other characters who have been attacked on the front line and treat their injuries. As a basic medic, one would be able to treat most common injuries in seconds, be it bullet wounds or else with a healing art. Elite 1 Medics are able to heal even nigh maiming attacks with ease, while Elite 2 could heal all but the most brutal injuries. This naturally comes with a wealth of knowledge in Medical Arts and arts.
    • Sniper:Snipers are the primarily Ranged class, and are much like the Guard and their chosen weapon. Elite 1 Snipers would even stand out among their baser peers, often being reinventors of how their weapons are used. Elite 2 are legendary, their skill with their chosen weapon at the very apex of possibility.
    • Vanguard: The most important task of the Vanguard is to seek out the enemy and secure ground in advance of the main force. As such, the common skill, even beyond ability at arms, is the skill of movement. While most common Vanguards could outrun and outclimb most Parkour runners, Elite 1 are known to easily keep up with most vehicles inside a city. Elite 2 could keep up with a certain web slinger in terms of agility…
    • Specialist: The specialist class covers skills and roles not covered by the other classes. They range from operators specializing in assassination, infiltration, covert crowd control, disruption, or even operating specialized equipment such as a portable water cannon. Either way, while they are by no means frontliner, their role is unique and indispensable when the situation calls for them.
      Base Specialists are usually considered at least proficient to a near masterful degree in their area of expertise, while Elite 1 are , while even more skilled, also known to be able to seemingly integrate Arts without difficulty, such as invisibility for assassination and more.. Elite 2 are considered to be among the apex in their area of expertise, to the point they are usually as equally skilled in the areas that are only associated with it.
    Personal Weapon (Free/100 CP)
    While it's not a norm for all operators to possess it, you are able to get yourself a personalized weapon built to fit your class and personal specifications (A crossbow for a sniper for example, or a wand/staff for a more Arts-based class). Outside of it being well-built, it also is made as a good conduit for your Arts. You can import a weapon you already have into this to make it work well with Originium-based Arts. If you feel that for some reasons you need more than one of these weapons, you'll need to pay 100 for further purchases.
    Codename (Free)
    Individuals of interest in Terra tend to give themselves a code name. Something easy to remember that would be their mark of fame (or infamy) in this world. You too, will be able to make one such name for yourself. Everyone will know you as this code name.
    Urban Fashion (Free/200 CP)
    Terra is a weird place. Even with conflict everywhere and a recent economic slump, even the lowliest grunt will somehow wear stylish outfits fit for a fashion star. You will get a set of stylish but practical and comfortable outfits for you to use to match everyone else. They are also surprisingly resistant to damage, though they don’t protect you from damage. By paying extra, you can also get all the outfits of operators that had been released so far in the game at once, including bonus outfits.
    -I Know What We're Going To Do Today (Phineas and Ferb) (400CP)
    24 hours just doesn't seem like enough time to get stuff accomplished, but you'd be surprised what determination (and this perk) can get you. You can now complete days and even weeks worth of work in just a few hours, and this effect increases tremendously when you have a few helpers, to the point where a small team can work with you to complete years worth of work in a simple afternoon.

