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  1. <I001> Demolition Man
  2.    Name: Paul Kucharz
  3.   Male, 28
  4.   Background: Rebel </001>
  5. <I002> Worm
  6.   Paul Kucharz AKA "Apparition"
  7.   Male, 24
  8.   Starting Location:  Brockton Bay
  9.   Background: Rogue</>
  10. <I003> Basilisk
  11.  Name: Shiruba  Nagatada
  12.   Male, 20  
  13.   Background: Noble</003>
  14. <I004> Gen 13
  15.   Name: Paul Kucharz
  16.   Male, 45
  17.   Background:  Team 7 </004>
  18. <I005> The World Only God Knows
  19.   Name: Shiruba  Nagatada
  20.   Male, 26
  21.   Starting Location:   Narusawa City
  22.      An extremely popular city that holds amusement facilities like the aquarium and the theme park. The city also has larges domes like the Narusawa Gymnasium and the Narusawa Seaside Hall that holds big events.
  23.   Background:  Drop-in
  24.   Faction: Runaway Spirit Squad</005>
  25. <I006> Jade Cocoon
  26.   Paul von Kucharz
  27.   Male, 58
  28.   Starting Location:   Village in the Great Forest
  29.   Background: Shaman</006>
  30. <I007> Wolfenstein - The NWO
  31.   Paulos von Kuhar
  32.   Male, 24
  33.   Starting Location:  Labour Camp
  34.   Background: Nazi Scientist</007>
  35. <I008> Kung Fury
  36.   Hacker Lad Jr.
  37.   Male, 14
  38.   Starting Location: Nazi Germany, 1940s
  39.   Background: Hackerman
  40.         Perhaps you're not the Hackerman. But you're certainly almost as good, perhaps counted as the second most powerful hacker. Of all time. Whatever the case, it might be time to test your skills in the real world.</008>
  41. <I009> Aldnoah.Zero
  42.   Shiruba Vers  Shoroku
  43.   Male, 18 (physcially, has spent last 15 years  on ice)
  44.   Starting Location:  
  45.   Background: Royalty
  46.     Illigitmate son of the emperor, raised as a baron/knight</009>
  47. <I010> Fantastic Beasts
  48.  Paul Kutcher (by day)
  49.  Johny Silvercane  (by night)
  50.   Male, 22
  51.   Starting Location:   1926, New York N.Y.
  52.   Education: Uagadou Scool of Magic
  53.     Situated in Africa (the only address ever given being the “Mountains of the Moon”), Uagadou is the largest wizarding school and has been reported as being carved into the mountainside and shrouded with mist. Students from Uagadou often boast some skill at using magic without a wand (the wand being a European invention) and receive an education with particular emphasis on Astronomy, Alchemy and Self-Transfiguration.
  54.   Background: Drop-In </010>
  55. <I011> Marvel Cinematic Vol. 2
  56.  Name: Paul Kuchard
  57.  Alias: Johnny Silver
  58.   Male, 28
  59.   Starting Location:   Manhatten
  60.   Background: Drop-in</011>
  61. <I012> In Another World With My Smartphone
  62.  Name: Paul Satori
  63.  Alias: Johnny Silver
  64.   Male, 15
  65.   Starting Location:  Oedo,​ ​Capital​ ​of​ ​Eashen
  66.   Background:Smartphone Owner</012>
  67. <I013> Sonichu
  68.  Name: Saul
  69.  Alias: Johnny Silver
  70.   Male, 15
  71.   Species: Pokemon-
  72.   Starting Location:   Get-Tar Region- This part of CWCville is overseen by the Turdijerk and his accomplice, Trebor Capman and is patrolled by Baget, the strongest jerkop of all.
  73.   Background: Drop-In </013>
  74. <I014> Xiaolin Showdown
  75.  Name: Paul Kucharz
  76.   Male, 20
  77.   Starting Location:  Sydney Australia
  78.   Background: Xiaolin Apprentice </014>
  79. <I015> Neverwinter Nights
  80.  Name: Solomon Voothu
  81.   Male, 22
  82.   Species: Gnome
  83.   Starting Location: Hordes of the Underdark
  84.   The story of a Hero being robbed of his pants then charging off through a great dungeon. You awaken in the Yawning Portal inn.
  85.   BackGround: Drop-In</015>
  86.  
  87.  
  88.  
  89. <perks>
  90. All I005 perks can be toggled on and off.
  91. <active>
  92.    Aldnoah              <009>
  93.       The power discovered by Rayregalia decades ago beneath Mars, that created the Vers Empire, runs through your veins. As a member of the royal family of Vers, you inherited the Aldnoah Activation Factor, allowing you the ability to create the Aldnoah power source, activate and deactivate any technology source powered by Aldnoah and by letting someone drink a bit of your blood you may pass on the Factor to those you deem worthy of it, though they can only use it to activate or deactivate Aldnoah tech and not create it or affect technology that a royal has turned on or off. </>
  94.    Divine Barrier       <006>
  95.       You know how to create mystic barriers. You can ward an area the size of a small village, preventing anything from entering or leaving. The barrier isn't perfect, and if enough people try to get through at once it will shatter. If you worked together with other shamans, you could create even larger barriers, up to the size of a good stretch of forest. You may also craft keys that will let people through the barrier at certain "doors" you create.</>
  96.    Evil Angel               <005>
  97.        One of the most obvious advantages of Devils in the field is the ability to use their branch of magic, and while severely limited by the energy usage, you’re still a skilled user.
  98.        Devils magic is show acceleration spells, elemental attacks, flight and others. The only caps are apparently the energy/power consumption and skill of the user.</>
  99.    Kherubim Ancestry <004> (+psychic 'whips')
  100.       Your mother or father were human-looking aliens from Kherubim, and you have inherited a measure of their power. While you are not immortal, you age at a rate of at least 1/100th the pace of a normal human or slower. Unfortunately, your natural fertility is similarly reduced.
  101.       You also, because you are Gen-Active, gain the ability to generate psychic weapons (like whips) that are capable of destroying heavily armored military vehicles, and your mind becomes impervious to mental intrusion. Should anyone attempt to read your mind, they will fail and suffer immense pain.</>
  102.    Mystic Eyes              <003>
  103.        The Mystic Eyes have the ability to undo any technique found amongst ninja. Similarly this ability will extend to most magical things such as spells, Ninjutsu, illusion techniques, and other active or passive effects that would not occur naturally in the normal world. In jump you cannot turn your eyes on or off and they function at all times to undo techniques no matter the origin. Your powers both in and out of jump are not affected. With some training ranging in perhaps years you can effect specific targets in your vision and not everything in sight. </>
  104.    Requiem of Souls <006>
  105.       You have been taught the sacred song of the Cocoon Masters, which allows you to soothe a Minion's raging heart. By playing this song to a weakened monster, you can capture it inside of an empty cocoon. The more damaged the creature is, and the more skillful your playing, the more likely you are to capture it. You can play the song again to release them, but by itself the Requiem will not make them loyal to you. This gives you basic proficiency in a musical instrument of your choice. (Harmonica) </>
  106.    Shen-Yi-Bu-Dare  <014>
  107.       You can summon a Xiaolin Battlefield whenever an items ownership is contested. The winner gets both items and a short burst and cannot harm or be harmed by the enemy for a period of an hour. The rules and structure for it are up to you, but apply to both sides. </>
  108.    Slimes Everywhere <012>
  109.      At​ ​the​ ​end​ ​of​ ​the​ ​jump​ ​you​ ​gain​ ​the​ ​dubious​ ​blessing​ ​of​ ​being​ ​able​ ​to​ ​summon​ ​a​ ​few​ ​green slimes​ ​a​ ​day​ ​if​ ​you​ ​feel​ ​like​ ​it. </>
  110.    Telekinesis:             <004>
  111.      You have the ability to move things with your mind. You can trivially cause a brain aneurysm, or explode a skull. Crushing a lightly armored military vehicle is among the higher end of your brute-force feats. You can also create ‘force fields’ capable of repelling minor explosions and limited small arms fire. In terms of finesse, you can easily disassemble and reassemble moderately complex objects (such as small arms). </>
  112.    Telepathy                <004>
  113.       You have the ability to read minds and manipulate thoughts and emotions. It is a trivial task to make large groups of highly trained soldiers or spies fire on their friends, or themselves; or to erase yourself from their memories. Other psychics present much harder targets.</>
  114.    Thanatos, Master <002> (See Appendix B: Apparition)
  115.       At will you are capable of conjuring up a phantom whose appearance and nature seem to be influenced by your personality. This phantom is capable of being intangible, and begins with peak human physical capabilities. Anytime it kills a living being, it assimilates properties of that being to improve itself. Even adding new capabilities and shifting it’s form. Normal people typically only gain it skills and small increases in physical abilities, while parahumans and those with unique powers or abilities will see those abilities integrated into the phantom. Killing a pyrokinetic would result in your phantom shifting into a more demonic or draconic appearance, and granting it the ability to conjure and manipulate flame for example. At all times you sense what your phantom does, including its mental processes, and control it as easily as you control your own body. Improvements are permanent and remain even if you dismiss it. Your phantom's range begins at around four city blocks away from you, and will increase with time. Note that the upgrades it receives aren’t necessarily a one for one copying of the target’s power (although that is also possible), simply an integration of aspects of it that improve the phantom. These upgrades are always good, but killing a god isn’t going to make it a god, although a massive upgrade related to that god’s domain would be perfectly viable. </>
  116. </active>
  117.  
  118. <magic>
  119.    All​ ​Magic​ ​Affinity   ​​<012>​ ​(​Capstone​ ​Booster​)
  120.       Like​ ​what​ ​it​ ​implies,​ ​you​ ​have​ ​an​ ​Affinity​ ​with​ ​all​ ​types​ ​of​ ​magic,​ ​including​ ​all​ ​types​ ​of​ ​Null​ ​magic. This​ ​means​ ​that​ ​you​ ​have​ ​the​ ​(possibly​ ​unique)​ ​ability​ ​to​ ​use​ ​all​ ​types​ ​of​ ​magic​ ​in​ ​the​ ​world, needing​ ​only​ ​to​ ​know​ ​the​ ​chant​ ​needed​ ​to​ ​activate​ ​it​ ​and​ ​a​ ​general​ ​idea​ ​of​ ​what​ ​the​ ​magic​ ​is supposed​ ​to​ ​do.​ ​For​ ​example​ ​by​ ​knowing​ ​that​ ​the​ ​Gate​ ​spell​ ​requires​ ​the​ ​chant​ ​of​ ​“gate”​ ​and that​ ​it​ ​is​ ​a​ ​spell​ ​that​ ​opens​ ​a​ ​portal​ ​to​ ​a​ ​place​ ​you​ ​have​ ​already​ ​been​ ​you​ ​would​ ​be​ ​capable​ ​of casting​ ​that​ ​spell.​ ​You​ ​carry​ ​this​ ​ability​ ​to​ ​quickly​ ​learn​ ​and​ ​master​ ​all​ ​forms​ ​of​ ​magic​ ​to​ ​future worlds​ ​and​ ​systems.
