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Latest revision as of 22:06, 27 February 2024

Regular Badass

Cost: 10 CP

Required: No Powers

You may be Shardless, but you have one thing going for you—you're a fucking badass! You pick up new skills with ease and master them much quicker than most would. If you weren't already a genius, you become a low-end genius. You become more perceptive. You also find that finding weaknesses in a Parahuman's powers or creations is a lot easier for you than it is for most others.

Olympic

Cost: 5 CP

Incompatible: Entity

Your muscles, natural regeneration, bone density, intelligence, perception, and senses are all just short of Parahuman.

Rapid Learning

Cost: 5 CP

Incompatible: Entity

Your ability to learn anything is greatly improved. You learn both theoretical knowledge and practical knowledge over 5 times faster than your base capability. This only affects you mentally, meaning while you can learn multiple martial arts, you may not be physically capable. This only works on mundane skills and your ability to use power effectively.

Frankenstein

Cost: 10 CP

Incompatible: Entity

I've decided to mess with your body a bit. You're a low-level Brute in durability, strength, speed, reflexes, reaction time, senses, and regeneration. You are resistant to Master effects and predictions about you are often slightly off. Thinker powers that sense your mind won't work properly.

Cosmetic Shapeshift

Cost: 5 CP

Required: Character-Insert,Drop-In,

Incompatible: Entity

Incompatible: Case 53

Just once, you can change your appearance to anything you'd like, as long as it's within human limits. You can change your sex and age, along with any internal changes that these entail, but nothing more. You can not increase your muscle mass with this power, though you can redistribute it.

(This opens up Sex, Age, and Appearance in the Character tab if you do not already have access to it)

Blank

Cost: 5 SP

Cost: 15 CP

Incompatible: Entity

With this, you’ve been rendered completely immune to being perceived by Thinker abilities. Your future and past cannot be observed, clairvoyants cannot detect you, danger senses cannot warn their users about you, and even models constructed by the user's knowledge yield no results. This is pervading enough that you cannot even be perceived by noticing the blind spots in their sight, such powers simply acting as if you didn’t exist.

You can, at will, allow selected thinker powers to perceive or set up parameters for which they work, such as when a specific person is using it or only when it is beneficial for you. You can rescind this allowance at will at any time.

Mental Barrier

Cost: 1 SP

Cost: 5 CP

Incompatible: Entity

You are immune to any and all powers that would directly affect your mind, emotions, or senses. Indirect effects such as invisibility, pheromones, and drugs will still work on you. With your permission, you can allow powers to influence you.

Sanctity of The Mind

Cost: 1 SP

Cost: 3 CP

Required: Mental Barrier

You are absolutely protected from any and all things that would directly affect your mind, emotions, and senses. There is nothing that can influence your mind ranging from hypnotic technology to memetic hazards. This also applies to your digital mind should you have one. You are immune to viruses, subversion, and hacking. With your permission, you can allow things to influence you.

Trumped the Trump

Cost: 5 SP

Incompatible: No Powers

Incompatible: Entity

Any powers and internal power supplies you possess cannot be drained, suppressed, weakened, stolen, copied, altered, controlled, reproduced, or otherwise manipulated against your will. Unless you will it to be otherwise, Trump powers do not work on you. You could even block certain aspects of power influencing you. Such as being given power and not being Mastered through it. You can be Mastered into consenting to a Trump working on you if you're not immune. Paragon powers can trump this immunity under certain circumstances (specified in the power's description).

Powered Sustenance

Cost: 2 SP

Incompatible: No Powers

Incompatible: Entity

You no longer need to eat, drink water, breathe, or exercise as your Shard or Power will sustain your body for as long as it has energy.

Who Wants to Live Forever?

Cost: 5 SP

Incompatible: No Powers

Your ability to age can be altered whenever you want. You can make yourself younger or older whenever you want. You can also fake age as if you were growing up normally, although you wouldn't suffer the normal effects of old age. This doesn't increase toughness or physical ability aside from protecting you from the frailty of age.

Immortality Failsafe

Cost: 3 CP

Immortality - or even just an extremely long ‘normal’ lifespan - might sound amazing on paper, but it’s not always all it’s cracked up to be: Sure, getting to experience anything the world has to offer without fear of death might be fun at first, but there will come a time where you’ll have tried it all; every activity done, every place visited, every skill learned, every type of person met.

