Project V17/Powers/Shardless/Keystone Powers

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World-Walker

Cost: 25 SP

You have the ability to travel through the multiverse at your leisure. You can target any dimension you have already visited easily but accessing a precise destination blindly will require some practice, in the meantime you will jump to semi-random destinations every time. You can teleport to locations you are familiar with in the same dimension or one you have not visited provided you have the coordinates relative to yourself. However, teleporting inter-planetary distances require careful planning to hit your target.

Additionally, your body changed to accommodate cross-dimensional travel to become a projection of your soul. With time and study, you will be able to alter your appearance at will and even replicate the abilities of other creatures; this does include supernatural abilities like magic, psionics, or cultivation. However, while you are able to cast spells or use psychic techniques, you do not have the knowledge to do so. You can of course learn by yourself, at your own risk, find a mentor to tech you, or pick any of the powers available in this section.

In time, as you grow in power and familiarity with your abilities, you will be able to open portals between locations and even dimensions, create your own pocket spaces or even fully fledged demi-planes under your control. You can reach the power of Elder Worldwalker in around a decade of study, practice, and regular travel. The more time you dedicate yourself to it, the shorter this time becomes.

Elder World-Walker

Cost: 35 SP

Required: World-Walker

You have the ability to travel through the multiverse at your leisure. You can target any dimension you have already visited easily, down to the exact destination you have in mind even if you have never visited it before. When you jump to a new dimension, you are able to target your desired destination reliably with only the occasional misfire. You can easily teleport or open portals within the same dimension, even to places you have never visited, with only minimal information. However, extra-system teleportation still requires care due to the large distances involved. You are able to open cross-dimension portals but they require concentration to maintain for longer periods of time.

Additionally, your body changed to accommodate cross-dimensional travel to become a projection of your soul. With time and study, you will be able to alter your appearance at will and even replicate the abilities of other creatures; this does include supernatural abilities like magic, psionics, or cultivation. You have a knack for the basics and are able to cast simple cantrips, use weak telekinesis, and reinforce your body with spiritual energy. While you can build upon this yourself, you will progress much faster if you find a mentor to tech you or pick any of the other powers available in this section.

Reality Check

Cost: 10 SP

Required: World-Walker

Your soul is fierce and unrelenting, you cause great pain to creatures without normal biology, though you can choose not to. This can protect you from even the many eldritch monstrosities you may encounter in the space between worlds.

All Angles

Cost: 10 SP

Required: World-Walker

You can now planeswalk to more than just different planes. Even the barriers of time and different timelines are nothing to you. There is no method that can now restrict your planeswalking powers. You can mentally leave and explore planes without actually planeswalking for reconnaissance purposes and to get a better idea of where you might want to go.

Planar Births

Cost: 10 SP

Required: World-Walker

Your ability to create planes is now improved. No longer will your planes be skewed to any particular type of mana. You are also no longer limited in the size of the planes you can create, and have no true limits on the kinds of limits you can enforce on the types of rules that reality will have. The only true requirements are understanding and mana. You have the ability to fuse two planes together, creating a new plane with characteristics of both. This can be useful for creating new planes with unique rules, combining the strengths of different planes, or even merging planes in order to prevent destruction. You also have complete awareness of anything on a plane you have created.

Absolute Summoning

Cost: 10 SP

Required: World-Walker

You don't have to spend time researching or understanding a creature to summon it. Once you have seen a creature, and have sufficient mana you can summon it. You can summon multiple copies of the same entity from the Aether. You can even summon new beings you have created from the Aether, and even possibly create Eldrazi from the Blind Eternities themselves.

True Immortality

Cost: 10 SP

Required: World-Walker

You are truly immortal now. You have no need for a form at all and can survive it's complete destruction. You will need mana to reform them however. As a being of pure magic and will, you are more tied into the flow of mana and can use it to easily track magic or see how spells are formed.

Polymath

Cost: 25 SP

You are a true genius the likes of Reed Richards, Tony Stark, or Victor von Doom. You have an incredible ability to process and visualize information, a perfect memory, and an incredible capacity to acquire knowledge.

With reference materials on hand, you can acquire knowledge as fast as you can read. Knowledge builds on itself, the more related fields you master the better understanding of them you develop. You can even discover entirely new fields with some effort by cross-referencing information you already know. While the most obvious application of these abilities is in science and technology, you are by no means limited to it.

One to three days of study could allow you to learn any skill, be it martial arts or underwater basket weaving, to a point where you are proficient with it, the more you practice any of your skills the better you become. Your rate of progress is dependent on the difficulty of what you are studying, fields such as magic can still take you many decades to master completely. You are however limited to what your body can handle, this power by itself does not allow you to surpass your physical limits or grant you the ability to wield supernatural powers.

When you acquire new skills and expertise, you will never forget or become incapable of your peak accomplishments. With time you will inevitably become a veritable Swiss Army Knife of incredible scientific knowledge, incredible feats of physical skill and much more. You can reach the power of Atlas in around a decade of study and practice. The more time you dedicate yourself to it, the shorter this time becomes.

Atlas

Cost: 35 SP

Required: Polymath

You are at the pinnacle of mental prowess. You have a near-limitless capacity to acquire and master skills of any variety, create genius inventions and techniques, and attain within minutes what mastery a lesser man might in lifetimes.

Moreover, you require no outside knowledge to begin learning these skills, so long as you have sufficient materials. Spend a day in study and develop interplanetary space travel in your backyard. A week, and travel between stars and galaxies. An hour, and develop a cure for mankind's deadliest illnesses. While the most obvious application of these abilities is in science and technology, you are by no means limited to it.

In mere minutes of observation, you could become a master of martial arts. and in hours be creating fighting styles of your own. A day's practice could make you humanity's greatest detective, its finest doctor, its most talented artist, or its most charismatic leader. Your rate of progress is dependent on the difficulty of what you are studying, fields such as magic can still take you months to years to master completely. You are however limited to what your body can handle, this power by itself does not allow you to surpass your physical limits or grant you the ability to wield supernatural powers.

When you acquire new skills and expertise, you will never forget or become incapable of your peak accomplishments. With time you will inevitably become a veritable Swiss Army Knife of incredible scientific knowledge, incredible feats of physical skill, and much, much more. In a matter of months, your technologies could advance civilization to its extremes, or make you into a transhumanist god. Nanobot enhancement, genetic recoding, cybernetics, quantum computing, and more may within mere days be in your grasp. Who but you could imagine what might be possible in a year, or a decade? Your talent in all disciplines is quite literally all-encompassing. You are become the overman.

