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Generic Sburb Perks/Items 0.3 draft

Apr 14th, 2016
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  1. PERKS:
  2. Heir Conditioning [100cp, Free to Drop-In]
  3. During your time playing this game, you'll see a lot of terrible and weird things. On the terrible side, you might notice the end of the world by meteors raining from the sky, the death of your family, you and your friends having to fight for their lives in this game, and possibly seeing all of them and yourself dying as well, and then tradition demanding you stuff their corpses (that's a thing, apparently). On the other, weirder hand, you might learn you're a clone of yourself and your grandfather is your son. As well as the fact that universes are made out of frogs.
  4. Luckily, you can deal with this. Not by powering through on sheer willpower, but by simply shrugging it off as you like. You'll be able to let go, and simply let it slide off you to move on. Or you could simply embrace the sillyness where the weird things concern you. Either way, total obliviousness is optional.
  5.  
  6. Man Grit [200cp, Discounted to Drop-In]
  7. Your Man Girt is through the roof. What is Man Grit you ask? Why, it's the stat the level system of Sburb uses describe your strength and durability. But mostly strength. It goes up as you fight through the game and level up, but the increase is usually minor. For you through, it is not so. You'll quickly get the strength to lift an actual safe like it's nothing, punch a robot so hard it'll fly out of the house and explode, or you could even completely ignore the alchemy system and simply punch every enemy you meet into paste.
  8.  
  9. EctoBiologist [400cp, Discounted to Drop-In]
  10. Ectobiology. The science of cloning, breeding, and genetic modification of organisms through the use of Appearification technology. With it, you may gather paradox slime and from this create paradox clones, either perfect clones, that is guaranteed to eventually travel through time and become the target you cloned, or imperfect clones, that are mutated to be an unique being on their own. You are a master of this branch of science, able to use it like a true artist to bend it to your needs, and understanding how the necessary machines work and how they are constructed.
  11. It's an important science, especially in relation to the game itself, as it is both necessary to win the game by using it to create the Genesis Frog, and because the players of the game are created by the use of ectobiology in the game itself, before being send back in time as babies to grow up and play it. Speaking of, by taking this perk, you are now the one responsible for doing that. Make sure to create yourself, and prevent yourself from never having existed.
  12.  
  13. [600cp, Discounted to Drop-In]*
  14. Within paradox space, there are quite a number of powerful artifacts with strange and fantastical powers. You should know, since your luck at finding them is such that you almost trip over their treasure chests when you take a walk. Perhaps you will find a magical JuJu that makes everything "better" (from... some points of view), a ring that holds power over Void, a legendary [piece of shit] sword, or simply a chest full of Boonbucks.
  15. Your luck keeps up even after finding them, so that your new-found artifacts don't backfire in truly horrible fashion. You might still experience some side-effects and setbacks, but overal the effects of your use of these things will be positive for yourself and others.
  16.  
  17.  
  18. Dream Jumper [100cp, Free to Harley/English]
  19. Now, while all players of Sburb have a secondary body in the form of their Dream Self, most of them will be asleep until the game has already started. Not so with you. Your dream Self has been awake for years, meaning that you've spend the hours you slept on Earth, awake and exploring on either Prospit or Derse. Depending on how you went about it, this could afford you a decent amount of foreknowledge of many things you will encounter, or simply friends among the Carapacian populations. Of course, this might not be as useful in other world, so you've also gained a couple of other benefits. At first, you'll notice that you can fall asleep on command, whenever and wherever you want. And you'll be able to wake up like that too. Could be a nice party trick, no? Aside from that, when you leave here for other worlds, you'll notice that you are now a lucid dreamer.
  20.  
  21. Weird Time Shit [200cp, Discounted to Harley/English]
  22. So, the process of Sburb involves a lot of time shenanigans, from straight loops, to doomed alternate timelines, to paradoxes, to skipping ahead and back, and of course simply viewing other points in time. But the human and troll mind typically isn't quite accustomed to thinking about time in a non-linear fashion. Not so with you, since through practise and natural talent, you now posses a truer understanding of timelines, able to deduce how to use loops to your advantage, how to stop paradoxes from appearing, and how to deal with the temporally displaced. This doesn't allow you to time travel or manipulate Time in it's own right, but simply allows you to deal with and utilize it much better when it comes up through other means. Your Time Player will thank you for having this, since it means less screw-ups for them to deal with...
