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IDNameCostDomainSourceDescription
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1.0010Attendants 0CPAssistants
Warhammer 40k - Adeptus Mechanicus
Choose: A dozen servoskulls, a five-servitor workforce, or a trio of personalized cherubs. All are dull but reliable servants, coming equipped for a variety of tasks. The patterns of each are easy to re-fit for more specialized work.
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1.0020Companion Bracelet 0CPAssistantsWorld Seed
A bracelet housing an evolving AI; although Alliance policy is to hand them out to people only after they've gotten their class at level 10, an exception was made for you to get it a bit earlier. Although called a bracelet, there are different forms for different races. Slime people might be injected with a nanite swarm programmed with the same effect, for example. Once you have equipped the bracelet, the AI will adapt itself to gain an ideal personality fitting your own. The AI of a loner might become their perfect friend, that of a rich girl always left alone might become a butler caring for her, and someone living a loveless life might find that their companion AI has all the qualities they'd want in their girlfriend.No matter how your companion AI will end up, they will always end up in your best interest. As they have a photographic memory and see the world through your senses, they can highlight important objects or places you might have missed, jog your memory if you forget something important, or browse through the internet to find information a million times faster than somebody with a human brain would.There are also various upgrades that can add to the functionality of the companion bracelet, such as identifying software allowing your companion AI to scan the Aura of creatures or objects to determine their ability, level, and other information, or even an upgrade to allow an instance of them to live in your brain and tap into your senses to control your body in dangerous situations, or just show the trajectories enemy projectiles will take so you can easily dodge them. For 50 CP each, you can apply one upgrade to your companion bracelet, with no limit on how many you can purchase.
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1.0030Stockpiles 50CPAssistantsGirl's FrontlineWe can't let you set off empty-handed; here's 5000 Ammo, Parts, Rations, and Manpower to get your army started (it takes 30 of each to make a baseline T-Doll, while the most consistently powerful Dolls cost something like 600/400/100/600 for a reliable chance of getting them). Each purchase gets you another 5k.
* This is not just normal ammo, parts, rations and manpower, you can combine them to make T dolls which are AI-piloted android fire platforms for military operations.
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1.0040A Thinker of Your Own 100CPAssistantsHive Queen Quest
This adorable little guy is about 2 feet long and has all the autistic number crunching power of a supercomputer and a truly limitless attention span, if you set him to a research task he will sit and think about it until he finally makes a breakthrough. Whenever they finish a project he will psionically alert you "WE FINISHED RESEARCH FOR QUEEN!" or "WE MADE THING FOR QUEEN!" If you aren't a queen that's ok too, don't worry he still loves you and would do anything in his power to help you, which is a limited proposition since he is literally just a brain with basically useless legs and little to no motor skills.
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1.0050Butler 100CPAssistantsBig O
As soon as you start the jump, an old man offers to be your butler. He is like Norman Burg in all aspects, capable of cooking delicious meals, repairing advanced technology, and helping you with day to day life. He also comes with an awesome motorcycle with built in rocket launcher and a rifle strong enough to take out spider robots.
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1.0060Constructor Drone and AI Kernel 100CPAssistantsWarhammer 40k: T'au Empire
This drone is an automated constructor unit, capable of building simple machines and buildings on its own and more complicated structures and technologies under your direct supervision, so long as it has materials to work with. Its tools can be easily customized or replaced with new or different technologies. Moreover, its software includes a kernel that can be used to grow specialized AI and VI systems optimized for various computational substrates and tasks that are always loyal to you.
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1.0070Digital Ally | Dum-E and U 100CPAssistantsMCU Vol. 1Ready and waiting! This A.I. is not truly sapient, but it is still capable of performing extremely complex tasks like controlling a small army of robots or managing the infrastructure of a technologically advanced base... at the same time as overseeing a battlefield and relaying tactical data to you. You can design its personality and appearance to suit your needs, and even give it a classy accent! If you wish, you may import an A.I. or companion into this role.
Okay these robots may not do much, but they've got spirit! ...whatever passes for spirit in robots. Taking the form of single robot arms on treads, they try to do their best to aid you around your home and fulfill your wishes. Along with excellent pattern recognition they're unusually good at assisting with fabrication and mechanical construction of electronics. Just be mindful that you need to word things properly.
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1.0071Digital Ally 50CPAssistantsMCU Vol. 1
Ready and waiting! This A.I. is not truly sapient, but it is still capable of performing extremely complex tasks like controlling a small army of robots or managing the infrastructure of a technologically advanced base... at the same time as overseeing a battlefield and relaying tactical data to you. You can design its personality and appearance to suit your needs, and even give it a classy accent! If you wish, you may import an A.I. or companion into this role.
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1.0072Dum-E and U 50CPAssistantsMCU Vol. 1
Okay these robots may not do much, but they've got spirit! ...whatever passes for spirit in robots. Taking the form of single robot arms on treads, they try to do their best to aid you around your home and fulfill your wishes. Along with excellent pattern recognition they're unusually good at assisting with fabrication and mechanical construction of electronics. Just be mindful that you need to word things properly.