    -Enemy Tech Progression (Orion's Arm: The Amalgamation) (400CP)
    Any technological device that you have subverted will reveal its inner workings to you. The blueprints, knowledge and methods that go into the creation and operation of the technology you subvert is automatically uploaded to your mind. If you cannot subvert a technological device, you can still learn its secrets, but at a far reduced rate. You are also able to more quickly grasp the inner workings of those subverted devices to improve on, and upgrade them.
    [Free] Expansion of the Mind
    As with all those within the Amalgamation, you
    have been ascended up the toposophic tree. You become the equal of a basic
    transapient, with tens of thousands of times more processing power than a
    human, microsecond reaction times, the ability to partition different streams
    of thought, eidetic memory, focus on and alter your subconscious actions,
    drastically enhanced reasoning and deduction, the ability to speed up or slow
    down your different streams of thought at will and a slew of other mental
    [Free] Networked
    You have been connected with the hivemind of the
    Amalgamation. Within this jump, you may freely access any knowledge and
    information the Amalgamation might have. Out of this jump, you are able to
    freely interface with any network or database that has a physical connection
    and/or is broadcasting a signal.
    [Free] Forced Upgrading
    You too can enhance the mental processing abilities
    of those around you, and make them loyal to both you and your cause. This also
    applies to AI and electronic devices with processing capacity. Whether that
    upgrade is willing or not is another question entirely, but it doesn’t matter
    when they are loyal to you in the end, doesn’t it?
    Chapter 4
    -Valkyrie Core Knowledge (Battle Action Harem Highschool Side Character Quest) (500CP)
    You understand the science behind Valkyrie Core technology. You'll be able to replicate aspects of its technology such as the ability to store and modify objects in a pocket dimension or the manifesting of Impeller fields, or the insane processing power of the Core itself. With time and a little work you'll be able to make new cores.
    Valkyrie Core & Frame (0CP)
    All origins possess a Valkyrie Frame with the accompanying core. A Valkyrie Core is capable of storing, integrating, and improving technology and equipment. Its only limitations are storage capacity and complexity both of which grow with hours synced. Your initial storage and complexity is based on your origin with more experienced origins having more. The term Valkyrie Frame usually refers to core that has integrated a suit of enhanced power armor that has been equipped with thrusters, weapons, and other equipment. Technology foreign to this universe is harder to integrate and upgrade. Post jump this limitation disappears.
    Chapter 5
    -Computation Creation | Magical Science (Youjo Senki - Saga of Tanya the Evil)
    Computation Creation (400CP)
    The operation orb - or computation orb, if you prefer - is a masterwork of science and mathematics. A unique crystalline and clockwork structure allows for mathematical code to be stored - called spells - and channels energy from the user in order to empower them. You now understand not just how they work, but why - and in doing so, can apply the principles to other aims. Magic is currently used solely by the air corps for long range bombardment. Let's fix
    that, shall we?

    Magical Science (merged with the above, no cost)
    You are at the forefront of mage technology, and can easily improve on what is currently being used, with some effort you can also build far more powerful mage tech. Whatever faction you belong to is sure to value you greatly.

    Walk Towards the Light (Phantasy Star Online) (600 CP)
    You have the knowledge necessary to work with Photons. You can create photon-based weaponry, defensive equipment, and even powerful FTL engines. Given enough time and resources, you could build your own Pioneer ships. In addition, you have the knowledge necessary to create most any of the items found in Phantasy Star Online. D-Cells are the exception to this, as even you don’t understand how they work.
    Chapter 6

    -Fun in the Sun (Warhammer 40k - T'au Empire) (100CP)
    Plasma, radiation, and antimatter are all similar in that they relate to exotic and high energy states of matter, whether it is stellar mass or individual particles of subatomic size. You now are a master of T'au technology as it relates to manipulating these high-energy states of matter and the physics that underpin them.

    -German Engineering (Smash Up) (200CP)
    Everything you build seems just a bit more. More durable, more efficient, more precise. Call it a 10-20% difference across the board?

    -Miniaturization/Efficiency (Worm) (400CP)
    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
    Chapter 7

    -Micromanipulators (A Certain Scientific Railgun) (50CP)
    These 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 a micron. 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.
    * Micron scale control

    -Rapid Construction (Blazing Saddles) (50CP)
    You are not only a truly excellent carpenter, you are an exceptionally fast worker. Any form of construction or crafting will be completed in a tenth the time it would otherwise take, though your overall quality will suffer if you use this at full effect (times ten). At times two, you'll sacrifice none of the quality, but as you get closer to times ten, you'll sacrifice more and more of it.