  23.  
  24. Alchemization [400cp, Discounted to Harley/English]
  25. Alchemization is strange business, creating punchcards, double punching and overlapping them to combine items into entirely new items. It's quite an amazing process, but sometimes unpredictable, and without care you could end up with exceptionally silly results. You however, are something else. The moment you get access to an Alchemitter, you will be the most fashionable and deadly kid in paradox space. All of the style will belong to you. In addition to instinctively knowing how to find the best combinations for outfits, weapons, and such things, you'll find it also easy to make useful tools such as a Captaroid Camera, to use things in alchemy without having to actually put it into a sylladex. Handy if you want to duplicate your brain, or something too large to fit. In general, if alchemizing something is possible, you'll be able to think of way to do it.
  26.  
  27. [600cp, Discounted to Harley/English]*
  28. -MAAAAAAYBE something based on their tendency strong classpect powers. I am hesistant through. It's edging close to handing out OP stuff I really don't want to hand out, and even without that it's hard not to make a generic Moar Powah option that either makes it a must-take or too boring to take
  29. -Base something on Grandpa Harley/Jake/Grandma English, maybe? Gentleman Adventurer stuff and/or setting up your own hightech company? Something with Jake's love triangle stuff?
  30.  
  31.  
  32. Coolkid [100cp, Free to Strider/Lalonde]
  33. You're pretty at keeping your cool, aren't you? It is nigh impossible to even change your facial expression if you don't want to. If you're dealing with an approaching fire, or a hail of destructive meteorites, you won't be the one to panic either. Whether under the pressure or not, you have a near legendary ability to keep calm and do what you need to do without getting bogged down by fear or other emotions. You also get a masterful proficiency with your choice of either sarcasm, or ironic humor.
  34.  
  35. Smooth Sylladex [200cp, Discounted to Strider/Lalonde]
  36. Pretty much everyone here has a Sylladex of their own, a handy card-based method of storing thing, much like an inventory. Not everyone is quite as adept at using them through, and you stand head and shoulders above the rest. You'll be able to actually use it in combat, and you'll never unintentionally throw something out of your Sylladex. Ofcourse, if you only fought by standing around and shooting swords from your Gates of- I mean, Sylladex, you wouldn't get very far. So, you have also learned for to use the other part of your gear, the Strife Specibus. A trained warrior, you have preternatural speed, able to strike fast and avoid you opponents counterattacks by flash-stepping, moving so fast that the naked eye has trouble keeping up. In this way, you may appear to teleport, nigh invisible while in motion. Might be hard to keep up moving like that through.
  37.  
  38. Robotics [400cp, Discounted to Strider/Lalonde]
  39. Technology is your friend. Quite literally, in fact. Considering those robotic buddies you build yesterday. Apart from the grey metal plating and reddish-orange glass eyes, you even make them nearly identical to specific people. They're pretty strong too, able fly around with rockets, and fastly more durable, fast, and powerful than most humans. When set to Kill mode, they are terrifying warriors, a sufficiently bullshit fighter might be able to destroy them but even they would have trouble. While their intelligence doesn't quite reach human levels, they are still rather smart and their processing power is through the roof. If you got your hands on something like your own brains' Captcha code, you could even program a complete AI based on that. Maybe you could use it as an Auto-Responder program when you don't have access to your computer?
  40.  
  41. Grimdarkness [600cp, Discounted to Strider/Lalonde]
  42. At will, you may slip into the fabled blackdeath trance of the woegothics, quaking all the while in the bloodeldritch throes of the broodfester tongues. You could advise the members of your Complacency not to be alarmed, as they chronicle the event in tomes bound in the tanned, writhing flesh of a tortured hellscholar, with runes stroked in the black tears bled from the corruption-weary eyes of fifty thousand imaginary occultists. But they will fail to not be alarmed. This is because, as is now painfully obvious to anyone with a brain, you have basically gone completely off the deep end in every way. You have officially gone grimdark. ...The only problem would be slipping out of it. For, one is not easily shaken from the broodfester tongues. They are stubborn throes.