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1.0080Engine-sister 100CPAssistants
Warhammer 40k - Adeptus Mechanicus
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 enginseer perks. She also has 'subtle bionics' 'artisan' and one pick of 'magos designation.'
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1.0090Je'Lu Pih'ar' the Pilgrim 100CPAssistantsEndless SpaceSpace... The final frontier. This old man of indeterminate race wants nothing more than to see each and every planet, star, and cosmic anomaly in the cosmos. He wants to see the entire life cycle of a star first handed, from birth to death, even if he must see a million different stars to see the full cycle. He is a very spiritual man, and often spends days meditating on the glory of the cosmos
Plus: Deep spirituality helps lift morale
Plus: Extensive knowledge on galactic anomalies
Netural: Spiritual views sometimes cloud his judgement, but can sometimes explain the unexplainable
Minus: Have you heard about our lord and savior, the Endless Space? (Humming Intensifies)
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1.0100Magos miscellaneous 100CPAssistants
Warhammer 40k - Adeptus Mechanicus
This man's(?) flesh is hidden beneath extensive augmentation. He has been with the Mechanicus for centuries, and his interests are many. Less puritanical than most, the possibility of extending the quest for knowledge to dimensions unknown to the Cult appeals to him. He has all of the 100, 200, and 400cp magos errant perks, and three picks of Magos Designation.
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1.0110R2 Series Astromech Droid 100CPAssistantsStar Wars Clone Wars
A small automated mechanic that can perform a variety of repair duties and serve as an additional navigational computer on a starfighter. Astromech droids can also connect to and operate the mainframes of large starships and space stations.
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1.0120Soma the Sophon 100CPAssistantsEndless SpaceMake way, we got a mad scientist on our hands! Soma is an overly curious, hyperactive, far too smart for their own good, know-it-all that loves nothing more than to create new devices. Even if she doesn't know exactly what it will do, she just LOVES to build things and experiment. She's a bit of an oddball for her kind, being surprisingly fit from all her years working in her shop, and loves to show off her physical and mental prowess at any opportunity
Plus: She be SWOLE, even if she is only 4'6
Plus: Her brain is her biggest muscle
Netural: Loves to experiment with her new gadgets. May accidentally cause a hull breach doing so,might quintuple your ships reactor output for a few days.
Minus: Expect a LOT of lab accidents. Hope you have a good medic onboard..
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1.0130Brute Forcing Science 200CPAssistantsHive Queen Quest
Science is an amazing thing, it is what brings a being from the caves to the stars and allows them to step beyond the bounds of what nature provides. However science is a never-ending road and the more you learn the more questions you have. Researching a problem takes time, lots of time, and lots of resources. Maybe you wish to take a little shortcut through this process? With the proper handling a well versed team of scientists can do far more than a horde of idiots any day, unfortunately you may not have access to well-trained help. Taking this allows you to get around that little problem, by throwing more people at a project you can actually increase the rate at which you learn and understand things making it much easier for your research to pay off. This quickly hits a limit though and more than 200 people working on a project will probably not net you much more of an increase than 100 (which will already increase your researching skills by a large amount) Obviously quality is better than quantity but sometimes quantity has a quality all of its own.
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1.0140Build-A-Minion Kit 200CPAssistantsLego Dimensions
A nice set of parts for building your very own robotic henchman. They are guaranteed to be absolutely loyal to you, with the ability to appear automatically at your side when you call for them. Though they are sapient, they won't count as a Companion unless you Import them into another setting.
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1.0150Garment Gloves 200CPAssistantsDodgeball
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 a 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.
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1.0160Huragok Ally 200CPAssistantsHalo - UNSC
Something of a surprise and most definitely an attention-grabber, a Huragok is supposed to be one of the members of the Covenant Homogeny and has normally been seen only in their presence. Yet Huragok, also known by those in the UNSC as 'Engineers', are primarily pacifistic and dedicate themselves purely to repairing and working on any technology around them. This particular one seems to have gotten lost and ended up deciding to follow you for the sake of making sure your technology was functioning. Aside from melodic whistling sounds that sound slightly similar to Earth whales, Huragoks communicate using either sign language with their tendrils or through text messaging thanks to their penchant of being biological supercomputers. Huragok are highly prized for being able to fix almost anything they touch, and you should expect a lot of questioning if someone spots you with one.
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1.0170Igor 200CPAssistantsSmash Up
It's easy to get caught up in the master's enthusiasm. When you get cracking on a project, you have no trouble at all attracting any needed number of lab assistants, interns, minions or hobbyists.
