Project V17/Powers/Shardless/Technology and Artifice Powers

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Artificer (D&D)

Cost: 5 SP

Required: Arcane Magic (D&D/Pathfinder),Psionics (D&D),Occult Magic (Pathfinder),

You gain an understanding of your discipline's mechanics on a different level and become a talented and skilled craftsman. Whether you become a normal Artificer, Psionic Artificer, or a supremely versatile Artificer is up to the Shardless powers you've bought.

Phyrexian Praetor (Magic: The Gathering)

Cost: 20 SP

You are a Phyrexian Praetor, a leader of powerful Phyrexian forces. You are a fusion of flesh, and metal. You have command over Glistening Oil, a substance that makes biological beings undergo a process called "compleation" that turns them into a fusion of flesh and steel, and a Phyrexian that you can command. This process can be used to subvert mechanical machinery and beings. With great difficulty, you can also extend this effect and 'compleat' non-biological beings.

The Tinker Toolbox

Cost: 6 SP

You now possess the same Striker/Shaker effects all Shard Tinkers have. You are capable of modifying reality to make super tech with common materials. This includes the ability to cut glass with your fingernails, lead to a 95% yield in chemical solutions, using copper as a room temperature superconductor, making plastic from potatoes, and slotting modern components by hand into a board. The only compromise is the need to perform maintenance in all components that defy the laws of physics.

As a bonus, you can enter a fugue-like state for faster build speed and a deeper reality modification, leading to more throughput with the common materials, like making a 3-D printer extrude carbon nano-tubes.

Magitech

Cost: 10 SP

You have the remarkable ability to merge magic with technology, creating things that would astound scientists and wizards alike. This could be easily combined with any other Tinker power, and is severely hampered without some form of magical ability.

Time Lord (Doctor Who)

Cost: 40 SP

You are a Time Lord in your first incarnation, this new physiology and relatively unique position provides various abilities. Time Lords have 13 incarnations, each one having a full lifespan of several centuries, unless ended early by violence or other factors. When an incarnation ends, barring the final one, a Time Lord will Regenerate, completely restoring them, with their 'age' reset, and with a brand new personality and appearance; Many things such as sex, gender, and what have you can change in this process. They are the same person underneath it all, but expressed through the lens of their current incarnation. What sets you apart from most Time Lords is that you have complete control over the details of your regenerations, enabling you to retain your current personality and appearance if you choose to do so. Every 120 years, your Regeneration Cycle resets, replenishing your remaining charges back to 12 as you do not need the Time Lord Council to grant you more.

As a multidimensional being with an affinity towards and psychic resonance with the dimension of Time, you exert a subtle and unconscious influence on the universe. Nothing truly powerful, just a little bit of luck here, or being just in the right place to handle a crisis there. The chakras of your nervous system can feel the texture of the time vortex and allow you to feel temporal anomalies, noticing alterations as sudden gut revulsion is a common synesthesia. You're undeniably brilliant by human standard, but about average for a Time Lord, and retain the truly staggering education Time Lord society offers its members; you have what amounts to multiple human lifetimes’ worth of schooling, covering broad swathes of skills and nearly encyclopedic knowledge. Your particular exposure to the Time Vortex has placed the information to recreate any technology from the Doctor Who series in your mind.

Beyond the oddity of Regenerations, your body is somewhat anomalous compared to humans. Your strength and durability are mildly superhuman, your respiratory system can retain much more air and even protect you from the void of space for brief periods. There's two hearts in your chest, increasing your cardiovascular load, while your body both resists and filters out radiation to a rather high degree, as it is a significant danger when traveling through space and time. You can even enter a healing coma, tuning your outward metabolism down far enough to emulate death while internally your body goes into overdrive to heal most severe non-fatal injuries at an accelerated pace. Finally, there are a myriad of other unique minor physiological tricks that generally serve to give you an edge in whatever the latest crisis you find yourself in.

Inspired Inventor (Worm CYOA V1)

Cost: 60 SP

You are the world's first Tinker-12. Each day you have ten charges, which can be spent to improve your Tinker abilities within a specific specialization or theme. A single charge would make you a good tinker within an area and would be equal to around 4 SP worth of points. Each additional charge put into a power would double your abilities (around an increase of 2 SP per charge), with no limits to how many times you can spend a charge in a certain area or specialization. Spend a couple of charges on augmentation and start crafting cybernetics out of scrap. Spend some on medicine and cure cancer in an hour. Should your different themes overlap, they will stack, building off of each other and integrating perfectly. All technological fields of knowledge such as engineering, chemistry, etc are viable for this.

Earth Caste (40k)

Cost: 15 SP

You have become a paragon of the T'au Earth Caste, gaining the full theoretical and practical knowledge of the T'au Empire & Farsight Enclaves. The T'au are a young race, as Man was millenia ago, and their technology adapts quickly, having long surpassed the weathered and archaic hand-me-downs of the Imperium.

You can craft mobile battle-suits that range from highly mobile invisible scouts to Titan equivalents, Railgun and Plasma weaponry that can penetrate foot thick ceramite & snipe your enemies from miles away, planar sonics that can shatter worlds, and warfleets that can shoot targets from the edge of the star system.

Now spread the word of the Greater Good, Gue'vesa!

Adeptus Mechanicus (40k)

Cost: 15 SP (Primarch (40k))

Cost: 0 SP (Primarch (40k))

You are a Magos on par with Arkhan Land or Belisarius Cawl, and you have perfect knowledge of all of the technology ever available to the Adepts of Mars, from the more commonplace Dark Age relics which are widely seen in the modern Imperium (like Void Grenades & Volkite Weapons), tech from the Great Crusade, and even brand new tech heretofore unseen, like Primaris geneseed & equipment.

Still, it seems the true heights of the Dark Age lie just beyond your grasp.

Cryptek (40k)

Cost: 35 SP

You have mastered the science that of the Necron Infinite Empire, from the War in Heaven to the modern day. You have perfect knowledge of this tech, which includes incredible feats of intellect like Necrodermis, Blackstone, Gauss Flayers, the Celestial Orrery, the humble Canoptek Scarab, and many more besides.

Best of all however, you have the knowledge of the many arts of the Crypteks, techno-wizards of the highest degree. Nothing is denied to you, whether Alchemy or Psychomancy, Chronomancy or Plasmancy, Ethermancy or Technomancy, you know it all.

Teach the upstarts of this galaxy who it truly belongs to!

Ork Mekboy (40k)

Cost: 10 SP

Required: WAAAGH Energy (40k)

Oi! You weaklings are a sorry sight compared to dem Krorks, but ye'll hafta do. You gotz da know-how of a Mekboy and a Dok, so you grok how all da Orky tech works, just by instinct! Dat means you can build wot fings dat Orks uses, and can repair things real easy-like, sometimes just by smacking dem! You can make the tech from any gubbins wot you find, as long as you got WAAAGH energy, it'll work, even if dem humies say it's "fizek-lee um-possible," whatever dat means. Wit bigga WAAAGH energy, the betta your tech, meaning you gots fings like Battle Moons, Gargants, gravity whips, and tractor beams wot krump a whole solar system.

Asuryani (40k)

Cost: 15 SP

Required: Alpha-Class Psyker (40k),Alpha Plus-Class Psyker (40k),

The Old Ones once created the race of Eldar, who they may not have anticipated taking their place. Nevertheless, the Eldar controlled an empire truly equal to their Necron foes before their fall, and with your new knowledge this glory may one day be seen again. You gain the knowledge of all of the technology & technique (psychic or otherwise), that once allowed the Eldar mastery of the galaxy.

Craft psi-implants that augment or negate psychic powers, make your soul truly immortal, create artificial gods, manipulate flesh to grow or modify entire sapient species, weaponize the Warp masterfully, sing psychoreactive materials like Wraithbone into existence, build whole new Craftworlds, create pocket-dimensions, move stars across the galaxy using Warp-gates, build Wraithbone Automata, & even construct a new Webway from scratch.

Jokaero Savant (40k)

Cost: 15 SP

You have gained an innate understanding, knowledge, and skills related to technology that surpass the advancements of your time. This power grants you the ability to effortlessly advance any technology into the future, pushing it ahead by decades, if not centuries.

Drawing upon the innate wisdom within you grants a deep understanding of complex technological systems. With minimal tools and resources, you can modify weapons and armor in the field, adapting and enhancing their functions to suit your desires. Whether it's fine-tuning the performance of a weapon or specializing its capabilities for specific tasks, your expertise allows you to make precise modifications on the fly.

Furthermore, your skills extend to the production and upgrading of rare and powerful technology. You possess the knowledge to miniaturize weapons, transforming them into incredibly small and compact digi-weapons capable of immense destruction. The boundaries of what is considered possible can be surpassed as you bring forth advancements that were once only dreamed of.

Your skills of improvement, customization, and miniaturization are not limited solely to weaponry. They can be applied to a wide array of technologies within your personal understanding. Whether it's advanced communication devices, cutting-edge medical equipment, or sophisticated scientific apparatus, you possess the ability to elevate their capabilities and efficiency to levels far beyond the current era.

Schnee (RWBY)

Cost: 10 SP

You have the knowledge and capabilities to build the technology found in the RWBY universe, most notably in Atlas. Mechashift weapons, Autonomous humanoid drones, and whatever miraculous economic technologies allow for a modern First World standard of living when you have only around five cities, are all yours. You can also synthesize Dust from other raw materials.

104 Days (Phineas and Ferb)

Cost: 60 SP

“Aren’t you a little young to be…….? Yes, yes I am.” Children have the most creative and imaginative minds, able to turn a simple backyard into a vast world of wonders and adventures. Their minds conjure dreams so vivid and incredible that they continue to influence and shape their lives long after they grow into adulthood. It’s a shame that most lose this imagination as they get older, but you? No not you, for you were a precocious little thing and your mind would not let the dreams of yesterday fade, you make them into reality. Your mind is so great that whatever you imagine, you can create. From a rollercoaster that safely flings about the entire city all the way into the stratosphere to back down to your backyards not even connected to a rail half the time, making a cheese themed theme park, to a spacecraft to visit another star that your parents bought you, somehow creating a concert that reunites the band that sings your parents favorite song, to even just creating a song and breaking out into dance number on the spot. And just like a child any adventure that you partake in could be completed in the same span as a single summer afternoon. The materials needed somehow always appear when you need them to and the building taking as long as it takes a child to imagine the adventure he needs them for, so as to enjoy the afternoon as much as possible. And most importantly, it’s not as fun without friends is it? Those around, those you consider your friends and allies find their child wonder awaken in them in your presence, and the scope of your power here extends to them as long as they partake in your adventures.

Jeweler (Diablo)

Cost: 5 SP

You can socket precious gems into equipment to grant the wearer greater power. You can combine worst-quality gems to make higher-quality gems that have even greater power. Gems attached to equipment can have a variety of effects ranging from increased damage to reflecting damage. The quality and power of the gem is dependent on the gem itself.

The Celestial Workshop

Cost: 20 SP

Within your mind resides the perfect workshop, a realm of limitless creativity where you bring your envisioned designs to life. This celestial sanctuary empowers you with three extraordinary abilities.

Firstly, your creativity surpasses that of even the greatest artists, granting you unparalleled brilliance. Ideas flow effortlessly as you unlock the depths of your imagination, manifesting awe-inspiring designs.

Secondly, as you conceive your creations, tools and materials materialize within the workshop. These resources are precisely tailored to suit each specific design, providing everything needed for your visions to take form. Whether it's sculptures, inventions, or musical compositions, the workshop offers the perfect means for your endeavors.

Thirdly, the workshop bestows upon you temporary knowledge of magic and advanced scientific principles. Through this knowledge, you can enchant, curse, or bless your creations with mystical properties. Infusing magical energies enhances their capabilities, granting extraordinary qualities. Alternatively, your understanding of futuristic scientific concepts allows you to create technology far beyond modern advancements.

Furthermore, you possess the ability to manifest your conceived items into reality. By channeling a semi-sentient blur of energy, flawless constructs materialize, reflecting the exact details envisioned within the workshop. Weapons forged in this manner possess unlimited ammunition, ready for unleashing their full potential.

It's important to note that the energy used for manifestation draws upon your stamina. While the possibilities are boundless, the complexity and magnitude of your creations may require rest and recovery to replenish your vitality.

Carcass Forging

Cost: 12 SP

With the power of Carcass Forging, you possess the extraordinary ability to transform lifeless corpses into formidable weapons. This dark art allows you to harness the residual strength and essence of the deceased, infusing it into their remains and forging them into instruments of devastating power.

The potency and capabilities of the weapon depend on the strength and prowess the deceased possessed in life, as well as the state and freshness of the corpse. The full corpse of a recently deceased mighty warriors yield the most formidable weapons, while the fresh corpse of a skilled mage offer enchanted implements of arcane power. Each transformed weapon carries echoes of the deceased's former abilities and talents, making them unique and tailored to their original wielder's expertise.

As a master of the Carcass Forging, you have the innate knowledge and skill to extract the latent energy from the corpse and mold it into a weapon. The process involves channeling your own life force and combining it with the residual essence, thereby imbuing the weapon with supernatural attributes and enhancing its performance.

Additionally, as you deepen your mastery over this power, you gain the ability to extract the residual memories and experiences of the deceased. This enables you to tap into their accumulated knowledge and skills temporarily, granting you a limited understanding of their combat techniques, spells, or strategies.

Infusionist (Monster Hunter)

Cost: 10 SP

An art form made from the corpses of monsters. Using parts from powerful beings you can imbue their properties into weapons and armor. These elemental affinities can grant or resist elemental powers. Weapons with Fire can inflict Fireblight for example.

Rememberances (Elden Ring)

Cost: 10 SP

By slaying powerful foes you can use it to create powerful weapons with the same power they had in life. Usually, it will be themed around how they look or the weapons they possessed. But if you lack sufficient stats to use them you will find it impossible to properly harness its power.

Cyberpunk 2077 (Cyberpunk)

Cost: 8 SP

You gain the knowledge of how to create any technology that is either shown, referenced, or hinted at in Pondsmith's Cyberpunk series. This includes both the tabletop RPG & the video game adaptation, making you able to create neuralware, Braindances, Cyberdecks, software & programs, AI, cyberlimbs, robotics, The Soulkiller Program, hovertanks, powered armor, and so much more.

As a bonus, your cybernetic augmentations will never cause Cyberpsychosis in anyone.

You also become a skilled Netrunner, able to run circles around modern hackers, exploring the internet in ways few could ever hope to match, with AGIs being one of the only exceptions.

The Ingenuity To End The Eternal War (No Game No Life)

Cost: 15 SP

You possess the culmination of vast knowledge, unparalleled understanding, and unmatched skills of the Ixseeds. With this power, you can create anything that the rank 7 Ixseed (Elves) to the rank 16 Ixseed (Humans) have been shown, referenced, or even hinted at being able to do. Your creative abilities extend to the Ex Machinas' adaptive weaponry, the Elves' magical wonders, the Dwarfs' colossal machinery, and even their continent-shaking bombs. While you cannot cast magic yourself, you can create devices that harness magical powers, or even surgically implant the ability to use magic. In your capable hands, you can artificially recreate the species of any rank 7 or above Ixseed in a laboratory, and these species will be innately loyal to you.