Eventually, at some point, you just won’t be able to get excited for or get any fulfillment from anything anymore - eventually, it’ll wear anybody down: You'll be a walking husk numbed out of all feeling, wishing for that ‘spark’ of life that made everything so vibrant to come back to you.

This fixes that issue; with this perk, you’ll never lose that ‘spark’ again, allowing you to experience whatever the world has to offer as much as you want without ever growing dissatisfied or listless, each time feeling even as fresh and new as the first if you wish. This does not affect your personality, either, only making sure that you'll never be susceptible to ennui and listlessness unless you wish for it.

All Seeing Precognition

Cost: 10 SP

Incompatible: No Powers

Blindspot? Hah. Your powers have no blindspots. They can see Eidolon, The Endbringers, The Entity, Mantellum, and all other blind spots. Actually, your power does have one blindspot... it cannot see those with the Blank perk.

Only A Sith Deals in Absolutes

Cost: 3 SP

Incompatible: No Powers

What happens when the unstoppable force meets the immovable object, which wins? The answer is now simple, which one do you want to win? Now when powers of an absolute nature clash, you choose which wins, whether yours or another’s. You may also choose to have it switched at any time or have the effects simply cancel each other.

False Corona Pollentia

Cost: 3 SP

Incompatible: No Powers

Your Shard no longer needs a Corona Pollentia to connect with you. Instead, it's somehow connected to your very soul. This removes the weakness of your Corona Pollentia. You can choose to have a fake Corona Pollentia in case you need one.

Noctis Cape

Cost: 3 SP

Incompatible: No Powers

Incompatible: Entity

You have no need to sleep, you'll constantly be alert and awake. You also have an infinite and perfectly eidetic memory, capable of perfectly recalling anything that has happened to you since you received your powers. Any memories prior to your trigger are remembered as well as you could recall them when you triggered.

Fan Service

Cost: 5 CP

Incompatible: Entity

Required: Beautiful,Handsome,Androgynous,Victoria Dallon,Sarah Livsey/Lisa Wilbourn,Aisha Laborn,Hana,Dean Stansfield,Brian Laborn,Carlos,Colin Wallis,Max Anders,

You are beautiful or handsome. No, that is an understatement. You are more attractive than even a supermodel. Any wounds you receive will heal properly, and you won't have scars unless you want to, and even then they won't look ugly. You won't gain muscle mass as you work out unless you want to, though you'll still get stronger, faster, and gain more stamina as you work out, it just won't be visible.

Adorable

Cost: 5 CP

You are Adorable. No matter what you do or say, people will find you absolutely adorable. You can be covered in blood and people will still find you adorable, if a bit creepy. This affects your subconscious actions and both conscious actions and physical appearance to a limited degree. You can toggle this perk on and off.

Wealthy

Cost: 10 CP

Incompatible: Entity

You have Batman's real superpower, Money. This comes in the form of numerous bank accounts worth millions, several properties worldwide, and a few safehouses. (it goes without saying these assets are only on your world of arrival)

The money refreshes as you spend it, either from interest or dividends, but you only have 5 million dollars in liquid assets, if you need to withdraw any more than that you'll need to talk to your private banker.

Legal Identity

Cost: 3 CP

You have a legal identity in the place of your arrival. You can choose to customize this legal identity within reason, ranging from a student of a certain school to a dockworker to a lawyer. This is mostly useless if you choose Reincarnate or Character-Insert, though a homeless person or a sufficiently young orphan might not have one.

Multiversal Citizenship

Cost: 2 SP

Cost: 3 CP

Required: Legal Identity

Whenever you travel to a new universe, you already have a legal identity there. You can choose to customize this legal identity within reason, ranging from a student to a certain school to an adventurer from a guild.

Peaceful Vibes

Cost: 2 CP

People with the same goals, alignment, or personality are more likely to mesh well together. Even if they were your enemies yesterday, you find it easier to befriend and work with them. Yesterday's enemies can be today's friends, against a common foe the both of you somehow work wonderfully together.