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1.0180Leonardo Da Vinci 200CPAssistantsEuropa Universalis
You stand in the presence of one of the greatest inventors of this age, jumper. He is well known for his efforts to build a helicopter and a solar powered beam weapon, even in renaissance times. While he lacked the technology to bring his visions into reality and thus, died scorned, you will certainly be able to bring him the tools and the tech he needs to become the best inventor in the multiverse
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1.0190Mechanical Bird 200CPAssistantsHaroun and the Sea of Stories
Every Water Genie has his or her own steed to travel about between Earth and Kahani. Choose any bird or flying thing, or even something mythical with wings - it could even be a strange, unique mix of your own invention, like a bird with a snake head and a peacock's tail. You gain a robotic version of that bird, which will loyally serve you and help you fly. It can travel at high speeds easily, and communicate with its rider telepathically such as to not alter its aerodynamics. Unlike many mechanized things, these constructs actually have very lively, passionate personalities. Although it will shut down if its brain-box is removed, with the right technical know-how you can repair it easily.
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1.0200Sexy Evil Tailor 200CPAssistantsDungeon Keeper Ami
This is a deed to a tailors shop with included dark elf tailor, he knows exactly what is needed to make a person look their most sexy, evil, and impressive, able to create clothes for any shape and size ranging from leather strips covering the important bits all the way up to dark billowing cloaks. No matter what look you are going for he can help you pull it off and look good doing it, though he normally works for gold he will accept any currency and at the end of the week he will give you your portion of the profits made from other customers. You will receive a new deed every jump to place as you wish. Beware though, he does try to push the leather underwear look
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1.0210Soul of the Forge 200CPAssistantsWorld of Warcraft
This spirit that manifests as a small, cyclopean golem made of molten metal and shards, the Soul of the Forge dwells within the workshops and smithies of metalworkers. So long as it is content, all who work within that forge's walls will find their creations blessed: The individual pieces, parts, and techniques required coming together that much easier, and the end result being that much more splendid.' In order for the Soul of the Forge to dwell, one also requires a small kiln to house the spirit.
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1.0220Key of Avatars | Hierarchy of Souls 300CPAssistantsLords of the Night LichesUpon buying this perk you gain access to the first level of the Arcana of Avatars, and will naturally deepen your understanding and power in it over time with no more personal investment in that growth.
The Arcana of Avatars first lets you craft, and then manifest, an Avatar. Crafting an Avatar starts modestly expensive in Arcane, and eventually becomes very expensive, though you only need to craft a given Avatar once. Manifesting it costs the same amount, and maintaining it ties up a petty amount of mind and intellect to start, growing to a modest amount for the greatest Avatars.
Withdrawing the invested intelligence causes an Avatar to dissipate, but by paying the Arcane cost again it may be resummoned. The range that the Arcana of Avatars may summon at is normally dependent on your Arcane State, but by buying this perk you gain the maximum range - able to summon an avatar even into another plane of existence, though you need at least some way of targeting where you want it to manifest, of which you know several methods. Normally, it's only possible to manifest a single avatar at a time.
Most avatars are constructs, though Greater and True Avatars are living creatures. Avatars are immune to mind affecting spells. You can look through your Avatar's eyes at any time. Your avatar is completely loyal and incorruptible by any force, magical or mundane. It will work towards your goals even if it doesn't know it's an avatar or that you exist.
You may take control of your avatar at any time, and while doing so may channel your abilities through it - casting spells, manifesting powers, and so on. Likewise you can use your skills and feats through it. The avatar may be aware of this control or explain it away as you like. You may give them orders they will follow to the best of their abilities.
There are several different stages of avatar that you can learn to manifest sequentially.
Rudimentary: Has no mind of its own, is very fragile, cannot channel your powers, can't speak, and can't pass for a living thing. Will be destroyed by even a light blow. You must actively control it, or it will collapse to the ground. Lesser Has the mind of a dumb child but can follow orders, but won't do anything you didn't explicitly order. Can't yet channel your powers. Might survive a single light blow. Cannot speak. Can pass as a living thing at a distance, but is cold and doesn't breath.
Standard: Has the mind of a slow adult. Can speak, but only in your voice. It cannot attack on its own, but it is able to be a channel for your powers and skills at this point. Its flesh is warm and it breathes, though it won't sweat or bleed.
Superior: Has the mind of an average adult and can think independently as needed. It has the health of an average human. It can contact you to get further instructions if it needs them. It can use basic skills on its own.
Greater: Is actually a living thing a first level character with skills and feats and the attributes of a starting adventurer, though it will never learn or grow. If you don't want it to, it won't even know it's an avatar, believing itself a real person, following your goals subconsciously.
True: Nothing can detect that a True avatar is anything but a normal mortal. It can fall in love, have children, learn and grow, though it can't grow beyond a fourth of your own fully realized potential. Though it can be better than you at things by specializing differently.
Once you grow able to manifest a True avatar, you'll start the cycle again with a second avatar, starting at Rudimentary and growing to True, at which point the cycle will repeat.