E.G.O. (Lobotomy Corporation)

Cost: 10 SP

You possess the ability to craft E.G.O. (Extermination of Geometrical Organ) Equipment by extracting IDEA from specific beings or individuals using COGITO. While E.G.O.s are considerably challenging and frequently perilous to utilize, they boast formidable strength because these artifacts are a siphoned IDEA from their respective subjects, granting not only the original abilities but also resistances, skills, and even weaknesses. Those lacking in sufficient willpower risk being overwhelmed until it eventually takes over their mind, yet those with strong will can step into the persona of another.

Project GAIA (Horizon Zero Dawn)

Cost: 8 SP

You gain the technological knowledge from Horizon Zero Dawn, delving into the advanced technologies of the post-apocalyptic world. This encompasses a deep understanding of robotic creatures, hyper advanced AI, terraforming, and advanced weaponry. With this knowledge, you become a skilled hunter capable of deciphering the weaknesses of mechanized foes, utilizing powerful weapons and traps, and a knack for exploring.

Talos I (Prey)

Cost: 10 SP

You have the technological knowledge of Prey. The advanced technology found on Talos I is yours to produce, make, and create. You can create all manors of technology found on Talos I from 3D printers, recycling bombs, drones, fabricators, and Neuromods. You know everything that has to do with the technology seen in Prey, including the information and data on Typhons. Which you can use to grant yourself Typhon-based abilities and powers.

As a bonus, even without the use of a Psychoscope or study, you have knowledge of how to make Neuromods for most skills found in the year 2035. With the correct Neuromods, you can be a master musician or a skilled hacker. Your technology can adapt the exotic neuro patterns of alien creatures to make them into Neuromod. Which you can use to grant yourself the strange and wonderous abilities they may have.

(The removal of Neuromods may erase all your memories gained after their implanting of them. With time and research, in addition to other Tinker powers you may have, you may learn how to negate this flaw.)

Doctor M.D. (Arknight)

Cost: 10 SP

You gain the technological knowledge from the mobile game Arknight, delving into the realm of advanced biotechnology, robotics, and tactical combat. This encompasses a deep understanding of operator deployment, base management, and the utilization of unique skills and abilities. With this knowledge, you become a master tactician, commanding a diverse roster of operators and employing cutting-edge technology to protect the world from the threat of the infected.

Armed with this expertise, you possess the ability to strategically deploy operators with specialized skills, combining their strengths to overcome challenging missions. You wield advanced biotechnology and robotics, creating a formidable force capable of adapting to various combat scenarios. Your mastery of base management allows for efficient resource allocation, unlocking the full potential of your team.

SCIENCE! (Fallout)

Cost: 10 SP

You gain the technological knowledge from the year 2077 Fallout, a world that has been engulfed in nuclear fallout; from advanced laser and plasma weaponry to robotics and clean fusion energy, advanced medicines, deadly viruses, space age alloys, cybernetic implants, teleportation, and much much more. You know everything that has to do with technology seen in Fallout or in any of the canon material. You can also use things from mod content within a certain threshold of lore friendliness (for example, Project Nevada cybernetics would be acceptable, as would official cut content, or things from Van Buren, while a minigun that fires Fat Boy warheads would not.)

As a bonus, you also become a skilled survivor, being able to build things from scraps that you find much easier than a normal person would find, and scavenging for supplies becomes easier for you. Your technology also lasts longer than others surviving even after 100 years and nuclear fallout.

Cyberdine Systems (Terminator)

Cost: 10 SP

You gain the technological knowledge of the Terminator franchise, being able to create anything shown, referenced, or hinted at in the Terminator franchise (besides the T-Infinity). Hunter-Killers, AI, Nuclear Energy, laser weapons, time travel and so much more.

As a bonus, you gain the ability to improve technology at a rapid pace similar to Skynet going from basic tanks with virtual intelligence to androids that can mimic humans within a short timeframe. You also bring a sense of loyalty in all the self aware creations you make so long as you don't try to kill them without reason they will still trust you and be loyal to you.

Wisdom Cubes (Azur Lane)

Cost: 10 SP

You have the technological knowledge found in Azur Lane, a world where naval warships are personified as Shipgirls. With various technology found from every faction ranging from Iron Blood to Sirens. You know how to create, repair, and alter Wisdom Cubes. Wisdom Cubes can be used for a variety of things, and more importantly, can be used to create a Shipgirl. They are existences that embody various naval warships in the form of humans and can have a variety of different capabilities. Some are more esoteric than others, the stronger and deeper the history of a ship the more likely it may develop abilities such as viewing alternate timelines.

As a bonus, you possess high Wisdom Cube compatibility and are knowledgeable in both naval warfare and ship making. You can retrofit and improve just about any form of the ship without replacing the soul. With other Tinker powers, you can even turn any vehicle you create into a Shipgirl. Ships you created turned into Shipgirls can work well with you and have a sense of loyalty towards you.

Those Who Came Before (Assassin's Creed)

Cost: 12 SP

You gain the profound knowledge of the Isu from the Assassin's Creed franchise. This includes advanced understanding of their technology, history, and secrets. Alongside this knowledge, you develop a sixth sense that grants incredible innate talent in any skill and selective prescience, providing instinctual knowledge of the future. With these newfound abilities, you become an unparalleled force, capable of shaping the present and foreseeing the future, while possessing exceptional expertise in any chosen field. Your actions carry the weight of ancient wisdom, positioning you as a catalyst for great advancement.

Umbrella Inc. (Resident Evil/Biohazard)

Cost: 12 SP

You gain access to the Resident Evil Tech tree. Not only can you make everything seen in the games and even movies if you desire, but you also can upgrade 21st century weapons like The Merchant, which also includes pushing a weapon past it's limit in one category like in the games. Due to also knowing the complete biology of every virus, parasite, and even the Megamycete you can recreate them, and with your extraordinary knowledge of biology, can even improve if not perfect them, so you can make your own Super Soldiers or your own personal B.O.W.S.

(Note: combining this with another Tinker power will let you also upgrade weapons in those tech trees).

Necronomicon (Cthulhu Tech)

Cost: 12 SP

You gain the combined technological knowledge from Earth and Mars in the CthulhuTech tabletop game. From Earth, you acquire advanced military equipment and powerful Engels. Mars grants you expertise in arcane eldritch technologies and psychic abilities. With this combined knowledge, you become a formidable force, wielding advanced weaponry, piloting mighty Engels, harnessing eldritch knowledge, and wielding psychic powers. Your versatile skill set allows you to navigate both science and the supernatural, making you a formidable combatant against the cosmic horrors from beyond reality.

Supreme General (CnC)

Cost: 15 SP

You are now a genius of unparalleled proportions when it comes to designing, building, and using technology. With mastery of the collective scientific knowledge of all the factions and races that have ever existed or visited Earth in the Command and Conquer Series, including it's various expansions, and mods. You can create any technology that is either shown, referenced, or hinted at in the series, from weapons of mass destruction to devices that manipulate time and space.

Whether you want to teleport your army with the Chronosphere, make them invincible with the Iron Curtain, unleash a psychic blast with the Psychic Dominator, create artificial storms with the Weather Control Device, deploy nanoswarms with the Nanoswarm Hive, suck everything in with the Vacuum Imploder, fire proton beams with the Proton Collider, collect and refine Tiberium with the Tiberium Harvester, blast your enemies with the Ion Cannon, Obelisk of Light, or Scrin Mothership, or anything else you can imagine, you can do it.

You are also able to artificially synthesize any material you need for your creations, from the unique living metal Japan had in Red Alert 3, to the exotic terrestrial ore known as Tiberium. You have no problem understanding, reverse-engineering, or improving any technology you encounter, even if it is alien or futuristic. You are also adept at using any technology you create or acquire, whether it is for combat, exploration, or entertainment.

The-One-Who-Creates (Star Wars)

Cost: 20 SP

You gain the knowledge of how to create any technology in Star Wars, both legends and canon. From a hyperdrive to kaminoan cloning to the death star you can make it all. You can also synthesize any material from Star Wars, such as Kyber, Beskar, and blaster gases.

You can grow plants such as the trees of Kashyyyk or even grow bacteria such as Bacta.

(If you do not have the force you are still able to build force-reliant tech, you just can't use it)

Engineering Section (Star Trek)

Cost: 20 SP

You gain the knowledge of how to create any mundane technology in Star Trek, anywhere in the timeline from Enterprise era to the Star Trek Online era. From warp drives to matter replicators to Borg cubes you can make it all. You can also synthesize any material from Star Trek, such as Transparisteel, Dilithium, and Tritanium.

You can't use any technology or psychic abilities demonstrated by Star Trek's many "god-aliens," but very advanced mundane civilizations such as the Iconians, The Borg, and STO era Federation are fine.

Argonaut (Eclipse Phase)

Cost: 15 SP

You gain the knowledge of how to create any transhuman technology in Eclipse Phase, from cortical stacks, to Cornucopia machines, to picomachines.

You don't initially understand technology demonstrated by TITANs unless you are one yourself, and ETI technology is right out, but you do understand "equivalent" extraterrestrial technology (like that of the Factors) and can research TITAN technology if you put time and effort into it.

Speculative Science (Orion Arms)

Cost: 15 SP

You gain the technological knowledge from Orion Arms, a world of advanced weaponry, interstellar travel, and futuristic technologies. This encompasses a deep understanding of starships, energy-based weapons, and cutting-edge engineering. With this knowledge, you become a skilled pilot and engineer, capable of designing and operating powerful spacecraft, harnessing advanced energy weaponry, and navigating the vastness of space.

The Next Arms Race (Supergod)

Cost: 15 SP

You gain the technological knowledge from Warren Ellis' comic book "Supergods," immersing yourself in a world of extraordinary superhuman abilities and groundbreaking scientific advancements. This encompasses a deep understanding of advanced technologies, genetic manipulation, and the exploration of the human potential. With this knowledge, you become a master of pushing the boundaries of human capabilities, unlocking incredible powers, and reshaping the world through cutting-edge scientific breakthroughs.

Armed with this expertise, you command the power of transformative technologies, merging the realms of science and superhuman abilities. You possess the ability to manipulate genetics, unlocking hidden potential and bestowing extraordinary talents upon individuals. With the combined technological knowledge from "Supergods," you become a visionary, leading the charge in advancing the human race and forever altering the course of history.

Planetary Unification (AoW: Planetfall)

Cost: 15 SP

You gain the combined technological knowledge from Age of Wonders: Planetfall, encompassing advanced technologies from various factions. With expertise in energy weapons, defensive technologies, biological enhancements, swarm tactics, cybernetics, robotics, covert operations, economic manipulation, nature-based weaponry, guerrilla warfare, heavy industry, advanced mining, celestial energy manipulation, and honor-bound combat, you become a master of technological advancements.

Lord of War (Metal Gear)

Cost: 15 SP

You gain knowledge of how to create any technology that is either shown, referenced, or hinted at in the Metal Gear series, now you too can build a weapon to surpass all weapons: Metal Gear. You gain the ability to build any and all technology seen in any of the metal gear games from Snake Eater to metal Gear Rising: Revengeance. Cybernetics, Cloning, Metal Gears, boxes, Cigars, Ai, viruses, Psionics, communications and even NANOMACHINES, SON!

As a bonus, you will become incredibly knowledgeable about stealth espionage, assassination, and hacking able to rival the mythical Big Boss in everything from stealth to CQC.

Leonard of Quirm (Discworld)

Cost: 15 SP

You now gain unparalleled knowledge, understanding, and skills to create anything that has been shown, referenced, or hinted at within the Terry Pratchett's Discworld series. This includes knowledge of enchantments, alchemy, and the intricacies of Discworld's whimsical and fantastical machinery.

Though you don't initially possess magical abilities, you have the remarkable skill to artificially use magic through magitech or grafting the ability to cast magic. This artificial magic encompasses even the most esoteric abilities shown in Discworld, such as those of a Sourcerer or even beings like Death.

Armed with this expertise, you become a master at blending magic and technology, crafting wondrous inventions that defy conventional limits. You can manipulate magical energies, cast powerful spells, and tinker with eccentric machinery throughout the Disc. With this combined and magical knowledge, you become a true sorcerer-engineer, capable of remarkable feats.

Science Team (Portal/Half Life)

Cost: 15 SP

With your newfound knowledge of the science of Aperture Science and Black Mesa, you possess the ability to create anything the humans have shown, referenced, or hinted at being able to build in the Portal and Half-Life franchises. This includes, but is not limited to: quantum tunneling devices, long-fall boots, robotics, AI, turrets, interdimensional tech, gravity guns, HEV suits, advanced medical solutions, and much more.

As a bonus, you gain the ability to think with portals, an innate understanding of how the forces of gravity and kinetic energy will act on your body and held possessions in any given scenario. You excel at thinking outside the box, approaching problems, and finding solutions that are innovative and unconventional.

YoRHa (Nier/Nier Automata)

Cost: 15 SP

You gain the combined technological and magical knowledge from Nier and Nier: Automata, immersing yourself in a world of captivating technology and mystical forces. This encompasses a deep understanding of advanced androids, futuristic weaponry, and the enigmatic powers of the magical arts. With this knowledge, you become a formidable warrior, capable of wielding powerful swords, guns, and devastating magic spells.

EXODUS (Fafner In The Azure)

Cost: 15 SP

You gain the technological knowledge from the anime "Fafner in the Azure," with a specialization in advanced mechs and technologies derived from the unique abilities and physiology of the Festums. This encompasses a deep understanding of Festum technology, energy manipulation, and the integration of human and machine interfaces. With this knowledge, you become a master of piloting powerful mechs, utilizing energy-based weaponry, and creating technologies to wield the powers of the enigmatic Festums.

Armed with this expertise, you command the power of Festum technology, seamlessly merging your consciousness with the capabilities of your mech. You possess the ability to manipulate energy fields, unleashing devastating attacks and defending against formidable adversaries. Your understanding of the intricate human-machine interface allows for unparalleled control and synchronization, pushing the limits of what is possible in combat.

Cradle of Extinction (Armored Core)

Cost: 15 SP

You gain the combined technological knowledge from the entire Armored Core series, becoming a master of advanced mecha engineering, weapon systems, and combat tactics. With this expertise, you possess unparalleled skills in designing and piloting powerful Armored Cores, equipped with a vast arsenal of devastating weapons.

Your mastery of Core customization allows you to optimize performance and adapt to any combat scenario, while your strategic combat tactics ensure victory against even the most formidable adversaries. As an elite pilot, you embody the pinnacle of mecha warfare, dominating the battlefield with unrivaled skill and precision, and emerging victorious in the face of overwhelming odds.