  121.       Leaving​ ​that​ ​aside​ ​your​ ​magic​ ​is​ ​tremendously​ ​potent​ ​and​ ​you​ ​have​ ​a​ ​monstrous​ ​amount​ ​of magical​ ​energy,​ ​enough​ ​that​ ​you​ ​could​ ​chain​ ​cast​ ​extremely​ ​powerful​ ​spells​ ​affecting​ ​incredible numbers​ ​of​ ​people​ ​without​ ​even​ ​noticing​ ​fatigue,​ ​much​ ​less​ ​actually​ ​suffering​ ​from​ ​such.​ ​In​ ​fact unless​ ​and​ ​until​ ​someone​ ​tells​ ​you​ ​that​ ​magical​ ​fatigue​ ​is​ ​supposed​ ​to​ ​be​ ​a​ ​thing​ ​after​ ​casting​ ​a lot​ ​of​ ​magic​ ​you​ ​probably​ ​won’t​ ​even​ ​realize​ ​there’s​ ​supposed​ ​to​ ​be​ ​a​ ​limit​ ​on​ ​how​ ​much​ ​magic a​ ​person​ ​can​ ​use.​ ​(see​ ​Notes​ ​about​ ​how​ ​magic​ ​works) </>
  122.    Apportation Ace  <010>
  123.       You can apportate extremely quickly and efficiently allowing you to flit from one place to another as easy as breathing. As one of the world’s foremost apparators you can also apparate far further than normal wizards are able, capable of crossing countries, seas and even continents with barely more effort than usual. </>
  124.    Arcane Magic     <015>       (Spontaneous, d20 3.5)
  125.         Through Intense study or awakened blood you have cultivated the ability to cast arcane magic, the pinnacle of personal power. Your abilities stretch to the third circle of complexity and will only continue to grow as you learn more, you may choose to be a spontaneous or prepared caster.
  126.        (While spontaneous casters normally have a limited reptoire of spells, I am forunate in that any spell I see will become a known spell.)</>
  127.    Divine Barrier       <006>
  128.       You know how to create mystic barriers. You can ward an area the size of a small village, preventing anything from entering or leaving. The barrier isn't perfect, and if enough people try to get through at once it will shatter. If you worked together with other shamans, you could create even larger barriers, up to the size of a good stretch of forest. You may also craft keys that will let people through the barrier at certain "doors" you create.</>
  129.    Divine Magic         <600>       (Spontaneous, d20 3.5)
  130.       Divine magic is the gift of the gods, a gift you have received. This perk gives you the ability and knowledge to cast divine spells up to the third circle of complexity and grow beyond it, you can choose to do this as either a Spontaneous or Prepared caster.
  131.       (While spontaneous casters normally have a limited reptoire of spells, I am forunate in that any spell I see will become a known spell.)</>
  132.    Duelist Champion <010>
  133.       Your skill and speed in combat make you among the most dangerous magical combatants the wizarding world has ever seen. Even highly trained aurors can be swatted aside as little more than nuisances. Not only is your skill prodigious but you seem to simply have more magical power behind your spells than other wizards and witches whenever you are in combat. </>
  134.    Elementalism         <014>   (Wood)
  135.        You have basic control over a single element.
  136.        Wood: You can control plant growth in an area. This is the weakest element to start with as it only can make the plants grow, but in time you can even manipulate the plants to form objects or acquire their traits. This power would likely make it the strongest element on planets with a lush environment. </>
  137.    Evil Angel               <005>
  138.        One of the most obvious advantages of Devils in the field is the ability to use their branch of magic, and while severely limited by the energy usage, you’re still a skilled user.
  139.        Devils magic is show acceleration spells, elemental attacks, flight and others. The only caps are apparently the energy/power consumption and skill of the user.</>
  140.    Harry Potter style of magic <010>
  141.        Wingardium leviosa!</>
  142.    Heylin Magic         <014>
  143.       You have unlocked Heylin magic! This magic is similar to Xiaolin magic in the aspect of self-enhancement. This work by channeling your intentions and emotions to impose your will upon the world. This ability first manifests as the ability to know where Shen Gong Wu are, but over your magic power will grow, even to the point where you can even lock nearby planetary bodies in orbit! This can be used to “freeze the time of day, but this power has detrimental effect on the planetary body if used for more than one week at a time. Feats as extreme as planetary lock should take many years before they can be achieved safely. This power cannot give you the ability to create Shen-Gong-Wu.
  144.       (Fortunately  Technomagical​ ​Genius  will all Shen-Gong-Wu creation.)</>
  145.    Iron Steeds          <009>
  146.       As you spread the power of Aldnoah through the technological weapons of war that you choose to, do you ever wonder if it may be possible to spread other miracles through them too? You found a way to do so, to channel the supernatural power within you into the machine around you, empowering it beyond the normal means seen in this world using only Aldnoah. When in contact with a mecha such as a Kataphrakt, you are able to share with it any supernatural power or ability that you possess, channelling it into the machine to use as its own. Any costs will be drawn from you as a generator but otherwise your mecha will be capable of utilizing your powers as if they were its own, though often this is merely you directing it to do so as its pilot.</>
  147.    Mystic Theurgey  <015>
  148.       Buying Divine Magic, Arcane Magic and Skilled Individual (K. Religion & K. Arcana) will allow you to develop the art of Mystic Theurgey; having cross referenced that similarities between divine and arcane magic you can continue to advance at both in only a bout two thirds the time it would normally take to learn two seemingly different magic systems.</>
  149.    Self Transfiguration  <010>
  150.       You may not be a true animagus but you have such a foundation that you doubt it would take you long to learn. You have a particular proficiency for transfiguring your own body parts to take on the appearance and qualities of animals you’ve encountered. This discipline while dangerous and tricky in the hands of another comes to you exceptionally easy and with minimal risk.</>
  151.    Shen Gong Wu Sense <014>
  152.       You can detect the appearance of new Shen Gong Wu and its location. This could in theory be used to detect strong magical devices in other worlds. Of course if you were to already have a similar sense then this perk will amplify its effect.</>
  153.    Technomagical​ ​Genius <012>
  154.       You​ ​are​ ​a​ ​master​ ​of​ ​both​ ​magic​ ​and​ ​technology,​ ​as​ ​well​ ​as​ ​fusing​ ​them​ ​together.​ ​Your​ ​only equal​ ​in​ ​the​ ​history​ ​of​ ​the​ ​world​ ​would​ ​be​ ​the​ ​famous​ ​Regina​ ​Babylon,​ ​the​ ​genius​ ​professor​ ​that created​ ​the​ ​flying​ ​islands​ ​of​ ​Babylon​ ​(named​ ​after​ ​herself)​ ​as​ ​well​ ​as​ ​the​ ​Frame​ ​Gears​ ​…​ ​which are​ ​basically​ ​magi-technical​ ​giant​ ​mecha.​ ​You​ ​are​ ​her​ ​equal​ ​in​ ​these​ ​arts​ ​and​ ​crafts​ ​in​ ​every regard,​ ​your​ ​only​ ​limitation​ ​being​ ​access​ ​to​ ​resources​ ​and​ ​personal​ ​magical​ ​ability​ ​if​ ​you​ ​don’t have​ ​All​ ​Magic​ ​Affinity.​ ​You​ ​can​ ​even​ ​make​ ​gynoids​ ​and​ ​transfer​ ​the​ ​consciousness​ ​of​ ​a​ ​person into​ ​said​ ​gynoid​ ​if​ ​you​ ​felt​ ​like​ ​it.
  155.       -​Boosted​​ ​-​ ​Sharing​ ​not​ ​just​ ​her​ ​genius​ ​in​ ​magic,​ ​technology,​ ​and​ ​magi-technology but​ ​also​ ​her​ ​personal​ ​magical​ ​ability​ ​to​ ​use​ ​all​ ​Magic​ ​Affinities​ ​you​ ​are​ ​able​ ​to​ ​take​ ​things​ ​even further.​ ​For​ ​you​ ​there​ ​is​ ​no​ ​difference​ ​between​ ​magic​ ​and​ ​technology.​ ​You​ ​may​ ​make​ ​machines that​ ​use​ ​magic,​ ​magic​ ​that​ ​performs​ ​the​ ​work​ ​of​ ​machines,​ ​and​ ​devices​ ​of​ ​both​ ​types​ ​that​ ​can use​ ​magic​ ​or​ ​more​ ​mundane​ ​sources​ ​of​ ​energy​ ​in​ ​order​ ​to​ ​fuel​ ​themselves.​ ​​ ​And,​ ​obviously,​ ​you can​ ​fuse​ ​them​ ​together​ ​to​ ​create​ ​wondrous​ ​magi-technical​ ​devices​ ​as​ ​well.
  156.       Additionally​ ​it​ ​takes​ ​you​ ​only​ ​a​ ​single​ ​glance​ ​to​ ​discern​ ​the​ ​purpose​ ​of​ ​any​ ​technology,​ ​magic,​ ​or magitech​ ​that​ ​you​ ​come​ ​across,​ ​and​ ​a​ ​short​ ​period​ ​of​ ​study​ ​would​ ​see​ ​you​ ​able​ ​to​ ​flawlessly recreate​ ​it​ ​and​ ​integrate​ ​that​ ​knowledge​ ​and​ ​design​ ​within​ ​the​ ​rest​ ​of​ ​your​ ​knowledge​ ​no​ ​matter how​ ​advanced​ ​or​ ​obscure​ ​it​ ​was.​ ​Finally​ ​your​ ​magic,​ ​magi-tech,​ ​and​ ​so​ ​forth​ ​is​ ​pretty​ ​much Ragnarok​ ​Proofed.​ ​Unless​ ​they​ ​directly​ ​suffer​ ​from​ ​some​ ​form​ ​of​ ​deliberate​ ​sabotage,​ ​or​ ​a major​ ​natural​ ​disaster​ ​is​ ​dropped​ ​right​ ​on​ ​top​ ​of​ ​them,​ ​they’ll​ ​last​ ​basically​ ​forever​ ​as​ ​their​ ​“self repair”​ ​systems​ ​flawlessly​ ​recover​ ​them.</>
  157. </magic>
  158.  
  159. <-meta>/cosmetic
  160.    Depending on the Artist and/or Writer <004>
  161.       But wait - there’s more! Ever notice how comics about the same characters can look and feel very different if a new artist or writer takes over? Now you, too, can override the basic aesthetics of your reality. Gore may be realistic, over-the-top, non-existent, or oddly colored. Individuals may be realistically proportioned, hyper-sexualized, or practically be devoid of sexual features at all. Swear words may be omnipresent, rarely used, beeped or blocked out, replaced with euphemisms, or absent entirely</>
  162.    Omnipresent Textboxes <004>
  163.      Do you know what’s awesome about comic books? Text boxes. Text boxes everywhere. From now on, whenever you like, you may have any audible sound or mental thought projected in writing into reality. The style of the text, whether or not it is in boxes, and whether or not anyone else can see them is entirely up to you.</>
  164.    Talkin’ ‘bout My Gen-eration <004>
  165.       Do you enjoy media where an narrator describes what is going on in-scene, provides background information to set up a scene, or provides detail about the futures of characters you’ll likely never encounter again? Well now you have one! You can alter any aesthetic choices about the narration you so choose, mute it when you desire, and selectively allow others to hear it as well. If you are so inclined, you may talk to the narrator as well.</>
  166. </-meta>
  167.  