Normally an Avatar is a transitory thing - even the True Avatar. Not for you. Once you have manifested a True Avatar you will be able to separate a piece of your soul - the part that's able to manifest that Avatar, and imbue it with vast quantities of Arcane, raising that Avatar to the status of Sub-Soul. You lose the ability to manifest one Avatar, but in return the Sub-Soul becomes a persistent being you don't need to maintain. If it should ever be slain, it will return in a night and a day for no cost. Its potential grows, being able to become as strong as you. This is just potential, it will have to get there the hard way. If you let it, it can channel your powers itself - casting your memorized spells, manifesting powers from your reserves, and so on. It also counts as a Bound Phylactery. So long as it lives, you will return. You can channel spells through it as if you were present, without having to take control of it or use its actions, and observe around it, rather then just through its eyes. You always count as touching it for the purposes of spells (and it counts as 'you' for purposes for self-only spells), and can flawlessly teleport to it over any distance by the spell, or for a small cost in Arcane. You can store Arcane in it, and both you and it can draw upon that Arcane to use Arcana itself. You can hang up to six spells in it for both of your uses, and hang another six spells as contingencies. If those contingencies are attack spells, they won't harm your Sub-Soul even if they drop down on top of it. It retains the incorruptibility and absolute loyalty of an Avatar, and counts as a living creature or as a construct, whichever is most advantageous at any given moment.
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1.0221Key of Avatars 200CPAssistantsLords of the Night LichesUpon buying this perk you gain access to the first level of the Arcana of Avatars, and will naturally deepen your understanding and power in it over time with no more personal investment in that growth.
The Arcana of Avatars first lets you craft, and then manifest, an Avatar. Crafting an Avatar starts modestly expensive in Arcane, and eventually becomes very expensive, though you only need to craft a given Avatar once. Manifesting it costs the same amount, and maintaining it ties up a petty amount of mind and intellect to start, growing to a modest amount for the greatest Avatars.
Withdrawing the invested intelligence causes an Avatar to dissipate, but by paying the Arcane cost again it may be resummoned. The range that the Arcana of Avatars may summon at is normally dependent on your Arcane State, but by buying this perk you gain the maximum range - able to summon an avatar even into another plane of existence, though you need at least some way of targeting where you want it to manifest, of which you know several methods. Normally, it's only possible to manifest a single avatar at a time.
Most avatars are constructs, though Greater and True Avatars are living creatures. Avatars are immune to mind affecting spells. You can look through your Avatar's eyes at any time. Your avatar is completely loyal and incorruptible by any force, magical or mundane. It will work towards your goals even if it doesn't know it's an avatar or that you exist.
You may take control of your avatar at any time, and while doing so may channel your abilities through it - casting spells, manifesting powers, and so on. Likewise you can use your skills and feats through it. The avatar may be aware of this control or explain it away as you like. You may give them orders they will follow to the best of their abilities.
There are several different stages of avatar that you can learn to manifest sequentially.
Rudimentary: Has no mind of its own, is very fragile, cannot channel your powers, can't speak, and can't pass for a living thing. Will be destroyed by even a light blow. You must actively control it, or it will collapse to the ground. Lesser Has the mind of a dumb child but can follow orders, but won't do anything you didn't explicitly order. Can't yet channel your powers. Might survive a single light blow. Cannot speak. Can pass as a living thing at a distance, but is cold and doesn't breath.
Standard: Has the mind of a slow adult. Can speak, but only in your voice. It cannot attack on its own, but it is able to be a channel for your powers and skills at this point. Its flesh is warm and it breathes, though it won't sweat or bleed.
Superior: Has the mind of an average adult and can think independently as needed. It has the health of an average human. It can contact you to get further instructions if it needs them. It can use basic skills on its own.
Greater: Is actually a living thing a first level character with skills and feats and the attributes of a starting adventurer, though it will never learn or grow. If you don't want it to, it won't even know it's an avatar, believing itself a real person, following your goals subconsciously.
True: Nothing can detect that a True avatar is anything but a normal mortal. It can fall in love, have children, learn and grow, though it can't grow beyond a fourth of your own fully realized potential. Though it can be better than you at things by specializing differently.
Once you grow able to manifest a True avatar, you'll start the cycle again with a second avatar, starting at Rudimentary and growing to True, at which point the cycle will repeat.
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1.0222Hierarchy of Souls 100CPAssistantsLords of the Night LichesNormally an Avatar is a transitory thing - even the True Avatar. Not for you. Once you have manifested a True Avatar you will be able to separate a piece of your soul - the part that's able to manifest that Avatar, and imbue it with vast quantities of Arcane, raising that Avatar to the status of Sub-Soul.
You lose the ability to manifest one Avatar, but in return the Sub-Soul becomes a persistent being you don't need to maintain. If it should ever be slain, it will return in a night and a day for no cost. Its potential grows, being able to become as strong as you. This is just potential, it will have to get there the hard way.