    Mysterious Serum (300CP)
    Fascinating. These test tubes contain a colorless serum that, when ingested, allow one to 'awaken' the Linker Cores of sentient beings, allowing them to naturally use this world's magic after a little bit of training with it. Note that individuals like Nanoha are exceptions to the rule, and will be in future worlds as well - unless they had a particular affinity for magic or some way to boost their arcane power, you're unlikely to find anyone who starts with a Natural Ability higher than A. You receive eight of these, along with the formula on how to create more - though it's encoded and you'll have to decipher it. If you have 'Ancient Knowledge', you already know how to make more on your own from the get-go. Magical ability growth for individuals outside of this world tend to plateau at S-rank on their own. Bear that in mind.

    Telepathy [Free]
    Your own magical chat network! You can communicate mentally with a willing subject, even if they otherwise lack the capability and range of this particular magic. You can’t really force them to do anything except listen to you, but this mind-to-mind communication network has a range across dimensions, though you obviously can’t communicate with past jumps or other continuities until you get your Spark. Note that your mental communication can be intercepted like radio transmissions would, and you can be shut out by someone unwilling to listen to you.

    Shooting-type Spells [Free]
    The simplest and most common spell used in combat. You focus mana into a sphere or ‘bullet’ and fire it at your opponent. Can be used in various forms - homing bullets, rapid-fire, and so on. The ‘big’ spells tend to fall under Bombardment, so take note of those as well. These can be ‘aimed’ by hand, or ‘guided’ by the right calculations in the spell.

    Bombardment-type Spells [Free]
    When someone or something absolutely needs to be blown the hell up befriended. Accept not substitutes. By focusing a large amount of mana into a single point, you may fire a large blast at a target, designed to completely overwhelm them via a show of raw power. These are almost always aimed, but if you can get a bit of skill and power for it, you might find a way to make such destructive spells guided...

    Magic-Enhanced Attacks [Free]
    Need a weapon to hit harder? Need your fist to absolutely break through something? Want to show off to someone? This is where you’ll look. By enhancing your blows or weapon with mana, you can make the blows or strikes inflict more damage, and letting you strike with more force than before.

    Barriers and Shields [Free]
    But you can’t just keep slinging offensive spells left and right all day without any kind of defense, right? You can create barriers and shields to reinforce your own defenses, letting you block spells and attacks so long as you utilize them properly. This can be especially draining or fragile against powerful Bombardment spells or worse, though...you might want to consider dodging instead.

    Capture-type Spells [Free]
    Finally, there’s these. You can physically restrain a foe with binding spells that inhibit their movement and prevent them from maneuvering, or even create intricate cages of mana that lock said foe in place completely and allow you to capture or interrogate them while they’re stuck in an immobile prison.

    -Intelligent, Sapient (requires Intelligent), Unison System
    -All basic spells. Plus (basic) dimensional transfer, Knight Armor

    Any monkey with a wrench can look up the technical manual and do a repair. Well, maybe not any monkey, but you're certainly a cut above the rest. Any technology you come across that you understand the principles behind can be drastically improved. Either simplifying it to make it easier to fabricate or improving its durability or power output. Weapons, turrets, tools and vehicles can all be improved beyond their base specs.

    "VOLUNTEER" - FREE (Assumed as drop-in background)
    More often than not originating from the Soviet Gulags, Volunteers are a mixed bag. Some of them violent criminals involved in human trafficking and drug transport. Others are political dissidents, sent to the Archipelago for having inconvenient opinions. Others still were just in the wrong place at the wrong time, taken off the street to meet a quota. Whatever your past, all you are now is a number and a pound of flesh to be experimented on. Volunteers are granted an additional 12 Neuromods to spend on Typhon abilities.

    The TranStar suit is a multipurpose uniform that is designed to quickly and easily interface with an EVA system and utilise touch screens through the gloves. Volunteers are given a green suit and will not be trusted by the rest of the staff. Security is given a while and black suit, science a blue and black suit, Engineering an orange and black suit, and executive staff a red and black suit. Even in its basic state the suit gives a small amount of protection against environmental hazards and physical attacks along with a flashlight. The suit can take up to 8 additional chipsets, expanding its capabilities.