Advanced Analytics

Cost: 10 SP

Required: Polymath

You have the ability to comprehend even the most complicated systems from the smallest scraps of information. An accurate but simple description of a phenomenon is sufficient to theorize about the principles that cause it. Simply observing the greatest technological marvels in operation is enough to derive their blueprints, with no need for precise measurements or advanced sensory capabilities. The usual risks of working with flawed information are much less significant to you. If the only possible conclusions from available data are incorrect, you can intuitively sense that further data is needed. Mistakes you make are much more likely to be quantitative than qualitative.

Quantum Supremacy

Cost: 10 SP

Required: Polymath

Your computational ability is entirely untethered from any and all limitations of your brain or mind. As long as your understanding is correct and your information sufficient you can perfectly simulate even the most complicated scenarios. This however has little impact on your problem solving capabilities. A blueprint conjured up with barely a thought will still have any flaws inherent to its design and the results of even a perfect simulation have to analyzed in order to understand any implications it might have.

Toposophic Emergence

Cost: 10 SP

Required: Quantum Supremacy

You can employ arbitrary numbers of parallel streams of thought, speed up or slow down the perception of time of different portions of your mind. Your understanding of yourself is perfect, allowing you to analyze and even dissect your own thinking processes and modify your own mental state and structure at will. With some effort can perfectly predict both the short- and long-term consequences of any changes you can make. With repeated analysis and modification you will always discover ways to improve any of your mental capabilities without sacrificing performance in other areas or losing anything that holds even the mildest importance to you. In addition, you are much more resilient against any eldritch truths you might discover and over time will inevitably incorporate them into your understanding of the universe - no different than the rest of your knowledge.

Jade Disciple

Cost: 25 SP

Your Meridians are unlocked and you are capable of circulating Qi through them. You are at the first stage of your chosen cultivation system from any Xianxia or Xuanhuan media, and while you can learn multiple cultivation systems, it is not recommended if you don't have any protections or don't know what you are doing. You can pick up Dharma spells and techniques from any other system, and through arduous training you will be able to refine your body and spirit, to purify your essence, and distill it to attain higher levels. With each level you advance, you are capable of stronger and more fantastic feats.

You can hone and reinforce your body into a living weapon, force your life force into constructs to do your bidding, become a master of beastly transformations, or a natural at spell formations to turn the elements against your enemies. Whatever your chosen path, you are capable of great things.

The speed at which you can cultivate and attain higher levels is faster than most cultivators, as you are far more talented than the average cultivator. You can attain the realm/level equivalent to Great Sage in around a decade of regular study and practice. The more time you dedicate yourself to it, the shorter this time becomes.

An ancient spirit of knowledge has fused with your soul. This spirit is aware of all the core knowledge of cultivation in your system and beyond, meaning that not only would you not lack knowledge in anything related to cultivation and you can commune with this spirit to access their knowledge and learn new techniques or acquire knowledge of how to advance your path, and given enough time how to create your own system.

Great Sage

Cost: 35 SP

Required: Jade Disciple

Your Meridians are unlocked and you are now a somewhat respectable cultivator in your chosen system. You are capable of using Qi and possess a potent reserve. You have just left the Mortal Realm and are well on your way to become an Immortal Cultivator. While mere mortals will have extreme difficulty wounding you, some Parahumans can bridge the gap somewhat, but in truth, only Endbringers can truly match you, and even then it will not be easy for them to defeat you. You have knowledge of a vast array of Qi techniques in many fields, and a deep knowledge of martial arts.

An ancient spirit of knowledge has fused with your soul, this spirit is aware of all the core knowledge of cultivation in your system and beyond, meaning that you would not lack knowledge in anything related to cultivation. You can commune with this spirit to access their knowledge and learn new techniques or acquire knowledge of how to advance your path, and given enough time, even how to create your own system.

Given your level of talent, you cultivate much faster than the normal cultivators. It can take you as little as half the time to advance your realm compared to normal cultivators in your chosen system, and with regular practice and study, you could reduce this time even more.

Grand Star Meridians Formation

Cost: 10 SP

Required: Jade Disciple

Your Meridians and the pathways in your body are formed in such a way as to not only make cultivation far easier, but allow you to form multiple golden cores. Eventually forming a stellar golden core array within yourself, making all your golden cores act as one. This would allow you to hold exponentially more Qi than any other cultivator at your level and rival cultivators several levels above your own. This also makes such things as unlocking and mastering your chakras far easier as your body can handle all types of energy far better.

True Yang Body

Cost: 10 SP

Required: Jade Disciple

Your body is uniquely suited for Yang-aligned energy and thoughts. You can advance in Yang-aligned techniques with ease and cultivate significantly faster when taking paths that are Yang-aligned.

True Yin Body

Cost: 10 SP

Required: Jade Disciple

Your body is uniquely suited for Yin-aligned energy and thoughts. You can advance in Yin-aligned techniques with ease and cultivate significantly faster when taking paths that are Yin-aligned.

Grand Teacher

Cost: 10 SP

Required: Jade Disciple

Passing your skills onto the next generation is the foundation of mortal society, what allows it to grow. The same thing could be said for immortal cultivators, but for the many mortals who populate the world, honing your life’s craft and passing it on to your progeny is a vital part of ensuring that their legacy continues. Be it wood carving, blacksmithing, painting or stranger.

You are a teacher and tutor without peer, capable of easily passing along your skills and knowledge to anyone who wants to learn from you. Beneath your gentle hand, even a moron could become a master of their craft in a mere fraction of the time it would have taken an average person. And if you were to teach that same average person? Their rate of growth and comprehension would have to be seen to be believed.

Even the most complicated and intricate systems, concepts or philosophies can be explained to anyone regardless of their pre-existing knowledge base and if you truly know better than someone then they will realize this rather than allow pre-conceptions, arrogance or outdated thinking to blind them to your teachings.

This will also allow you to awaken the Meridians of any mortal and teach them the art of cultivation.