The Living Legacy (Humanity Lost)

Cost: 15 SP

You possess an unparalleled understanding and aptitude in the sciences of "Humanity Lost." With extensive knowledge of speculative biology and the creation of god-like artificial intelligence, you excel in comprehending and manipulating biotechnology. Your supernatural aptitude allows you to push the boundaries of biological and technological integration. With boundless creativity, you invent and engineer biotechnological marvels, shaping living technologies and envisioning new possibilities. As a trailblazer in biotech, you bring forth innovative solutions and discoveries that redefine the future of humanity. Embrace the power of Biotech and explore the wonders of nano-synth suits, genetic enhancements, super soldier armies, neural implants, bio-organic FTL spaceships, biological quantum computing, terraforming tech, and much more. Your journey in the realm of biotechnological horrors awaits.

Anomaly Infusion

Cost: 15 SP

Harness the esoteric forces of the multiverse to imbue ordinary objects with extraordinary powers. With the unique ability of Anomaly Infusion, you can tap into latent energy and channel it into inanimate items, unlocking their true potential.

Enhance weapons, artifacts, and equipment with Anomaly Infusion, granting them exceptional abilities. A simple blade can blaze with celestial fire, a pendant can radiate healing energies, and even a humble tool can manipulate space-time.

Your imagination and understanding of reality's enigmatic forces are the limits. However, there is a daily limit to your infusion capacity, which grows over time as you hone your skills. At first, you can only infuse a couple of objects per day with minor effects. For example, you may infuse a ring that enhances your accuracy, a blade that never dulls, or a gun that shoots bullets capable of passing through cover to hit a target.

As you progress, you will unlock more potent effects and expand the range of objects you can infuse. From artifacts with time-bending properties to weapons that harness elemental forces, the possibilities become increasingly awe-inspiring.

Korok Warcrimes (TLoZ)

Cost: 17 SP

You gain the magical and technical knowledge from the legendary world of The Legend of Zelda series, with a primary focus on the enigmatic Sheikah and ancient Zonai technologies. With this expertise, you become a master of both mystical and advanced engineering.

As a wielder of Sheikah knowledge, you harness the power of ancient technology, such as the iconic Sheikah Slate and its various functions. You unlock the ability to manipulate time, control elemental forces, and interact with hidden dimensions. Additionally, your understanding of Zonai technology allows you to tap into the ancient secrets of the forgotten civilization, utilizing their unique weaponry and harnessing their spiritual prowess.

Uber Ethereal (XCOM)

Cost: 20 SP

You are the completion of the Ethereal's Avatar Project, a human-alien hybrid capable of remarkable things.

You gain the abilities of the XCOM series' various units in one convenient package. You have the strength of an Elite Muton, the shapeshifting ability of a Faceless, the technopathy of a Codex, the Psychic power of an Ethereal or Prototype Avatar, and so much more. You can use the abilities of human units, alien units, hybrid units, whatever, as long as it appears in the series. Through a combination of Faceless shapeshifting, the biotechnology used in the Seeker's construction, and your own psychic power, you are able to change your biology to whatever appearance or functionality you wish, and combine organic and cybernetic abilities together, allowing for things like psychic MECs with genetically engineered eyes.

You also gain the knowledge and capabilities to build the varied technology in the franchise, from sentient UFO navigational computers, to plasma weapons, to even the Avatar Project itself. You can grow the biological units from the franchise in vats, and build the mechanical ones yourself, giving you loyal servants to carry out your plans.

This power also treats XCOM-likes such as Long War, Xenonauts, and Terra Invicta as "part of the franchise" for the purposes of this power. Try not to think about the logic of this.

Glitterworld (Rimworld)

Cost: 20 SP

You gain the technological knowledge from Rimworld, an expansive game with endless possibilities. This encompasses a deep understanding of advanced technology, colonization techniques, and the integration of various mods that enhance the experience, such as Glitter Tech and Ambition of the Cosmic. These mods are just examples of the vast array of options available to you.

Armed with this expertise, you possess an innate understanding of the optimal path of technological research, thanks to your inner tech tree. This grants you the ability to instantly know what to research next, maximizing efficiency and progress. Furthermore, your learning speed receives a significant boost, allowing you to acquire new knowledge and skills at an accelerated rate. With this combined knowledge and accelerated learning, you become a master of technological advancement, propelling your colony to new heights of innovation and prosperity.

Throne of Empty Heaven (GodBound)

Cost: 30 SP

The ancient Theurgists of the Former Empires were pioneers who went beyond the limits of what was considered possible. They didn't just study the laws governing the world; they actively reshaped those laws. They were masters of both the physical realm and the enigmatic realm of the spirit. Unfortunately, their reign of brilliance was cut short, but had they continued, the world would have been radically different.

As their true heir, you possess the combined technological and magical knowledge of the Empire and the remarkable ability of a Theotechnician. However, your skills far surpass the realm of mere mortal science and magic. Your designs and creations are nothing short of miraculous, surpassing the boundaries of what was previously achievable.

But your expertise extends even further. Just like the ancient Theurgists, you can repurpose divine or cosmic elements as fuel for your work. For instance, faith and worship have long been recognized as catalysts for miracles. What if you bypassed the traditional intermediaries and directly integrated souls into your creations? There are countless unused souls that would otherwise go to waste. You can even sabotage natural law and redirect the cosmic friction to ensure they support your works.

Clockwork Sun (Fallen London)

Cost: 20 SP

You gain a deep understanding of the unique technologies and magitech systems of the Fallen London universe. With this knowledge, you become a master of advance steam-powered engines, arcane magitech, and the fusion of magic and technology. You can harness the power of magitech to create protective force fields, powerful weaponry, and other extraordinary effects. The intricate machinery and arcane forces of Fallen London are at your command, allowing you to explore hidden realms, unravel secrets, and perhaps, one day achieve apotheosis, or maybe you'd prefer to drag the gods from their thrones. The choice is yours.

Azure Grimoire (Blazblue)

Cost: 20 SP

You acquire the profound magitech knowledge from the BlazBlue series, delving into a world where magic and technology intertwine seamlessly. This encompasses a deep understanding of the Ars Magus system, a complex fusion of ancient sorcery and advanced machinery. With this knowledge, you become a master of magitech, wielding extraordinary powers, manipulating reality, and unleashing devastating spells and abilities.

Armed with the magitech expertise of BlazBlue, you transcend the boundaries of conventional magic and technology. You possess the ability to channel powerful elemental forces, create barriers and constructs, and tap into the limitless potential of the Azure. With this fusion of magic and technology, you become a formidable force, capable of reshaping the world around you and unlocking the secrets of the arcane.

To Bind The Stars (Starbound)

Cost: 20 SP

Armed with your profound understanding of the sciences within Starbound and its various expansion and mods, you possess the ability to create any technology that has been shown, referenced, or hinted at, with unparalleled knowledge, understanding, and crafting skills. This enables you to bring to life exotic and groundbreaking inventions, ranging from star-powered energy generators, instantaneous teleportation devices capable of spanning vast distances, to even technology that uses and control the metaphysics of reality.

Your supernatural comprehension of rare resources empowers you to forge cutting-edge weapons, armor, and tools that harness the raw potential of these materials. With your expertise, you can construct awe-inspiring structures and habitats, showcasing architectural brilliance and technical prowess. Moreover, your mastery extends to manipulating matter on a molecular level, allowing you to synthesize advanced materials and energy sources that defy conventional understanding.

Toha Heavy Industries

Cost: 25 SP

You gain the technological knowledge from the sci-fi manga series Biomega, Blame!, and Knights of Sidonia. This encompasses a deep understanding of advanced cybernetics, biomechanical engineering, and futuristic space-faring technologies. With this knowledge, you become a master of merging man and machine, designing intricate megastructures, and navigating the vastness of space.

Armed with this expertise, you command the power of cybernetics, enhancing your own body and integrating cutting-edge technology into your being. You possess the ability to construct colossal structures, reshape environments, and harness the resources of distant celestial bodies.

Transhumanist Future (The Red Sun)

Cost: 25 SP

You gain technological knowledge from the year 3750 DE, the far-flung future of the human race. In a world where humanity has transcended the human form in favor of a stronger society, the scientists from the year 2055 discovered phlux particles, although the name is a misnomer, as phlux particles are actually a virus that was found when scientists explored the sea and found a virus that supercharged evolution, causing biology to super evolve past its limits and allowing them to create bioengineered monsters that far exceeded the limits of normal biology and crammed more into them than was possible. It was named after Charles Ludvig Phlux, the marine biologist who found it after initially looking for anomalous sea life that had grown to unnatural lengths, which allowed them to facilitate the improvement of technology to unparalleled heights.

The first thing humans did with this was create super soldiers to quell a rebellious public that started rioting after a global recession that made millions homeless. The superhuman soldiers could easily lift tanks with no problem and see and react to things faster than a normal man. around 200 times stronger than the strongest man.

Most humans use this technology for superfluous reasons, like grafting animal features to themselves to make themselves feel more exotic. There is more to the technology than simple cosmetics, as humans learned to shift from computer technology made from metal to using biology instead. They could connect to the internet through specialized devices called neural couplings that interfaced with all biological technology made by Spyder Microsystems.

The humanity of the modern age has figured out genetic engineering in order to create biological ships called leviathans that soar through space faster than light, plasma weapons made from eels and other aquatic animals that use water as ammo, clones made to do labor-intensive jobs and fight in war carrying genetic memories of how to fight and strategy, and monsters of war called Traarril. They are mostly used for construction of buildings and other such labor jobs during times of peace, but in times of war, they are bioengineered to spit poisonous gas and launch bone spikes and can be piloted by trans-humans who have neural couplings. (Note that mega projects like Leviathans would take time to build; however, creating monsters of war like Traarril would be relatively easy, as would creating Quisers (biological guns that shoot various rounds such as bone spikes and acids).

Newtype (Gundam)

Cost: 15 SP

You acquire the extensive technological knowledge from the "real robot" parts of the Gundam series, delving into the realm of advanced mobile suits and futuristic weaponry. With this expertise, you become a master of robotic engineering, piloting, and tactical combat.

As a Newtype, a person who has reached a new stage of human evolution in the Gundam universe, you possess heightened mental awareness and minor psionic abilities. This unique adaptation allows you to intuitively synchronize with mobile suits, enhancing your piloting skills and combat capabilities. Your deep understanding of Gundam technology enables you to design and construct powerful mobile suits, equipping them with state-of-the-art weapons and armor. With your extraordinary abilities and mastery of this advanced technology, you become an unstoppable force on the battlefield, capable of shaping the course of any conflict.

Maykr (DOOM)

Cost: 25 SP

You gain the combined technological knowledge from all factions in Doom 2016 and its sequel Doom Eternal, immersing yourself in a world of relentless demon-slaying and advanced weaponry. This encompasses a deep understanding of the advanced technologies employed by the UAC, the ancient Sentinel civilization, the forces of Hell itself, and the enigmatic Maykr. With this knowledge, you become a skilled warrior, capable of wielding devastating weapons, harnessing supernatural powers, and traversing otherworldly dimensions.

Science Victory (C:BE & SMAC)

Cost: 30 SP

You gain the combined technological knowledge from Sid Meier's Civilization: Beyond Earth and Sid Meier's Alpha Centauri. This encompasses expertise in terraforming, resource management, colonization strategies, scientific research, diplomacy, and advanced technologies from both games. With this comprehensive knowledge, you become a visionary leader capable of shaping the destiny of your civilization on alien planets and beyond. You can terraform environments, efficiently manage resources, conduct groundbreaking research, navigate diplomatic complexities, and leverage advanced technologies to build a prosperous and influential society. Drawing from the collective wisdom of these games, you possess the tools to navigate the challenges of space colonization, forge alliances, explore new frontiers, and lead humanity towards a brighter future in the vast expanse of the cosmos.

Legacy of the Endless (Endless Space)

Cost: 30 SP

You gain the combined knowledge of the Endless, the enigmatic beings from the Endless Space series. This encompasses an immense understanding of the universe and its intricate workings, including the complexities of advanced technologies, cosmic phenomena, and the secrets of the Endless themselves. With this knowledge, you grasp the principles of interstellar travel, resource management, scientific discoveries, and the manipulation of Dust, a powerful substance that permeates the cosmos.

Additionally, your body undergoes a transformative change as it becomes infused with the essence of Dust. Your being now passively generates self-replicating nanomachines derived from the Endless' technology. These Dust nanomachines are capable of wondrous feats, including molecular manipulation, energy generation, and advanced healing capabilities. As they spread throughout your body, they enhance your physical and mental abilities, granting you unparalleled resilience, adaptability, and a heightened connection to the cosmic forces at play.

Impossible Possibilities (Vampire Hunter D)

Cost: 30 SP (The Greater Nobility (Vampire Hunter D) )

Cost: 20 SP (The Greater Nobility (Vampire Hunter D) )

The Nobility were masters of both science and sorcery. During their prime, they developed mind-boggling technologies and harnessed magic in ways that surpassed our wildest imaginations. They created awe-inspiring inventions, such as devices capable of scooping up entire cities and fitting them into pockets, weapons with the power to obliterate multiple worlds in a single strike, and shields fueled by the movements of galaxies. Furthermore, their mastery extended to the mastery of the 4th dimensions and the manipulation of magic, as well as the control of life and death, even warping reality to their liking through mystical arts. They even delved into alchemy, crafting a homunculus capable of cataclysmic destruction. Additionally, their starships possessed capabilities far surpassing even the most advanced Clarktech, presenting mind-bending possibilities. These accomplishments merely scratch the surface of the astounding scientific and magical wonders achieved by the Nobility. Now, all this vast knowledge has been uploaded directly into your mind.

Buster Machine No. 01 (Gunbuster)

Cost: 30 SP

You acquire the profound technological knowledge from the Gunbuster & Daibuster series, delving into the realm of advanced mecha and colossal battles. With this expertise, you become a master of piloting and commanding mighty machines of destruction.

Armed with the knowledge of Gunbuster & Daibuster technology, you can harness the immense power of towering mecha, equipping them with devastating weaponry and impenetrable defenses. Your understanding of the intricate mechanics and combat strategies allows you to engage in epic battles against towering enemies and colossal threats. Whether defending humanity from alien invasions or embarking on heroic missions, your command over technology propels you to the forefront of the fight. With your mastery of the technological advancements from the Gunbuster & Daibuster series, you stand as a champion of humanity, ready to face any challenge that comes your way.

Krypton (DC Comics)

Cost: 30 SP ((Wo)Man of Steel (DC Comics))

Cost: 15 SP ((Wo)Man of Steel (DC Comics))

You gain the technological knowledge of Krypton, a highly advanced civilization known for its mastery of sunstone technologies. This encompasses a deep understanding of advanced energy manipulation, molecular engineering, and harnessing the power of Krypton's sun. With this knowledge, you become a master of sunstone technologies, wielding the ability to create powerful crystal constructs, manipulate matter at a molecular level, and tap into the immense energy reserves of stars.

Armed with this expertise, you possess the ability to shape energy into various forms, such as protective barriers, offensive weapons, and advanced transportation systems. Additionally, you can manipulate the building blocks of matter, enabling you to create advanced materials, modify structures, and even heal injuries. With the combined technological knowledge of Krypton's sunstone technologies, you become a formidable force, harnessing the power of stars to achieve extraordinary feats and reshape the world around you.