    A common repair tool found all over the station with a fairly good weight. Makes an effective bludgeon in a pinch. Comes with schematics to make more with the Fabricator.

    Another tool commonly found on the station. Launches a quickly hardening glue that is incredibly versatile. Can be used as a fire suppressant, an insulator against high currents, plug small structural failures in the hull, it can even stick to enemies and freeze them in place for a short time. The large globs it forms can also support human weight, allowing crafty engineers to create staircases to places they have difficulty getting too. Comes with schematics to make more of the tool and it's glue with the Fabricator.

    -Mastersmith | Expert Smithing (Ragnarok Online) (600CP)
    Mastersmith (200CP)
    The Mastersmith can socket items allowing him to add slots where modifications can be implemented onto items. While intended for cards, these can be used for other modifications which need slots if need be. (but effectiveness may be reduced)
    Expert Smithing (400CP)
    It's not just about creating the sharpest blade anymore. Improved items now have affixes on them based on how many times they've been improved. Each level will be tougher than the next to improve and require more energy/mana/souls, but the Blacksmith's smithing ability now has no cap.

    -Don't Need A Team (Ace Combat) (100CP)
    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.

    -Soundtrack (Free): When you take to the skies, it does not always have to be on a somber note. As you fly to your mission, dogfight, or assault an enemy position you'll have the soundtrack of your choice playing in the background. Others can hear this if you wish, and you can turn this off at any time. Perfect for when you want to hype yourself up for a situation.

    -Basic Flight Training (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 (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.

    -Comm Chatter (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 (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.

    -Basic Hangar Bay (Free): 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.

    -Optimization Computer (Free: Engineer): Pilots are rather finicky people the longer they last throughout a war. Maybe it’s because the more they fly, the more they expand their horizons and feel comfortable in deviating from the standard. Nevertheless, it’s up to you to handle these strange jobs and make sure these pilots don’t get themselves killed in their greed. This computer has one purpose only; take scans of vehicles, and provide detailed statistics and simulations on how modifications would change their effectiveness. This way you can tell if the tweak to those thrusters will be an actual boon or if you’re going to need to repair them after each battle because they keep burning through the wiring with their heat output. A pilot with a fine-tuned plane is a deadly pilot.

    -Angels’ Dancing Floor (extra): The sky is a beautiful place when you sit back and think about it. It holds no true master, yet it welcomes those who are willing to brave its dangers and holds the personal allure of freedom among the clouds. With this, you can take a little bit of that freedom with you. Your warehouse will gain an aesthetic of either computer lines akin to an Electrosphere simulation, or a military base adorned in the country colors of your choice. Any surface can also be adorned with computer screens with a layout similar to the mission briefing that is presented to you. Feel like an ace no matter where you are.

    -Angels’ Skies (extra): You desire further freedom, then? Very well. With this additional purchase, you gain a virtual environment ‘outside’ your Warehouse. While you cannot store or grow anything here... you can still take to the skies and roam the virtual world around you. Mundane conditions are the limit here, such as a sunny day by a beach, or a snowy mountainside that was cloudy and cold. But this does mean you can have a sky of your very own... a sky reserved for only one owner.

    -Pilot Simulator (extra) Most times, when it comes to training with fighter planes you’re restricted toflying around and trying maneuvers on account of most planes costing tens of millions of dollars on the low end... each. So how are you supposed to train for firing off weapons and taking on entire forces? Fortunately, this sophisticated VR machine lets you plug in the specs of a vehicle you want to practice in while also programming in various encounters for you to test your skills. As you become better, the algorithms will improve and develop new recommendations for skill areas you need improving on, while increasing the skill of the virtual enemies as well. Peace time should be no excuse for not being strong.