  168. <passive>
  169.    Boy/Girl Next Door <005>
  170.       Maybe you don’t look like anything special, but that also means that you  aren’t especially bad. You will find out that people tend to look more at your good points rather than the bad ones, as long there you don’t purposely give them a reason to do it. </>
  171.    Enhanced Healing Factor<004>
  172.        You are damn hard to kill. As long as one strand of your Gen-Active DNA persists, you can, and will, eventually, regenerate to your normal form, complete with all your memories; whether you like it or not. This ability provides no insulation from the pain you might feel from being blended into paste or dunked in cement - or the memories of your suffering. You can still die, but every last strand of you Gen-Active DNA has to be destroyed</>
  173.    Enhanced Intellect <004>
  174.        The quality of your thought processes is astounding and you are an endless font of creativity. You are always at least one generation/iteration (if not more) ahead of the bleeding edge in any area(s) you pursue - be they genetics, temporal physics, fashion, toy making, etc.</>
  175.    Gen-Active: Gen 12 <004>
  176.        After being exposed to a substance known as the Gen-factor, you manifested powerful psychic powers and a potent, if potentially unreliable, healing factor. </>
  177.    Healing Factor       <004>  
  178.       Your ability to recover from injury is largely solipsistic. It is entirely possible to recover from a broken neck or direct hit to the gut from a tank’s main cannon in seconds, recover from a broken limb over the course of several months, or never recover from the loss of an eye or limb. How quickly you recover is largely dependent on how much you believe you deserve your injury and the narrative needs of your story arc. Further, unless you really, truly want to die; all suicide attempts will fail. As an added bonus, you effectively stop aging, unless the weight of passing years affects you mentally/emotionally and/or you otherwise feel you should age.</>  
  179.    "I've got this photographic memory thing." <004>
  180.        You have the ability to perfectly remember everything you see, hear, feel, or otherwise experience. Further, you have the ability to perfectly recreate anything you remember and are physically capable of reproducing. If you’ve read a biology textbook once, you can recall all the information inside it. If you’ve seen a martial arts master perform a kata once, you can perform it as well. If you’ve seen someone cast a spell once (and you would have the ability to cast said spell), you can cast it. Your memory never fades and you never run out of storage space.</>
  181.    In the Heart, the Sun Will Always... <005>
  182.        Even the most unpleasant or sudden changes to your psyche can’t make you lose sight of who you really are. </>
  183.    Iron Steeds          <009>
  184.       As you spread the power of Aldnoah through the technological weapons of war that you choose to, do you ever wonder if it may be possible to spread other miracles through them too? You found a way to do so, to channel the supernatural power within you into the machine around you, empowering it beyond the normal means seen in this world using only Aldnoah. When in contact with a mecha such as a Kataphrakt, you are able to share with it any supernatural power or ability that you possess, channelling it into the machine to use as its own. Any costs will be drawn from you as a generator but otherwise your mecha will be capable of utilizing your powers as if they were its own, though often this is merely you directing it to do so as its pilot.</>
  185.    Keep Your Wits about You <007>  (peak senses and immunity to distraction/misdirection)
  186.       Your senses are at the peak of human capability, as they should be, and you can effortlessly see through any tricks or distractions that are meant to draw away your attention from the real threat, whether this be a spy trying to sneak past you or someone making a feint against you in combat. </>
  187.    Kherubim Ancestry <004> (+impervious to mental intrusion)
  188.       Your mother or father were human-looking aliens from Kherubim, and you have inherited a measure of their power. While you are not immortal, you age at a rate of at least 1/100th the pace of a normal human or slower. Unfortunately, your natural fertility is similarly reduced.
  189.       You also, because you are Gen-Active, gain the ability to generate psychic weapons (like whips) that are capable of destroying heavily armored military vehicles, and your mind becomes impervious to mental intrusion. Should anyone attempt to read your mind, they will fail and suffer immense pain.</>
  190.    Maybe Starve to Death <001>
  191.       That's the price for freedom in choice in this world. You have to live underground and scavenge or steal food to survive. Luckily, your body has adapted to these condition. You now need significantly less food than a normal person to remain healthy. A jar of taco ingredients could keep you fed for a week.</>
  192.    Multiple Simultaneous Developments <005>
  193.        This effect is simple, if you can do it, then you can do it while concentrated on something else. If you have the physical means then this will let you concentrate up to 10 tasks at once, with no downsides. </>
  194.    No Such Thing as Collateral <002>
  195.       You always know infallibly what you need to do to minimize the amount of collateral damage. Both in lives, and in destruction of property. In addition you just cause less than by all rights you should. Even if you're throwing around very destructive powers you'll only seem to do superficial damage unless you're specifically intending to do otherwise. </>
  196.    Ooh, Shiny           <011>
  197.        As this world changes and reveals more of itself to its people, they will find wonders and lost relics that were underneath their feet this entire time. They will be amazed at how something so small could leave such an impact if used properly. They'll also be amazed at how you keep getting tipped off on where to find them. You seem to have something of a knack for where to find things of interest or shady events that are occurring. Gun deals? You've got an idea for where they would be happening. Ancient temple? Well if you were a betting kind of person, chances are it'd be somewhere in that canyon... </>
  198.    Opportunist          <002>
  199.       You are a bloodhound when it comes to sniffing out and seizing opportunities. Whether it’s in business or on the streets you can feel when your chance is coming up from a mile away. From blind spots, coincidences, fleeting vulnerabilities, to that one in a million shot to turn the whole fiasco around, you’ll be able to spot it when it shows itself. That being said, you have no extra capability to act on these chances. You’re just aware of them. </>
  200.    Pokemon Type     <013>    (dark)
  201.        Pokemon are common here, and the intelligent ones have learned to hone their elemental powers past the point of mere sport, allowing them to take part in the deadly battles necessary to defend CWCville. Pick one of the types below. An Electric Hedgehog Pokemon's species will be determined by its type.
  202.        Dark(Nosefaronichu/Silvana Rosechu)
  203.        The perfect infiltrators, these electric hedgehog pokemon can Transform into anything human to hedgehog sized creature they like as a disguise. What's more, they have not only the standard Dark type immunity to psychic damage, but an outright immunity to all psychic powers, such as telepathy. And if you can't sneak out of a fight, you can blast foes with Dark Pulse or launch a sneak attack with Sucker Punch.</>
  204.    Psychic Bond         <004>   (little effect out of world)
  205.       All Gen 12 share a fairly strong psychic bond. They can instinctively mentally communicate with one another, sense one another's’ presence and general state of being, and pool their powers together. When Team 7 worked together, they could survive a direct nuclear blast and then take down an entire armored tank division.</>
  206.    Surprisingly​ ​Laidback <012>
  207.       In​ ​short​ ​you​ ​can’t​ ​be​ ​made​ ​to​ ​lose​ ​your​ ​calm.​ ​You’ll​ ​always​ ​be​ ​able​ ​to​ ​come​ ​at​ ​any​ ​situation from​ ​a​ ​place​ ​of​ ​perfect​ ​and​ ​complete​ ​calm,​ ​and​ ​are​ ​supremely​ ​adaptable​ ​to​ ​any​ ​new​ ​situations you​ ​come​ ​across.​ ​Unless​ ​you​ ​purposely​ ​decide​ ​to​ ​be​ ​otherwise​ ​nothing​ ​could​ ​possibly​ ​knock you​ ​out​ ​of​ ​this​ ​state​ ​of​ ​mental​ ​calm​ ​and​ ​tranquility.​ ​This​ ​sort​ ​of​ ​mental​ ​Zen​ ​may​ ​seem​ ​a​ ​bit​ ​odd to​ ​people​ ​seeing​ ​it​ ​for​ ​the​ ​first​ ​time​ ​though,​ ​especially​ ​if​ ​they​ ​don’t​ ​know​ ​you​ ​well. </>
  208.    To Me!                   <003>
  209.        You find it very easy to find and maintain a loyal retinue of guards who would follow you into even the underworld and out again. As long as you live no one within the ranks of your personal guard will betray you either intentionally or unintentionally.
  210. </passive>
  211.    Wicked Genius <005> (x2 learning capacity)
  212.        They can’t say that you aren’t a smart cookie, from memorizing data to associating and processing new information, your learning capacity is effectively double. </>
  213.    You Got A Permit For Those? <008> (Absolute unflappability.)
  214.       Nothing seems to phase you. Laser raptors, insane arcade machines, punks walking down the street with uzis and assault rifles, you've seen it all. You are able to keep a calm, confident exterior, no matter what craziness might be happening around you. </>
  215. </>
  216.  
  217. <psionics>
  218.     Pokemon Type    <013> (outright immunity to all psychic powers)
  219.        Dark(Nosefaronichu/Silvana Rosechu)
  220.        The perfect infiltrators, these electric hedgehog pokemon can Transform into anything human to hedgehog sized creature they like as a disguise. What's more, they have not only the standard Dark type immunity to psychic damage, but an outright immunity to all psychic powers, such as telepathy. And if you can't sneak out of a fight, you can blast foes with Dark Pulse or launch a sneak attack with Sucker Punch.</>
  221.     Psychic Bond        <004>  
  222.       All Gen 12 share a fairly strong psychic bond. They can instinctively mentally communicate with one another, sense one another's’ presence and general state of being, and pool their powers together. When Team 7 worked together, they could survive a direct nuclear blast and then take down an entire armored tank division.</>
  223.     Telekinesis:            <004>
  224.      You have the ability to move things with your mind. You can trivially cause a brain aneurysm, or explode a skull. Crushing a lightly armored military vehicle is among the higher end of your brute-force feats. You can also create ‘force fields’ capable of repelling minor explosions and limited small arms fire. In terms of finesse, you can easily disassemble and reassemble moderately complex objects (such as small arms). </>
  225.     Telepathy           <004>
  226.       You have the ability to read minds and manipulate thoughts and emotions. It is a trivial task to make large groups of highly trained soldiers or spies fire on their friends, or themselves; or to erase yourself from their memories. Other psychics present much harder targets.</>
  227. </psi>
  228.  