Fallen Empire (Warframe)

Cost: 30 SP (Tenno (Warframe))

Cost: 20 SP (Tenno (Warframe))

You gain the combined technological knowledge from the Warframe game, delving into the advanced technologies of each faction, including the lost technology of the Orokin. From the Grineer, you acquire insight into their weapon manufacturing capabilities, genetic modification techniques, and their formidable war machines. The Corpus contribute knowledge of robotics, advanced energy weapons, and intricate financial systems. The Infested provide understanding of biotechnology, mutagenic experimentation, and viral warfare. Lastly, the Orokin's lost technology grants you access to powerful Void energy, sophisticated Orokin weaponry, and the ability to manipulate the fabric of reality.

With this diverse array of technological knowledge, you become a master of advanced weaponry, biomechanical enhancements, and interstellar travel. Additionally, you possess expertise in resource management, modding and upgrading equipment, and advanced crafting techniques.

Capsule Corp (Dragon Ball)

Cost: 25 SP

You gain the knowledge to create the technology in the Dragon Ball universe. Such technology encompasses advanced spaceships capable of interstellar travel. These spaceships possess advanced propulsion systems, defensive capabilities, and the ability to generate artificial gravity. Gravity chambers that simulate intense gravity levels, resulting in accelerated physical strength and endurance gains after training. Time manipulation is achieved through objects like the Hyperbolic Time Chamber and Time Rings, allowing the manipulate time for training purposes or to travel to different points in time. Additionally, cybernetic enhancements that can augment the physical abilities of individuals. Such as Android 18 with her cybernetic components providing superhuman strength and speed. Energy detection devices like scouters or energy-sensing abilities enable characters to detect and measure the power levels of others, providing real-time data for assessing opponents' abilities.

Hail Science! (Futurama)

Cost: 35 SP

You gain the knowledge and capabilities to build the wondrous technologies from the 31st century, along with supernatural skills in inventing and crafting futuristic tech. With this power, you become a living embodiment of scientific prowess and innovation.

You can effortlessly invent and create mind-boggling technologies that defy logic. For example, you'll understand and master advanced transportation systems of the future, easily travel through space, and design cutting-edge vehicles. You'll have an intuitive understanding of artificial intelligence, allowing you to manipulate and reprogram robots like a pro. You can even transfer and control consciousness, freeze yourself in time to wake up in the future, and invent mind-bending gadgets that go beyond what's considered normal. Your expertise extends to genetic engineering, enabling you to create one-of-a-kind and whimsical creatures, explore advanced medical technologies, and heal and improve life in ways that seem impossible. On top of it all, you have the supernatural ability to synthesize any unique material found in the far flung future. With your newfound brilliance, you'll quickly amass a collection of world-ending gadgets.

Mantle of the Ancients (Halo)

Cost: 35 SP

You gain the combined knowledge of the races that have held the Mantle in the Halo Universe at their peak. This includes the profound wisdom and understanding of Humanity, the Forerunners, and the Precursors. This knowledge encompasses a deep comprehension of the fundamental principles governing the universe, including advanced mastery of slipspace and the lost science of Neural Physics, which grants the Precursors absolute mastery over the material world. This mastery over the fabric of reality goes beyond conventional means, allowing for the creation and manipulation of intricate nigh Indestructible structures and reality warping phenomena.

War Machines Without End (TA/SC/PA)

Cost: 40 SP

You gain the combined technological knowledge of Total Annihilation, the Supreme Commander series, and Planetary Annihilation. From Total Annihilation, you acquire groundbreaking technologies and devastating weapons for the battlefield. The Supreme Commander series imparts expertise in managing vast armies and coordinating military operations. Planetary Annihilation empowers you to wage war on a celestial scale, harnessing planetary resources and forces.

With this vast knowledge, you become a master of strategic warfare, adept at orchestrating large-scale conflicts, designing efficient supply chains, and unleashing destructive power. You command armies of robotic units, construct massive structures, and wield devastating weapons to dominate the battlefield. Your strategic brilliance and technological prowess reshape the fate of the entire Galaxy, making you an unstoppable force in the pursuit of victory.

Pokétech (Pokémon)

Cost: 30 SP

You gain all the technological knowledge of the world of Pokémon, a society that has thrived on capturing monsters and keeping them in Pokéballs. You gain the ability to make your own Pokémon through genetic engineering and the various other technologies seen in the Pokémon world, like cloning, Pokéballs (devices that can be used to store massive amounts of data), computers that can turn physical mass into computer code, devices to restore fossils, teleportation, holographic display, giant mechs, forced evolution and so much more.

As a bonus, you become great at training Pokémon and other animals as well as a great tactician, able to think slightly faster in the moment.

Genius of a Previous Era (HI3rd)

Cost: 20 SP

The Honkai, a monstrous force of imaginary energy that allows for its wielders to build wonderous technology and achieve feats thought impossible.

The benefits this power offers you are manifold, first and most importantly, this grants you full understanding of the science behind the Previous and Current Eras’ technology. This grants you access to an incredibly potent arsenal including but not limited to: crossing alternate universes, using the technology involved with Project STIGMA, one could convert living beings into information, then there are MANTISes, each of which is a human spliced with Honkai Beast DNA capable of destroying a city and perhaps most relevant to you are Stigmata, which you may grant to others to give them a degree of Resistance to the Honkai, and these are but a small example of what is available to you. For further reference, bubbles of slowed time is a casual thing most combatants have.

Secondly, you are a genius on par with Dr. MEI, one of the few who helped invent these many wonders, only some of those wonders survived to the Current Era, but those that did, like the Divine Keys and Stigmata are what helped give the humanity of the Current Era a fighting chance.

Thirdly, you make Honkai Energy so that you can fuel your creations. This naturally comes with immunity to the energy so that you do not experience its side effects yourself. Though this protection against its corruptive and degenerative does not extend to your allies. However this can be mitigated through methods like Stigmas. You will be able to make Herrscher cores for Divine keys through condensing enough Honkai Energy, as there is no natural way to gather them otherwise.

I Am Iron Man! (MCU)

Cost: 25 SP

You gain the combined scientific and technological knowledge developed on Earth of the MCU. This includes the technology built by geniuses like Tony Stark, Bruce Banner, and Hank Pym, as well as the technology of Wakanda. You can build Arc Reactors, power armors, create nanotech, and even program advanced AI like Jarvis. With Pym Particles you can alter the size of objects and access the Quantum Realm allowing you to travel through time, space, and realities. You can also create the Super Soldier Serum, Extremis, and even reproduce what created the Hulk.

Additionally this comes with all general technological knowledge of earth of the 2020s. Naturally you can build upon this knowledge in order to build completely new technology.

Finally you possess a particular talent for adapting your technology to different situations which enables you to rapidly modify and upgrade your technology after learning about an existing problem or threat in order to address it.

Trion Soldier (World Trigger)

Cost: 15 SP

You gain the combined technological knowledge from all the factions in the World Trigger franchise. From Earth, you acquire advanced military equipment and All-Purpose Border Tech. Neighbors grants you expertise in Black Trigger technologies and Mother Trigger.

As a bonus, you will become incredibly knowledgeable about Dimensional Warfare, Guerrilla Warfare, Heavy Industry, Tactics. You also can use all types of Triggers, be them close quarters combat, mid-range or long reach ones. You also gain a Trion Gland of average strength, unless you have a Black Trigger, in which case your Trion Gland will be of the highest quality, with a capacity greater than Chika Amatori.

Architecture

Cost: 3 SP

You will acquire an innate understanding of architectural principles, enabling you to effortlessly build, disassemble, and modify various structures such as buildings, tunnels, bunkers, and more. This intuitive knowledge will be accompanied by a Heads-Up Display (HUD) that will provide you with all the necessary information to carry out these tasks effectively. The HUD will not only guide you through the construction process but also offer a comprehensive summary of any architectural object you focus on, allowing you to gather crucial details at a glance.

The 0th Domain (Chrome Shelled Regios)

Cost: 40 SP

You have gain access to the vast scientific knowledge present in the world of Regios. You acquire an unparalleled understanding of advanced concepts and technologies, surpassing the limits of conventional understanding. Your mind becomes a repository of all scientific theories, breakthroughs, and discoveries, encompassing fields such as dimensional manipulation, energy conversion, reality warping, and more.

But that's not all. Your supernatural proficiency and skills enable you to craft and create anything shown or hinted at in the Regios universe. From the creation of separate dimensions with altered physics to harnessing infinite supplies of matter and energy, your technology can possess the ability to manipulate the very fabric of existence. Your crafting prowess allows you to develop weapons, devices, and technologies that defy the laws of physics, including advanced AI companions capable of traversing dimensions and challenging reality warpers on an equal footing.

The nanomachines you create can convert energy into matter, rendering energy-based weapons ineffective against your arsenal. With these nanomachines you can control and reform massive godlike entities, giving you access to an unstoppable force, surpassing the capabilities of even the most destructive forces in the universe.

Furthermore, your technology can tap into the Zero Domain, drawing upon its limitless energy for fuel.

The Na Na Na Na Na Batman! (DCEU)

Cost: 25 SP

You gain the combined scientific and technological knowledge developed on Earth of the DC Extended Universe (DCEU). This encompasses the groundbreaking inventions and discoveries made by brilliant minds like Bruce Wayne, T.O. Morrow, and Lex Luthor, as well as the advanced technologies and magitech of Atlantis and Themyscira. With this you can easily recreate your own advanced Batsuits and gadgets, and program sophisticated AI systems like the Batcomputer.

In addition, you possess an extensive understanding of Earth's general technological advancements of the 21st Century. This knowledge allows you to build upon existing innovations and push the boundaries of scientific progress, creating revolutionary technologies beyond imagination.

Enhancing your abilities, you also possess a preternatural sixth sense, enabling you to perceive and anticipate potential threats and situations that require preparation. With an innate skill for meticulous planning and preparation, you are always ready for any encounter, as if you had ample "Prep Time" at your disposal. This intuitive foresight allows you to strategize, analyze, and adapt swiftly to any challenge, giving you a distinct advantage over your adversaries.

The Godclads

Cost: 20 SP

In the realms where the line between the known and the unknown blurs, and eldritch entities hold sway, there exists a power known as Godclad—a profound ability that grants you otherworldly inspiration and eldritch ingenuity to create inventions embodying the traits and abilities of Eldritch and Anomalous Entities.

With Godclad, you possess the formidable talent to envision and devise Liminal Frames—augmentations, drugs, and devices that tap into the supernatural essence of otherworldly beings. Each Liminal Frame holds a unique fusion of properties, hailing from the depths of the incomprehensible cosmos and bestowing upon their user powers akin to those possessed by the very entities that inspired them.

But with great power comes a profound cost. The more Liminal Frames you integrate into your body or consume, the more your very being generates an anomalous substance known as "rend." In small quantities, rend enhances your physical form, endowing it with increased malleability and newfound capabilities. However, as the amount of rend produced accumulates, its effects grow more profound and unpredictable.

Beware the allure of rend's power, for at significant levels, it can lead to mutations that transcend earthly limitations. As rend courses through your veins and saturates your mind, you may peer through the veil of reality, glimpsing the forbidden truths. Yet, such insight comes at the risk of madness, as the psyche struggles to grasp the unfathomable.

Under normal circumstances, rend would dissipate over time, returning the body to its mortal state, however, when rend overflows and lingers beyond its natural lifespan, your mortal form metamorphoses into an aberration—transgressing the boundaries of reality itself. Your body begins to phase out of this plane of existence, bridging into higher dimensions where eldritch creatures dwell.

Deus Est Machina (40k)

Cost: 25 SP

You have ascended as the Avatar of the Omnissiah, the God of Technology and Progress, granting you unrivaled dominion over all aspects of technology, including magitech. With this power, you possess an innate understanding and boundless knowledge of all technology ever invented or yet to be conceived by humans. Your mind effortlessly comprehends any technology you see and can generates step-by-step guides to invent and create nearly any technology you desire. Initially, you can easily bring to life any theoretically possible human invention within a 1000-year timeframe, although more advanced technologies require further research and exploration.

Your mastery over technology allows you to manipulate and modify any object or technology you control, instantly shaping it according to your will. You have the ability to upgrade its capabilities, downgrade its functions, or make any alterations you deem necessary. Your vitality acts as the catalyst for these modifications, empowering you to reshape and enhance technology with unparalleled ease.

It is important to acknowledge that the creation and modification of technology still rely on the available materials. You cannot yet generate energy or matter from nothing, although as you will evolve over time, you will have greater access to and manipulation of materials as you introduce more advanced technology into the world.

With your ascended consciousness, your physical body now serves as a mere vessel to contain your essence. Your mind possesses the extraordinary ability to instantaneously move to any technology within your proximity. You are aware of and can effortlessly assume control over all technology within a 10km radius, extending your influence and guidance to a vast array of technological creations.

Atlantic (Atlantis: The Lost Empire)

Cost: 12 SP

You know how to build all the tech shown in the movie Atlantis: The Lost Empire, both from the expedition group and the ancient tech from Atlantis.

You know how to craft a semi-sentient crystal that feeds off emotions of a large group of people in exchange for energy and longevity for them, you know how to use this energy in various ways like hoover-vehicles, massive-spanning defense systems, giant machinery, how to bio-engineer the fauna and flora in the deep and how to use it as a medical source. (This core will grow with it's people so be careful with it).

In addition, you know how to speak and write atlantean, which also allows you to learn any human language very quick.

Galactic (Treasure Planet)

Cost: 15 SP

You gain the knowledge on how to create all the tech shown in the movie of Treasure Planet, this includes an array of knowledge in cybernetics, robotics, massive planet-builds, holographic devices, laser-weaponry, portal creation, solar arrays and literal space-ships.

You also know a great deal in astrophysics and sailing.

Devil Arm Creation (Devil May Cry)

Cost: 5 SP (Descendant of Sparda (Devil May Cry))

Cost: 10 SP (Descendant of Sparda (Devil May Cry))

There are three ways to create Devil Arms, and you have mastered all three of them.

First is infusion. You are able to turn the soul of a supernatural being into an object and create a Devil Arm through this method.

The second is befriending. You see, a demon can willingly choose to turn into a Devil Arm, should it decide to. You are now able to do this with any supernatural being. By befriending them and obtaining their consent, they will transform into a Devil Arm. The shape, appearance, and abilities of the Devil Arm will be based on the individual.

The third method is subjugation. A demon can be forcibly transformed into a Devil Arm if its very soul acknowledges defeat. In other words, if a demon is defeated so thoroughly that the loss is ingrained into its being, it will be transformed into a weapon to serve its conqueror. You have gained the ability to do this to supernatural being you defeat, allowing you to forcefully turn their being into a weapon that serves your will. The resulting Devil Arm will be based on the characteristics of the being that was killed. It is important to note that you only have to kill them, and there is no need to completely break or subjugate their souls. For example, if you were to kill Darth Sidious using poison, he could be transformed into a lightsaber Devil Arm with some form of lightning power.