    -Munitions Supply (extra): Rarely is there a worse feeling than flying through the air, lining an enemy right in your crosshairs... and finding that you have no ammunition at all and you’re just a flying tin can. Better to avoid this entire situation and just get yourself a nifty supply to keep yourself stocked up, mm? With this purchase you have a personal stockpile of bombs, missiles, and bullets for the equipment of your plane that continually replenishes as you burn through it to ensure you will never need to leave the hangar bay lacking on ammunition.​
    -N-Ways Fusion Plant (Endless Space) (200CP) (NOTE: Acquired Chapter 7)
    Refueling? What's that? You have mastered the art of Endless power generation, and any device you possess or can claim as yours never runs out of power. Other things can still be a problem, like weapons overheating, engines breaking down, etc, but you never need to worry about your battery running out. Your starting equipment and ship already have fusion plants installed in them, and you have schematics to make more, of various sizes, but you will need some rare elements and facilities to make them. The smaller they are, the simpler it is. Making a capital ship reactor is going to take a LOT of materials, but is totally worth it.

    Scout Ship (Free): An engine, a cockpit, some life support. This is as barebones of a ship as you can get, about the same size as a modern day space shuttle. It is essentially a space faring RV with sensors and a couple point defense weapons, designed for long journeys to the edges of known space.
    Drop-In (Style): Not all ships that travel the galaxy are made by the big names. While nothing sets these ships apart, they aren’t the subject to the same hatred opposing factions have for one another. Good if you want to lie low. A good jack of all, master of none ship.
    Chapter 8

    -Omnitool | Scanner (Mass Effect Andromeda) (200CP)
    Omnitool (100CP)
    You get an omni-tool loaded up with programs and information that'd be best suited for unsupported colonization in a new galaxy. Because the Andromeda Initiative knew that they'd be going with a finite supply of ammo, medi-gel and power cells, each omni-tool can recover and repurpose appropriate resources to serve appropriate functions. For example, liquid coolant allows weapon heatsinks to be reused, and organic compounds can be refined into medi-gel. They can also convert consumable items into immediately usable forms. Finally, they do everything else regular omnitools can: Communication, manufacturing fabricator, sensor analysis, and computer mainframe.

    Scanner (100CP)
    This omni-tool mounted system is how the Andromeda Initiative plans to rapidly survey planets. This system is fast and accurate sampling system that is formally known as Panoptes. When linked to an AI, it can produce multiple analyses and predictive models in seconds, turning what would be the surveying work of weeks into mere moments. For most purposes it uses a transmitted accelerator mass spectrometer to create a snapshot of an objects components, atomic weight, and radioactivity, allowing for in-depth analysis. For biological materials, the system switches to an electrospray ionization system, so that plants or animals can be scanned without causing radiation damage. For a Jumper, you no longer need to have an AI linked to the system for it to work, though that would help. You can also take DNA scans of organisms for further study, and scan devices to help you figure out what they do, and maybe later reproduce them. Lastly, if you have a longer ranged sensor system, you could link the Scanner to that to scan further away, even if being in the Scanner's original range would get you clearer results.

    -Clarketech (Generic Space Opera) (400CP)
    Not only are you able to reverse engineer, extrapolate from, and eventually replicate with a device of your own make any technology you encounter, you also are able to do so with any other phenomenon, be it a physical occurrence, magical or even divine in nature, or even just theorised by you to be possible, though in the latter case you naturally will encounter failure if your theories prove false, in addition to research and prototyping taking a prohibitively long time to do.

    (Author Note: Comes with a Spaceship. Details will be when I introduce the ship itself.)