It's easier for people to set aside their differences and work together. You'll be more likely to work well together on a team. This even makes actions like Tinkering together easier.

You Have No Enemies

Cost: 7 CP

Before a fight with an intelligent being capable of communication begins. You will have a 5-second window to initiate dialogue with said opponent. Where both you and your opponent will be unable to attack or affect each other during said time.

After the 5-second pass, you will gain an increase in speed and defense for as long as you do not attack your opponent. (This includes physical, mental, and spiritual attacks.)

If your opponent is absolutely set on killing you, and their mind won't be changed through dialogue alone, then this perk does not activate.

Sneak attacks aimed at you also bypass this effect. However, after a failed sneak attack upon you, you can activate this perk if you did not launch a counter-attack.

You can turn this perk off if you desire.

Cauldron Membership

Cost: 10 CP

Within 6 months of your arrival, you'll be contacted by Cauldron extending their recruitment offer.

Your exact position within Cauldron will depend on how useful your powerset is to them and the time period you arrive at.

Invictus

Cost: 10 CP

Your will is absolute, boundless, and unbreakable. Maybe it’s your ideals, maybe it's ambition, or maybe it's just a rock-solid certainty in how you see the world. You are patient beyond belief, even capable of spending countless hours doing mind-numbing tasks. Your willpower is endless and no matter how difficult the situation, even if you're torn in half, locked in a time loop of endless agony for thousands of years, or subjected to a fate worse than death, you'll be able to shrug it off. You will never be left drifting without a sense of purpose, and though you might change your goals and refine your ideals you always have the motivation to fuel turning them into a reality.

This will greatly bolster your sense of self in the face of adversity, and you’ll be able to plant your feet when everyone else is giving up. Of course, you still have emotions and you can still be hurt emotionally, but you'll always be able to maintain your composure and keep your emotions from ruling your decision-making. Take care that you don't become so tunnel-visioned that you fail to see others as actual people with agency.

Well-Adjusted

Cost: 5 CP

Incompatible: Relatability

Incompatible: Cold Heart

You won't lose your sanity or rationality under any circumstances unless you're being controlled by a power. And even if you somehow did, no matter the circumstances, you will never lose your humanity and empathy. Your team, family, or friends will always be there to bring you back from the abyss. Your personal issues are much easier to work through and even without help you'll be able to get through them in time. This might take a while if it's bad, but you'll make it out eventually.

This also makes you highly resistant to mental health problems and emotional manipulation, though not completely immune. You’re also really good at helping others through their issues, and it’ll stick more often than not as long as you can get through to them.

Patience of a Saint

Cost: 4 CP

Your patience is inexhaustible. You could sit without moving for days with no problem, or easily spend countless hours on a single, mind-numbing task.

Altered History

Cost: 5 CP

Required: Character-Insert

Your character’s history has been altered slightly. Perhaps you are Taylor Herbert, the son of Danny Herbert, the Great Hero Eidolon. Maybe your mother survived instead of your father. Maybe your Victoria Hebert, first daughter of Danny and Anna Hebert and beloved older sister of Taylor Hebert. Maybe you grew up in a different city, maybe your occupation is different, maybe you have more family members, your older or younger etc. While you can’t make any large changes to the setting or storyline with just this, any changes to your life and character are fair game.

(Note: That any changes that would make sense with your other choices are fair game, including large setting changes. If you character insert as Victoria Dallon, but alter your history to have always had an Endbringer controlling power you bought here then you will have your history altered to reflect it as such.)

(Gives access to the character section that lets you modify appearance, sex, occupation, family, etc)

Reputable

Cost: 5 CP

Incompatible: Disreputable

You gain a reputation easily, a spark of appearance that makes you shine. Your accomplishments are often embellished by others or people just credit things happening to you. Anything you do will be amazing and astounding. Even in losing, you seem to lose gracefully and in winning you seem like an unsurmountable giant. The impression you give can change depending on how you want, you could be cool or cute, handsome or beautiful. The way you move, talk, and fight will always be astonishing, even if you didn't intend to.

This makes it easier to bluff your way out of a situation and gives you leverage in getting what you want. This can be toggled on and off.

A Pencil. A Fucking Pencil!