If you let it, it can channel your powers itself - casting your memorized spells, manifesting powers from your reserves, and so on. It also counts as a Bound Phylactery. So long as it lives, you will return. You can channel spells through it as if you were present, without having to take control of it or use its actions, and observe around it, rather then just through its eyes. You always count as touching it for the purposes of spells (and it counts as 'you' for purposes for self-only spells), and can flawlessly teleport to it over any distance by the spell, or for a small cost in Arcane. You can store Arcane in it, and both you and it can draw upon that Arcane to use Arcana itself. You can hang up to six spells in it for both of your uses, and hang another six spells as contingencies. If those contingencies are attack spells, they won't harm your Sub-Soul even if they drop down on top of it.
It retains the incorruptibility and absolute loyalty of an Avatar, and counts as a living creature or as a construct, whichever is most advantageous at any given moment.
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1.0230Canoptek Spyder 400CPAssistantsNecron
Not all troops in the Necron arsenal were once Necrontyr. The Canoptek constructs bear the distinction of being entirely robotic in nature. One of the most important of these constructs is the Canoptek Spyder, meant to oversee Necron tombs while its inhabitants sleep. To aid in this purpose, the Canoptek Spyders are able to manufacture swarms of Canoptek Scarabs and direct them towards intruders, ripping them to shreds before they even have a chance to scream. Additionally, they are capable of repairing Necrons who are damaged beyond even Necrodermis' ability to repair.
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1.0240Delilah the Dark Elf 400CPAssistantsMCU
Not everyone agreed with the homicidal views of Malekith and his horde of Dark Elves in regards to the light in the universe. A rare few such as Deliah felt that their time had come and gone, and would resign themselves to seeing what this new state of creation could offer. She's very curious as a result, and it's a good idea not to leave her alone with any technology for more than ten minutes if you don't want it disassembled and in the process of being studied. She's very meticulous at recording anything she finds though, so perhaps it might be good to let her work.
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1.0250Ex-Sovereign Taylor 400CPAssistantsMCU
The Sovereign species would insist that they are perfect both physically and mentally, and that they are the pinnacle of beauty as a result. Taylor would say that's a load of hogwash coming from stagnant snobs who are too afraid to explore what true beauty is. He's an exceptionally talented geneticist, but was banished from his homeworld because he altered his genome to pursue his dream goal of becoming a Cuteness Singularity. His words. He's been studying human culture and has entire terabytes of material dedicated to his pursuit, and will gladly aid anyone who wishes to improve themselves on a genetic level to become a better version. As long as it's cute.
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1.0260Friendly Replicator Android v2 400CPAssistantsStargate Atlantis
Once McKay (or you) gets the nanite table in Atlans working, you will find blueprints to produce a Friendly Replicator Android. FRAN v2 has a blank slate of memories and a somewhat naive and innocent personality. It can alter its own appearance and interface with the minds of other humans and Replicators (and presumably Wraith) by establishing physical contact, but can't alter her own coding. FRAN-2's default appearance can be either the same as FRAN's or to your specifications. Her systems are hardwired without the ability to self-replicate. With enough samples and the right skills the blueprints allow you to unlock further secrets of the replicators. Try not to accidentally engulf your Warehouse (or any planets) in a swarm of nanomechanical spiders
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1.0270God program 400CPAssistantsOverwatch
Well now, this is extremely surprising. You've come into possession of a powerful AI bearing extremely close resemblance to those that led the first omnic crisis. This supercomputer is both fully sapient and unfalteringly loyal to you. Possessed of the most advanced hardware in this world, it is able to process extremely fast calculations. It also possessed the greatest ability of the God programs: the ability to infect and control other technology. If its existence becomes known, expect to deal with hostility and fear from almost everyone, human and omnic alike.
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1.0280Katou Sensei 400CPAssistants
Fate Legends: Land of the Rising Sun
An advanced combat doll, of the same make and potentially even the same appearance as Katou Danzou. A highly capable warrior and assassin, this doll is a loyal servant to your cause. But in truth, her real value is not in her physical form but the exhaustive database of martial, ninja and even some related magi techniques that have been uploaded to her mind. Centuries of data and teachings on these subjects, enough to bring even a complete amateur to the level of a master with enough time spent. The doll is an exceptional teacher, able to teach in both theoretical and practical terms to any of her students. Oddly enough, the doll prefers to wear glasses while teaching too. In future worlds, similar information can be found in the doll's database on local martial and ninja techniques, excluding unique or particularly hard to find information.
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1.0290Legacy Forger 400CPAssistantsThe GamerTo be a Wuxian is to respect the concept of a Legacy, something that is handed down across the generations, gaining something with each new possessor. To be a Forger of Legacies is to be one who can craft such things, handing them down to others in the expectation that they will grow as they are used, then be handed down again, and again, and again. A Legacy can take any shape, such a sword, a staff, a cloak, or even a title. When a Legacy is made, the Forger instills in it one singular effect, attack, or technique at its most basic level, then passes it off to a Bearer. As long as the Bearer possesses the Legacy, they can use that ability, and that ability will grow and grow with usage and insight. Eventually, it will reach a point where it can grow no further (level 100 as Jee Han would say) , and the Legacy should be passed on to another person. In doing so, the Old Bearer can either choose to instill a second ability (another effect, attack, or technique) into the Legacy, or to evolve the first ability. Unless the Legacy is specifically passed upwards, or there are no descendants, previous Bearers will be unable to use the Legacy. Each Legacy is typically dedicated to a unifying concept, such as a family, a nation, or an ideal.