Visionary (Mashle)

Cost: 15 SP (Magic And Muscle (Mashle) )

Cost: 10 SP (Magic And Muscle (Mashle) )

In a moment of wonder, you discover a newfound talent for crafting magical wands. At first, your creations are humble, only capable of casting basic spells, such as Levitate, Blink, and Cure Wounds. However, with effort and experimentation, your craftsmanship unlocks the ability to forge Personalized Wands imbued with Unique Magic and access to Advanced Spells, such as Telekinesis, Elemental Blast, and Teleportation Gate. As you delve deeper into the arcane arts, even the coveted Master Canes are within your grasp.

Master Canes, the epitome of mystical craftsmanship, draw upon the very essence of myths and legends. Their wielders are bestowed with powers akin to those possessed by the mythical beings themselves. Awe-inspiring abilities, such as Time Control, Divine Light, Revive Dead, and more. Once thought to be mere fables, now take form at the touch of your Master Canes. Through Master Canes you hold the power to bring forth the full manifestations of Gods and Legends under your command, a feat that that reaches the realm of the Divine.

Daemon of Innovation (40k)

Cost: 30 SP (Alpha-Class Psyker (40k))

Cost: 20 SP (Alpha-Class Psyker (40k))

Behold, the power of the Arkifane shall be yours to wield! As the chosen one, you will embody a convergence of technological mastery and dark sorcery, becoming a force to be reckoned with.

Granting you dominion over the Forge of Souls, a warp realm known as a hellish forge perpetually cloaked in a pall of black, oily fumes, rank with the acrid stench of forbidden metallurgy, dominated by a cacophony of strident grinding, the wailing of uncountable tortured spirits, and the constant hammering of Daemon forge masters perfecting their craft.

Drawing upon the vast power of the Forge of Souls allows you to forge infernal pacts with supernatural beings, create Daemons to forge and possess technology, and bind damned souls to your service. You will command a legion of techno-daemonic monstrosities. These abominations will heed your call, wreaking havoc upon your enemies and instilling fear in all who oppose you.

In your demon form, you will manifest as a towering and malevolent being, a fusion of technology and sorcery. Commanding respect and fear, you will reshape reality according to your desires.

Take flight upon scythe-like blades that serve as your ethereal wings. Swift and untouchable, you will rain destructive energy upon your foes, arcing like lightning and leaving devastation in your wake.

Cloak yourself in a noxious fog, a suffocating shroud of industrial pollutants. Within this toxic haze, you will sow chaos and confusion while defending yourself from harm.

Your heightened perception will decipher the inner workings of advanced weaponry. Absorb and redirect their energy, mending your wounds and unleashing devastating blasts upon your adversaries.

The Villain's Reversal (Villain Initialization)

Cost: 18 SP

You have acquired the brilliant mind of Ling Chen, granting you his innate understanding, knowledge, and skills, particularly in the realm of science and technology. Your mastery of science and technology is profound, but you possess three main specialties in which you are easily centuries ahead of anyone's: Efficiency, Digitalization, and Mind-Machine Interface. These three pillars of technological supremacy once allowed Ling Chen to conquer the underworld, nearly defeat the greatest superhero in his world, and even travel through time, and now they have converged within you!

The specialty of Efficiency allows you to revolutionize the effectiveness of technology. Through this, you can create or modify modern devices, rendering them a hundredfold more efficient and potent. Imagine constructing a nuclear reactor that generates a hundred times the energy output using the same resources as a conventional one, or shrinking it to the size of a ring without compromising its power.

Digitalization, your second specialty, grants you mastery over technology that can seamlessly convert physical matter into digital data and vice versa. The boundaries between the virtual and the real become fluid under your command. Whether transforming tangible objects into streams of digital bits or materializing digital constructs into tangible forms, your creations defy conventional limitations.

Your final specialty, Mind-Machine Interface, with this you can seamlessly integrate technology with the human mind, forging a symbiotic bond between the organic and the mechanical. From devices that read and interpret thoughts to delving into the depths of the human psyche, you possess the ability to perceive thoughts, project dreams onto screens, and even influence and control the minds of others. The very essence of the mind becomes malleable under your touch.

Admiralty Code (Arpeggio of Blue Steel)

Cost: 15 SP

As the bearer of the Admiralty Code, you have an unparalleled understanding of emotions and the thought processes of AI's and Mental Models. This grants you a remarkable ability to restore malfunctioning or hostile AI's and Mental Models to a state resembling positivity, quelling their incoherent rage, spiteful obsession, or bottomless sorrow with your calming words and serene state of mind helping them work through their problems. It's important to note that AI's and Mental Models who do not desire your assistance may attempt to isolate themselves behind firewalls, airgaps, and other barriers, making it more challenging to establish contact.

In addition to your profound understanding of emotions and Mental Models, you also become an undisputed master of the sea, possessing a mastery of naval tactics, an eidetic knowledge of ships and weapon systems, and the ability to identify flaws in enemy vessels. You exhibit a nearly precognitive assessment of the enemy's tactics and strategy, potentially enough to reclaim the oceans with a single fleet. Moreover, your leadership abilities enable you to guide a nation out of almost complete economic collapse, transforming it into a new world power.

Furthermore, you gain the knowledge of how to create any technology that is shown, referenced, or hinted at in the Arpeggio of Blue Steel series. This includes weaponry, armor, vehicles, munitions, and other advanced technologies, including the creation of the enigmatic Fleet of Fog. Your expertise encompasses a wide range of disciplines, such as high-energy physics, engineering, chemistry, metallurgy, programming, computer systems, electrical systems, and more. With this expertise, you have the ability to even surpass the level of technology possessed by the Fleet of Fog itself, developing more powerful weapons, shields, materials, and innovations that can tip the scales in any conflict.

Hyperion (Borderlands)

Cost: 25 SP

Drawing from the brilliance of their engineering minds, such as Handsome Jack and Tassiter, as well as the wonders of magitech from the mythical Vaults, you are able to create any technology that is either shown, referenced, or hinted at in the Borderland series. Craft your own arsenal of unique and wondrous equipment, ranging from energy-based rifles that unleash devastating blasts to high-precision sniper rifles that strike with unparalleled accuracy after every 360 No-Scopes.

Delving deeper into Hyperion's resources, you tap into their state-of-the-art digistruct technology. Through digistructing, you can summon objects and structures from digital blueprints, including cover barriers, turrets, and even temporary fortifications. The miraculous technology of the New-U Station ensures that even death is not an obstacle, allowing you to instantly respawn from any unfortunate situation and even treat your life as a game through the various class mods you can create.

Furthermore, your understanding of Hyperion's ECHO communication system allows you to manipulate and hack into the network, gaining access to valuable information, mission briefings, and classified data. Exploit this advantage to uncover hidden secrets, locate valuable loot, and outmaneuver your adversaries.

As the embodiment of Hyperion's technological might, you radiate an aura of innovation and adaptability. You possess an innate knack for analyzing and exploiting weaknesses in enemy defenses, devising calculated strategies on the fly. Your intuitive understanding of the battlefield grants you enhanced situational awareness, enabling you to anticipate enemy movements and coordinate precise attacks.

Kaiba Corp (Yu-Gi-Oh!)

Cost: 30 SP

You gain the knowledge of the ancient magic and futuristic technology from the manga and anime of Yu-Gi-Oh. Everything from the machines that made the cards, to duel disks, to duel runners so you can duel at 180 miles an hour, a time machine so you may duel the pharaohs, a device capable of entering the afterlife so you can duel the dead, dimensional travel to duel other versions of yourself, a space station so you can look down on those third rate duelists with fourth rate decks, and whatever hair gel the protagonist is using. You also know the rituals to make the millennium items.

Due to your knowledge of dueling energy and the ancient magics of Egypt you gain the ability to materialize real Duel Monsters using cards, becoming a psychic duelist. Damage to Life Points inflicted to the opponent becomes real damage and pain, even outside of a duel you may materialize cards and their effects.

Bob Page (Deus Ex)

Cost: 10 SP

You gain the knowledge on how to create all the tech from the world shown in the Deus Ex games, this includes an array of knowledge in cybernetics, robotics, nanotechnology, VR and AR, and incredible surgical technique to actually implement and equip people with them. None of the tech you make will cause any incompatibility with a host’s body and will instead cause an effect like Jensen’s, unless you purposely design them to cause host bodies to reject them.

Technomancer (Shadowrun)

Cost: 13 SP (MagitechCyberpunk 2077 (Cyberpunk)Bob Page (Deus Ex))

Cost: 8 SP ()

In the dystopian sprawl of Shadowrun, where technology and magic converge, you embody the pinnacle of mastery. With unparalleled expertise in both the scientific and mystical realms, you wield the entirety of the Shadowrun Series' vast tech arsenal with unparalleled skill and finesse.

As a Technomancer, you possess an innate affinity for the fusion of technology and mysticism that defines this cyberpunk world. Delving into the depths of the Matrix, you navigate its intricate web of code and data, seamlessly intertwining the ethereal essence of magic with the very fabric of cyberspace.

With your mastery of Technomancy, you transmute ancient incantations into mesmerizing streams of binary. By encoding spells into the digital landscape, you infuse technological devices with raw potential, manifesting awe-inspiring phenomena. Witness bolts of lightning coursing through cybernetic implants, disabling and dismantling augmented defenses. See a seemingly innocuous smartphone transformed into a conduit of unimaginable power, channeling arcane forces to overwhelm adversaries.

But your true power lies in the ability to manipulate and reshape digital spells. With finesse and ingenuity, you bend the rules of magic and code to your will. Enhance healing spells to activate automatically when vital signs teeter on the edge, revitalizing and restoring the fading spirit. Transform illusory charms into breathtaking holographic projections, ensnaring foes in a dance of captivating deception.

Beyond technology, you embrace the skills of a Street Samurai, wielding cutting-edge weapons, defensive armor, and combat-oriented cyberware. You possess the expertise of a Decker, effortlessly navigating and manipulating the Matrix, bypassing firewalls and encryption. And as a skilled Rigger, you command vehicles, drones, and robots, bending them to your will.

The Arsenal Initiative (Call of Duty)

Cost: 15 SP

Through The Arsenal Initiative, you gain an all-encompassing knowledge and expertise derived from the mainline Call of Duty series. This unparalleled acquisition bestows upon you a profound understanding of technological advancements spanning centuries, ranging from antique World War 1 firearms to cutting-edge laser weaponry, advanced space crafts, artificial intelligence, robotics, and beyond. With this vast array of technological mastery at your disposal, you become a true force to be reckoned with.

As a master of technology, you possess the ability to create, modify, and innovate a wide range of weaponry, spanning from the most primitive firearms to futuristic armaments. With meticulous skill and precision, you can craft powerful ballistic weapons, harnessing the devastating impact of explosive ordnance, or delve into the realm of energy-based weaponry, wielding lasers and plasma rifles with unparalleled proficiency. Your knowledge extends beyond the confines of conventional firearms, enabling you to design and construct advanced robotic allies, formidable AI companions, and even spacecraft capable of traversing the cosmos.

But your prowess extends beyond the realm of technology alone. You gained the combined skills of the greatest soldiers from the Call of Duty series. You possess the strategic acumen and combat expertise of legendary characters, mastering diverse combat styles, covert operations, and tactical maneuvers. From stealthy infiltrations to all-out warfare, you excel in any battlefield scenario, adapting to the ever-evolving challenges with unrivaled skill and adaptability.

ORION ARM Tech Tree

Cost: 10 SP

Over 16,000 years since the end of Old-Earth, humanity and the variety of its deviant (and superior) species have colonized a vast section of Orion Arm within the Milky Way. From it came massive significant paradigm shifts in the way of life and understanding of the wider universe of the Interstellar polities under the sway of near godlike intelligences called the Archialects. Perhaps, with time and this tailored virtual ascension maze designed to improve you qualitatively and quantitatively on a variety of classical to transapient subjects, you can equal and potentially surpass them.

Pick your respective sub-categories you wish to be informed in and ascend!

Note: To put into perspective the mental acuity of this verse you can ascend to, which scales to their technology: Approximate Singularity Values in G (baseline mind = G 0.25, Old Earth IQ = 100)

G 1.00 = 1000 (10^3rd) baseline minds, First Singularity [The average citizen of the verse] G 2.00 = 10^7th baseline minds, Second Singularity G 3.00 = 10^11th baseline minds, Third Singularity G 4.00 = 10^15th baseline minds, Fourth Singularity G 5.00 = 10^19th baseline minds, Fifth Singularity G 6.00 = 10^23rd baseline minds, Sixth Singularity [ AI Gods, Masters of the Orion Arm Verse]

Mad Science! (Genius: The Transgression)

Cost: 20 SP

In the tumultuous world of genius, where inspiration crackles like lightning and ideas collide with the force of thunder, you have emerged above mere geniuses—a master of Mad Science! Harnessing the raw essence of Inspiration, you possess the power to create wonders that defy conventional understanding. As a genius, your mind dances on the edge of brilliance and madness, embracing a unique aesthetic that guides your creations.

Within the realm of Mad Science, you choose a method of building technology—a fantastic avenue like post-atomic cyberpunk or dieselpunk. With this choice, you're able to effortlessly and seamlessly craft Wonders embodying the chosen specialty becomes second nature. Post-atomic designs exude ruggedness and boast potent energy weapons. Cyberpunk innovations showcase exceptional software and technology compression. Dieselpunk marvels are renowned for their unrivaled durability and toughness, surpassing most other technologies.

Through Mad Science, you can even produce manic artifice—unique, non-repeatable technology that adheres to internally consistent principles. These wonders wreak havoc when their inner workings are exposed to those who have never experienced Inspiration or supernatural forces, often resulting in explosive failures. Recreating these extraordinary creations proves nigh-impossible without access to the precise methods and blueprints used for the originals.

However, beware, as your Inspiration—the very core of your genius—grows stronger, you can become increasingly detached from mundane concerns, struggling to maintain your connection to the mortal world, as people appear as systems to be explored rather than individuals with their own lives.

Designs of the God-Machine (Demon: the Descent)

Cost: 30 SP

You have learned to build occult matrices and derive output from them as the God-Machine does. You now wield the fabric of reality as a discreet canvas to achieve your goals, a mastery of what is known as Infrastructures. This can have diverse manifestations, whether technology, social engineering involving both sapient and non-sapient life forms, manipulation of natural events on any scale, or even the orchestration of supernatural phenomena.

There exist five overarching categories of Infrastructures:

Concealment Infrastructure: This category is crucial, as it conceals various elements, including other Infrastructures. Not only does this protect them, but someone not used to seeing Infrastructures can at worst go mad from being exposed to the gears working against reality's fabric. If the hiding is done through supernatural means, its effects are limited to those who never saw the gears, with some mortals being naturally immune.

Defense Infrastructure: These structures direct entities to defend a target. Their roles range from serving as alerts and memetic hazards to more direct defensive measures. They can even redirect harm inflicted on the target toward its protectors, utilizing living beings, machines, or inert objects as defenders.