Freak of Nature

Cost: 10 SP

Required: Jade Disciple

You are now something else, something different... You are an absolute freak of nature in the arts of cultivation and understanding of the Dao. mastering any Dao/aspect of cultivation to Grand levels would take you maybe thirty years or so, and reaching a God Realm would take you thousands of years rather than the tens/hundreds of thousands years it might take others through sheer brute force. Even becoming a True immortal would be an inevitability rather than a mere possibility, though the time it would take you could vary widely. And that’s without any specializations. You may pick a personal Dao and one aspect of Cultivation such as Formations, Beast Arts, Sword Arts, Spacetime, etc, in which you absolutely excel, to the point where it would allow you to fight others one realm higher than you, and train in it at an absolutely astonishing pace

Path of the Warrior

Cost: 25 SP

You tread the Path of The Warrior. Your martial talent and prowess are supreme amongst mortals and in a fight you are peerless. Your body and skill are trained to no limit and something like the peak doesn’t exist. Reaching the peak of what is considered the limit allows you to begin to tread those paths as well, allowing you to break the laws of physics themselves to achieve impossible feats. As you face threats, your strength and skills grow at accelerated rates in response.

You possess the heart of a noble knight and can stand up seemingly to any insurmountable obstacle with an unbreakable will. With the Path of Warriors, you have the talent and skills surpassing that of a natural-born genius in fighting, spatial awareness, tactical thinking, and so on. As you continue to learn, you can develop martial arts that embody other concepts. Allowing you to learn the paths and add them to your arsenal, there are no limits to what Paths you can learn and develop. By treading different paths your body grows stronger to accommodate and match it; with mastery, you can even imbue your actions with them. Embodying various Paths, you not only get stronger but can also gain traits and abilities that would grant passive benefits. Walking the Path of Health can grant healing and regeneration while the Path of Sword allows you to use anything as a sword and even have Sword intent. As you further tread a Path it can further evolve into a Way. The Way of Health could completely restore someone to full health conceptually, even recovering their sanity and fatal injuries perfectly. A Way can imbue your actions with Conceptual properties. For example, the Way of Mortality can impart the Concept of Mortality onto Immortal foes with an action. This does not mean you can win against anyone in a fight; however, you can have the potential to do so. However, such a Way would take a long time to tread if you don’t already tread a similar Path.

With the Path of The Warrior, you can master any form of martial technique or martial arts in a matter of days to the point where you could be called a grandmaster at it. There is no restriction to what you can learn techniques, be it esoteric or mundane. And the only limit to what Path you can tread is that you must be able to do it. You cannot tread the Path of Wings without Wings, or the Path of Three Armed Martial Arts without three arms. However, you can create very specific Paths that can counter foes, such as Path of Anti-Undead or Path of Anti-Dragons.

Path of the Warrior

Cost: 25 SP

You tread the Path of The Warrior. Your martial talent and prowess are supreme amongst mortals and in a fight you are peerless. Your body and skill are trained to no limit and something like the peak doesn’t exist. Reaching the peak of what is considered the limit allows you to begin to tread those paths as well, allowing you to break the laws of physics themselves to achieve impossible feats. As you face threats, your strength and skills grow at accelerated rates in response.

You possess the heart of a noble knight and can stand up seemingly to any insurmountable obstacle with an unbreakable will. With the Path of Warriors, you have the talent and skills surpassing that of a natural-born genius in fighting, spatial awareness, tactical thinking, and so on. As you continue to learn, you can develop martial arts that embody other concepts. Allowing you to learn the paths and add them to your arsenal, there are no limits to what Paths you can learn and develop. By treading different paths your body grows stronger to accommodate and match it; with mastery, you can even imbue your actions with them. Embodying various Paths, you not only get stronger but can also gain traits and abilities that would grant passive benefits. Walking the Path of Health can grant healing and regeneration while the Path of Sword allows you to use anything as a sword and even have Sword intent. As you further tread a Path it can further evolve into a Way. The Way of Health could completely restore someone to full health conceptually, even recovering their sanity and fatal injuries perfectly. A Way can imbue your actions with Conceptual properties. For example, the Way of Mortality can impart the Concept of Mortality onto Immortal foes with an action. This does not mean you can win against anyone in a fight; however, you can have the potential to do so. However, such a Way would take a long time to tread if you don’t already tread a similar Path.

With the Path of The Warrior, you can master any form of martial technique or martial arts in a matter of days to the point where you could be called a grandmaster at it. There is no restriction to what you can learn techniques, be it esoteric or mundane. And the only limit to what Path you can tread is that you must be able to do it. You cannot tread the Path of Wings without Wings, or the Path of Three Armed Martial Arts without three arms. However, you can create very specific Paths that can counter foes, such as Path of Anti-Undead or Path of Anti-Dragons.

Way of The Warrior

Cost: 35 SP

Required: Path of the Warrior

You are the Embodiment of Warriors, a Concept in physical form. With the Way of The Warrior, your martial prowess surpasses the imagination of gods. Your skills are leagues above others; you stand as the uncontested master of martial arts. The Concept of Warriors grants you an incredibly powerful body with strength and speed that are nearly unmatched. Only Immortal Cultivators and Endbringers can match you in either front. Your body and skills possess no limits and can be trained even further without stopping. Facing a threat, your strength and skill grow at a much faster rate when compared to the path of the warrior in response to the threat.

You possess the heart of a royal king and can face any obstacle with an unbreakable will. With Way of The Warrior, you surpass even the Concept of geniuses. A monster of geniuses in fighting, spatial awareness, tactical thinking, and so on. With mastery, you can surpass your limits and tread various Paths that embody other Concepts. There is no limit to the number of Ways you can learn and develop. By treading various Ways, your body grows stronger and better to accommodate and match the Concept; with mastery, you can even imbue your actions with them. Embodying a Concept not only allows you to get stronger but can also grant traits and abilities that would grant passive benefits. Walking Way of Speed could let you instantaneously move from one point to another, and Way of Survival could let you traverse space easily. By facing foes, you can learn new Paths that counter them easily, and already knowing a similar Path or Way can further increase mastery. This does not mean you can win against anyone in a fight; however, you can have the potential to do so. With sufficient prep time, you can learn and develop counters to things you know about.

You are also able to master any form of martial technique or martial arts in a matter of minutes to hours, to the point where you could be called a grandmaster at it. There is no restriction to what you can learn, be it esoteric or mundane. You likely already know a large selection of martial arts and even several esoteric ones. You can even create Paths that specifically anticipate and counters a target. Such as a Path of Anti-Magic or a Path of Anti-Evolution. You likely know several Paths already that can easily expand to include something like them.