  229. <skill>
  230.     Actor                       <010>
  231.       You are an exceptional actor and can easily pick up all the habits and quirks of a person by watching them to successfully impersonate them. Why with some polyjuice potion you could convincingly pretend to be a well-known and respected public official from another country for months without anyone noticing anything was amiss. </>
  232.     Always a Market <002>
  233.       No matter how exotic, hard to find or rarely traded a commodity is, whether it be black market tinker tech, or your own unique powers, you can always find a way to profit from it. That incredibly rare piece of Tinker-Tech won't go unsold just because there isn't a market for it, your powers always have ripe opportunities to be used for business, and people are always willing to deal with you regardless of other circumstances. This also includes finding such commodities, meaning you'll never be at a loss for resources simply because you couldn't locate them. Although hunting down black market nukes is probably a bad idea for several reasons, so shop responsibly. </>
  234.     Assistant Mayor <013>
  235.       It may be boring but this kind of bureaucratic paperwork is necessary to keep CWCville running. You have the skills to lead an entire city, keeping things running smoothly even as giant monsters and armies of villains regularly attack.</>
  236.     Fast Learner        <014>
  237.       You pick up on things pretty quickly don’t you? It seems almost inhuman your ability to learn new things. </>
  238.     Hacking Into...     <008>
  239.       Only lesser hackers have to worry about such things as compatible computers, machines, or software. The hackerman has transcended this, and you can now hack into any technological system as long as you can somehow get to it, despite the logical problems an ordinary hacker would encounter. Now you too can hack into the alien mothership without a problem. </>
  240.     Hardcore Hacking Mode <008>
  241.       If you're looking to be a succesful hacker, you have to be able to able to hack fast enough. Now you too have unlocked the power of the hardcore hacking mode. You can tap keys on your keyboard really fast at random, to type out ridiculous amounts of code in a short amount of time. You could even do this without looking at the keyboard or screen, as long as you look cool doing it. </>
  242.     I'm no Leader       <001>
  243.       But you do what you have to and sometimes, people come with you. You know how to keep people alive and how to keep them safe. You have all the knowledge and skills needed to be able to keep a population of freedom lovers thriving in an hazardous, underground location. All while living below a society that hates your "free thinking ways." Society may be trying to kill you all off, but so long as you’re at the helm, your tribe will thrive.</>
  244.     Investigator        <010>
  245.       You are a gumshoe of some note, capable of making connections that others would miss and you are keenly observant allowing you to get a much more accurate idea of the situation with a simple glance at a crime scene than an ordinary person would get by combing it carefully. </>
  246.     Know​ ​the​ ​Ropes  <012>
  247.      You’re​ ​a​ ​local,​ ​so​ ​of​ ​course​ ​you​ ​know​ ​all​ ​the​ ​stuff​ ​dealing​ ​with​ ​local​ ​matters.​ ​Of​ ​course​ ​you’re also​ ​something​ ​of​ ​an​ ​overachiever,​ ​so​ ​whenever​ ​you​ ​go​ ​to​ ​some​ ​place​ ​new​ ​you​ ​pick​ ​up​ ​new information​ ​incredibly​ ​quickly.​ ​A​ ​new​ ​language​ ​might​ ​take​ ​you​ ​a​ ​day​ ​or​ ​two​ ​at​ ​most​ ​to​ ​puzzle out,​ ​and​ ​you’d​ ​be​ ​fitting​ ​in​ ​like​ ​a​ ​local​ ​born​ ​there​ ​all​ ​your​ ​life​ ​not​ ​long​ ​after.​ ​In​ ​addition​ ​to​ ​these effects​ ​in​ ​future​ ​worlds​ ​you​ ​will​ ​start​ ​out​ ​with​ ​similar​ ​“local”​ ​knowledge​ ​related​ ​to​ ​whatever​ ​area you​ ​start​ ​in​ ​even​ ​if​ ​you’re​ ​a​ ​drop-in.</>
  248.     Multiple Simultaneous Developments <005>
  249.        This effect is simple, if you can do it, then you can do it while concentrated on something else. If you have the physical means then this will let you concentrate up to 10 tasks at once, with no downsides. </>
  250.     Skilled Individual<015>     (K. Architecture and Engineering, K. Religion, K. Arcana)
  251.       Your extensive practices give you a professional level of skill in three reasonably broad areas of skill or knowledge. i.e. Swimming, blacksmithing, weaving, history, religion, performance, ect.</>
  252.     Secret Agent Man <004>
  253.        You are a member of the International Operations (I.O.) intelligence agency: I.O. does not accept resignations. You gain skills one would expect a Cold War era intelligence agent to have and can perform the sort of over-the-top feats you’d find in 90’s spy movies. </>
  254.     Secret Thieves      <007>
  255.       Nazi science is based on the work of the Da’at Yichud, an ancient group of Jewish scientists dating back thousands of years. You were one of the men placed in charge of translating and reverse engineering their work and by god are you good at it. Even technology like this, hundreds or thousands of years ahead of what is considered modern elsewhere in the world, you can understand it with ease. Even when working with principles or laws of physics you do not understand, you are able to figure out how and why it works. You can reverse engineer almost anything with ease, allowing you to have understanding within a day, schematics within a week and, provided you have the right resources, working replicas within the month. Some technology, like things beyond even the Da’at’s work, may take longer, but you’ll still work faster than any peer. You’ll also find it easy to combine that newly deciphered technology into your existing level of technology, though combining it with an actual existing piece of tech likely takes other types of skills. </>
  256.     Technobabble        <008>
  257.        Wait a minute. Using an RX modulator, you might be able to conduct a mainframe cell direct and hack the uplink to the download... And now, you too can understand what Hackerman is saying. You could even talk like that yourself, and shroud your speech in incomprehensible technical babbling. </>
  258.     Technomagical​ ​Genius <012>
  259.       You​ ​are​ ​a​ ​master​ ​of​ ​both​ ​magic​ ​and​ ​technology,​ ​as​ ​well​ ​as​ ​fusing​ ​them​ ​together.​ ​Your​ ​only equal​ ​in​ ​the​ ​history​ ​of​ ​the​ ​world​ ​would​ ​be​ ​the​ ​famous​ ​Regina​ ​Babylon,​ ​the​ ​genius​ ​professor​ ​that created​ ​the​ ​flying​ ​islands​ ​of​ ​Babylon​ ​(named​ ​after​ ​herself)​ ​as​ ​well​ ​as​ ​the​ ​Frame​ ​Gears​ ​…​ ​which are​ ​basically​ ​magi-technical​ ​giant​ ​mecha.​ ​You​ ​are​ ​her​ ​equal​ ​in​ ​these​ ​arts​ ​and​ ​crafts​ ​in​ ​every regard,​ ​your​ ​only​ ​limitation​ ​being​ ​access​ ​to​ ​resources​ ​and​ ​personal​ ​magical​ ​ability​ ​if​ ​you​ ​don’t have​ ​All​ ​Magic​ ​Affinity.​ ​You​ ​can​ ​even​ ​make​ ​gynoids​ ​and​ ​transfer​ ​the​ ​consciousness​ ​of​ ​a​ ​person into​ ​said​ ​gynoid​ ​if​ ​you​ ​felt​ ​like​ ​it.
  260.       -​Boosted​​ ​-​ ​Sharing​ ​not​ ​just​ ​her​ ​genius​ ​in​ ​magic,​ ​technology,​ ​and​ ​magi-technology but​ ​also​ ​her​ ​personal​ ​magical​ ​ability​ ​to​ ​use​ ​all​ ​Magic​ ​Affinities​ ​you​ ​are​ ​able​ ​to​ ​take​ ​things​ ​even further.​ ​For​ ​you​ ​there​ ​is​ ​no​ ​difference​ ​between​ ​magic​ ​and​ ​technology.​ ​You​ ​may​ ​make​ ​machines that​ ​use​ ​magic,​ ​magic​ ​that​ ​performs​ ​the​ ​work​ ​of​ ​machines,​ ​and​ ​devices​ ​of​ ​both​ ​types​ ​that​ ​can use​ ​magic​ ​or​ ​more​ ​mundane​ ​sources​ ​of​ ​energy​ ​in​ ​order​ ​to​ ​fuel​ ​themselves.​ ​​ ​And,​ ​obviously,​ ​you can​ ​fuse​ ​them​ ​together​ ​to​ ​create​ ​wondrous​ ​magi-technical​ ​devices​ ​as​ ​well.
  261.       Additionally​ ​it​ ​takes​ ​you​ ​only​ ​a​ ​single​ ​glance​ ​to​ ​discern​ ​the​ ​purpose​ ​of​ ​any​ ​technology,​ ​magic,​ ​or magitech​ ​that​ ​you​ ​come​ ​across,​ ​and​ ​a​ ​short​ ​period​ ​of​ ​study​ ​would​ ​see​ ​you​ ​able​ ​to​ ​flawlessly recreate​ ​it​ ​and​ ​integrate​ ​that​ ​knowledge​ ​and​ ​design​ ​within​ ​the​ ​rest​ ​of​ ​your​ ​knowledge​ ​no​ ​matter how​ ​advanced​ ​or​ ​obscure​ ​it​ ​was.​ ​Finally​ ​your​ ​magic,​ ​magi-tech,​ ​and​ ​so​ ​forth​ ​is​ ​pretty​ ​much Ragnarok​ ​Proofed.​ ​Unless​ ​they​ ​directly​ ​suffer​ ​from​ ​some​ ​form​ ​of​ ​deliberate​ ​sabotage,​ ​or​ ​a major​ ​natural​ ​disaster​ ​is​ ​dropped​ ​right​ ​on​ ​top​ ​of​ ​them,​ ​they’ll​ ​last​ ​basically​ ​forever​ ​as​ ​their​ ​“self repair”​ ​systems​ ​flawlessly​ ​recover​ ​them.</>
  262.     The Good Old West <007>
  263.       Time to show these Nazi scum what a real man’s shooting looks like. Your feats of marksmanship are the stuff of old west legends. Taking off a guy’s head from across a field in a rainy day? Piece of cake. It’s the close up stuff you excel in. With a fast enough gun, you could run through a compound getting snap shots off at every dirty German that tries to bar your way. Even wielding two guns at a time is no drain on your skills, whether it be two pistols or two machineguns. </>
  264.     Veteran of the Psychic Wars <004>
  265.       (SAS https://en.wikipedia.org/wiki/Special_Air_Service)
  266.        Select any Special Operations Force that existed between 1968 and 1993, and is/was part of the US, or allied, military. You are, or were, a member of said force and gain all the skills associated with being a member of that organization and can perform the sort of over-the-top feats you’d find in 80’s military-action movies.</>
  267.     Xiaoling Martial Arts <014> (Wood)
  268.       An amazing form of martial arts that involves channeling your element to create attacks and redirecting your martial arts. You start out with the basic concept on how to do these moves and can improve upon them in time. </>
  269.        </skill>
  270.  
  271. <social>
  272.     Boy/Girl Next Door <005>
  273.       Maybe you don’t look like anything special, but that also means that you  aren’t especially bad. You will find out that people tend to look more at your good points rather than the bad ones, as long there you don’t purposely give them a reason to do it. </>
  274.     Good Humor      <004>
  275.       If you didn’t before, you now have a knack for making timely pop-culture references, witty jokes, and genre deconstructing parodies. You also happen to know plenty of said references and jokes, obviously, and have an easier time picking up new ones.</>
  276.     Leave Me Alone  <002>
  277.       Whether it's being hassled by officials or gangs wanting to recruit you, people no longer go out of their way to trouble you beyond the needs of their day to day business. Gangs wouldn’t mug you or try to forcibly recruit you, but if they were ordered by their boss to fuck with you then you’d be in trouble. As long as they don’t have a pressing and serious reason to do so people just leave you alone.</>
  278.     Nothing Personal, Just Business  <001>
  279.       You are effectively immune to being the target of grudges and vendettas barring some truly extraordinary measures on your part. Unless you cross a very serious line like attacking somebodies family any conflict or opposition between you is considered nothing more than business as usual, with no hard feelings. Attempts to retaliate might still happen as a matter of due course, but these will never be motivated by a personal desire for revenge. You are also able to negotiate and talk with even your worst enemy like they were a neutral if friendly party and they'll always consider your terms based on their merits rather than snubbing or ignoring you. Bargains struck are honored to the spirit of the deal, and all of these benefits also extend to when you act as a mediator between two parties, and to people who are directly associated with you. </>
  280.     Proper                      <003>
  281.        An individual of your station is expected to remain courteous and amicable no matter the situation. As such you can keep your cool even when someone steps of your prized thingamabob right up until you flay them alive. Even better, you pick up on local customs quickly and will never embarrass yourself in a formal event unless you want to.</>
  282.     Suave                   <50>
  283.       You have a knack for manipulation, you are skilled enough to convince someone they should hate their best friend or even love their own enemy. </>
  284.     The Tallest of Poppies <009>
  285.       You may not be the oldest, you may not be the smartest but you sure are the favourite of the family and any group of peers like it. For no visible reason to those around you, you always get preferential treatment by any superiors, so long as all those around you are generally your peers and not much better than you. Parents will favour you over your siblings and superior officers will look well on you even if they treat your comrades harshly. It’ll likely cause no small amount of jealousy and resentment among your peers so if you’d prefer camaraderie to special treatment, you can turn this ability off at any time. </>
  286.     This is Cuter           <009>
  287.        The UE is a military with all the rules and regulations that come with such, even in the face of an interplanetary war. In truth, the desperation of the conflict has led many officers to allow themselves and their men to get away with minor infractions. You’re one of these ‘lucky’ ones, in that your superiors never seem to mind you ignoring minor rules such as the dress code, saluting or proper forms of address. There’s bigger things to worry about then whether you’re wearing khaki green or a school uniform.</>
  288. </social>
  289.  