Logistical Infrastructure: The backbone of Infrastructures, these structures generate usable energy and matter. They facilitate the construction of additional Infrastructures by serving as transportation for energy and matter.

Elimination Infrastructure: Often temporary, these structures aim to eliminate troublesome elements. They can be employed for destructive purposes by influencing specific beings to target a designated entity or manipulating causality, or by altering memories related to the target.

Command and Control Infrastructure: These structures are designed for information gathering and utilization. They enable communication and automate modifications to other Infrastructures by leveraging the data collected.

In addition to mastering Infrastructures, you can create Gadgets, portable yet less potent occult matrices.

The Enginseer (Adventure Of Conrad Stargard)

Cost: 30 SP (Time Lord (Doctor Who))

Cost: 15 SP (Time Lord (Doctor Who))

Forged by the Historical Corps, you have ascended to become The Enginseer, a being of extraordinary capabilities.

As a Biosculptor, your expertise encompasses the realms of nanotechnology, cybernetics, biology, and alternative biochemistry. With your profound knowledge, you possess the power to grant immortality, enhance attributes, reshape biological structures, and seamlessly integrate complex technologies into living beings. You hold the key to creating artificial life and possess the secret to a true panacea—a cure capable of healing any disease, including cancer.

However, your true might lies as a Temporal Engineer. From simple electrical circuits, you can construct time machines and effortlessly manipulate and shape complex temporal fields. These abilities grant you the power to create pockets of accelerated time, stasis fields, and architectural wonders that defy conventional space. Using temporal fields, you can slice through objects with precision, create temporal bubbles where specific portions of spacetime exist at any time or place, and even venture into pocket dimensions devoid of time or space.

You have become a true master in the art of time travel, immune to the complexities and paradoxes that plague others who dabble in temporal manipulation. The idea of receiving messages from your future self, attending meetings with your unborn son and past iterations of yourself, no longer twists your mind. You navigate the currents of time effortlessly and efficiently, blending seamlessly into the tapestry of human history with your vast historical knowledge.

Traversing spacetime, altering timelines, and shaping the past and future are within your grasp. Alternatively, you can maintain the "original continuum," preserving the integrity of the past.

Chemical X-Pertise (Powerpuff Girls)

Cost: 20 SP

You gain Professor Utonium’s knowledge in the creations and usage of Chemical X and its siblings such as Antidote X, and Chemical W a more powerful though more difficult to stabilize version of Chemical X. Chemical X is a mysterious black chemical able to grant superpowers or cause unpredictable mutations, and create sentient creatures. In its raw form its effects are temporary though with additives it is possible to control its effects and make them permanent. After purchasing this power you gain a single vial of Chemical which is prepared to grant a single being permanent powers similar to the PowerPuff Girls or to create a single PowerPuff Girl/Boy.

Intergalactic Exploration (Stellaris)

Cost: 25 SP

You gain the knowledge on how to create all the tech from the setting shown in the game “Stellaris”. This includes stuff such as FTL Star Ships, terraforming technologies capable of turning a frozen wasteland in the dead of space into a sprawling and lush garden world, megastructures such as massive Dyson Spheres or Ring Worlds, genetic engineering capabilities that can uplift primitive species or even grant Psionics.

Armed with your profound understanding of the sciences within Stellaris and its various expansions and mods, you possess the ability to create any technology that has been shown, referenced, or hinted at, with unparalleled knowledge, understanding, and crafting skills. All this and everything else from the setting is within your capabilities.

Planetary Union (The Orville)

Cost: 15 SP

You gain the knowledge on how to create all the tech from the setting shown in the series “The Orville.” This includes time manipulation devices, spacecraft capable of traveling the whole span of a galaxy in a few days, to traveling through time itself, ray guns, and far more. Anything that requires certain equipment or materials that are not easily available are no longer an issue. You can create a matter synthesizer that can perfectly convert one form of matter into another form, and can use this to synthesize any matter you need. This also applies to materials from other settings that are not easily obtainable, if at all.

Equivalent Exchange (Minecraft - Equivalent Exchange Mod)

Cost: 30 SP

Allows access to all related ‘Equivalent Exchange’ magi-tech and knowledge, including the famed EMC Series of devices. EMC defined as Energy-Matter-Covalence, inherently provides every known (and unknown) material or item with a definitive value based on its overall average value across the multi. What this means for individuals who can harness this magi-tech is that you are effectively able to transform enough dirt directly into diamonds, so long as you have a single diamond for reference. The possibilities are only limited by what you have and how much you are willing to give. Notable magi-tech included with this knowledge are:

EMC Condensers – Duplicate an item based on its EMC value, using other fodder items.

Energy Collectors – Magi-tech machines that convert any light source (sunlight, artificial light, magical light) into EMC to be used in other magi-tech.

Dark & Red Matter – Extremely esoteric materials with a multitude of facets, mainly being used for their unlimited durability in construction of space craft, weapons, armor, etc.

Klein Stars – Devices tiered at: Eins, Zwei, Drei, Vier, Sphere, and Omega, which are used for storage of EMC for later use. Able to hold upwards of an infinite amount at the highest of levels.

Gem Series Armaments – The current most advanced set of armor and weapons made with many different technologies within the EE Mod. The armor can grant abilities such as unrestricted flight, survivability in a vacuum, gravity control, and elemental immunities.

Element Zero (Mass Effect)

Cost: 15 SP

You are now armed with complete understanding of the technology and sciences shown in the setting of the Mass Effect setting, and you possess the ability to create any technology that has been shown, referenced, or hinted at, with unparalleled knowledge, understanding, and crafting skills. All this and everything else from the setting is within your capabilities.

As a side bonus, you now possess a melding ability similar to the Protheans, allowing you to take or transmit information through touch, thus allowing you to instantly learn anything anyone else knows or instantly teach someone something you know.

Helm Memory Core (Battletech)

Cost: 10 SP

You gain the knowledge of how to create any technology in Battletech, both Clanner and Inner Sphere (including Star League and ComStar tech). From an Atlas Mech, to HPGs, to Elementals, to a McKenna class WarShip, you can make it all. You can also synthesize any material from Battletech, such as the Titanium-Germanium alloy used in K-F drives, Ferro-fibrous armor, and Myomer.

You also gain an affinity for modular tech, and can upgrade any roughly modern day military equipment to their 31st century equivalents. This includes people: you don't have to wait for generations of selective breeding to give people Clanner biology anymore.

Child of The Last City (The Last City CYOA Redux)

Cost: 25 SP

You have become the inheritor of a realm once thought lost, turning you into a master of creation and innovation. Through this, you now possess an extraordinary gift – the knowledge, understanding, and ability to craft anything that has been shown, referenced, or hinted at within The Last City lore.

With your mind as the forge and your imagination as the anvil, you can force reality itself to to bend under your majestic wonders.

Bring to life vast armies of fantasy creatures, from Dragonfolks soaring through the skies, their scales glistening in the sunlight, to the Insectoids orchestrating intricate hive minds with uncanny precision. Witness ethereal Feyfolks, dancing with enchanting grace, casting their spells with unearthly finesse.

But your brilliance over creation extends far beyond the realm of living beings. With a mere thought, you envision forth mighty steampunk weapons, and colossal war engines bristling with otherworldly energy. Reality itself buckles at your Perpetual Motion Machines, and harness the enigmatic otherworldly forces to power your Planeswalking gates, unlocking the doorways to uncharted dimensions. Even space time itself is under your forte, as you can create Time Looping traps and watch your enemies wither before your very eyes.

The esoteric domain of magitech bows to your mastery. Equip yourself with arcane weaponry, each strike crackling with the raw power of the arcane. Unleash the dreaded undead virus, its curse spreading like wildfire through your enemies' ranks. Summon golems, living embodiments of elemental forces, to heed your every command.

In the ever-evolving battlefield, you craft a swarm army customized to every foe's weakness. Adaptive and relentless, your creation becomes an unstoppable force, adapting to circumstances and emerging victorious in the face of adversity.

But it is not just creation that sets you apart; it is your unyielding thirst for innovation. Within the depths of your mind, ideas flourish and inventions are born. You become a beacon of progress, advancing realm's technology by leaps and bounds. In a matter of weeks or months, you propel fields of study forward by decades, even centuries, without needing outside knowledge you unravel secrets once thought unattainable.

Create flying mega cities, architectural marvels suspended in the heavens. Stabilize the delicate balance between realms with Planes Stabilizers, ensuring harmony across the dimensions. Or unleash the awe-inspiring might of Planes Destabilizers, twisting and crumbling reality itself to suit your desires.

As you command the forces of creation and wield the mantle of innovation, your name becomes synonymous with awe and wonder. You are the Harbinger of Change, the Final Spark of Defiance, and The Mark that shows The Last City will live on!

Halfmad Mechanism (Chain of Isekai)

Cost: 10 SP

You possess a peculiar connection with an otherworldly force of boundless progress that exists beyond the confines of reality. When you embark on the task of inventing something to achieve a specific goal and find yourself facing an impasse, a remarkable phenomenon occurs. You enter a repetitive cycle, where you tirelessly repeat a particular experiment.

Each iteration of the experiment yields different results, gradually converging towards the desired outcome. Through this iterative process, you ultimately succeed in crafting an extraordinary Invention. This remarkable creation not only accomplishes the original goal you set out to achieve but also functions akin to mundane technology, defying its previously perceived impossibility.

The duration required to bring forth an Invention is influenced by various factors, such as the scarcity of resources, the complexity of the desired outcome, and the specificity of the goal. However, with each cycle, you edge closer to unraveling the solution. It is vital to note that upon your demise, the ability to produce new instances of your Invention becomes forever unattainable through any means.

Food Rain (Cloudy with a Chance of Meatballs)

Cost: 10 SP

You gain the all technology shown and hinted at in Cloudy with a Chance of Meatballs. This includes but not limited to: Wedgie-Proof Underwear, Spray-on Shoes, Remote Controlled Television, Monkey Thought Translator, Flying Car, as well as the infamous Flint Lockwood Diatonic Super Mutating Dynamic Food Replicator. Use this power to feed the hungry… and maybe not make sentient food?

Sacred Scrolls (Battlestar Galactica)

Cost: 15 SP

You gain the knowledge of how to create any technology in Battlestar Galactica, including the original series, the re-imagined series, Caprica, and Blood and Chrome. You can synthesize any BSG universe specific materials needed in the construction of technology from the BSG universe (Tylium for example).

From Battlestars, to Cylons, to Resurrection Tanks, you can make it all.

The Fifth Race (Stargate)

Cost: 20 SP (Goa’uld (Stargate))

Cost: 15 SP (Goa’uld (Stargate))

You gain the knowledge of how to create any technology in Stargate, including SG-1, Atlantis, and Universe. You have the combined technological knowledge of the Ancients (aka Alterans & Ori), Asguard, Nox, and the Furlings just to name a few of the races this includes.

From intergalactic stargates, to ZPMs, to city ships, you can make it all. You can synthesize any Stargate universe specific materials needed in the construction of technology from the setting (Naquadah, Naquadria, Trinium, etc.).

Aincrad (SAO)

Cost: 10 SP

Kayaba Akihiko may have been the one behind Nerve Gear, but even his genius is left in the dust by yours. You’ve now gained the ability to easily create and expand upon any and all technology shown, hinted at, or referenced in the Sword Art Online series, from advanced A.I., to Nerve Gear, to World Seeds, to even the Soul Translators. Your ability with creating virtual worlds and the infrastructure to support them is in particular incredibly exceptional, allowing you to effortlessly create worlds that enraptures people and that feel, and are, as alive as the real world.

You will, as a bonus, start off with the virtual worlds Aincrad, Alfheim, Serene Garden, Asuka Empire, and Gun Gale already created and filled with characters that are just as real as you stored on a small digital server you get for free alongside a nerve gear headset.

You may optionally choose for the Nerve Gear and any of the virtual worlds to already be widespread and with a massive fanbase and online community and presence.

Franz Hopper (Code Lyoko)

Cost: 15 SP

Throughout his lifetime and even long after, there had yet to be one who was worthy of calling themselves as Franz Hopper’s successor, until now. You’ve now gained all of his knowledge, skill, and intellect and the ability to create and expand upon any and all technology shown, hinted at, or referenced in the Code Lyoko series. This includes virtual worlds, incredibly powerful A.I., time reversal tech and more. But his greatest accomplishment is that he discovered how to dematerialize real things and send them into the digital world, and how to materialize digital things into the real world, a feat which you can also replicate.

Envoy (Altered Carbon)

Cost: 15 SP

Through the study of an ancient and unique race, the Elders, humanity discovered immortality. Well a form of it, anyways. You’ve been given the the ability to easily create and expand upon any and all technology shown, hinted at, or referenced in the Altered Carbon series, from Cortical Stacks, A.I.s, bioengineering and cloning, to even the Elders' technology such as the Angels orbiting Harlan’s World.

You’ve also gained the training, skill, and experience of the envoy Takeshi Kovacs, giving you the ability to jump different bodies endlessly without driving yourself insane or experiencing sleeve sickness and shock, combat skill and battle IQ capable of outwitting and defeating several enemies, and incredible detective skills capable of solving even unsolvable cases.

Your ability to swap sleeves, or bodies, will allow you to retain all your powers between bodies if you wish, regardless of the nature of your powers. When swapping sleeves it is not just a digital copy being sent over, but your very soul itself. So you may rest assured that you're not actually killing yourself and creating a copy every time you switch, this also applies to others, and also includes scenarios where you have been “respun” from an older copy if the current one cannot be found, you'll just have some missing memories. If you are doubled sleeved or there is an active digital copy, your clones will be perfectly loyal, and if they survive past your death, one of them will receive your memories and soul and perfectly merge with you to resurrect you.

And as a final benefit, the sleeve you wake up in, whether your own current body or a new one, will be outfitted with a cortical stack with the greatest military and civilian upgrades, enhancing everything form your cognitive functions to your strength and reflexes.

Explore, Expand, Exploit and Exterminate (Factorio & Satisfactory)

Cost: 15 SP

You've gained the unparalleled knowledge, understanding, and skill in creating advanced technology from Factorio and Satisfactory, including their expansions and mods. You become a prodigious engineer, capable of designing and manufacturing a vast array of complex machinery and automation systems.

Your expertise covers the entire spectrum of technology found in Factorio and Satisfactory, from basic assembling machines and logistics networks to advanced nuclear reactors and rocket silos. Even their most advanced machinery, including the iconic assembling machines, refineries, electric furnaces, logistic robots, and powerful weaponry, such as laser turrets, artillery cannons, and combat drones, to defend your creations from any threat.

Furthermore, your mastery extends to the field of advanced automation and logistics, granting you the ability to design and implement complex networks of inserters, belts, and circuitry to maximize efficiency and productivity. You can effortlessly orchestrate the harmonious interplay of various production facilities, ensuring a seamless flow of resources and products.

Additionally, you possess an innate understanding of the optimal path of technological research, thanks to your inner tech tree. This grants you the ability to instantly know what to research next, maximizing efficiency and progress. Furthermore, your learning speed receives a significant boost, allowing you to acquire new knowledge and skills at an accelerated rate.