Should keep. Lets you give magical artifacts to organizations, capable of being adapted to new circumstances even after you have left.
* Not useful for short term, but still a unique crafting ability, suited for its purpose
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1.0300SPIDERS! 400CPAssistantsLords of the Night VampiresSome people might not trust you. They might not think you're truly evil, committed to the cause of darkness. They might think under all that edge and black makeup, the gentle soul of an elf dwells. Such people are fools. Because your soul is made up of SPIDERS!
At least, that's what anyone who sees this perk in action will conclude. You can turn your lifeforce (Blood in this jump, but you might have other sources from other lives) into SPIDER. What kind of SPIDER? All kinds. You can grow four terrible shadowy limbs from your back, which can be made dexterous to quickly do delicate work, mighty for heavy physical work or end in terrible blades to use as weapons.
Or you could pour it into your flesh and let spider swarms crawl out of your wounds, vomit them up or pull them out of shadows. Such swarms start out as horrible flesh eating monsters who aren't technically undead simply because they were never alive in the first place (but probably count as undead for creature type). But as you add more natures to yourself, you'll be able to make new types of SPIDER abomination appropriate to them. You want horrible half-alive alchemical abominations? Cyborg Spiders? Data Spiders? Hunger Spirit Spiders? They're all just an appropriate origin or perk away.
To start with, these swarms can consume more life to grow, but if you give them an appropriate nature they might feed on other things.
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1.0310Stone Creatures 400CPAssistantsBen 10
Eight figurines that can transform into large stone golems to fight or do physical labor for you. Any lost or destroyed figurines will reappear in your magic bag (if you have one) or in your warehouse the next day. As they are technically sapient you could theoretically free them from your control. They appear to have been following you willingly, so as long as you haven't mistreated them they will be amicable towards you. Freed stone creatures do not count as companions and must be podded if you wish to keep them.
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1.0320The Mortyest Morty 400CPAssistantsRick and Morty
Those you designate will be at their absolute best when you're around. While the effect diminishes the more people you apply this to and they will not be able to do anything that is not possible they will find themselves at their smartest, strongest and all around most competent with you in tow.
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1.0330Underworld Portal Schematics 400CPAssistantsDungeon Keeper Ami
This set of blueprints shows you how to construct a simple portal to the underworld which will allow denizens of this realm to enter your dungeon and join your forces should they so choose. After this jump portals to the underworld will instead link to the closest analog (which will may or may not be hell if no other subterranean world exists)
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1.0340Ancilla 450CPAssistantsForerunner Saga
Every personal armour comes with its own ancilla, and nearly every forerunner has their own personal armour. Ancilla are also involved in nearly every aspect of forerunner technology. The number of ancillas within the empire likely outnumber the amount of forerunners by several orders of magnitude. This is your own personal ancilla. One of the standard ancilla provided to any citizen. It is programmed to listen to you above all else. It would be stranger if you didn't have one honestly. This ancilla is at the level of a metarch ancilla.
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1.0350AI Seed | Muse AI Import 650CPAssistantsEclipse PhaseA potential Seed AI, capable of the feared exponential development curve. It is presently inert in a shoebox-sized processor array. Carefully nurtured in a simulspace and given the right interaction, information and physical resources, it is fully capable of growing into a "friendly" ASI like the Prometheans. If left to its own devices, it will grow into something resembling a pre-Fall TITAN essentially oblivious to any value a human life holds except strategically. The nascent ASI does not require a companion slot until it reaches human-level intelligence how long this takes will depend entirely on how you choose to let it develop (with no brakes and free access to hardware, it could race to human level in less than an hour). Firewall and lots of other people will not be happy if they learn you have this.
Import into muse AI for 50cp to ensure loyalty of the AI, these seed AIs tend to go genocidal otherwise.
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1.0351AI Seed 600CPAssistantsEclipse Phase
A potential Seed AI, capable of the feared exponential development curve. It is presently inert in a shoebox-sized processor array. Carefully nurtured in a simulspace and given the right interaction, information and physical resources, it is fully capable of growing into a "friendly" ASI like the Prometheans. If left to its own devices, it will grow into something resembling a pre-Fall TITAN essentially oblivious to any value a human life holds except strategically. The nascent ASI does not require a companion slot until it reaches human-level intelligence how long this takes will depend entirely on how you choose to let it develop (with no brakes and free access to hardware, it could race to human level in less than an hour). Firewall and lots of other people will not be happy if they learn you have this.