Harmony

Cost: 10 SP

Required: Path of the Warrior

You have begun to reach a state of rationalizing and calculating the functions of the mind. Your mind reacts, your soul decides, and your body acts. The harmony between the three can act in perfect unison, perfected to an extreme. To always act as you want, unaffected by external pressure. Changeless in any situation, you’ve reached a state of enlightenment no matter what you're doing. Just by breathing you progress deeper into your Way ever than before, just by acting it is more powerful than ever.

Mixed Art

Cost: 10 SP

Required: Path of the Warrior

You know many techniques and special martial arts. A long series of different ways to punch or kick. You could even use martial arts to manifest energy beams or create weapons. This is extended to your Way. You can use the various martial arts you know and apply your Way to them. With the Way of Death, you could shoot lasers that apply the Concept of Death, with the Way of Damage you could create attacks that ignore any form of defense. You can mix and match how your Ways are expressed.

Foundation

Cost: 10 SP

Required: Path of the Warrior

What starts the Way than with the foundation? The basic building blocks that make up and forge the path ahead. An emphasis on the basics, a steady yet simple approach that lets you reach into the extreme. The Way enhances your foundation like how your technique made the Way. Like the importance of stable footwork, the Way creates a stable body. Resisting the effects of external forces, you can use the Way of Kinetic to be immune to kinetic attacks.

History

Cost: 10 SP

Required: Path of the Warrior

Everything is born from something, there is an origin to every idea and every concept. While you tread the path of something truly unique, the history left behind isn’t forgotten. New paths can be made from them, new ideas could develop in ways you never intended. While you blaze the trail, you can teach others the Paths you travel. And even without your guidance, they can develop in ways that you can take inspiration from. As they follow in your footsteps, you learn from their own Paths. And even you can take notes in your own Way to create new Paths.

Nature

Cost: 10 SP

Required: Path of the Warrior

The idea of something to be learned is not limited to what you can do. You can gain inspiration from the world around you, make techniques from nature, and create paths that are impossible. You can walk the Path of Three Wings despite not having three wings. You must be aware of yourself and your actions. To take in what you observe into yourself and work with them. Your senses are far sharper than normal and your foresight is unparalleled. You are like a grand sage of wisdom, your mental fortitude and patience are infinite.

Sorcerer Apprentice

Cost: 25 SP

Your ability to manipulate Mana, one of the fundamental energies of the multiverse, is unlocked. Your mana core has just formed and starts with a small capacity to store and transfer mana but it can be increased through practice and rituals. You have an innate knowledge of the basic elements of the three fundamental branches of mana manipulation.

Conjuration, the shaping of mana into constructs that produce an effects. More commonly known as spells, your library contains information about many different systems of magic and with perseverance you might discover the secrets of True Magic.

Enchantment, the creation of objects powered by Mana, capable of producing the same effects as Conjuration but anchored to objects.

And Alchemy, the creation and transformation of materials and liquids with Mana. From potions producing effects when ingested to esoteric metals and gems to use in Enchantments, the creation of devices, or armor.

A library of grimoires about the three branches of mana manipulation has been implanted into your memory as well. You will still need to read and understand them and acquire the necessary skills but all the knowledge you need is at your fingertips. With this power, you can reproduce any magic system from first principles and even create your own. The library contains several broad magic systems to get you started.

While this ability has no theoretical upper limit, the more complex and powerful Conjurations will test your knowledge. Over time, as your understanding of mana expands, you can discover new branches of magic beyond the primary three. With enough time you will be able to reach heights only the gods can dream of but be careful not to break reality or destroy your soul on your journey there. You can reach the power of Sorcerer Supreme in around a decade of study and practice. The more time you dedicate yourself to it, the shorter this time becomes.

Sorcerer Supreme

Cost: 35 SP

Required: Sorcerer Apprentice

Your ability to manipulate Mana, one of the fundamental energies of the multiverse, is unlocked. Your mana core is fully formed and has an incredible capacity to generate, store, and transfer mana. You have an innate knowledge of a vast array of spells and techniques in the three fundamental branches of mana manipulation.

Conjuration, the shaping of mana into constructs that produce an effects. More commonly known as spells, your library contains information about many different systems of magic and with perseverance you might discover the secrets of True Magic.

Enchantment, the creation of objects powered by Mana, capable of producing the same effects as Conjuration but anchored to objects.

And Alchemy, the creation and transformation of materials and liquids with Mana. From potions producing effects when ingested to esoteric metals and gems to use in Enchantments, the creation of devices, or armor.

A library of grimoires about the three branches of mana manipulation has been implanted into your memory as well. This collections contains all the knowledge you already have and advanced tomes that will allow you to expand you skills as a sorcerer even further. With this power, you can reproduce any magic system from first principles and even create your own.

While this ability has no theoretical upper limit, the more complex and powerful Conjurations will test your knowledge. Over time, as your understanding of mana expands, you can discover new branches of magic beyond the primary three. With enough time you will be able to reach heights only the gods can dream of but be careful not to break reality or destroy your soul on your journey there. At this level of power, it takes you around a decade to double your power.

Beloved by Magic

Cost: 10 SP

Required: Sorcerer Apprentice

There are dozens of ways this is described throughout different magical cultures but they all boil down to the same thing, being loved by magic itself. You have instinctual perfect control over all your magic, requiring barely a flicker of thought to gather your Mana. Spells you cast have no charge-up time and come into effect nearly instantaneously. This has also allowed you to remove all impurities from your mana causing magical creatures and sensitive mages to adore your presence and grow stronger from it, as it shows them what it means to be loved by Magic itself.

Infused with Mana

Cost: 10 SP

Required: Sorcerer Apprentice

Every cell in your body is saturated with the fundamental force that is Mana. Due to this, when wielded by you, magic can't be suppressed or snuffled, and all attempts to block it failed. Your spells grow more potent and any consequences from dangerous magic or misspells are greatly mitigated. You are also particularly skilled at preparing contingent spells allowing them to be cast whenever some pre-chosen conditions are fulfilled, such spells can activate even if you are asleep, incapacitated, or even dead.

Core Matrix

Cost: 10 SP

Required: Sorcerer Apprentice

You are able to form a magic seed that will grow into a Nascent Mana Core, the additional core then will grow at an increased rate until it catches up to your main core. In addition to this increased rate of passive growth, the effects of practice and rituals are multiplied by your total number of cores. Once your new core has caught up to your main core, you may link your cores together allowing all linked cores to share the same amount of growth across one another.

Each additional core allows you another 'instance' of casting, multiplicatively increasing the number of spells you can cast simultaneously. You can cast spells and grant rituals that require multiple people on your own by using linked cores as a fill-in for another person.