Cost: 5 CP

Required: Reputable

Incompatible: Disreputable

Incompatible: 0 to 6 years old

Required: Reincarnation,Altered History,

You’ve already built up an incredibly intimidating reputation for yourself, having spent years tearing apart enemies that everyone thought were unbeatable, those that manage to get away are usually crippled and doing whatever they can to avoid a second encounter. Most will not dare to go against you without it being absolutely necessary and armed to the teeth, and even then they’ll triple-check to make sure. Even then they’ll still feel like they’re about to get their teeth kicked in.

Natural Leader

Cost: 5 CP

Incompatible: Lonely

People tend to look to you for guidance and leadership. You have an easy time recruiting people and for some reason, they tend to be pretty loyal. People with powers might take a bit more convincing, mostly because they know their value.

Cover Story

Cost: 5 CP

Incompatible: Case 53

Incompatible: Unmasked

No matter what happens, you will keep your identity hidden even by using one minor cosmetic change. For example, putting on glasses or styling your hair differently.

'Plot' Armor

Cost: 5 CP

You're not unlucky. You won't get killed by accident, only by something someone did intentionally. Someone has to go out of their way to kill you if they want you dead. This power doesn't protect you from Endbringers (or any other truly overpowered or world-ending threats).

Controlled Intoxication

Cost: 3 SP

Cost: 3 CP

Required: Alcoholic

As someone with experience with alcohol, your body has adapted to the effects of intoxication, allowing you to maintain some level of control in your actions even when drunk. You still experience the physical and emotional symptoms of intoxication, but you are better able to control your impulses and stay focused on the tasks at hand. This doesn't completely negate the effects of alcohol, but it can help you stay somewhat regulated.

Conflicted Predictions

Cost: 3 SP

Cost: 3 CP

Wildbow's Shard, like any other Warrior Shard, was geared for conflict, and so what would really happen is a bit more spaced out. In other words, you have an extra two years, two months, and 13 days until Gold Morning, and the events of Ward also took twice as long and started two years, two months, and 13 days later.

Esoteric Knowledge

Cost: 5 SP

Cost: 5 CP

Required: Shard of the Warrior Entity,Shard of the Wanderer,Shard of the Thinker Entity,

Your Shard possesses DATA about esoteric forms of reality manipulations. Grants you access to the Shardless Powers section, these powers are tied to your Shard, however.

Trump powers can now affect non-shard abilities, however, these abilities will be tied to your Shard if copied or stolen.

Pocket Shard

Cost: 8 SP (Negentropy)

Cost: 3 CP (Negentropy)

Cost: 4 SP (Negentropy)

Cost: 2 CP (Negentropy)

Incompatible: No Powers

Incompatible: Shardless

Normally a Parahuman's Shard would be located on an alternate uninhabited Earth preventing them from using their power after reaching a certain distance from Earth, but not you. Your Shard instead resides within a pocket dimension connected directly to your Corona Pollentia. Due to this fact, there is no range limit for your power. You could be on the other half of the multiverse and several billion light-years away and your Shard wouldn't even lag, nonetheless stop working. Now the only way to lose your powers is the permanent destruction of your Corona Pollentia.

Negentropy

Cost: 8 SP

Cost: 3 CP

Incompatible: No Powers

Incompatible: Shardless

It somehow went unnoticed by the entities that your Shard had the ability they sought for eons: it defies entropy. Somehow your power allows you to defy entropy and uses this itself to keep it charged. You will never run out of energy. This is more or less useless unless you're either immortal or think you're capable of convincing the entity to leave behind all his other Shards, including Sting, and therefore not kill all humans in exchange for your Shard. A Shard without this perk may still have the ability to defy entropy, but you need to find it yourself because the Shard doesn't already know.

Magical Girl

Cost: 5 CP

You are a magical girl, you have a transformation sequence to turn into your Magical Girl form. This provides no benefit and is purely for show. The transformation can be instant if you wish it.

Thematic

Cost: 1 SP

Cost: 2 CP

Your powers take on a certain theme. Teleportation now melds with the shadows if you have a dark theme, and Tinker abilities can decorate swords without negatively impacting performance. This doesn't weaken or strengthen any of your powers, but it does make it more thematically accurate to whatever you choose.