  290. </perks>
  291. =========================================
  292. <items>
  293. <1-ups>
  294.    Hunter's Earring     <006>
  295.       You may use this earring to return to a safe place, normally one you have warded with your magic. It will automatically activate if you are about to receive a lethal blow. It breaks after use, but you'll get a replacement at the start of your next jump. You cannot duplicate this object's power in any way and any Hunter's Earrings you acquire in this world will refuse to work for you or your companions.</>
  296.    Save Orb                 <005>
  297.       Well… this shouldn’t exist yet, but I’ll make an exception this time. Basically this Orb lets you make a “save point” at the start of the jump, if you die your soul and memory will be send back to the start again. It only works three times per jump so be careful. </>
  298. </1-ups>
  299.  
  300. <apparel> and jewelry
  301.    Amulet of the God's Favoured <015>
  302.       This rather special little necklace will count as a divine focus for any god and allows you to channel both positive and negative energy with no drawbacks, also allows you to convert spells to both cure or cause wounds and access the bonus spells of all domains.</>
  303.    Costume              <002>
  304.       An extremely well designed cape costume fitted to your preferences, powers, and cape identity. The materials and construction render it extremely resistant to electricity, fire, cuts, stabs, bullets, the weather, and general wear and tear. Best protection you could get barring tinker tech power armor, or Brute abilities. You know how to make more. </>
  305.    Class Ring               <013>
  306.       Just as Chris's powers come from his amethyst class ring, you have your own keepsake class ring set with your birthstone, filled with the power of the electric hedgehogs. Choose five purchases of Pokemon Type. The wearer of this ring can invoke any of the powers from those Perks. If you're feeling unoriginal and just want to copy Chris's, his will have Fighting, Flying, Grass, Psychic, and Water powers.
  307.       -Electric(Sonichu/Rosechu)
  308.       Ah, the classic Sonichu power set. You can shock your foes with Thunder or fire balls of electricity at them with Zap Canon. Your power over electricity even extends to creating weapons out of pure lightning, which will never do more than paralyze anyone they defeat. And if that's not enough, your great speed allows you to leave behind mirage images of yourself for a Double Team attack.
  309.       -Ground(Simonchu/Simonla Rosechu)
  310.       Have you ever wanted an underground base? Well now you can dig one yourself with Dig. Or perhaps you'd rather attack with those drills directly using Drill Run or blind your foes with a Sand Attack. It also seems that your skeleton has melded with the rare mineral simitanium, which is even stronger than adamantium and whose presence will infect your bloodstream with agents giving you a slow regeneration factor.
  311.       -Ice(Chrys Sonichu/Crystal Rosechu)
  312.       Your control over ice allows you to shoot rays of freezing cold with Ice Beam or surround your fist in rock hard gauntlets with Ice Punch. Or you can cool things off by calling in Hail or make use of Haze to debuff your foes and set up sneak attacks. Or just make ice cubes to cool off your drinks.
  313.       -Psychic(Magi-Chan Sonichu/Dark Magi-Chan Rosechu)
  314.       Your vast mental prowess has given you a wide array of powers. You can Teleport around the battlefield, wield telekinetic force with Psychic, or block special attacks with Light Screen. Your telepathy will also allow you to read others' minds and communicate directly with their mind.
  315.       -Steel(Bending Sonichu/Auto Rosechu)
  316.       These robot-themed electric hedgehog pokemon can crush enemies with Iron Head up close or rely on the target seeking Magnet Bomb or defense penetrating Flash canon for ranged battle. They can also invoke Iron Defense to harden their own bodies.</>
  317.    Cloak of Mists       <005 & 011>
  318.    Amalgation of  Horgoromo [005] and Cloak of Levitation [011]
  319.       (defaults to invisible, can also be a nebulous cloudlike cloak of any colour)
  320.      +Hagoromo      <005>
  321.       http://kaminomi.wikia.com/wiki/Hagoromo
  322.       The shapeshifting, multitasking tool of preference in New Hell, also capable of granting flight to its user.</>
  323.      +Cloak of Levitation <011>
  324.     Ah, the fanciful red cape. It doesn’t have to be red if you purchase it, but it’s still a nice color. This magical cloak allows one to hover and float in the air with no effort on their part, even flying at great speeds! Yet this is not all it can do, for the Cloak possesses a will of its own that makes it dedicated to its owner. It will become difficult, if not impossible to blindside the wielder as it will take steps to block attacks and alert its owner of incoming danger. If an enemy is close enough, it may even lash out and strike an opponent for you! Naturally the more you expose it to, the more it will learn and understand things in order to assist you. Does not take up a Companion Slot. </>
  325.       <Enhancements>
  326.       -Astral Sight <200RP>
  327.       While the Relic is on your person or being used, one can learn to 'see' the flow of magic and its sources, giving them knowledge and insight into how to use that magic or the best ways to weave them. Enchantments and spellcasting will become easier with this, as will the means to find weakened points in reality to breach and search for those willing to hear your words. </>
  328.       -Recall <200RP>
  329.       A good sorcerer knows that there is a tool for every instance. This effect is a testament to that knowledge, being able to summon objects the size of a briefcase or smaller from a place you designate as 'home' to your person, regardless of distance.</>
  330.       -Elemental Manipulation <500RP> (Wind)
  331.       Purchase of this effect can allow one to manipulate a single element such as fire, lightning, wind, ice, or other similar forces of nature that are found on Earth. Even better, for those who naturally possess such abilities this effect will augment that power significantly. </>
  332.       -Elemental Manipulation <500RP> (Lightning)
  333.       Purchase of this effect can allow one to manipulate a single element such as fire, lightning, wind, ice, or other similar forces of nature that are found on Earth. Even better, for those who naturally possess such abilities this effect will augment that power significantly. </>
  334.       -Imbuement <300RP> (flight)
  335.       This effect can remember the properties it possesses, and impart a 'spark' upon an object which will take root and eventually flourish in order to cause that item to obtain that property as well.</>
  336.       -Magic Pads <300RP>
  337.       Up and up we go! When you run out of surfaces to run across or jump on, you need to make your own! Upon activation of this effect, the Relic will create magic circles that can let you rush across long surfaces or effectively jump a few times on the air! Even better, by using these pads your jumping distance will increase significantly in order to give you some more variability on what you can reach. Of course, surfaces out of nowhere can be used offensively too… </>
  338.        </Enchantments>
  339.       </>
  340.       (Import/Alt Form) Magic​ ​Coat  <012>
  341.       A​ ​magical​ ​coat​ ​that​ ​doubles​ ​your​ ​resistance​ ​to​ ​any​ ​type​ ​of​ ​magic​ ​you​ ​have​ ​an​ ​affinity​ ​for,​ ​but doubles​ ​the​ ​damage​ ​(or​ ​effect)​ ​you​ ​take​ ​from​ ​any​ ​type​ ​of​ ​magic​ ​you​ ​don’t​ ​have​ ​an​ ​affinity​ ​for.​ ​If you​ ​were​ ​truly​ ​blessed​ ​and​ ​had​ ​affinities​ ​for​ ​all​ ​magic​ ​it​ ​would​ ​basically​ ​just​ ​increase​ ​your defenses​ ​at​ ​no​ ​penalty.​ ​Pretty​ ​incredible​ ​right?​ ​It’s​ ​self​ ​cleaning,​ ​self​ ​repairing,​ ​always​ ​seems stylish,​ ​and​ ​also​ ​increases​ ​your​ ​resistances​ ​against​ ​heat,​ ​cold,​ ​physical​ ​damage,​ ​and​ ​abnormal status.​ ​If​ ​you​ ​have​ ​a​ ​different,​ ​but​ ​similar,​ ​piece​ ​of​ ​clothing​ ​you​ ​already​ ​like​ ​you​ ​may​ ​import​ ​it​ ​to gain​ ​these​ ​abilities​ ​and​ ​altform​ ​at​ ​no​ ​additional​ ​cost. </>
  342.    Clothes                  <008>
  343.       A disheveled outfit and glasses akin to those worn by Hackerman himself, </>
  344.    Fine Clothing        <006>
  345.        You have a chest full of beautiful silk clothing. Perfect for audiences with the chieftan or leading religous ceremonies.</>
  346.    Hunter's Earring     <006>
  347.       You may use this earring to return to a safe place, normally one you have warded with your magic. It will automatically activate if you are about to receive a lethal blow. It breaks after use, but you'll get a replacement at the start of your next jump. You cannot duplicate this object's power in any way and any Hunter's Earrings you acquire in this world will refuse to work for you or your companions.</>
  348.    Jumpers Jacket   <014>
  349.       A brown jacket that masks the presence and power of the user.</>
  350.    Pendant              <010>
  351.       A pendant with a design of your choice. No matter where it is you will always know the direction and distance of the pendant as well as who is currently in possession of it. Comes with instructions to make more. </>
  352.    Ring of Redundancy <014>
  353.       A green and red ring that heightens the users senses, almost allowing the user to tell if someone is lying by smelling them. </>
  354.    Royal Robes          <009>
  355.       Royalty must look the part. These are your royal vestments, the fanciest and most fabulous outfit in your possession. It’ll always look great on you, even in the middle of a warzone, and it has a few special attributes crafted into it as well. The outfit can be stored in a single jewel, no bigger than a small pearl, and called out or away at any moment in a flash of light. That flash will also stun any onlookers for a moment, so long as they’re not engaged in something serious like combat, giving you a few seconds to start up a speech and be listened to. </>
  356.    The​ ​Clothes​ ​On​ ​Your​ ​Back​​ <012>
  357.      The​ ​clothing​ ​you​ ​were​ ​wearing​ ​on​ ​Earth​ ​when​ ​you​ ​got​ ​struck​ ​by​ ​a​ ​lightning​ ​bolt​ ​from​ ​God​ ​and were​ ​killed.​ ​You​ ​also​ ​have​ ​your​ ​wallet​ ​on​ ​you​ ​filled​ ​with​ ​money​ ​that​ ​has​ ​no​ ​use​ ​in​ ​the​ ​world you’ve​ ​found​ ​yourself​ ​in,​ ​alongside​ ​an​ ​ID​ ​card​ ​and​ ​a​ ​few​ ​other​ ​misc​ ​“wallet”​ ​things.​ ​Your clothing​ ​is​ ​pretty​ ​high​ ​quality​ ​and​ ​certainly​ ​exotic,​ ​so​ ​you​ ​could​ ​probably​ ​make​ ​some​ ​pretty​ ​good money​ ​if​ ​you​ ​sold​ ​them​ ​to​ ​someone​ ​interested​ ​in​ ​clothing. </>
  358.    Wardrobe             <004> (+12 flashbands)
  359.        You get a set of clothing that is appropriate for your age group in 1993, and one 90’s Image comic appropriate costume or military style uniform for free. The set of clothing and costume or uniform matches your aesthetic tastes as much as is possible. Hopefully that aesthetic includes absurdly clingy and form-fitting to an almost ludicrous degree. Because that’s what you’re getting. Doubly so if you’re good looking.
  360.        For +50 CP, you get a dozen flashbands. In a literal flash, flashbands can molecularly disassemble whatever you are wearing and replace it with whatever outfit is stored in the flashband. They come with the plans on how to make more.</>
  361.    Whoa Partner!    <014>
  362.       You can now summon cowboy hats for you and your companions at any time. While these hats are certainly more durable than steel, if they are to ever be destroyed you can summon more of them again.</>
  363. </apparel>
  364.  