  43.  
  44.  
  45. YOU ARE SUCH AN IGNORAMUS I COULD SHIT MILES OF RAGE SNAKE TO CHOKE YOU TO DEATH. [100cp, Free to Lowblood]
  46. You have a talent for rich, imaginitive, and long-winded insults and rants, about anything and everything, but especially your friends. Which also somehow allows you to shepherd those same friends into actually sticking to your plan. Somewhat. As long as you keep ranting at them intermittedly. Luckily, you also get the ability to go without sleep for long periods at a time to help with that. Through this will likely make you more crabby and irritated, you could stay awake for the entirety of a 600 hour campaign.
  47.  
  48. Vision Jumpfold [200cp, Discounted to Lowblood]
  49. You may choose to gain either Vision Twofold, allowing you to see both the Future and the Present through psychic visions, changing you eyecolors to heterochromatic red and clues. Or Vision Eightfold, allowing you to gain an ability similar to X-ray vision in one eye, and changing that eye to have seven pupils instead of one. Or Vision Nofold, allowing you to smell and taste colors and shapes to effectively "see".
  50.  
  51. Mobius Double Reacharound [400cp, Discounted to Lowblood]
  52. You are apeshit bananas at computers, and you know ALL THE CODES. All of them. You are the unchallenged authority on apiculture networking, and all your friends recognize your unparalleled achievements as a totally sick hacker. No, but seriously you're pretty much a genius at programming, coding in ~ATH, and especially hacking. You'd even be able to develop a new game on your own, parsing the code from the runes and glyphs in an ancient underground temple. Hacking into the Captcha codes of Sgrub would be child's play.
  53.  
  54. Psychic Power [600cp, Discounted to Lowblood]
  55. Telekinesis, Summoning Ghosts, Animal Communion, Mind Control, Psionic Blasts, Telepathy, Manipulation of Dreams, and Hearing The Voices of the Soon To Be Deceased. You can pick one of these psychic powers to gain. With time you may become more proficient and more powerful in the use of these, through it will take a while. You may purchase this perk twice, choosing a different ability to gain both times.
  56. Note that Animal Communion only works on non-sapient beings, and Mind Control only works on sapient beings and has reduced effect against those that aren't of the same species as you are, only managing to put them to sleep instead of controlling them.
  57.  
  58.  
  59. Irons in the Fire [100cp, Free to Highblood]
  60. While Trolls generally become more violent by nature as they get higher on the Hemospectrum, you find yourself with a true talent for it. Able to harness and use your violence, instead of being driven by it. With this comes an aptitude for the plots of the Highbloods, wherein plans are forged, accomplices are brought into cahoots, and everyone doublecrosses everyone else. You know the perfect opportunities to get further by backstabbery, and can anticipate when others will do the same to you. Isn't it funny when those chumps try to get all tactical and underhanded? Of course, if they could simply read your mind of control you with their psychic powers, this would all be for naught. Luckily, your higher blood status also means you are far more resistant to such psychic fooling around, no one is going to make a puppet out of you.
  61.  
  62. Seadweller [200cp, Discounted to Highblood]
  63. You gain gills and fins, can now breathe underwater, and are able to withstand the pressure of the sea's depths. If you are a troll, your blood color is now also set to Violet, the caste of the Seadwellers, overriding your rolled clood color. For another undiscounted 200cp, you may choose any other blood color instead, including the Royal Fuchsia. Fuchsia-blooded Trolls are considered the heir the Alternian throne and get increased mental resistance sufficient to survive a Vast Glub and speak with the Horrorterrors without ill effect.
  64.  
  65. Rainbow Drinker [400cp, Discounted to Highblood]
  66. Unlike most other Trolls, you are one of the few of your kind who can withstand the blistering Alternian sun, and perhaps one of the only two who actually enjoy the feel of its rays. If you get near-fatally wounded at some point, you will also gain other benefits, like night vision, higher toughness, enhanced durability, strength, and speed... As well as being able to feed on blood, which will speed up your regeneration, and is something you'll most likely be quite hungry to do when you wake. Your transformation into the mythical Rainbow Drinker does not go unnoticed through, because your skin now glows with a bright white light, and your eyes are much brighter yellow. With a bit of practise, you could learn to dim your glow completely.