You can choose to follow or switch your theme whenever you wish. And rebranding yourself comes to you easier.

Theme Song

Cost: 1 SP

Cost: 2 CP

You gain a theme song or even multiple theme songs that can either come from an unknown source or your mind. You can even have a song for every emotion you're currently feeling. It can be any song or even an unknown song that fits the current situation. You're not limited by the number of songs you can possess and can even add more songs later on.

The songs you play can be selectively heard by whomever you choose. You can choose to switch your theme song whenever you wish. You can also choose to disable this if you no longer want to.

Just as Planned

Cost: 10 CP

The Fate or "Canon" of this world is molded by those much higher than yourself and unless intentionally acted against shall follow the same path. Unless you involve yourself directly in the events foretold by Wildbow everything shall follow the path he laid out more or less. You can breathe a sigh of relief knowing that a teenager will sacrifice her humanity to save the Multi-Verse because you decided to take the easy way out. Coward.

Manton Protected

Cost: 5 SP

Cost: 10 CP

The inside of your body is protected against influences that attempt to target it. For example, a telekinetic cannot crush your heart inside of your chest.

You also gain some measure of resistance to esoteric attacks like instant death or erasure. This is not complete immunity and will still hurt you, severely, but you will at least have a chance to survive.

Homecoming

Cost: 5 SP

Incompatible: Entity

Now, even without a specifically geared power, you're capable of traveling to potentially any universe, assuming you have a power that would make it possible. (Any teleportation power or similar that works on memories now works on memories from before you gained powers.) You can travel to other worlds by accessing the medium in which it is depicted. (A Harry Potter book for the Harry Potter universe, a Skyrim game for Skyrim, the One Piece anime for One Piece, etc.)

Holding Back

Cost: 5 SP

Every single aspect of your powers, strength, and perks can be selectively toggled and dialed to the point they can be turned completely off. You can also select people and individuals who are not affected by your perks and powers, making it seem as if they're capable of withstanding reality-breaking attacks. You can scale your reality-ending destruction to be tuned down to cause mild concussions, granting you the ability to not overkill everything in existence. As long as you wish it, It’s almost impossible to kill someone if you don't want to.

This does not work on drawbacks or on perks that rely on items like Wealthy.

Accentuate the Positive

Cost: 8 SP

Cost: 8 CP

You are now immune to the side effects of sources of power from outside of your body, including combat drugs, artifacts, enchantments, magical pacts, items, and other things you wield by giving you only the beneficial parts and leaving the rest behind. This comes with complete immunity to addiction.

Eliminate the Negative

Cost: 12 SP

Cost: 12 CP

You are now immune to the side effects of internal powers. Magic that may have drawn on your emotions to fuel its power now has a separate pool. Any drawbacks your powers, biological traits or magic systems may have held have been wiped away.

Platinum Kryptonite

Cost: 5 SP

Cost: 5 CP

Required: Accentuate the Positive

Required: Eliminate the Negative

Alongside eliminating any drawbacks your powers come with, you can turn them into strengths.

Whenever you encounter an effect that would naturally weaken or debilitate you as a result of the powers you possess, you are instead enhanced by the same margin.

For example, as a Kryptonian Green Kryptonite would amplify your power to put you as far away in strength from your normal form as you are to humans.

This applies automatically, however you can choose for it to not take effect if you wish for any reason.

Comic Book Physics

Cost: 5 SP

Cost: 5 CP

In some universes, certain champions of justice travel through the atmosphere at superluminal speeds without igniting everything for miles and lift buildings even though they should crumble due to structural integrity, and now so can you.

Now, not only do you have any required secondary powers that your primary powers might require to be used without horrifying or destructive implications, but provided you have the powers for it, you can lift buildings without them falling apart, go at speeds in the multiple digits without destroying everything if you don't want to.

You now have complete control of the amount of collateral damage your attacks can output such that a planet-busting punch will only affect your enemy, not the planet itself. It all just works.

Friendly

Cost: 5 CP

You find it easier to make friends, and the friends you do make are in it for the long run.

Explained

Cost: 5 CP

Incompatible: In One Ear...