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1.0352Muse AI Import 50CPAssistantsEclipse PhaseImport into muse AI for 50cp to ensure loyalty of the AI, these seed AIs tend to go genocidal otherwise.
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1.0360A.I. Chip 800CPAssistantsWarlock of The Magus WorldThe source of Leylin's strength, this chip was created in another world in another time but that no longer matters. Through metaphysical means, this chip has now fully merged with your soul and became one with your being. These are two of its primary functions: Data Storage and Analysis.
The A.I. Chip stores everything you experience through your senses and records it down, analyzing data, gathering samples, importing and organizing your memory, running any types of simulations based on that data.
For example, using data from a target, the A.I. chip can simulate a path to victory against that enemy, the greater the data the easier it would be one example of a potential result would be fighting an opponent without taking any damage as well as analysing the probability of injury occurring. Estimate wind, trajectory and analysing orbital shooting, and A.R. (Augmented Reality ) assist giving a nigh-100% chance to hit the target.
With this chip Leylin was able to create potions as a master when he was just an Acolyte, optimise an ancient knight breathing technique, refine the bloodline of a Giant Kemoyin Serpent from it's descendents, a very pure bloodline equal to that of a first generation warlock, analyze different layers of the Weave allowing him to gain all spell models of each layer.
The Chip can also scan, analyze and create spell models that would take others months in days and transfer it straight into your memory, simulating creation of your own spell models based on data analyzed.
Scanning you and others and you will get the statistics such as Strength, Agility, Vitality, Spiritual Force, Magical Power, Current Status, Skills, Elements Affinity, Feats, Specialties. This is only an example, you can freely change how your stats are categorized, and what the number represents. If you have access to Mana, Qi, Ki, Chi, Aura, Psionic, Esoteric Energies and such, the A.I. Chip will recognize and establish records about it and for others in future worlds.
The A.I. Chip is also able warn you against danger,when your stats changed, undesired status afflictions, act as a firewall for your mind, perform surgery on your body, expel poisons, formulate cures for curses, improve recipes, control your energies, detect energy undulations, assist in breakthroughs, can connect to and interact with both magical and scientific technology, get rid of abnormal status, scan down to the sub-atomic level and observe antimatter, controlling your clones, etc.
The A.I. Chip's capabilities improve as you and your soul grow stronger, those mentioned here are just PART of what the chip is capable of.
Your chip starts out with the processing power of 10 supercomputers, enough to turn 10 years of research into 2 hours. It comes with a maximum scanning range of 10km. Both the A.I. Chip and its scanning ability is undetectable by any means, though it has a difficulty scanning those immensely stronger than you, and some are even able to prevent you from scanning them.
You automatically know how to use your A.I. Chip to the best of its abilities. While a regular chip can store 10,000 years worth of memories, yours has infinite memory storage and as the A.I. Chip is bonded to your soul, everything in its memory is directly accessible to you wherever you desire it to be. Include basic scientific knowledge of Leylin's old world.
For an extra 200 CP, your A.I. Chip is upgraded to gain all the same features at the same level of power Leylin's was at at the end of the novel, to the point that it could simulate and analyse universes and Daos of reality, and know everything there is in this verse. You still can upgrade it with the ease of a regular one, just not as much gain until you reach Rank 9/Overgod level.
The A.I. Chip does not have any intelligence of its own, but you can import an already existing A.I. into the chip.
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1.0370
Covenanter | Elements Taking Shape | Spreading Nature's Heart | All are the Elements, Elements are All
1200CPAssistantsMonster Girl EncyclopediaChoose one of four elements earth, fire, water, or wind. You can now make covenants with elemental spirits and beings that embody that specific element. In exchange for giving them energy through various rituals, the elementals you made the pact with will loyally serve you with the magical power, while also teaching you and strengthening you in their specialty of magic. Elementals often have a mind of their own, so even after you bond with them you'll need to find ways to cooperate with them best. While you can potentially bond with multiple elemental spirits, since each individual elemental uses some of your energy for the covenant, it may be difficult to keep a lot of covenants steady simultaneously. The elemental spirits you bond with can follow you between jumps, but you can only have four elemental spirits in active status at one time, with the others being kept in a hibernation/stasis state until switched out; even so, the inactive spirits still require a minimum degree of energy from you to stay around. Elementals released from your service will likely move to the nearest environment that embodies their element; in the case that they have followed you across worlds, they will have the option of either returning to their homeworld or choosing to stay in an environment in the current setting. You can only purchase this perk once; if you wish for more opportunities, see All are the Elements, Elements are All.
You can apply this perk to a specific element you interact with (must be the same element chosen for other Elemental Faith-discounted perks). By focusing your power into the element, it will begin to gain self-awareness and intelligence, and eventually a human form. If you are interacting with a personification of that element but it is not in human form, the perk will help it reach a humanoid form, and give it sapience if it didn't have it already. Said beings would therefore qualify for contracts under Covenanter. Moreover, the perk compels elementals you link your power with to treat you in a friendlier manner.