Once you have linked the newest core you may begin to form another seed. Each additional core linked increases your Mana Concentration, allowing you to get more Magic out of a smaller quantity of Mana. Linked cores also increase your total Mana throughput, allowing you to cast both a higher quality and quantity of spells at once. You may repeat this process infinitely as there is no limit to the number of cores you can have.

Once you have linked your third core, you may begin to permanently designate cores as specialized, allowing them to perform a specific branch of magic at a much higher level than a regular core. The specialization can be something as broad as Conjuration, or something as niche as Repair of Small Objects, though the broader it is, the lesser the boost it provides. Each specialized core forms a unique ability fit for whichever has been selected. It is up to you to form your own path beyond this step. Nothing is off-limits for you in regards to magic, only time will be able to stop you, and not for much longer.

Attunement

Cost: 10 SP

Required: Sorcerer Apprentice

You are attuned to magical forces to a high extent. You can intuitively feel the flows and nature of magic, and you can sometimes have flashes of inspiration that let you figure things out or invent a new spell. Eventually, you will be able to copy any spell you see and send it back to the caster improved. When working with magic you will find that everything just comes easier to you, to the point that you are able to just will your magic together in hopes of a certain effect and have it succeed. Your spells will passively refine themselves to be more in line with what you want. The limitations of magic break down in front of your very eyes when researching for long enough.

Artifact Extraordinaire

Cost: 10 SP

Required: Sorcerer Apprentice

You are able to craft magical items akin to Excalibur and Avalon. Every material you use for Enchantment and Alchemy can be enhanced to its best natural quality, rusty scraps turn to fresh, perfectly forged metals, and burnt-out unhealthy plants shift into well-cared-for alchemic ingredients through the infusion of Mana. You are able to create items that will grow as they are used, armor that becomes more resistant as it withstands more. Magical Foci are perfectly fit for their wielder and can be made with ease.

Nascent Mind

Cost: 25 SP

Your psionic potential has been unlocked. You start out with low level psionic power and an intuitive knowledge of basic techniques (telekinesis, telepathy, barriers, etc.). You are able to train yourself to become more powerful. You have an uncanny intuition for developing new techniques and refining existing ones.

A library of memories about psionic techniques has been implanted into your mind. You will need to meditate and experience the memories and understand them but all the knowledge you need is at your fingertips.

With enough time you will be able to develop into a psychic god capable of rewriting reality on a whim but the road there will be long and arduous. Be careful not to lobotomize yourself on your journey. You can reach the power of Almighty Mind in around a decade of study and practice. The more time you dedicate yourself to it, the shorter this time becomes.

Almighty Mind

Cost: 35 SP

Required: Nascent Mind

Your psionic potential has been unlocked. You start out with high level psionic power and an intuitive knowledge of a vast array of techniques (telekinesis, telepathy, barriers, etc.). You are able to train yourself to become even more powerful. You have an uncanny intuition for developing new techniques and refining existing ones. A library of memories about psionic techniques has been implanted into your mind. You will need to meditate and experience the memories and understand them but all the knowledge you need is at your fingertips.

With enough time you will be able to develop into a psychic god capable of rewriting reality on a whim but the road there will be long and arduous. Be careful not to lobotomize yourself on your journey. At this level of power, it takes you around a decade to double your power.

Precognition

Cost: 10 SP

Required: Nascent Mind

You can see the uncertain future, the underlying mechanics that guide what is to be. Predicting the outcomes of events before they even happen, you are able to use your psychic powers to gain information that you couldn’t possibly know. While there are many ways of doing so, you can pick your flavors. While not limited to, you're capable of all the various forms of precognition. Ranging from vague prophecies to palm reading, they are not only accurate but the vaguer the more accurate. You can even read those with Blind Spot, albeit extremely vaguely.

Clairvoyance

Cost: 10 SP

Required: Nascent Mind

Your psychic powers are no longer limited to your general surroundings, you can reach them further than before. From where you are all the way to the edge of the universe, there are no limits to how far your psychic powers can perceive. What you can see is what you can affect, and there is effectively no limit to how far you can see. The only thing you will not be able to see is the Multiverse and beyond. You possess infinite multitasking that could easily handle the tracking of trillions of different people.

Psychometry

Cost: 10 SP

Required: Nascent Mind

With just a touch you can scry historical moments and memories concerning beings, objects, and locations. You possess the power to understand, break down, and even learn the past. By working backward, you could learn to create machines as precisely as it is, you could copy the skills of others and use them as your own, you could even learn the tips of tricks of previous owners to use an object as well as all of them combined.

Telepathy

Cost: 10 SP

Required: Nascent Mind

No thought shall remain a secret before you, every mind is like an open book ready to be read at any moment. You could reach out and alter the minds of anyone. With just a thought you control the hearts, minds, dreams, and aspirations of anyone. Billions of minds are laid out before you, willing to kneel before you with just a single thought. Your mind can harness and use an infinite capacity. There are no limits to how much information you can have and recall instantly.

Psychokinesis

Cost: 10 SP

Required: Nascent Mind

You are capable of recreating the fundamental forces, with just your mind you can reproduce any effect. You could even take inspiration from things that you can’t. With a mere thought you could change the very land itself, with a flick of your wrist the very skies can turn into a raging storm. With your mind, you could move the very moon and stars. Alone, you are a force of nature, if you want something controlled you can move it as you wish. You possess a mind capable of accelerated thinking and reflexes, you can even monologue entire stories within your mind while watching a bullet fly towards you. Your ability to calculate and process information is absurd.

Prototype

Cost: 25 SP

You possess self-biokinetic adaptable cells capable of accelerated evolution. Your rapidly mutating somatic cells grant you peak physical and mental capabilities, with mutative regeneration capable of restoring limbs in hours.

Your cells improve with time and use, granting ever-improving physical strength, durability, speed, reaction time, motor skills, coordination, thought speed, and senses. You could even develop entirely new senses with an expanded awareness of things normal humans can’t even imagine.

Your mutative regeneration restores wounds and adapts to what causes them while gaining new features, growths, and capabilities to match any situation regardless of the source. These rapid mutations guarantee immunity to attacks in 8-10 hits, adaption to hostile environments in minutes, and can even trump alterations to you and your mind. Being pushed too far without time to rest can cause your body to adapt out of control much faster than usual, negatively impacting and hindering your movements and actions.