    -Loaded Up (Generic Cyberpunk) (200CP)
    It's not enough to have what you need locked away back in the workshop, and even when you have time to prepare you often have to pack light. You have a particular genius when it comes to building and working with tools, gadgets, weapons, armor, and other personal scale equipment. Whether it's cramming a computing setup that would take up an entire workstation into something that a hacker can slap onto their arm for on the fly hacking, or taking a normal pistol and modding it until it's more lethal and effective than most military arms, you're able to cram a stupefying amount of effectiveness into easily ported packages. Your creativity, skills, and genius just seem to skyrocket when dealing with things in sizes that would hamper anybody else. Bigger doesn't always mean better, sometimes it just means cumbersome.
    Chapter 9

    Miolala Granliss - Engine-sister (Warhammer 40k - Adeptus Mechanicus) (100CP)
    Voluminous red robes cannot hide the curves beneath to this woman's eternal embarrassment. Friendly and perky in conversation to both man and machine, she is torn between her desire to be closer to the machine and her attachment to humanity. The possibly of a harmonious union between the two has inspired her to follow you. She has all 100, 200, and 400cp engineseer perks. She also has 'subtle bionics' 'artisan' and one pick of 'magos designation.'

    -They're Like Legos, Right? | This Is How I Want It (Kerbal Space Program) (600CP)
    They're Like Legos, Right? (200CP)
    There's robust engineering, and then there's modularity. Pick one. Except for you - you seem to have the gift of designing methods that allow for seamless mixing and matching of modular technology that lack none of the partsincompatibility 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…
    This Is How I Want It (400CP)
    Your capability of mentally designing items is vastly boosted. It's almost as if you have a mental idea space in the fashion of a construction bay with a lists of parts you have on hand that gives you an idea of what you can build at that moment... actually, that's pretty much what you have. As a bonus, you can mix and match parts in a manner roughly akin to legos, and giving you an idea of what would work and what wouldn't (and how much resources it would take to build). Mind, this doesn't mean that your mental creation will perform successfully, but it will function. As a final bonus, you can mentally hand-off the resultant creation to your Kerbals to build, and they'll do so without a mistake or screwup - meaning any snafu that results will be on your own head.

    This Is, Actually, Rocket Science (Free)
    You gain an instinctive grasp and understanding of Delta V and orbital mechanics.\

    Speak English, Dammit! (Free)
    You gain perfect understanding of Kerbals and the way they speak in thier burbling, whack-ass mix of swedish meatball chef... something. Conversely, you can pick this to have them all speak english.

    Some Old Friends (Free)
    Hey, what are you - wait a minute! How did you four get in here!? Oh, well. Looks like you're going to get some help in this jump, wether you want to, or no - Bill, Bob, Jebediah, and Valentina are all up and raring to go. As a bonus, all four come with the 'I Am A Pilot, Actually' perk for free.

    Espirit de Kerbal (Free)
    While you're going to have no end of volunteers of Kerbals to go into space(seriously, where the hell are they all coming from?), it's understandable that you're going to want a special group of Kerbals to count on in a pinch - an elite force you can trust to get the job done. Twenty Kerbals have stepped up to the plate to fill that role. This group of Kerbals doesn't seem to let mishaps keep them down; while crashes, explosions, and other shenanigans will, uh, result in Critical Kerbal Existence Failure, they'll pop back up in a week or so, right as rain and raring to go for another try. All 20 of these Kerbals will automatically gain whatever perk you purchase in this jump from the Pilot, Engineer, and Scientist perk tree - Drop-In, however, doesn't count for this.
    Chapter 10

    -Data Access (Endless Pantheon) (100CP)
    Having knowledge isn't always good enough, seeing as it can be quite the hassle to actually access it if you don't have the proper setup. You do, thankfully. This is one device of your choosing, which allows you to perfectly access any and all books, scrolls or databanks you have, putting all of the knowledge you have gathered at your fingertips at all times. It can also change forms, but is always something digital. Try not to stand too close to the wizard.

    -Resource Generator (Toaruverse) (100CP)
    Buying materials and resource cost too much time and manpower especially if the materials or resources that you need are limited or rare. You gain a warehouse full of materials and resources no matter how common to how rare it is that you need to build any technology that you want. It replenishes used materials every twenty-four hours after you take it out the warehouse, additionally it records and replenishes any materials that you add in your warehouse. After the jump it would become a warehouse add-on or be inserted near your starting location.
    * Gives a rapidly restocking warehouse which contains large amounts of anything that falls under materials and resources that is stored in your warehouse improving most perks that are listed under supplies.