You find it easier to explain how your powers work and people will have an easier time accepting it in a way that works for them. There can't be some misunderstanding on what you can or can't do unless you purposely make yourself vague.

To the greater world, your out-of-context powers will be forcefully shoved into some random explanation. Maybe your magical totems are some kind of Tinker restriction or psychic powers are some kind of PR move. If you choose to, even doctors doing in-depth medical scans would treat the strange growth in your brain as normal.

A Significant Other

Cost: 5 CP

Through a stroke of fate you either have or will soon find your soulmate. Maybe you’ve yet to meet them, maybe you've crossed paths with them in passing, maybe you’ve known them all your life, it doesn’t matter. They are matched to your ideal in every way, and you are the same for them. Whether it’s a romantic interest or a friendship or anything else, you're perfect for each other, you get along easily and flawlessly, your bond is unbreakable, willing to go to hell and back for one another, and every bit of love is reciprocated. All you need is each other and even if that’s all you had it would still be the happiest days of your life. You inspire and support each other to be the versions of yourselves, a shining light of happiness and love in each other's lives. When you next cross paths, you’ll both immediately and unmistakably know that you’re meant for each other.

You can leave this entirely to chance or you may optionally choose now whom this may be, anyone of your choice. Additionally, if you are a reincarnation you may optionally choose your history and your relationship with them, whether they had met you once in passing years ago and have been longing for you more than anything in the world since, or having been in a long term relationship or friendship, or yet to meet or anything else that you can think of.

If you genuinely want this level of relationship or to develop one with someone in the future, you’ll find that things will very quickly and organically progress to this level.

Peaceful Life

Cost: 10 CP

With all those troubles that come with a super life, you can never have enough "me time". This Perk helps you by letting all your troubles take a "day off". A eldritch monster is trying to devour reality and you are the only one who can stop it? Relax, it won't happen until you have your "free day".

A super tinker is planning to take over the world? Relax, that won't happen when you are playing your games, having a date, or even on the beach. This perk takes action from time to time while you are relaxing or too stressed.

World Clean

Cost: 2 SP

Your body will be completely self-cleaning. The moment you close your eyes, and wish to be clean, any filth, dirt, and grime built up on your body and or your clothing will magically disappear, this also includes your dental hygiene. Not only that, but you'll also carry a wonderful scent, perfectly tailored to the liking of yourself and those around you, such that everyone smells you a little different, but loves it all the same. You'll both smell, feel, and be heavenly fresh forevermore.

Art Style

Cost: 2 SP

You can choose the art style & visuals of whatever universe you're in on the fly. This doesn't functionally change anything, and you're the only one who notices, but sometimes the universe badly needs a redesign.

You can mix and match styles and even set conditions, like if, for example, you wanted everything in the Wormverse to look as gloomy as normal, but in-costume capes looked like four-color comic heroes. That said, this isn't a Thinker power, and you can't use it to "cheat." For example, you can't pull the old video game trick of having plot-important items that look significantly more detailed than regular ones.

Power Tweak

Cost: 2 SP

Incompatible: Entity

You can change how some aspects of a power or perk of yours work. This doesn't make it more powerful but can change some of its mechanics.

Countdown

Cost: 5 SP

Cost: 5 CP

Once you have defeated the Zion (and/or Eden if applicable) any self-targeted drawbacks you have chosen will be removed. (Examples: Monologue, Trouble Magnet, etc.) This specifically targets the side effects, limitations, and other adverse consequences associated with the selected drawbacks. It is important to note that certain drawbacks may require the achievement of specific goals for their complete removal, In such cases, the associated drawbacks will persist until the designated objective has been successfully accomplished. (Examples: CUI Summer Camp, Endbringer Target, etc.)

If no Entities exist in your destination universe, the drawbacks will be removed after 25 years instead.

(This perk does not apply to drawbacks that involve environmental changes or the acclimation drawback).

Momentary Protection

Cost: 5 SP

Cost: 5 CP

"It will be a rush, landing in a new world. Everything is so different, take the time to get used to it. Let your eyes bask in this new world. Take the time to relax and have fun."

With your first purchase, you gain protection from external threats that could harm you or your powers. This includes Paragon users who can erase powers, and time travelers who can alter your past. Schemes against you will be delayed until your Momentary Protection ends. This includes drawbacks such as Slaughterhouse Eight or Fairy Goddess but not those that affect you directly like Case 53, Acclimation, or Corona Pollentia.