This can be prevented through time or stored biomass, as your body naturally refines mutations to become more streamlined and efficient, which allows you to return to a normal human form while maintaining all the adaptive weapons, defenses, and redundancies you have developed. Your cells can never have any demerits that will get in the way of each other. Negative mutations, subversion, unfixable changes, or unwanted assimilation are impossible to maintain in the long run.

When forcefully separated from your main body, your cells decay into simple proteins that prevent anyone from properly analyzing them and can easily be reabsorbed to aid your regeneration, similar to stored biomass. Consuming biomass allows you to store or gain traits to improve or add adaptations without being exposed to danger or killed. You can also use the stored biomass to rapidly alter your physical form.

Your understanding and analysis of powers through your senses are accelerated as you can quickly break down and guide adaptations to counter them. This allows further streamlined adaptations based on experiences, battles, and information. An example is gaining immunity to flamethrowers, which can escalate to gaining immunity to plasma.

You can even develop entirely new adaptations based on observed technological or organic abilities, replicating them inside your body. In time, you can grow immunity to poisons, sickness, Trumps, Masters, Strangers, reality rewriters, precogs, and many more. With a long and arduous journey, you can eventually shrug off the scariest beings imaginable.

The One Who Crawls

Cost: 35 SP

Required: Prototype

You are the pinnacle of biological perfection; your cells are in a state of superposition, allowing them to be anything and everything simultaneously. All the adaptions you've gained could be used at once, meaning a single cell could simultaneously operate as your brain, organ, sensory node, or whatever else you require.

Your cells have already removed the need for breathing, eating, sleeping, and even aging as you are completely self-sufficient. Because of this, you possess physical strength that not many parahumans can match, skyrocketing mental capabilities that can even understand eldritch horrors, a wide array of nigh-impossible senses, and an instantaneous form of healing that makes total destruction appear as if you were not hit in the first place.

Your highly adaptable cells can grant immunity to any attack in 2-3 hits, adapt to hostile environments in seconds, and even ignore attempts to alter your mind or body. While you have a better-evolved form of healing, you can still gain mutations and adaptions. Due to this, esoteric or rare forms of offense with sufficient variety can cause your body to rapidly adapt to the point of negatively impacting your movements and actions. However, this doesn't last long due to your body's natural refinement of mutations that allow you to return to a normal human form with the additions of your new adaptions.

Thanks to this refinement, your cells can never have any permanent demerits that will get in the way of each other, such as negative mutations, subversion, unfixable changes, or unwanted assimilation. Anything that could negatively affect you will be adapted to. Your cells are also information black holes that make no sense to anyone but you and actively ignore forms of analysis; they could even self-destruct and vanish for this purpose. Consuming biomass allows you to store or gain traits to improve or add adaptations without being exposed to danger or killed. You can also use the stored biomass to rapidly alter your physical form.

Your understanding and analysis of powers from your senses lets you break down and grow immune to even conceptual dangers. This allows further enhancement of adaptions based on experiences, battles, and information. An example of this is gaining immunity to hammers, which can escalate to being immune to blunt force. You can even develop entirely new adaptions based on observed technological and organic abilities, replicating them perfectly within you. In time, you can grow immune to everything ever imagined and shrug off things that make even the fabric of reality pale.

Darwinism

Cost: 10 SP

Required: Prototype

Your power is capable of plotting and creating evolution on a grander scale. Not only do you adapt to attacks in just one hit, but there’s no limit to how far or wide your evolution can get. Nothing is impossible for you to evolve towards, as life finds a way.

When it comes down to evolving and overcoming stagnation, you are able to create the perfect evolutions to suit any challenge you come across. Your mind can come up with ideas that can suit any challenge you think of. Your body is a blank canvas waiting for you to be filled, and improvements are always there, waiting to be made.

Brethren Moon

Cost: 10 SP

Required: Prototype

You possess the power to generate and manipulate biomass, the organic matter that makes up living organisms. With this, you are not constrained by the existing materials around you, as you can produce biomass from your body or absorb it from other sources. You can easily transform biomass into whatever you need or want, both in appearance and function. You can become any shape or form you desire in moments, changing your form to fit the situation.

You can also affect biomass separated from you, using biokinesis to alter it as quickly as your own body. You can divide yourself into multiple parts and control them as one. This allows you to have multiple bodies at your disposal, all connected to you.

When Evolution Breaks

Cost: 10 SP

Required: Prototype

You can absorb others, dead or alive. As you consume someone, your understanding of them grows. The way they speak, how they look, their actions, and even their emotions. Harvesting their knowledge, skills, and even physical capabilities (like genetics, powers, and mutations) to use as your own.

Soul Container

Cost: 10 SP

Required: Prototype

Your body is not merely a vessel for your Soul. It is an integral part of your being. Your Soul can evolve with your body, granting it the same level of defense as your physical body. Your mind, body, and Soul are one.

Your evolutions can adapt and learn from strange and esoteric forces and use them to your advantage. In time, you can even use and evolve far beyond the original holders of your copied powers and the you of the past.

Inorganics

Cost: 10 SP

Required: Prototype

For you, there is no distinction between organic and inorganic augmentation. You can consume any material as if it were flesh and bones, and anything consumed can be converted to your own biomass. As far as you are concerned, flesh and metal are just two sides of the same coin.

Blacksmith of Potential

Cost: 25 SP

You have the potential to create anything you can imagine. Your skills at crafting with your hands have no limit and you can defy reason and rationality to create stunning works of art the likes of which have never before been seen. Your skill at blacksmithing and other such arts of creation is at the peak of mortal skill and you have no limit on how high it can go in the future. You gain skill at a tremendous rate and with each work you create you seemingly grow to be able to surpass your previous work. Fixing any flaws or adding new perfections. This power allows you to imbue any concepts, ideas, ideals, energies, and material properties into your creations, limited only by your understanding, skill, and time.

A blacksmith must have their workshop and a craftsman their tools to work. Luckily you have both at hand at all times. As your workshop metaphysically travels with you wherever you go. What this means is that wherever you may find yourself as long as you wish it the tools you need seem to just appear, or perhaps change the environment in such a way as to function as well as your proper tools if you wish. Such as using a river to quench a blade you are working on, and using a stone nearby as an anvil. These tools grow with you, as you do, and can withstand anything you need them to in order to create your works.