  67.  
  68. You Can't Keep Down The Clown [600cp, Discounted to Highblood]
  69. Like certain members of the highest bloodcastes, you are ridiculously durable. To the point that many people would consider you unkillable. A bomb going off in your face would only have you out for a few seconds, while your entire torso could be shredded by an assault rifle being emptied into your chest for like five solid minutes and you'd still be fit as a fiddle. Just please don't get shot again, okay? To actually kill you, someone would have to do something as drastic as cutting you in half with a chainsaw, lengthwise.
  70. This doesn't help you heal your wounds any faster or better, it just means you can survive them. You do however get a preposterous supply of blood, to the point that while your injuries will have you leaving bloody splatters everywhere, it will be practically impossible for you to ever actually bleed out.
  71.  
  72. GENERAL, UNDISCOUNTED PERKS:
  73.  
  74. Soundtrack/Themesong [50]
  75. A perk which gives you a copy of the Homestuck Soundtrack and your own theme song in the same style.
  76.  
  77. S U C K E R S/Right on Cue [200cp]
  78. Planning perk based on Doc Scratch
  79.  
  80. God Tier [800cp]
  81. Now, normally, actually dying on your Quest Bed or Cocoon would still mean you failed the condition that your Jumping days are over if you die... however, with this, I'd be willing to make an exception this one time, allowing you to ascend to the God Tiers and benefit from their ressurective immortality for the duration of the Jump. Just this one through, after that you'll have to make do with just your God Tier powers.
  82. While it is possible to use the powers granted by your Class and Aspect before gianing this, being a God Tier player means you'll be able to do it much easier and with more power and control. It does not grant instant mastery over all your powers through, simply the ability to use and develop them easier.
  83. It also grants you a nice set of hooded 'pajamas' also known as your god tier outfit, the ability to project a dream body in the Dream Bubbles, the ability to fly unassisted under your own power, as well as the ability to level up further beyond the usual Sburb level cap, gaining Archievement Badges in the process. Trolls also get the additional benefit of butterfly/fairy wings, due to a cultural ideal, which maybe be freely concealed/retracted at will.
  84. Purchasing this ability for yourself provides a discount for any imported companions to also take it. Gods work better with an entire pantheon behind them instead of on their own, after all.
  85.  
  86.  
  87.  
  88.  
  89. ITEMS: (not really here yet, but ideas.)
  90.  
  91. Sylladex, Fetch Modus, and Strife Specibus [Free/50]
  92. You get one free, and can buy addition Modi or Specibi for 50cp a piece.
  93.  
  94. Alchemy Machines [Free/200]
  95. 200 point version being a fully upgraded variant.
  96.  
  97. Symbol Shirt?
  98.  
  99. A Copy of ~ATH - A Handbook for the Imminently Deceased
  100. which lets you use ~ATH in other worlds, discounted for either Lowbloods or Drop In. As for ~ATH It is generally good for dying curses and your last will, and it might help to either have extra lives from other Jumps or use it to give your minions a swan song.
  101.  
  102. A Tablet with Homestuck on it,
  103. a great guide for what not to do.
  104.  
  105. A Magic Cue Ball.
  106.  
  107. Fenestrated Walls
  108. with the Space in between changing to the current worlds afterlife, discounted for either Harley/English or Strider/Lalonde.
  109.  
  110. Liv Tyler/ Bunny in a box.
  111.  
  112. Portable Computer
  113.  
  114. Trollian Client
  115.  
  116. Weapon/Object Duality
  117. not as omnipresent as in Problem Sleuth, but it's here. import objects you want?
  118.  
  119. JuJu import?
  120.  
  121. Tiny Maplehoof?
  122.  
  123. Carapacian Ship, maybe?
  124.  
  125. Transportalizer pads.
  126.  
  127. Robot Jumper
  128.  
  129. Rocket pack/board/shoes
  130.  
  131. Magic Wands?
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