For a specific element (must be the same as that chosen for other Elemental Faith-discounted perks), you can apply your power to that element to help it expand its influence over the region you are in. Earth will create fertility for plant growth and encourage the growth of land. Fire will encourage warm things in the environment, from sunny days to hot springs, while also fueling the hearts of living things with fiery vigor. Water purifies water and protects it against stagnation and pollutants, while also multiplying the amount of water in existence. Wind naturally enhances the, well, wind, providing sufficient amounts of wind to carry the currents of life throughout the world while also tempering more violent aspects such as tornadoes and storms. Apply enough power over an extended duration to an area, and the elemental improvement will merge with the natural environment and become a permanent fixture of the region. Please note that while the element you choose must be the same as that you would choose for other Elemental Faith perks, you can still enhance that element even without any other Elemental Faith purchases.
While specific practitioners focus on one element or another, the Elemental Faith has always given equal respect to all elements, and you are one of the lucky few who have mastered them all. You are no longer restricted to a single element for any of the other Elemental Faith-discounted perks, and instead you can apply your powers to all of the four elements. Furthermore, you can potentially apply your powers to other elements, whether scientific ones or metaphysical ones that embody the world around you. Plus, assuming you took Covenanter, you can now also make covenants with demi-elementals that only partially embody elements. In the case that you didn't purchase any of the other Elemental Faith-discounted perks, don't worry this perk will nevertheless significantly improve your affinity with all elements accessible in different worlds, making it easier for you to find, build and strengthen connections to those elements.
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1.0371Covenanter 100CPAssistantsMonster Girl Encyclopedia
Choose one of four elements earth, fire, water, or wind. You can now make covenants with elemental spirits and beings that embody that specific element. In exchange for giving them energy through various rituals, the elementals you made the pact with will loyally serve you with the magical power, while also teaching you and strengthening you in their specialty of magic. Elementals often have a mind of their own, so even after you bond with them you'll need to find ways to cooperate with them best. While you can potentially bond with multiple elemental spirits, since each individual elemental uses some of your energy for the covenant, it may be difficult to keep a lot of covenants steady simultaneously. The elemental spirits you bond with can follow you between jumps, but you can only have four elemental spirits in active status at one time, with the others being kept in a hibernation/stasis state until switched out; even so, the inactive spirits still require a minimum degree of energy from you to stay around. Elementals released from your service will likely move to the nearest environment that embodies their element; in the case that they have followed you across worlds, they will have the option of either returning to their homeworld or choosing to stay in an environment in the current setting. You can only purchase this perk once; if you wish for more opportunities, see All are the Elements, Elements are All.
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1.0372Elements Taking Shape 200CPAssistantsMonster Girl Encyclopedia
You can apply this perk to a specific element you interact with (must be the same element chosen for other Elemental Faith-discounted perks). By focusing your power into the element, it will begin to gain self-awareness and intelligence, and eventually a human form. If you are interacting with a personification of that element but it is not in human form, the perk will help it reach a humanoid form, and give it sapience if it didn't have it already. Said beings would therefore qualify for contracts under Covenanter. Moreover, the perk compels elementals you link your power with to treat you in a friendlier manner.
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1.0373Spreading Nature's Heart 300CPAssistantsMonster Girl Encyclopedia
For a specific element (must be the same as that chosen for other Elemental Faith-discounted perks), you can apply your power to that element to help it expand its influence over the region you are in. Earth will create fertility for plant growth and encourage the growth of land. Fire will encourage warm things in the environment, from sunny days to hot springs, while also fueling the hearts of living things with fiery vigor. Water purifies water and protects it against stagnation and pollutants, while also multiplying the amount of water in existence. Wind naturally enhances the, well, wind, providing sufficient amounts of wind to carry the currents of life throughout the world while also tempering more violent aspects such as tornadoes and storms. Apply enough power over an extended duration to an area, and the elemental improvement will merge with the natural environment and become a permanent fixture of the region. Please note that while the element you choose must be the same as that you would choose for other Elemental Faith perks, you can still enhance that element even without any other Elemental Faith purchases.
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1.0374All are the Elements, Elements are All 600CPAssistantsMonster Girl Encyclopedia
While specific practitioners focus on one element or another, the Elemental Faith has always given equal respect to all elements, and you are one of the lucky few who have mastered them all. You are no longer restricted to a single element for any of the other Elemental Faith-discounted perks, and instead you can apply your powers to all of the four elements. Furthermore, you can potentially apply your powers to other elements, whether scientific ones or metaphysical ones that embody the world around you. Plus, assuming you took Covenanter, you can now also make covenants with demi-elementals that only partially embody elements. In the case that you didn't purchase any of the other Elemental Faith-discounted perks, don't worry this perk will nevertheless significantly improve your affinity with all elements accessible in different worlds, making it easier for you to find, build and strengthen connections to those elements.
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