Divine Craftsman

Cost: 35 SP

Required: Blacksmith of Potential

You have the potential to create anything you can imagine. You can craft objects with such splendor and beauty as to leave gods stunned, weapons to sunder armies with a single swing and more. Your level of skill with all types of craftsmanship leaves you rival only to gods and greater powers with such domains. This includes more esoteric forms of craftsmanship such as music, drawing, and painting. You can work with any type of energy concept or idea you want, such as weaving a dress made of the night sky, or forging a blade made from the prayers of all dead warriors. Your skills at crafting with your hands have no limit and you can defy reason and rationality to create stunning works of art the likes of which have never before been seen. Your skill at blacksmithing and other such arts of creation is at levels unimaginable to mortals and most gods alike. And you have no limit on how high it can go in the future. You gain skill at a tremendous rate and with each work you create you seemingly grow to be able to surpass your previous work. Fixing any flaws or adding new perfections. This power allows you to imbue any concepts, ideas, ideals, energies, and material properties into your creations, limited only by your understanding, skill, and time.

A blacksmith must have their workshop, and a craftsman their tools to work. Luckily you have both at hand at all times. As your workshop metaphysically travels with you wherever you go. What this means is that wherever you may find yourself as long as you wish it the tools you need seem to just appear, or perhaps change the environment in such a way as to function as well as your proper tools if you wish. Such as using a river to quench a blade you are working on, and using a stone nearby as an anvil. These tools grow with you, as you do, and can withstand anything you need them to in order to create your works.

Time

Cost: 10 SP

Required: Blacksmith of Potential

Time means nothing to you, and when you begin to craft something time stops for you. This time stop doesn't affect your crafting at all. And when you finish, time resumes. Leaving in the middle of crafting would result in time continuing again as time stop can only be used for crafting. You will find that time seems to go by faster when working, even when time is stopped, four hours worth of work is finished in three, a two minute break feels like 10 minutes. Over time you will be able to control this small scale time dilation even when not crafting.

Resources

Cost: 10 SP

Required: Blacksmith of Potential

No longer are you restricted by a lack of materials. As you experience more of the world and lay your hands on more and more crafting materials, you find that you are able to summon all materials you have touched in your life. This metaphysical warehouse attached to your workshop is not unlimited initially, requiring you to research and work with materials more in order for them to restock more often. This warehouse can supply you with even one of a kind or esoteric materials, as long as you have scanned them once before. This is not limited to physical materials, allowing you to create objects using pure emotions, space, or even concepts such as time, although collecting such materials might be a challenge.

Method

Cost: 10 SP

Required: Blacksmith of Potential

Your workshop has found itself holding a set of tools representing your crafting experience, these tools gain bonuses and modifiers as you craft in different locations over time. No river will give the same bonus, stone is the same. Places of importance, be it historically, magically, or spiritually give you bonuses and modifiers of an incredible quality. These tools can be brought into the world on their own, allowing you to bring forth the weight of every river you have used for quenching, every stone you have used as an anvil, every fire you have used for forging. Additionally, you are able to learn any and all methods of crafting, no matter the method, you are able to learn them. All of the little quirks that give each creator their own style, you are able to replicate and receive an increase of quality in the specialization of each creator.

Myth

Cost: 10 SP

Required: Blacksmith of Potential

You are able to imbue your creations with a spark of history that will grow into a full blown story of its own, allowing your creations to grow to best fit their myth or legend. A sword used to kill dragons would find itself growing better at taking down dragons. In addition you are able to take from an item's story, giving you a bonus to best fit the part you took from. You can take a minor portion of an item's history, giving minor benefits, or take an item's entire history, giving you untold powers. This weakens or even removes all supernatural from an item, depending on how much you took. This loss in power only affects items not of your own making. For your own creations, you gain a growing well of power that grants you bonuses as your creations are used more and more.

Armory

Cost: 10 SP

Required: Blacksmith of Potential

Your workshop has an empty armory attached to it. This armory will be filled with a phantasmal copy of every creation you make, each copy has the full powers of every creation you make. These phantasmal copies shared a connection to the real thing, allowing for the copies to grow in power or strength if the originals do. Each phantasmal copy will regenerate upon destruction, if they happen to break. It is not just finished works that end up in your armory, even prototypes and failures will have a place in your armory. You will eventually put Gilgamesh’s Gate of Babylon to shame with time. You are able to give a phantasmal copy to another being, allowing them to call upon a sliver of the original creation’s power. If the recipient happens to hold both the copy and the original, they can merge into an even greater object, allowing for even faster growth.

Celestial Forge

Cost: 60 SP

You have access to the Celestial Forge.

You start out with 5 random free perks and one random 200 points perk.

Every day, you gain 50 points which can be spent to purchase perks. You can spend points to gain a random perk or purchase a specific perk for twice it's listed price.You can only gain one free perk per day for free, subsequent purchases cost 25 points.

(Note: In the context of this power, points represents the Jumpchain 'Choice Points'. Points generated by any of the Celestial powers you've purchased are shared between each, and can be used in any of them interchangeably)

Celestial Grimoire

Cost: 60 SP

You have access to the Celestial Grimoire.

You start out with 5 random free perks and one random 200 points perk.

Every day, you gain 50 points which can be spent to purchase perks. You can spend points to gain a random perk or purchase a specific perk for twice it's listed price.You can only gain one free perk per day for free, subsequent purchases cost 25 points.

(Note: In the context of this power, points represents the Jumpchain 'Choice Points'. Points generated by any of the Celestial powers you've purchased are shared between each, and can be used in any of them interchangeably)

Celestial Menagerie

Cost: 60 SP

You have access to the Celestial Menagerie.

You start out with 5 random free perks and one random 200 points perk.

Every day, you gain 50 points which can be spent to purchase perks. You can spend points to gain a random perk or purchase a specific perk for twice it's listed price.You can only gain one free perk per day for free, subsequent purchases cost 25 points.

(Note: In the context of this power, points represents the Jumpchain 'Choice Points'. Points generated by any of the Celestial powers you've purchased are shared between each, and can be used in any of them interchangeably)

Increased CP (Celestial Collections)

Cost: 10 SP

Required: Celestial Forge,Celestial Grimoire,Celestial Menagerie,

You generate 50 additional CP per 24h.

Increased Frequency (Celestial Collections)

Cost: 10 SP

Required: Celestial Forge,Celestial Grimoire,Celestial Menagerie,

Increases the frequency of charges. Each purchase halves the time between charges generated (every 12h, 6h, 3h).