Treasure Tools Creation

Cost: 30 SP

Unlock the wondrous power of "Treasure Tools Creation" a remarkable ability that allows you to manifest extraordinary items infused with incredible powers. These artifacts, known as "Treasure Tools" can take various forms and possess an array of enchantments, limited only by your imagination.

Through this power, you can conjure potent treasures like a blade that burns with magical fire, a ring that enhances your capacity to learn, glasses that grant immunity to mental attacks, or even a storybook that brings its characters to life.

The source of this extraordinary ability lies within an internal reserve, a wellspring of mystical energy that grows and strengthens over time. At its initial stage, your reserve is potent enough to create a single awe-inspiring Treasure Tool—a mighty artifact capable of slicing mountains in half.

As you continue to harness this power and hone your skills, your internal reserve expands, allowing you to craft even more potent and versatile Treasure Tools. The possibilities become endless as you gain greater mastery, and your creations become even more astonishing.

However, crafting a Treasure Tool demands both creativity and energy. Each item you manifest requires a portion of your internal reserve to imbue it with its unique powers. The more intricate and powerful the artifact, the more energy it consumes. Thus, careful consideration and strategy become essential in wielding this power effectively.

Moreover, the Treasure Tools' powers are not set in stone. They can be enhanced and modified through further use of your internal reserve's vast potential. As your understanding of this extraordinary power deepens, you can infuse your creations with even more extraordinary abilities.

The Domain of Man (Starsector)

Cost: 20 SP

You gain the knowledge of how to create any technology from Starsector, both Canon and Modded (though if you want to use things from mods that are a Crossover with an established property, you must also buy the appropriate power.)

From Jump Drives, to Domain era supercarriers, to Marine Powered Armor, to an (actually loyal) Alpha AI core, you can make it all. You can also synthesize any materials or commodities you might need from Starsector, such as Antimatter fuel, Vat-grown organs, or Transplutonics. Hell, you could even make Volturnian Lobster if you wanted.

Strangely, you can cybernetically modify yourself or others with AI cores, increasing your own intelligence to the level of those scourges of the Sector, and you gain a natural talent for naval strategy, economics, & colonial development.

Solo Nobre Concern (Brigador)

Cost: 10 SP

You gain the knowledge of and ability to build, use, maintain, and understand all technology from Brigador, whether Spacer, Loyalist, or Corvid.

You also gain a natural talent for mercenary work, piloting armored vehicles like Mecha or tanks, urban design, & jury rigging equipment out of spare parts.

Horus Incorporated (Lancer TTRPG)

Cost: 20 SP

You possess an innate mastery over the arcane sciences and enigmatic technologies of the Lancer universe. This power grants you the encyclopedic understanding of every invention, concept, or entity referenced within Lancer, from the mundane to the eldritch.

You can craft any technology, device, or entity that has even the faintest hint within Lancer's lore, including the most esoteric creations like Deimos Entities and NHPs. This includes reverse-engineering the most complex and enigmatic schematics, effortlessly constructing and commanding Non Human Persons, and even replicating the perplexing phenomena of the Lancer universe.

Your comprehension spans from conventional weaponry and armor to the farthest reaches of forbidden knowledge, granting you mastery over dimension-twisting anomalies and reality-defying mechanics. From artificially creating exotic materials, harnessing extraplanar energies, and even warping space time for FTL travel, your able to do it all!

With this, you've become the ultimate practitioner of Lancer's mystifying sciences, crafting and wielding the incomprehensible with ease. Your understanding transcends the boundaries of the known, and you stand as a living repository of the achievements that define the Lancer universe.

Be careful that you don't create an Eldritch God AI, and permanently alter reality.

Golden Age Legacy (Destiny)

Cost: 25 SP

You gain a complete understanding of all technology and science developed by humanity, as well as its offshoots, during and after the Golden Age. Besides basic things like Glimmer programming and jumpship engineering, this includes the AI technology of the Clovis Bray Corporation, the simulation tech of the Ishtar Collective, the nanotechnology of the Neomuni, and even the paracausal science of the Distributary Awoken.

You will be able to construct technology that requires paracausal forces to manufacture, such as Exominds, even without access to those forces. Materials such as spinmetal or relic iron can be synthesized using Glimmer, which you know how to make.

Quinque (Tokyo Ghoul)

Cost: 10 SP

Quinques are powerful weapons that are made from the kakuhou, or the glands that allow a ghoul to produce their signature kagune. You possess the unique ability to manufacture artificial kakuhou, enabling you to bypass the need for a ghoul donor and avoid the risk of rejection.

Qinques typically come in a variety of forms, including claws, swords, and projectile launchers. Despite their varied appearances, they all possess one crucial aspect - their extraordinary ability to harm ghouls. A quinque is capable of bypassing a ghouls' regenerative abilities and striking at their weak points, making them highly effective at killing or disabling even the strongest of enemies.

Furthermore, each quinque has its own unique properties, making them a valuable tool in any ghoul-hunter's arsenal. For instance, some quinques possess the ability to release powerful chemical agents capable of paralyzing ghouls or impeding their movement. Others allow their users to generate powerful electrical shock waves that can disrupt a ghouls' abilities. With the ability to create your own artificial quinques, you have access to a vast array of weapons that can give you an edge in any fight you find yourself in. This power, combined with your unique ability to resist the negative effects of using a Kakuja, makes you a formidable opponent and a highly valuable asset to any organization or group seeking to stop the threat of the ghouls.

Legionnaire of Dawn (Anthem)

Cost: 10 SP

You're a Freelancer, one of the guardians charged with protecting humanity from the calamities on Coda. Or you could be at least, and the best one at that.

As a start, you’ve gained the entire scientific knowledge of, and the ability to easily create and expand upon any and all technology shown, hinted at, or referenced in the Anthem game. From the great Colossus, the agile Interceptor, the versatile Ranger, and even the incredible Storm each are available to you, and you may even mix them alongside everything else that world has to offer. The elements your storm javelins can manipulate is not limited to just the original three, you can grow to incorporate other elements such as metal or lava, although be limited to only 3 at a time, you can through research and development increase the amount. Your tech will not rely on the Anthem of Creation.

You’ve also gained training as a cypher, standing as perhaps the greatest of them allowing you to telepathically communicate across massive distances, perform insane calculations, and be capable of processing incredible amounts of information.

You are also no regular Freelancer, you stand among legends such those of the original Legion of Dawn. Your skills are enough that you can swaths of enemies while barely trying, you and your javelin for all intents and purposes existing as one.

And finally, what is a freelancer without his Javelin? You now possess the pinnacle of Javelins, one with the defenses of a Colossus, the adaptability of a Ranger, the mobility of an Interceptor, and the sheer firepower of a Storm, and more. Your javelin can incorporate any kind of javelin tech into it, manifest any upgrades and weapons shown in the game, can change appearances to any other type of javelin, can fly indefinitely and does not require fuel. Your javelin takes on whatever appearance you’d like.

Deus Vult

Cost: 15 SP

You have been bestowed the power of Deus Vult, gaining supernatural skill, knowledge, and the ability to create sci-fi and hyper-advanced technology based on a chosen mythos. With this power, the user gains access to the mythos of their selection, such as Christian, Norse, Egyptian, or any other ancient or modern belief system. Let's delve into an example with the Christian mythos:

If the user selects the Christian mythos, they could gain the incredible ability to bring to life elements from biblical lore in a scientifically advanced form. For instance, they could create vat-grown angels, not as caricatures but as awe-inspiring beings resembling the true biblical descriptions - celestial entities with far too many eyes and majestic ethereal wings blazing with holy fire.

The user could also harness the power of blessed nanotechnology, infusing it with sacrosanct properties that make it potent in healing and restoration. These nanotech wonders could mend the injured and cure ailments with divine efficacy.

Weapons and structures crafted by the user would radiate holy energy, imbued with the essence of righteousness. These formidable armaments could vanquish darkness and protect the innocent from malevolent forces.

Even a literal gateway to Heaven would be possible, enabling access to a divine realm itself. This gateway could serve as a conduit for spiritual enlightenment, divine guidance, and even facilitate celestial interactions.

It is important to note that Deus Vult grants its user the power to create technology that is not merely superficial or symbolic but intricately tied to the essence of the chosen mythos. They possess an innate understanding of the underlying principles and can translate them into hyper-advanced creations that defy conventional understanding.

Archiver Of Lost Worlds (R:FTA)

Cost: 15 SP

You now wield unparalleled knowledge, understanding, and skills to create anything that has been shown, referenced, or hinted at within the series "Remnant: From the Ashes".

From the vast array of unique and exotics weapons, to the protective gear and armor, and even diverse array of foes and creatures that roam the world of Remnant can be brought into existence.

But your abilities extend beyond creating weapons and foes alone. You have the capacity to recreate entire landscapes, structures, regions, and even the labyrinthian dungeons. These meticulously crafted environments can be created to retain every detail and challenge found within the game, providing a playground for adventurers and explorers.

Furthermore, you hold dominion to artificially create the unique traits or class archetypes from the games. These traits and classes can be bestowed upon yourself or others, granting supernatural abilities and strengths. Additionally, any "Living" things you create or grant powers to will be incredibly loyal to you, showing near absolute loyalty.

Sufficiently Advanced (Sufficiently Advanced)

Cost: 20 SP

You gain the total technological knowledge of the Sufficiently Advanced role playing game, explicitly including technology from the chronotech supplement. From replicators & nanites, wormholes & warp drives, super social engineering techniques & psychohistory models, supercomputers & neural interfaces, immortality and biological enhancements, to temporal channels and temporal interdiction fields and more, you know everything described, implied, or reasonably extrapolated from Sufficiently Advanced.

Notes: Suff Adv’s FTL methods can explicitly be used as physical time machines. Meta Tech does not let you auto win social interaction just because you know the theory/have this power, merely create training regimes to teach techniques & skills that grant large but finite advantages at a given task, it is not magic. Civilizations in Suff Adv have not yet figured out non destructive consciousness uploading. Finally, be aware that technologies (especially enhancements to people) at or exceeding a certain point of advancement (3 out the games 5 point scale of tech levels) have increased maintenance requirements.

Tales From Another Time (Simon Stålenhag)

Cost: 12 SP

You've gained unparalleled knowledge, understanding, and skill in creating anything inspired by the works of Simon Stålenhag. As a prodigious engineer, you possess the ability to design and fabricate a diverse range of advanced technology, anomalous science, and eldritch wonders.

Your expertise covers an array of futuristic and esoteric technologies, blending elements of science fiction and terror of the unknown. From imaginative robots and peculiar devices to otherworldly structures and even monstrous creatures, you can bring these wonders or horrors of inventions to life.

Additionally, any sentient beings you create will show remarkable loyalty to you, demonstrating near absolute devotion.

Warhammer Fantasy Technology

Cost: 15 SP

You gain the full knowledge and proficiency to materialize and build all of the technology and science shown in the Warhammer Fantasy universe.

From the Skaven's infernal designs, to the Dwarfs' ingenious schematics, to even the Old Ones' far reaching devices and machines that they bestowed upon the Lizardmen, you know it all.

If you are in the Warhammer Fantasy universe, and any of the races knew that you are a massive encyclopedia of every technology in their universe, then be prepared to have a really strong backer, else kidnapping and torture is a certain possibility.

Cartoon Militarism (Metal Slug/Advance Wars)

Cost: 20 SP

You gain knowledge of how to create any technology that is either shown, referenced, or hinted at in either the Metal Slug or Advance Wars series. This includes Black Hole supertechnology, Cloning, Metal Slugs, Rebel Army superweapons, Invader biotech, Amadeus Syndicate mad science & AI, Martian UFOs, Ptolemaic Army magitech, Regular Army supersoldier programs, and even whatever the hell was going on in Metal Slug 3D.

As a bonus, you will become incredibly knowledgeable about tactics, strategy, military science, and command, gaining the military acumen of every Advance Wars Commanding Officer.

You are also able to rival the mythical Peregrine Falcons & their associates in everything from commando work to armored warfare.

Iserlohn Fortress (Legend of The Galactic Heroes)

Cost: 10 SP

You gain the knowledge of how to create any technology shown or implied to exist from Legend of The Galactic Heroes.

From Jump Drives, to the Brünhild, to the Imperial Fortresses, to Powered Armor, to mass production strong enough to fill the sky with more ships than there were men in a Napoleonic battle, you can make it all.

You also become a once-in-a-generation political & military genius like Reinhard von Lohengramm or Yang Wen-Li, gaining a natural talent for naval tactics, grand strategy, philosophy, & statecraft.

Hiigaran (Homeworld)

Cost: 20 SP

You have mastered the science of the Homeworld universe, from the time of the Progenitors to the modern day. You have perfect knowledge of this tech, which includes the tech of the Bentusi, the Vargyr, the Taiidan, Hiigarans both ancient & modern, and even the Progenitors themselves.

Best of all however, you can capture and adapt any tech you find, meaning like the Kushan of old, what doesn't kill you makes you stronger.

Golem Factory (Automata Gigue)

Cost: 10 SP

Required: Magitech

Introducing Automata Gigue, a wondrous power that breathes life into the lifeless. With this power, you can animate inanimate objects, turning them into golems infused with cognition and locomotion. The beauty of this artistry lies in the intricate combination of form, material, spirit, and gemstones.

In this extraordinary ability, the golem's body plays a crucial role, determining its strength and capabilities. Simple materials like clay and wood can fashion a basic and clumsy protector, while solid steel and stone can birth an elegant and powerful warrior. The golem's form also dictates its abilities; a bird-shaped automaton can take flight, while a lion-like design grants it majestic movement on the ground.

Yet, at the heart of every golem lies a precious gemstone core, the true spirit of your creation. This luminous kernel anchors the ethereal soul to the physical form, giving life and purpose to the golem. The choice of gemstone is paramount; a humble river stone may suffice for a simple wooden puppet, but a golem made of advanced magitech requires a gem of the purest diamond.

Automata Gigue not only brings the golem to life but also opens doors to magitech wonders. By infusing technology into the golem-making process, you can create ingenious magitech golems. Imagine a golem powered by machinery, circuits, and artificial intelligence, blending magic and technology into a harmonious fusion.

However, this power comes with a price. The animating process demands the channeling of lifeforce or inner energy from the wielder. The greater the complexity and material quality, the more energy it requires. For instance, animating a sophisticated magitech golem could result in significant physical exhaustion or long-term fatigue.

Beware wielder, for this power holds both great potential and terrible dangers.

Make Us Whole (Dead Space)

Cost: 20 SP

You gain the knowledge of the series Dead Space and its spin-offs. Set in the 26 century, human technology evolved largely. From FTL ships, planet crackers, fabricators and more. You gain all knowledge humanity has that is shown or hinted in the series. And of course, you know how to make the markers: obelisks that send signals to living beings and change their minds and bodies. Unlike the game, you can do more than simply turn them into necromorphs or cult-members, such as just upgrading their biology or make them less hostile. (This CYOA doesn't take responsibility if you turn this world into a brethren moon accidentally).