Momentary Protection lasts for one month per purchase. The time is based on your own perception, so it doesn’t change if you travel in time. This protection also extends to your friends and family.

Serendipitous Luck

Cost: 3 CP

The universe conspires in your favor, no matter what you seek to achieve or overcome. Good luck follows you at every turn, increasing the likelihood of success and decreasing the likelihood of failure in all your endeavors, no matter how challenging they may be. Luck smiles upon you always. This might not help you win the lottery, or find your soulmate but it can be felt in almost every aspect of your life.

Sixth Sense

Cost: 2 SP

You possess an innate ability to perceive and anticipate danger or hidden information.

Inner Harmony

Cost: 4 CP

You have attained inner peace and balance, allowing you to remain calm and centered in any situation.

Charismatic Aura

Cost: 3 CP

You radiate charisma and magnetic charm, effortlessly drawing others towards you and influencing them positively.

Inheritable

Cost: 5 SP

Incompatible: No Powers

Your powers, perks, and skills can be passed down to your descendants, and to adopted children who have been in your care for at least 5 years, or not in any combination of your choice.

Taking this with reincarnation will allow you to retroactively add any of your powers, perks, and skills to any family members or loved ones in your new life in any combination of your choice. You can choose for their versions to be weaker than your own, or with certain weaknesses, or to manifest different expressions of power.

You can apply this to any ancestors you may have as if you inherited it from them instead of the other way around.

Heir to the Throne

Cost: 5 SP

Required: Inheritable

Your powers aren't just passed down through your family - they become a legacy. Your descendants inherit not just your abilities, but also your charisma, intelligence, and even your sense of purpose. They feel a deep sense of connection to you and your past and will carry on your legacy even after you're gone. But this isn't just a one-way street - as your family grows, so too does your power. Your abilities grow stronger with each new generation, and you can feel their presence like a comforting blanket, even in the afterlife.

Humanity

Cost: 10 CP

Incompatible: Inhumanity

No matter what powers you take, no matter what changes you undergo, you will remain human.

Whether this means you are Mentally Human, Biologically Human, Spiritually Human, Fundamentally Human, or all of the above is up to you, but regardless of your choice, you will never lose the benefits, abilities, or physical might of any alternative race you picked.

Worriless

Cost: 5 CP

Those you care about, such as your friends, family, and loved ones, are protected by fate. Similar to 'Plot' Armor, they're protected from negative or unfortunate circumstances, even when it comes to the supernatural. People are less likely to target them, and your enemies will prefer to use other methods of getting to you.

Beneath Notice

Cost: 4 SP

Cost: 4 CP

Beings that are two or more magnitudes of power above you won't notice you unless you are explicitly brought to their attention. Even if they were to somehow learn of you, the information would seem to be of little importance, causing their mind to unconsciously prioritize other subjects over you. This also protects against any passive effects they have that would affect you or protect against this perk.

World Knowledge

Cost: 5 SP

Upon entering a new universe, you will gain access to a comprehensive repository of knowledge pertaining to that world. This knowledge encompasses all relevant media, lore, and information, granting you an in-depth understanding of the intricacies and details of the world you are about to explore. This includes not only the official canon but also the insights and notes of the author(s) and/or creator(s), ensuring that you are well-equipped to navigate the world you are entering.

Teacher

Cost: 10 SP

Shortly after arriving in your chosen verse, someone with a skill/power you want decides to take you as an apprentice. Whatever skill or power (and their upgrades) you choose, they are a master at it and would do everything they can to mentor you through your journey towards the same mastery and beyond.

You can only choose one skill or power, however, you can choose the entirety of a power, upgrades, and add-ons included.

Million Dollar (Wo)Man

Cost: 15 CP

Required: Worst Day,Tea Party with the Nine,

Required: Drop-In,Original Character,Twin,Sibling,Family Member,Character-Insert,

Bad news, your worst day got even worse and your suffered "terminal body failure." Your body was mangled beyond recognition and your brain and mind only survived by pure chance.