  365. <defensive>
  366. <armor>
  367.    Costume              <002>
  368.       An extremely well designed cape costume fitted to your preferences, powers, and cape identity. The materials and construction render it extremely resistant to electricity, fire, cuts, stabs, bullets, the weather, and general wear and tear. Best protection you could get barring tinker tech power armor, or Brute abilities. You know how to make more. </>
  369.    Iron Monger Power Armour <011> Enhanced [I011]
  370.       There’s a War Machine, and then there’s this powered armor. It doesn’t have as much in the way of maneuverability or utility, and it doesn’t even possess repulsor technology despite its Arc Reactor. What it does possess is the ability to ruin someone’s day in a big way, bristling with much greater durability thanks to its Omnium chassis and greater strength up to at least fifty tons thanks to its size. It also possesses gatling guns, grenade launchers, flight thrusters, a missile system, and even a laser-guided warhead. If you want to wage a one-man war, this is the suit to do it in.
  371.       <Enhancements>
  372.        [Power Source]
  373.         -Aldnoah Generator <free>
  374.        Jumper installed, upgrade on capacity from Arc Reactor, with added feature that only jumper (or some one of the bloodline of Vers Nobility) can activate or deactive it</>
  375.         [Defenses] and [Weapons]
  376.         -Not upgraded from Iron Monger specs during Jump I011
  377.         [Utility]
  378.         -Iron Legion                <600AP>
  379.         What you have here are ten fully functional drone versions of your powered armor, albeit with only slightly weaker specs. These drones are fully capable of group tactics and collecting data to learn and adapt to tactics, all while their master programming are slaved to your systems. Even better, this set comes with blueprints and a small 3D printer that will continue to produce drones as needed to replace or repair your broken soldiers… or update them as your armor is tinkered with. Let the fists of all strike as one. </>
  380.         -A.I. Slot                      <50AP>
  381.         While not an actual A.I. system, this modification to your powered armor at least grants you the possibility. By using this remote chip you may select one A.I. in your possession to accompany you within the suit, giving you assistance and a second perspective when you need it. </>
  382.         -Smart Targeting System <50AP>
  383.         We’re not saying that you don’t have a good eye, but this would be one less thing you have to worry about, wouldn’t it? A purchase of this would mean you could detect threats, and have your armor give assistance in aiming the weapons to strike them down. Think of it like a minor aimbot to help you. It might be cheating, but all’s fair in love and war.</>
  384.         -Aesthetical Upgrade <free>
  385.         Oh come on, who doesn’t love having brand new decals on their armor, or to put engravings on the plating, or even to put on useless little lights that could make the armor fit in a Tron setting? Boring people, that’s who. So a purchase of this can give you a redesign of your armor’s outer exterior so its colors, engravings, and light patterns can be altered to your whims. If you are using an armor that has been imported from a purchase you made in the Marvel Cinematic Universe, you may take this option for free for that specific armor. </>
  386.         -Improved Sensors   <100AP>
  387.         Nothing wrong with playing detective every once in a while, but if you want to get into the game, you need the tools for the job. That’s why there’s this upgrade, augmenting the scanning equipment on your suit so that your hearing, eyesight, and various modes of detection are enhanced. If you don’t want the full suite you can instead focus the upgrade to one area and make it a much more significant upgrade to specialize! You may buy this option multiple times if you wish. </>
  388.         -Environmental Protection x2 <200AP>
  389.         It is a pitiful way to be harmed or injured just because your surroundings were a bit hazardous. Who could live with themselves if they died to extreme heat or gas or anything like that? That’s why there’s this upgrade to your armor which can protect against extreme temperatures as well as provide an air filtration system that will prevent such troublesome things from bothering you. A secondary purchase will include functions so that you can temporarily function within deep space or brave some of the more treacherous depths of the ocean. This will let you focus on what’s more important: Shooting things.</>
  390.         </Enchantments></>
  391.    TVR Suit                 <004>       Enhanced [I011]
  392.        https://imgur.com/Ji2i8KC
  393.        The Black Razors are an elite team of normal humans organized by I.O. to handle the most serious of national security emergencies - especially those involving S.P.B.s. The Black Razors are equipped with some of the best armor available - and now so are you. The TVR suits are made of extremely light-weight metal that provides complete protection against chemical propelled ballistic and laser based small arms fire. Further, the suit in no way impedes mobility or compromises attempts at stealth. Should the TVR suit be lost or destroyed, a new copy will appear in your warehouse on the following day.
  394.     <Enhancements>
  395.    -Carbon-tape Interior <100AP>
  396.     You know what really sucks? When you’re walking around and someone decides to taser you or throw some lightning at you. Bit of a problem if your nervous system can’t take the strain. That’s why there’s this little upgrade, which will practically take a bolt of lightning and still keep trucking along while protecting the wearer from dancing like a doll from the sudden jolt! Just be careful not to take repeated hits. </>
  397.    -Kinetic Gel Interior <100AP>
  398.    There is such a thing as bulletproof, but not everyone can afford the rare Vibranium needed to deal with the other issue of high-velocity impacts: Kinetic diffusion. You may be blocking the projectile, but you still need to deal with the kinetic impact. These packs of gel lining your armor will help out with that, ensuring that bullets and rockets striking you, so long as you block them, are capable of diffusing the kinetic impact and preventing your insides from turning into goop. </>
  399.    -Svartalfar Enhancement <600AP>
  400.    Oh… dear. It is one thing to work with material and laws of mortal ken, but you step in a realm even the gods have been hesitant to tread. The home of the Dark Elves is one of shadow and malice, which has now taken hold upon your armor to twist it. This bestows such power as withstanding gravitational forces that could turn men into paste and warping one’s personal gravity to the same extent while diverting light to attain such a form of invisibility that even the mighty Heimdall could not lay eyes upon it. Worse, your attacks contain minute traces of dark matter, which could corrupt and break apart victims into piles of dark matter if struck with too much too quickly. Of course, nothing stops you from using this dark matter to repair your armor. Darkness shall consume. </>
  401.    -Slim It Down        <50AP>
  402.    Armor to look like a modern knight can be fun, but what if you don’t want to be so conspicuous? What if you want to be able to hide your armor under a coat or something? That’s why there’s this, shrinking the thickness of your armor and making it much more easy to hide while keeping the same amount of effectiveness. Just don’t ask how it got done. </>
  403.    -Sensory Filters     <50AP>
  404.    They say that too much of anything can be a bad thing. This can also extend to too much sensory input, a fact that comes as a surprise to absolutely no one. Fortunately, this modification to your armor will help you regulate how much you take in, ranging from hearing to light and even smells. Just don’t shut too much out, okay? </>
  405.    -Environmental Protection <100AP>
  406.    It is a pitiful way to be harmed or injured just because your surroundings were a bit hazardous. Who could live with themselves if they died to extreme heat or gas or anything like that? That’s why there’s this upgrade to your armor which can protect against extreme temperatures as well as provide an air filtration system that will prevent such troublesome things from bothering you. </>
  407.      </Enhancements>  </>
  408. </armor>
  409.  
  410. </defensive>
  411.  
  412. <foods>
  413.    Infinite Milk Works <014>
  414.       Wuya’s favorite drink, this grants you an infinite supply of milk in virtually any flavor, even milkshakes! </>
  415.    Taco Bell                <001>
  416.       At some point there was a Franchise Wars. After it ended, Taco Bell was the only survivor. Thus, now every restaurant is Taco Bell. And you can now have a limitless supply of any Taco Bell food. With access to both pre and post food war dishes.</>
  417.    Self Help Drinks     <009>
  418.       The good stuff. A few bottles of your favourite liquor in perfect condition, stored in a case that will replace and refill any broken or drunken bottles as well as keep them at the perfect climate for that specific brand. Drinking this stuff while feeling in the dumps will actually help you to get over your problems. You’ll still get drunk but your mind will be guided away from pointless circles and beating yourself up in favour of pointing you towards attitudes and actions that might help you turn your life around. It won’t tell you what to do but drinking this stuff will get you in the right attitude to do what needs to be done. </>
  419. </food>
  420.  
  421. <health> and healing
  422.    Kree Blood           <011>
  423.       (The research labs have developed several innovations from this.)
  424.       This fluid is the blood from a bona fide Kree alien, with all manners of properties that could be used on humans if the blood is synthesized into drugs. The most obvious one is GH.325, capable of inducing advanced regeneration in a person and even reviving the recently deceased. There’s also some strange properties that involve the recipient taking on additional memories… and while it’s unstable in its pure form, perhaps you could experiment with other blood mixtures to find a way to use this property properly. </>
  425. </health>
  426.  
  427. <knowledge> and information
  428. As of I011, agents are sent out to gather and archive any outstanding science and technology for further research.
  429.    Da’at Yichud Library- <007>
  430.       Attached to your warehouse or a property that you own is one of the Da’at Yichud libraries, one identical to the one the Nazis discovered decades ago. Contained within is a vast wealth of information on the Yichud’s technology, covering everything the Nazi’s recovered and several times more that they have not yet deciphered. Even the painstaking process of reverse engineering the technology stored here would allow a country to accelerate its technological growth by decades with ease. Who knows what nigh-magical inventions the upper limits of this storage room contains. </>
  431.    Earth Encyclopaedia <009>
  432.       A funny little data pad, filled with information on Earth and all the many varieties of things that live on it. It’s written entirely by Martians, using what records they have from decades ago and common sense from their world, so not all of it is quite accurate or up to date. Most of the info is spot on and what errors exist are never serious flaws or holes in the knowledge of the data pad, instead leaving small things to surprise you when you finally arrive on the world. The encyclopaedia will update to one of the main worlds in any future setting you go to, always being written by some sort of off worlder. </>
  433.    Journal                      <006>   (of animals and beasts)
  434.       A self updating journal of the animals and magical beasts you’ve encountered providing a fact file about them including their behaviours, diet and habitat as well as various notes on how best to care for them. </>
  435.    Little Black Book    <002>  (cape database)
  436.       A small tablet computer that contains a complete database on capes everywhere, not including secret identities or anything that would be inside information. Contact information for every cape who has some manner of reaching them is in here, and for any other sort of contact that might be useful. All the way from contractors, to lawyers, to PRT officials. Uses the Internet to automatically update this database to stay current.</>
  437.    Magic​ ​Book​​           <012>
  438.      A​ ​book,​ ​or​ ​possibly​ ​a​ ​series​ ​of​ ​books.​ ​It​ ​contains​ ​the​ ​name,​ ​chant,​ ​and​ ​a​ ​general​ ​description​ ​of a​ ​huge​ ​variety​ ​of​ ​spells​ ​of​ ​all​ ​elements,​ ​as​ ​well​ ​as​ ​many​ ​Null​ ​Magics.​ ​Of​ ​course​ ​anyone​ ​could just​ ​buy​ ​one​ ​of​ ​these​ ​for​ ​cheap​ ​in​ ​jump,​ ​so​ ​buying​ ​this​ ​book​ ​allows​ ​you​ ​to​ ​grant​ ​the​ ​ability​ ​to​ ​use the​ ​magic​ ​of​ ​this​ ​world​ ​to​ ​whomever​ ​reads​ ​it.​ ​They​ ​will​ ​have​ ​random​ ​affinities,​ ​but​ ​those​ ​that​ ​are already​ ​tremendously​ ​magically​ ​powerful/skilled​ ​will​ ​be​ ​much​ ​more​ ​likely​ ​to​ ​have​ ​more​ ​affinities. However,​ ​no​ ​one​ ​will​ ​be​ ​able​ ​to​ ​gain​ ​the​ ​All​ ​Magic​ ​Affinity​ ​ability​ ​from​ ​this​ ​book. </>
  439.    Rehab Program    <001>  (see list of appplied skillsets in appendix A)
  440.       A specialized computer that was originally built for cryo- prisoners. It would draw up a skill or trade which best suits their genetic disposition. It would then implant the knowledge and the desire to carry out whatever training was assigned. This could be used to give a convicted law officer the skills of a seamstress or a terrorist the ability to access computers, operate all vehicles, know the location of everything in town, and be 3 times more combat capable then when he went in. This particular model allows for one to manually choose what information they would like to implant.</>
  441.    Tinker Data Core <002>
  442.       A computer containing a database of Tinker-Tech, including documentation, analysis, and blueprints. There's enough information here to advance science centuries should everything in here get properly examined and reverse engineered, although doing so would be the work of a lifetime or two. Still enough to keep a company several years ahead of its competitors for a very long time. This doesn't include all such tech in the Wormverse by any means, but barring some extraordinary effort or circumstances on your part its the closest you'll ever get. </> (I've got to get around to reading through this.)