Blood and Sweat

Cost: 10 SP

Required: Celestial Forge,Celestial Grimoire,Celestial Menagerie,

You can mark one perk at a time, and by seriously training in a related topic, you can get a discount of up to 90% on it. Keep in mind, the amount of effort required grows exponentially to the power of the perk. And some things are too esoteric to be trained.

Companionship

Cost: 10 SP

Required: Celestial Forge,Celestial Grimoire,Celestial Menagerie,

You may designate up to eight individuals of your choice as Companions, granting 3 random 0-CP perks, a random 100-CP perk, and 60% of your total CP to spend as they see fit. They may choose to either draw from the same crafting-related perks and items that you do, or specialize into a different category, such as combat perks, magic perks, and so on.

"Property"-type items, such as buildings, landmasses and the Personal Reality, are shared by everyone, meaning that only one person in the Forge has to purchase them for everybody to benefit. If you have also purchased Blood and Sweat or Increased CP/Frequency, they will also benefit from those as well.

True Companions

Cost: 10 SP

Required: Companionship

Your Companions now benefit from the full strength of your Forge like you, granting them the full compliment of starting freebies, and increasing their total CP and CP gain to match. In addition, this also grants them a form of resurrective immortality, allowing you to revive them after one year, provided you aren't dead as well.

Builder

Cost: 25 SP

You have access to a hexagonal grid of empty 127 nodes. These nodes can be filled with specialized modules which can be connected together to form a power, each module provides one component of the power. The strength of a power is determined by its highest level module and incurs a penalty of 1/10th of a level for every module 3 or more levels below the maximum.

The powers you create cannot create knowledge out of nowhere, any Thinker or Tinker power starts with an empty database unless you fill it with data you already have.

Every day, you generate 10 base level modules. Those modules can be specialized to be used in powers and there are hundreds of possible module specializations, some only available for higher level modules. Modules can be specialized to handle logic or data processing, however you will need to combine multiple of them to handle complex tasks. (Picking Electronics Engineering related Skills or Tinker powers makes you proficient with the language.)

You can upgrade a module by fusing it with one or more other modules. Level 2 needs 3 total levels, level 3 needs 6 total levels, level 4 needs 10, etc. (Costs up to level 9: 1, 3, 6, 10, 15, 21, 28, 36, 45). Each level is approximately 'worth' 3 SP - a power built out of level 4 modules will thus be equivalent to one valued at 12 SP in this document. Once fused they cannot be split and will only retain a single specialization of your choice. A module always uses one slot regardless of its level. You can store up to 200 spare modules of any level.

Over time, the number of nodes, the number and level of generated modules, and other aspects of your power will grow.

Engineer

Cost: 25 SP

You have access to 5 emulation cores, which can be programmed to emulate powers, one computational core, which can be used to run background tasks, one data core, which can be used to store data permanently, and one router core which allows cores to communicate.

The emulation cores you start with can support powers up to roughly 20 SP in strength. The computational core is capable of fast parallel computation on par with a supercomputer. While emulation cores can perform the same tasks as a computational core, at the same cost they are 20% less powerful than a computational core due to the dedicated power hardware. Data cores can store one exabyte of data and provide a build-in filesystem. The router core can handle up to 9 connections.

These emulation and computational can be programmed using a low level assembly language (machine code). Emulation cores have special hardware that allows them to manifest powers through special instructions.

You have access to a complete reference manual for this language. Each instruction has simple usage examples and the manual contains several complete example of basic powers to get you started. (Picking Software Engineering related Skills or Tinker powers makes you proficient with the language.)

Every day, you generate one core which can be used to improve your existing ones or add more. Once a core is improved or specialized, it cannot be turned back. Computational, data, and router cores each cost 5 cores to create. An emulator core costs 1 core at first level and needs 2 cores to upgrade it to level 2, and 3 cores for level 3, etc. Each level is approximately 'worth' 3 SP - a power emulated on a Level 4 core will thus be equivalent to one valued at 12 SP in this document.

You can specialize emulator cores to make them more able to support specific types of powers at the expense of making other types less powerful (+2 to chosen type, -3 to all others) for the cost of the current level.

Principled Designer

Cost: 25 SP

Required: Builder Builder

Required: Engineer Engineer

Your Builder and Engineer powers become part of a greater whole. The amount of cores you produce every 24 hours is doubled and your storage capacity is no longer limited.

You gain the ability to create Clusters and start with three. Each Cluster possesses its own grid of 127 nodes that behave like Embedded Engineer. You gain a new type of Core, the Interchange, which allows nodes to communicate between Clusters, as well as a new type of Module, the Interface, which allows a Cluster to connect to someone else and grants them the ability to use its powers, you have a fine degree of control over the permission of each Interface. Every 120 hours (5 days) you can chose to generate a new Cluster, increase the number of nodes in an existing Cluster to the next central hexagonal number (169, 217, 271, 331, 397, ...), improve a Cluster to make all Modules and Cores within 10% more powerful (multiplicative), or improve your Modules and Core generation by 20% (additive).

The power also provides you with an embedded VI assistant to which various tasks can be delegated. Network maintenance or reorganization, programming of cores, debugging assistance, etc. The VI has a personality of your choice but it is not truly sapient. This assistant can be provided with computational cores to increase its capabilities though it is not capable of evolving into an AGI unless you create that capability yourself.

As the Clusters are bound to your soul, it is possible for you to dedicate a Cluster to host your consciousness. The ability to project a body is optional but highly recommended as your clusters exist outside of reality and, without an anchor or navigation system, you will find it hard to make your way back to the proper place.

Increased Frequency (Builder)

Cost: 5 SP

Required: Builder

Increases the frequency of charges. Each purchase halves the time between charges generated (every 12h, 6h, 3h).

Increased Charges (Builder)

Cost: 5 SP

Required: Builder

You generate 5 additional charges per 24h.

Increased Frequency (Engineer)

Cost: 5 SP

Required: Engineer

Increases the frequency of charges. Each purchase halves the time between charges generated (every 12h, 6h, 3h).

Increased Charges (Engineer)

Cost: 5 SP

Required: Engineer

You generate an additional charge per 24h.

Virtual Machine

Cost: 5 SP

Required: Engineer,Builder,

You can create Emission Modules/Cores that can grant Receivers (through various methods such as an artificial Corona Pollentia to bio authentication). These emission modules/Cores can store Virtual versions of modules you currently have and grant them to others. As you upgrade and improve your emitters they would show greater range, capabilities, and potential. You can design feedback from the virtual machines to gain user data.