    -Tinkerer (RWBY) (300CP)
    You're a whiz at maintaining, modifying and making things. Everything from Sniper Scythes to Toaster Ovens, as long as you made it yourself or had the blueprints on hand. Unlock the secret of Variable Weapon Crafting.

    -Profession: Tailoring (World of Warcraft) (300CP)
    Sew cloth armor and many kinds of bags using dye, thread and cloth gathered from humanoid enemies during your travels. Tailors can also fashion nets to slow enemies with, rideable flying carpets, and magical threads which empower items they are stitched into. Zen Master: At this level you've mastered everything from basics to advanced. Additionally you've expanded your knowledge of the profession beyond the mastery of both basics and advanced stuff to complete understanding of it. At this level you're on an even playing field with top 1% of your profession. Should you write down your knowledge it would easily be considered a work of art in that field.

    -Doll Maker of Bucuresti (Touhou) (200CP)
    Being an undisputable genius in terms of mathematics and science in a realm ruled by magic tends to undermine just how impressive it is. Your ability with technology and engineering is so great that you are able to adapt to handling, repairing, modifying and even reverse-engineering completely foreign devices you have little to no background on. Your connection with both practical technologies along with magic allows for you to eventually unlock the secrets to creating magitech if given enough time to experiment.
    Last edited: Jul 9, 2021
  3. Index: Pictures of the Spaceship's inspirations (see spoiler at bottom of post)
    Slider Zero

    Slider Zero Know what you're doing yet?

    Sep 27, 2018
    Likes Received:
    Alright then. Reply corner, Set Up!!

    Acolyte both has the right of it and is oddly wrong at the same time. Sure, the Inquisition can just call down whatever they feel like and run through Van Saar with more or less impunity...if they feel like directly pissing in a Planetary Governor's cheerios to his face with no backup or actual stated reason. It's more politics involved, and Planetary Governors are powerful enough that they can make the individual Inquisitors pay in blood for fucking with them like that.

    As for why Satori is bothering with them? A combination of paying back the fact that Van Saar took him in when he was nothing and had nothing, and from wanting to hold up on a personal promise to himself to try to find and fix the source of their Rad Sickness. He just suspects that the reasonling behind it is another STC, and people are going on STC hunts right now...

    And yes, Satori is very well beyond Necromunda in terms of overall power. he just has prior business to take care of before he leaves the place.

    Cegorach is an interesting point of note because he is known to both be loyal to the Eldar and to move in ways that make the Eldar themselves think him insane. while it is possible that he could want to assist in the hope of seeing Slannesh taken down (which is the only thing preventing the Eldar from rising up from their ruin) the fact of the matter is that Satori represents a major threat to the Eldar as a whole precisely for why Logos says: he's a human uplift engine, and this at a time when the Eldar are in rapid decline.

    As for XCOM-Style psionics, I am making no ruling one way or the other on compatibility with Pariahs, although I do admit the idea is both sound and really cool.

    The Emperor is a complex subject for me, precisely because almost no matter what I do someone is going to bitch about it. For now he's on the back burner...though I suspect that a meeting is inevitable, one way or another.

    the Typhon appearing in the space dock was a weird spur-of-the monmnt thing that I just ran with. the implications of that and what was happening in there will come later.

    The "Boat" is the small scout ship from Endless Space. basically take nearly any boxy-styled small space vessel and run with it.

    as for the Ship? it has multiple influences.

    it is, effectively, a combination of the Starbridge from Escape Velocity Nova, the Normandy SR2 from Mass effect, and both the RVR-02 Vambrace and RVR-03 Swordbreaker from Thunder Force V. note that the Swordbreaker is technically an unreleased ship, but the design is known.

    here's some images for the obscure stuff:

    RVR-02 Vambrace:

    RVR-03 Swordbreaker

    Original source for the last two is Sparrow S.A. There are more views of the ship models done above on the site.