  443.    The Toolbox          <011>  (handheld digital archive)
  444.       (This contains an enourmous indexed archive of digital information and media from all visited worlds with an eye for fictions that may be future jumps. All tech data gleaned from various worlds and refinements/discoveries made in the research labs are recorded here. )
  445.       This pocket-sized, cube-shaped block has a Vibranium exterior, and for good reason. Not only does it have a holographic display unit to show any files stored within, but it has a big enough storage unit to store the files of an entire world-spanning organization throughout its entire history. This includes written and digital documents alike, going from personnel files to project data to even video recordings, with the added caveat of being able to wirelessly interface with other computer-based systems for ease of collection or transfer. Its holographic interface allows one to manipulate or view contents with hand motions, and possesses DNA encryption. Only the best for an organization’s leader. </>
  446. </knowledge>
  447.  
  448. <misc> major>
  449.    A​ ​Smartphone​​ ​     <012>
  450.      You​ ​have​ ​a​ ​Smartphone.​ ​It​ ​has​ ​been​ ​enchanted​ ​to​ ​charge​ ​off​ ​of​ ​magical​ ​energy​ ​instead​ ​of electricity,​ ​and​ ​has​ ​perfect​ ​reception​ ​wherever​ ​you​ ​are.​ ​It​ ​can’t​ ​be​ ​damaged​ ​and​ ​you​ ​can​ ​always pull​ ​it​ ​out​ ​of​ ​your​ ​pocket​ ​or​ ​the​ ​nearest​ ​unobserved​ ​place​ ​nearby.​ ​It​ ​has​ ​a​ ​working​ ​internet connection​ ​to​ ​the​ ​Earth​ ​of​ ​this​ ​world​ ​and,​ ​as​ ​a​ ​special​ ​consideration​ ​for​ ​you,​ ​a​ ​working​ ​internet connection​ ​to​ ​any​ ​previous​ ​worlds​ ​you’ve​ ​been​ ​to.​ ​You​ ​don’t​ ​need​ ​to​ ​pay​ ​subscription​ ​fees​ ​for anything​ ​either,​ ​nor​ ​do​ ​you​ ​have​ ​a​ ​phone​ ​bill.
  451.      The​ ​different​ ​“internets”​ ​will​ ​all​ ​be​ ​listed​ ​separately,​ ​so​ ​you’ll​ ​never​ ​be​ ​surfing​ ​one​ ​accidentally that​ ​you​ ​didn’t​ ​mean​ ​to.​ ​The​ ​phone​ ​has​ ​got​ ​infinite​ ​storage​ ​capacity,​ ​an​ ​extremely​ ​high​ ​quality camera​ ​and​ ​video​ ​recorder,​ ​and​ ​can​ ​be​ ​used​ ​in​ ​conjunction​ ​with​ ​your​ ​magic​ ​in​ ​order​ ​to​ ​do​ ​stuff like​ ​target​ ​all​ ​the​ ​enemies​ ​nearby​ ​even​ ​if​ ​you​ ​don’t​ ​actually​ ​know​ ​where​ ​they​ ​are​ ​(the smartphone​ ​will​ ​tell​ ​you​ ​with​ ​helpful​ ​red​ ​marks​ ​on​ ​its​ ​mini-map),​ ​target​ ​all​ ​allies​ ​(blue​ ​marks), and​ ​always​ ​seems​ ​to​ ​be​ ​loaded​ ​with​ ​maps​ ​to​ ​the​ ​local​ ​world​ ​you​ ​are​ ​on​ ​similar​ ​to​ ​Google​ ​Maps, and​ ​your​ ​GPS​ ​seems​ ​to​ ​still​ ​work​ ​too.
  452.      You​ ​can​ ​even​ ​use​ ​the​ ​search​ ​feature​ ​to​ ​look​ ​for​ ​local​ ​information​ ​somehow,​ ​even​ ​if​ ​that​ ​really doesn’t​ ​make​ ​any​ ​sense.​ ​You​ ​will​ ​always​ ​be​ ​able​ ​to​ ​explain​ ​away​ ​the​ ​smartphone​ ​as​ ​being​ ​a magic​ ​item​ ​only​ ​you​ ​can​ ​use​ ​(in​ ​settings​ ​where​ ​a​ ​smartphone​ ​would​ ​be​ ​irregular)​ ​and​ ​no​ ​one will​ ​ever​ ​question​ ​it.​ ​I​ ​guess​ ​God​ ​really​ ​went​ ​all​ ​out​ ​when​ ​he​ ​upgraded​ ​your​ ​phone,​ ​since​ ​it​ ​was the​ ​only​ ​thing​ ​you​ ​asked​ ​for.
  453.      Oh,​ ​one​ ​downside,​ ​while​ ​you​ ​can​ ​surf​ ​the​ ​internet​ ​and​ ​stuff​ ​from​ ​other​ ​worlds​ ​you​ ​can’t​ ​contact anyone​ ​with​ ​it,​ ​nor​ ​post​ ​information,​ ​or​ ​anything​ ​else​ ​like​ ​that.​ ​Read/watch​ ​only​ ​mode​ ​I’m​ ​afraid. The​ ​singular​ ​exception​ ​is​ ​God​ ​(the​ ​guy​ ​that​ ​accidentally​ ​killed​ ​you​ ​in​ ​your​ ​backstory),​ ​who added​ ​his​ ​number​ ​to​ ​your​ ​contacts​ ​list​ ​and​ ​will​ ​occasionally​ ​call​ ​to​ ​make​ ​sure​ ​you’re​ ​doing alright​ ​and​ ​to​ ​chat​ ​with​ ​you.​ ​If​ ​you​ ​already​ ​had​ ​a​ ​smartphone​ ​or​ ​similar​ ​device​ ​you​ ​may​ ​import​ ​it to​ ​gain​ ​these​ ​properties​ ​for​ ​free.​ ​(see​ ​notes​ ​for​ ​further​ ​details)
  454.      Notes: Examples​ ​of​ ​looking​ ​up​ ​local​ ​information​ ​would​ ​be​ ​stuff​ ​like​ ​finding​ ​where​ ​certain​ ​places​ ​are located​ ​if​ ​you​ ​know​ ​their​ ​name,​ ​or​ ​finding​ ​out​ ​where​ ​people​ ​are​ ​located​ ​if​ ​you​ ​happen​ ​to​ ​know their​ ​name​ ​and​ ​general​ ​description.​ ​You​ ​could​ ​probably​ ​finagle​ ​this​ ​to​ ​look​ ​for​ ​other​ ​specific things​ ​if​ ​you​ ​knew​ ​the​ ​name​ ​and​ ​a​ ​fairly​ ​good​ ​description​ ​of​ ​what​ ​you​ ​were​ ​looking​ ​for.​ ​However magical​ ​anti-scrying​ ​protections​ ​can​ ​prevent​ ​you​ ​from​ ​finding​ ​things,​ ​if​ ​such​ ​protections​ ​are​ ​on the​ ​things/people​ ​you’re​ ​looking​ ​for.
  455.      As​ ​a​ ​precautionary​ ​measure​ ​God​ ​hooked​ ​up​ ​your​ ​smartphone​ ​with​ ​an​ ​inability​ ​to​ ​get​ ​viruses​ ​or other​ ​wonky​ ​nonsense​ ​bullshit,​ ​so​ ​you​ ​don’t​ ​need​ ​to​ ​worry​ ​about​ ​the​ ​Exsurgent​ ​Virus​ ​popping out​ ​of​ ​your​ ​phone,​ ​or​ ​some​ ​crazy​ ​SCP​ ​shenanigans​ ​coming​ ​from​ ​your​ ​phone​ ​either.</>
  456.    Arcane Stave         <015>
  457.       A powerful tool in the hands of any arcane caster. Once per day this staff can be imbued with any spell you can cast, then call upon it three times each day (only one spell may be loaded at a time).</>
  458.    Cauldron Vials       <002>
  459.       A case containing five vials of Cauldron formula. Unlike other formula these have no risk of mutation or death, being perfectly stable. Whoever drinks these is guaranteed to get a power that would be relatively powerful compared to the average parahuman. Aside from the powers suiting their host in some way (more aggressive people getting more aggressive powers for example) these are completely random. These have no effect on you. The case refills itself once a year. Outside the jump these still work despite the lack of shards or entities, simply giving the equivalent of a parahuman power. The case itself is indestructible, and unless purposefully given away will reappear in your warehouse if lost. </>
  460.    Dimensional Breach Controller<002>
  461.       This device comes in whatever form you prefer, and is capable of opening and closing dimensional portals. Its software is sophisticated enough that you can define locations or what parameters you'd like to find in a destination. But it'll take a little while to figure out how to properly utilize its functions. This device is keyed only to physical dimensions, spiritual ones like a settings underworld will require serious experimentation and innovation on your part to access with this, assuming it’s possible at all. No matter where you go this device can always open portals to Mirror Worlds like in the Wormverse. Post-Spark you'll be able to use it to open portals to anywhere in the multi/omniverse. Indestructible and reappears in the warehouse if lost. </>
  462.    Eternal Corridor     <006>
  463.        10 years not enough to catch 'em all? I can install this gate into one of your warehouse's walls, in your choice of Kumari white or Kaya black. Inside, you'll find a randomly generated forest. It starts out stocked with non-sapient monsters from all the worlds you've ever visited and each new world's creatures will be added to it as you continue to travel. The terrain will vary randomly, and the forest could easily be an endless sea of cacti in a desert, an underwater kelp bed, or a "forest" of underground mushrooms. When first stepping through the gate, the only things here will be weak mundane creatures, but the deeper you go the stronger the creatures you'll find. You'll never find any monsters that were unique or intelligent, and every time you leave you'll have to start over from the beginning with a new random forest. You cannot use this to store items, and anything left in the forest will be spat out after you when you exit.</>
  464.    Legendary Master Sunstone <013>
  465.       The Master Sunstone is the lynchpin of this world, maintaining the balance of life and preventing the world from devolving into chaos. This giant red gemstone will grant you control of growth itself, allowing you to force humans to grow extra body parts or make trees grow legs and walk the earth in anger. That makes it very powerful! This one is only a replica, so don't worry about Flame the Sun Bird trying to track you down to get it back.</>
  466.    LMD Schematics   <011>
  467.       Sometimes you just can’t be somewhere when you need to be. Sometimes you want to pretend that there are people around when they’re actually robots. Either way, there’s this concerning set of files that will in no way remind others of Pod People. It’s the schematic for Life-Model Decoys, which are robots which externally can replicate every feature of a living person. They feel real, they breathe, they can eat, and hold emotions like anyone else. Of course, they can’t replicate superpowers on their own, but that’s where the downsides end. As machines, they possess enhanced strength and speed while being programmed with all sorts of skills and knowledge. They even possess quantum brains of light which can process a quadrillion functions a second and even mimic a brain enough that if you wanted, they wouldn’t even realize they’re a machine. This is dangerous stuff… but inevitably useful. </>
  468.    Sceptre of Night     <010 & 011>
  469.    Amalgation of Wand [010] and Staff of the Living Tribunal [011]
  470.    +Wand                    <010>
  471.       (ebony wood with an ethiopian pegasus core, the wand is in the form of a formal walking stick with silver cap and grip)
  472.       A wand with a wood and core (from this setting) of your choice. You may import a previous wand freely and this will grant a great boost of loyalty within your wand. </>
  473.    +Staff of the Living Tribunal <011>
  474.     On demand, this weapon can extend out great distances and strike someone with significantly greater force than the user exerts, allowing your average human to destroy concrete or crush vehicles like one would crush flesh. It can also break into segments held together by magical force, letting it act as a whip or a flail instead for striking or swinging to adapt to its user’s fighting style. </>
  475.       Marvel <Enchantments>
  476.       -Appearance Alteration <50rp>
  477.       With this option you can choose to alter the color and general aesthetics of the Relic, turning something spikey and dark into something graceful and golden, or some other kind of appearance change.  (This will be useful to change it's apearance as Johnny Silver's cane to something less iconic.)</>
  478.       -King’s Might <100RP>
  479.       When having your Relic on your person, this effect will grant a small but noticeable boost to your social abilities and charisma to make it easier for others to follow you. It will also grant an optional 'aura' of light, darkness, fire, or some kind of effect that will make it clear that you are no pawn nor servant. With this, you will have at least one piece of what makes a king: Presence. </>
  480.       -Bands of Ensnaring <200RP>
  481.       Sometimes you need a way to keep an enemy from killing you as you figure out what to do. That is what this effect is for, able to lash out at someone with magical energy or even by splitting apart and physically keeping them in one position. Stronger enemies may need to be weakened so they do not break free, but for those who do not wish to kill or need the enemy to stay still, this will accomplish much. </>
  482.       -Elemental Manipulation <500RP> (Darkness)
  483.       Purchase of this effect can allow one to manipulate a single element such as fire, lightning, wind, ice, or other similar forces of nature that are found on Earth. Even better, for those who naturally possess such abilities this effect will augment that power significantly. </>
  484.       -Spatial Manipulation <600RP>
  485.       This effect deals with the latter, being able to engage in the warping of space in order to create neverending hallways, or to shunt oneself into the Mirror Dimension, a plane of existence similar to Earth which can be manipulated much more easily and fought in beyond public eyes, as easily as one would cross a street. Creative application could even see doorways connecting one part of the world to another, if you bothered to explore it. </>
  486.       -Spell Amplifier <600RP>
  487.       Able to amplify the power and duration of spells that are case with this relic. A day’s enchantment could be a few days, or a lightning bolt could be a small storm. Let the impact of knowledge be felt. </>  
  488.       </Enhancements></>
  489. </misc>
  490.  