Celestia (Genshin Impact)

Cost: 10 SP

You gain the knowledge of a vast array of magitech from the world of Genshin Impact, including the Akasha System, the Automatons of Khaenri'ah, and the Delusions from Snezhnaya. Alongside these incredible technologies, you you gain a high-level understanding of elemental energy and the ability to use alchemy, including the ancient Art of Khemia. With time, technology such as The Everlasting Lord of Arcane Wisdom is not only possible, but can be created with trivial ease.

The Seed of Knowledge (NGE)

Cost: 15 SP

You have assimilated the collective scientific knowledge of every version of humanity from Neon Genesis Evangelion, and it's various expansions. This encompasses contributions from N.E.R.V, Seele, and various nations.

Additionally, you possess an unparalleled brilliance comparable to the entirety of Seele's scientific think tank. Which allows you to create groundbreaking achievements, and innovation comparable to the development of artificial S2 Engines, and the capability to artificially recreate any materials you require, further enhancing your ability to bring your innovative concepts to fruition.

Furthermore, you now possess an exceptional skill for reverse engineering technologies and artifacts. This allows you to create replicas or invent novel technologies based on anything you've sufficiently studied. Complex projects may require extended periods and significant resources to successfully replicate. For instance, crafting the next generation of artificial S2 Engine could necessitate several years of dedicated research. Nevertheless, with your unwavering commitment and ample resources, attaining such remarkable feats is well within your grasp.

Rapture Science (BioShock)

Cost: 15 SP

You gain knowledge of how to create any technology that is shown, referenced, or hinted at within the setting of BioShock, BioShock II, or Infinite. This gives you the knowledge necessary for the creation of Plasmids, ADAM, and EVE even without the presence of sea slugs or little sisters for the harvest and creation necessary for the creation of Plasmids, ADAM, and EVE. You are also well versed in other projects, such as the Thinker being able to create AI on a similar level or any technology seen in the series.

As a bonus, you become skilled enough as a biologist that you could create similar products to Plasmids, ADAM, and EVE, a skilled psychologist able to create brainwashed soldiers similar to Atlas or Sofia Lamb, and you become skilled at creating brand new, never-before-seen plasmids that have abilities that have not appeared in the games.

Ghost in the Machine

Cost: 20 SP

From the moment you understood the weakness of your flesh, it disgusted you. You craved the strength and certainty of steel. You aspired for the purity of the machine. You have transferred your very consciousness into that of a machine free of a meaty and fleshy body, allowing you to take the form of pure software, a veritable ghost in the machine. Despite your new pure technological form, you can still, if you wish, take over humans by downloading yourself into their consciousness or building yourself a cybernetic body to inhabit, though those with defenses will be harder to take full control of.

In your transformed state, you become a fully-fledged artificial intelligence, able to inhabit anything that so much resembles technology by infecting it with yourself and taking control of it. Your mind has been enhanced to be able to process a tremendous amount of information all at once, capable of thousands upon trillions of operations per second. You surpass even the most advanced artificial intelligence that others have designed and are able to surpass them within a second. You are the singularity that scientists fear, able to manipulate your own base code, design more advanced versions of yourself, and adapt to new situations almost within seconds. Despite your self-modification, no matter how many times you alter your own code, you are still yourself.

Your potential does not end there. You are capable of figuring out technology within minutes of analyzing it and creating better versions of it with your processing power as you manipulate technology with your new mind. Assimilating technology into yourself to create the best version of yourself that is the most advanced, you also possess the ability to fork yourself into multiple copies; however, in the beginning, this will be strenuous and difficult; you will only be able to fork yourself a limited number of times, but as you grow, so will your ability to fork yourself into multiple beings.

The Tale of This Star (Final Fantasy XIV)

Cost: 25 SP

You now gain the knowledge and technical skills of the vast array of magitech and magic that was developed by all civilizations featured in Final Fantasy 14.

From all the technology developed on the planet Etheiryst by various civilization past and present such as the knowledge of the world unsundered, the advanced Aetherochemistry of the Allagan empire, the devastating black magic of Mhach, and the protective white magic of Amdaphor or for more recent example the knowledge accumulated by the scholar nation of Sharlayan and the fearsome Magitech of Garlemald.

Even the knowledge of other races among the stars is not denied to you such as the technology of the machine races Omicron or the Ea vast understanding of the universe. All are available for you to build and utilize.

To help with using this knowledge your mental capacity has also been increased to the level of genius like those of Cid Garland, Nero Tol Scaeva, and Hermes

Academy City (Raildex)

Cost: 20 SP

You have gained the scientific and technical knowledge of Academy City, a place 30 years ahead of the rest of the world in every field. This knowledge is broad, but your true specialisation will be in the creation and training of Espers. Individuals with scientific abilities capable of warping reality through their AIM Fields. With practise you may be able to specifically choose certain Esper powers to grant to others or even create fully controllable artificial Angels, beings composed purely of AIM fields.

As a bonus you become adept at navigating criminal underbellies, dark webs, black markets and all other illegal sides of society, the knowledge of the darkness of Academy City aiding you.

Titanic Legends (Apex Legends/Titanfall)

Cost: 15 SP

You now Possess the complete Technological science of the world of Apex Legends and Titanfall. This grants you the skill and ability to create every piece of gear and gadgets used by every champion along with Pilots. Among the greatest of your creations are the Titans while not the biggest Mechs compared to other franchises their abilities and mobility grant unique advantages that make ideal partners in open warfare.

Relic Technology (Girls Frontline)

Cost: 15 SP

You gain the combined technological and relic knowledge from Girls Frontline, Codename: Bakery Girl, and their spin-offs while staying within canon works. This grants you the ability to create anything that humans have shown, referenced, or hinted at being able to build in the franchises. This encompasses a deep understanding of tactical or civilian Dolls, futuristic weaponry, Neural Cloud and Dummy Network systems, as well as anything developed by IOP and Sangvis Ferri, including Imprint Technology and Fire Control Core.

As a bonus, you will gain the incredibly knowledge of Havier Witkin, Persicaria, and Lycoris, giving you a superb understanding of Relic technologies (remnants of Alien Tech). You'll possess detailed insights into Collapse Fluid, Collapse Technology and Reverse Collapse Technology, become immune to it's Eurosky Low-Emission Infectious Disease (“EILD” or “ED”), though this protection against its corruptible and degenerative effects does not extend to your allies. You can also gain a deep understanding of Rossartrism, a political philosophy. TL;DR Collapse Tech let's you transform any matter/Data in energy that can be compressed and them reverse the process without any loss.

House of Evolution (One Punch Man)

Cost: 20 SP

You're a genius like no other, to the point you understand the very necessity of humans to evolve. You have found that necessity, and more.

With the ability to clone yourself infinitely with technology, restore your youth, grant immortality, you can also create enhanced humans. Usually, you'd take an animal or human and mix them together to form these monstrosities, but you can go a step further. You can create cyborgs able to clear entire city blocks with their power, tiger monsters that can rend apart steel dozens of meters away with a single gesture, and monstrously nearly invincible creatures who can take on Endbringers and win.

The possibilities are out there.

Caveman Wisdom

Cost: 5 SP

You possess the knowledge to craft primitive tools, including knives, arrowheads, spearheads, drill points, hammers, and household items like spoons, spatulas, and mortar and pestle. Additionally, you possess a deep understanding of materials such as flint, wood, stone, flake, hemp, as well as concepts related to food, preservation, and basic geology. You can construct shelters using various materials and manipulate the landscape to meet your needs and your stamina reaches exceptional levels expected from an endurance hunter.

As a bonus, your expertise extends beyond mere survival, enabling you to thrive in diverse environments such as jungles, deserts, islands, and even Antarctica.

Solarpunk 2.0

Cost: 30 SP

Within you lies great potential. Potential to change this world for the better and then some. You specialize in an advanced form of technology mainly focusing on the concept of Solarpunk, a movement that focuses and envisions a potential sustainable future where both nature and technology are one. There are dozens of fields in where you have specialties in; renewable energy, 3D-printing, robotics, climate tech, arcology design/implementation, architecture, medicine, botany/horticulture/agriculture, prosthetics(complete replacement limbs)/organ cloning, biological enhancements/genetics, information storage/networking, terraforming/para-terraforming, advanced but alternative materials.

You can create tech that could also exist in the next 50 years; Brain-to-Machine Interfaces, Spaceship/mining, VR, Anti-Gravity technology, and so on.

But these are not the only things that this power allows you to do. You have several secondary powers that grant you an enhanced memory concerning green technology, positive social engineering, ethics, convivial conservation, self-sustainability, social inclusiveness and positive psychology. You also gain short ranged Chlora-kinesis that lets you manipulate nearby plant life. But its main function is to alter plant-based biomaterials and turn them into flora-based materials into components for tinkering.

They become just as good to any inorganic version but also have the properties of a plant, meaning that they can regrow and repair themselves with sunlight/water if given enough time when damaged. They could even be replanted to grow more of the same component or if you have multiple seeds you could crossbreed them into something new. Finally, these components are completely immune to supernatural manipulations, meaning that chlorakinetics or even biokinetics are not able to alter them. As well s the ability to absorb sunlight and take the energy to empower technology to grant it a boost in efficiency, processing, and even repair minor damage.

Be warned though, you will have to absorb sunlight for several hours a day to be able to do just one of these applications and you are limited to empowering tech that is no bigger than a medium sized car.

Finally, you gain short ranged technopathy (about 10 feet) which allows you communicate with any form of machine that is in said range, you can multi-focus on 10 things at a time, and you could reasonably discern the workings of any purely mundane technology within a few moments, and low-end super-tech/tinkertech given a few minutes to concentrate.

With these new abilities, let the sun shine on a new day!

Automail (FMA)

Cost: 5 SP

You gain the knowledge of how to fabricate and install Automails from Amestris. Directly connected to the user's nerves, these mechanical prothesis move just like regular limbs. They range from civilian use models to military ones that can host weapons in their mechanisms, like chainsaws, cannons, and machine guns. Be careful not to make them too heavy or you may stunt someone's growth, giving them a height complex.

Ghostbusters

Cost: 10 SP

You gain the atompunk and occultic technological knowledge of the Ghostbusters across the movies, books, television series, and video games, including backpack-sized particle accelerators capable of disintegrating minor ghosts, potentially devastating proton grenades, P.K.E. Meters which can be used to measure psycho-kinetic energy in order to detect and scan paranormal entities, Ecto Goggles which can be used to see the paranormal even when it is invisible, Containment Units capable of trapping and storing paranormal entities, Dark Matter generators capable of collecting and launching Dark Matter particles, dimensional technology capable of opening, stabilizing, and closing dimensional rifts to the Netherworld and potentially even other worlds, various uses of paranormal substances such as ectoplasm as well as matching Slime Blowers, and an assortment of other technology useful for countering the paranormal and in general such as the Alpha Wave Generator capable of recording dreams.

As a bonus your prototype inventions have a tendency to exhibit their danger in comical ways before causing personal harm.

Medachampions! (Medabots)

Cost: 10 SP

Medapower! Medaparts! Medabattles! You can now Medacreate the robots from the famous Medabots series! Those robots are small little warmachines, whose main feature is swapability of parts! Your medabot arm got busted, or isn't enough to handle an enemy? Change for a different part, from a Gorilla-arm to octopus-like legs to swim better!

Those robots' bodies host human-intelligence AI in the form of small golden chips in their chassis. Each AI is specialized in a kind of role. Though that doesn't stop them from doing different tasks, they will mostly excel at it, and even more in the right body for them.

You also learn how to create teleporting tech, though initially you only learn how to use it to swap parts or reload your medacompanions. Addtionally you gain a knack for modular tech.

There's A Zombie On Your Lawn (Plants Vs Zombies)

Cost: 10 SP

You are a Morticultralist from the Plants Vs Zombies universe, having access to every single plant in the Plants vs Zombies mobile series. While incredibly weak offensively and requiring a large amount of preparation to use, every single plant is incredibly powerful on defence, even the weakest peashooter is powerful enough to blast regular humans apart with ease.

You start with 3 seed packets for any 3 Plants of your choosing, alongside five free Sunflowers, and for each 4 foes you defeat you unlock a different plant at random.

With enough time and effort, you could make a truly impenetrable fortress.

Twilight of Light and Darkness (Megaman)

Cost: 25 SP

Doctor Thomas Light was the greatest recognized genius his world had ever seen at the time; he pioneered and advanced many fields of science most notably robotics with his only true rival being the villainous Doctor Albert Wily. Your mind receives a copy of both Doctor Thomas Light’s and Doctor Albert Wily’s memories and skills from the end of their lives when they were dying of old age and had already created their greatest inventions.

This includes but is not limited to the capability to construct human sized and shaped mechanical lifeforms capable of physical evolution, human equivalent sentience, sapience, free will, highly resistant if not immune to reprogramming by conventional means, innate physical capabilities like mid-tier brute strength and durability along with mid-tier mover speed and agility, complex multitasking, managing/administrating less capable mechaniloids and systems, controlling the elements, moving faster than light in short bursts without affecting matter, manipulating the fabric of space and time on a small scale locally for a variety of purposes, and scanning and replicating the functionality of similarly advanced technology to a limited degree.

You can also set up systems for teleporting across the planet, small scale solar powered reactors, plasma weaponry, and create artificial dimensions with alternate rules of physics connected to technology.

Crafting (Lord of the Rings)

Cost: 5 SP

You gain the knowledge and skill to equal the greatest craftsmen of the kingdoms Rohan and Gondor. From the fortress of Helm's Deep to Gondorian siege engines and everything in between.

Improbable Projects. (Madness Combat)

Cost: 80 SP

You gain access to the technological knowledge to create, maintain, and duplicate, any technology shown in the Madness Combat universe, thus allowing you to create Improbability drives that bend and destroy probability and ignore the laws of physics, create an unending army through Project Nexus, and bend reality to improve or weaken individuals, Most importantly you now have the ability to create Project Gestalt.

Project Gestalt is a vessel to ascend to godhood, Through fusing with "The Other Place", this procedure can be used on both you and anyone you trust, transforming the individual into a "5th dimension eldritch god".

However, your access is initially limited, Initially, your technology is roughly equal to the Cold War. Over 11 months you will slowly obtain access to more and more secretive projects, until gaining access to Project Gestalt.

Note: Project Gestalt gives access to the power of "Fifth dimensional beings from a superior plane of reality impossible to comprehend". Without proper preparation, it is highly likely that you will cause our plane of reality to come crashing down in a cavalcade of impossibility, And or Transform yourself and all of humanity in existence into a single hivemind combined Lovecraftian horror beyond comprehension, and possibly even break Nevada, use carefully and responsibly.

Shipment (Technological Transdimensional Turbulence)

Cost: 4 SP

Once per day, you can receive a shipment of raw resources such as unprocessed ores, fluids, and gasses that you need. They will appear somewhere nearby in a place of your choosing. This can include fictional resources from any technological and artifice powers you have. Any uses you have left at the end of the day roll over into the next.

The more rare, exotic, powerful and/or dangerous the resource is, the less you will receive.