Good News, it seems the remains of your body were salvaged, your mind was digitized and you were transformed into a construct. You can now choose a chassis and modules in the Character section.

Tinker Construction

Cost: 5 SP

Cost: 3 CP

Required: Android / Gynoid,Robot,Artificial Intelligence,Construct,

Your robot/android/construct body is now tinker-tech instead of normal tech. You can maintain yourself even if you aren't a tinker yourself but only a tinker can modify or improve your body. If you possess relevant tinker powers, your body incorporate tech from their library. Otherwise, you are simply "generic" tinker-tech.

Esoteric Construction

Cost: 5 SP

Cost: 3 CP

Required: Android / Gynoid,Robot,Artificial Intelligence,Construct,

Required: Shardless,Esoteric Knowledge,

Your robot/android/construct body now incorporates esoteric components such as magitech or other advanced technologies available in the Shardless section. If you possess relevant powers, your body incorporates technology from their library. Otherwise, you are simply "generic" advanced tech.

Fair Kaiju Fights

Cost: 15 SP

Required: End of the Kaiju

The Endbringers are not impossibly powerful anymore. Their power level is limited to what they have shown during their fights. They certainly have tricks in reserve but they will not have an eleventh-hour power-up if you start to beat them.

Their cores are still protected by impossibly dense matter but destroying one will not crack the planet in half. The Endbringer will simply die.

Extras Not Included

Cost: 15 SP

Required: End of the Kaiju

No matter what, the other Endbringers won't awaken or activate. With this, you will only have to worry about the Simurgh, Leviathan, and Behemoth regardless if you kill one or not. Killing one is easier said than done though.

End of the Kaiju

Cost: 30 SP (The Secret of the Swordfish)

Required: Fair Kaiju Fights

Required: Extras Not Included

All Endbringer cores are destroyed upon your arrival in this universe at the cost of some of your Shard's capacity for powers.

Not as Powerful

Cost: 30 SP (Real Evil)

Gain: 30 SP (Real Evil)

Required: Overcharge Strike

Required: Ubercharge Strike

Required: Entities, what are those Entities you speak of?

Required: Shards, what are those Shards you speak of?

Scion is not impossibly powerful anymore.

Even without the exact circumstances of the Golden Morning, it's possible to kill Scion by being sufficiently powerful, he will still put up one hell of a fight and the death toll will be enormous but he isn't impossibly powerful.

Overcharge Strike

Cost: 60 SP (Real Evil)

Gain: 60 SP (Real Evil)

Required: Not as Powerful

Required: Not as Powerful (Global)

Required: Entities, what are those Entities you speak of?

Required: Shards, what are those Shards you speak of?

Scion's core Shards are destroyed upon your arrival in this universe at the cost of your Shard's capacity for powers. Scion's corpse will come to the attention of someone who can stop it from resurrecting (the network is stabilized and Titans will not happen).

Not as Powerful (Global)

Cost: 45 SP (Not as PowerfulReal Evil)

Cost: 15 SP (Not as PowerfulReal Evil)

Gain: 45 SP (Not as PowerfulReal Evil)

Gain: 15 SP (Not as PowerfulReal Evil)

Required: Overcharge Strike

Required: Ubercharge Strike

Required: Entities, what are those Entities you speak of?

Required: Shards, what are those Shards you speak of?

All the Entities are not as impossibly powerful anymore.

They will still give most type 3 civilizations a run for their money but a concerted effort and exotic weapon technology can make an Entity cut their losses. Killing one will still require extremely precise tactics and very specific weapons (or the right powers).

If you are yourself an Entity, you are still affected by this perk but to a lesser degree than your siblings.

Ubercharge Strike

Cost: 90 SP (Overcharge StrikeReal Evil)

Cost: 30 SP (Overcharge StrikeReal Evil)

Gain: 90 SP (Overcharge StrikeReal Evil)

Gain: 30 SP (Overcharge StrikeReal Evil)

Required: Not as Powerful

Required: Not as Powerful (Global)

Required: Entities, what are those Entities you speak of?

Required: Shards, what are those Shards you speak of?

The core Shards of all entities in the multiverse are destroyed upon your arrival in this universe. Concerned parties will come to the attention of the corpses and either destroy or stabilize them.