  491. <misc> (minor)
  492.    Altering Memory Device <005>
  493.       A device from New Hell designed to erase and change the memories of the target. Works better for specific memories rather than general ones. </>
  494.    Balance Formula  <002>
  495.       Several containers with a strange liquids solution inside, of an element used to stabilize Cauldron vials at the cost of their potential power. These are special though. When mixed in with serum, formulas, or used in any other such procedure meant to grant people powers or enhance them in some manner it will greatly increase the stability and compatibility while ensuring that mutations or other side effects are at worst minor and trivially dealt with, and with minimal loss of power. The containers effectively contain a limitless amount, refilling whenever you wish them to, and will return to you or your warehouse if lost or destroyed. </>
  496.    Cocoons                  <006>
  497.        A bag of 12 empty silkworm cocoons, usable for capturing Minions. The bag will refill once per week.</>
  498.    Gaming setup     <005>
  499.       A spinning chair surrounded by screens and consoles, with a multi controller support that lets you play up to 24 games at once. Git gud, jumper. </>
  500.    Instrument           <006>  (Harmonica)
  501.        A fine but mundane musical instrument of your choice. </>
  502.    Jump-Bots                <014>
  503.       12 robots based on the design scheme of Jack Spicer. These bots carry a laser rifle and are able to hover. </>
  504.    Jumperville          <013>
  505.       CWCville has a sister city, (Your Name)ville! And you're the mayor! It's quite a quirky place, full of heroes, villains, and adventures of your own. If you choose to move on, the city will follow you in a pocket dimension of its own, accessible only through a portal in your warehouse. As you continue through different worlds, you'll find your city adding new setting appropriate residences and businesses. Going through Harry Potter and RWBY will add magic and combat schools, while the local villains will begin employing Death Eaters and Grimm, while a trip through Azeroth will add night elves and tauren to your city's population. Strangely however, no matter what you do or what sort of absurd people pop up in it, you can't seem to get the city or its residents to actually DO anything for you except provide entertainment in the form of generic shounen adventure. Any attempt to get around this restriction, no matter how clever or well planned, will be undermined by nonsensical plot holes. </>
  506.    Keyboard and Powerglove <008>
  507.       Truly indispensable tools for any burgeoning hacker, these will serve you well for all your digital needs. It'll even be rearranged into any configuration you like, and can be connected to any electronic device without issue.  </>
  508.    Pixelblocks          <013>
  509.       This is a tub full of a brand of large Lego knockoff toys. You'll find that you can build with these extremely quickly, and that whatever you build will get mistaken for real, though only for a second, long enough to serve as a distraction.</>
  510.    Sex Simulator 2.0 <001>
  511.       A pair of electronical head gear that allows for the wearers to perform a sort of virtual sex with just their minds. This set has been modified to be less seizure inducing and more pleasurable.</>
  512.    Soul Sealing Bottle <005>
  513.        Used by the Runaway spirit squad to capture the loose souls once they’re out of the target. If used, lost or broken you will get another within the week. </>
  514.    Uber Concrete        <007>
  515.       The miracle invention that allowed the Nazis to build whole cities and castles all across the world in a few years when it would have taken them, normally, an absurd amount of time and money. Uber concrete is an easily producible, ultra tough and sturdy material used in all Nazi military buildings. You’ve got a large, constant supply of the stuff, enough that you could fill a swimming pool every day with it if you just let it pour. Your supply doesn’t have the mould problem either, where a dangerous and sickening mould would eventually grow on uber concrete not maintained. </>
  516.    Wooden Badge <013>
  517.       This fake wooden police badge will convince anyone who sees it that you are an acting agent of the law, even as you are harassing innocent virgins. Only the strong willed will be able to see through your ruse. </>
  518.      
  519. <media> and merchandise
  520.    Worm                     <002>
  521.       A tablet computer that contains the entirety of the Web Serial along with an archive of every statement Wildbow has ever made about the setting. Fairly useful if you haven't read the series yourself. Releasing this on the internet could be fun for a laugh or two, maybe even worth it despite the scrutiny and chaos it would cause. If you don’t mind ruining a whole lot of lives in the process... </>
  522. </media>
  523. <quality> of life
  524. </quality>
  525. <soundtracks>  
  526.    Now That’s What I Call Music! <004>
  527.       To accompany your time here, you have access to a library of music appropriate for your Origin’s generation. If you will it, you may have any song you choose play anywhere at anytime - no speakers required. Alternately, you may choose to have a dynamically cut and arranged score automatically generated for you. In either case, you may choose to make this music audible to everyone, just you, or just specific people you so choose.</>
  528.    Oratorio Soundtrack<005>
  529.       Your own soundtrack, perfectly in sync with the mood. You can let others listen to it, but they might find it strange.</>
  530. </soundtracks>
  531. </misc>
  532.  
  533. <pets> and minions
  534.    Honor Guard      <003>
  535.            At any time this perk will function to summon 10 warriors with the perks “Sword without/with a master”, “Light footed metal man” “Horseman” and “Ninja Slayer” to your side. They are all equipped with a Mount fitting to the setting (if there are no mounts they default to a horse), reasonably high quality weapons/armor for the setting, and the capability to improve. They cannot be summoned again until one is dead thus keeping their number at 10.
  536.           <notes>
  537.           Imperfect Warrior: (i.e. “Sword without/with a master”)
  538.           Warriors live and die by their skill in battle and at home, you are no different. For you to take to the field is to tell the opposing side that the reaper has come to exact his toll. You are a near master of the skills a samurai in this period of japan would be expected to have. Swordsmanship, Archery, the works. You could hold your own against any regular warrior or a group if pressed, a shinobi worth their salt is an entirely different matter.
  539.           Light footed metal man:
  540.           Most people don’t expect a fully armored warrior to be able to charge at them at lightning speed (not literally). Boy wouldn’t they hate to meet you! In addition to armor never slowing you down again you gain a noticeable increase in agility and speed while wearing full armor. There is also a decent chance that seeing such a sight will unnerve veteran troops who know you shouldn’t move that fast or outright panic from militia and poorly trained or particularly weak willed individuals in combat. This works for any heavy armor that covers most if not the entire body.
  541.           Horseman :
  542.           Samurai are not just foot infantry, oh no, no, no. they are Cavalry as well and with this perk it shows. To start you gain an understanding on care of most regular mounts found on earth. Secondly your skill with mounted ranged combat skyrockets giving you superhuman levels of accuracy. Third and finally any mount you possess you may now have a deeper bond with almost becoming one when you ride together.
  543.           Ninja slayer:
  544.           The warriors in the shadows are monsters, only fit to be cut down by the likes of you. With this perk you become extremely difficult to surprise in combat and instinctively know when someone is about to ambush you either literally or figuratively. Similarly you have an easier time dodging any attacks with supernatural components to them denying the enemy their easy kill. If they want you dead they will have to do it mano a mano.
  545.          
  546.           This 'Royal Guard' will quickly benefit from Rehab Program Skills Implant
  547.            5 Caldron Vials up front, five more in a year (unless they are needed elsewhere)
  548.           I can also outfit them with top of the line Cape Uniforms from Worm given time to manufacture them. (Assuming full armor is inapropriate or inferior)</notes>
  549.           (Technically a perk)</>
  550.    Reichsadler          <008> (Giant Mechanical Eagle)
  551.       The height of german engineering, this is the great Eagle that represents their glory. And now it will serve you. It is a giant, golden, mechanical eagle. Somehow still able to fly despite its weight and enormously durable, this robotic bird will do it utmost to carry out your will and protect you from any danger. </>
  552.    Spiritual animal connection <003> (Tsushima leopard cat named Shiro)
  553.        Pick one animal from japan to form a deep spiritual bond with. It counts as a pet, is smarter than others of its breed, can take simple orders, and is absolutely loyal to you. Regenerates if killed.  (Technically a perk)</>
  554.        (imported into) Giant Wolf Mount <008>
  555.       Any good Viking needs a mount to ride. As such, you have tamed a giant wolf, now this loyal beast will carry you astride its back and fight alongside you. Of course if you already have a loyal pet or mount, you may bring them instead, which will even let it take on the large size of a giant wolf if they were smaller. And if you wish to forsake riding a beast entirely, you could simply tame a laser-raptor instead so that it might follow you as a loyal pet. </>
  556. </pets>
  557.  
  558. <property>
  559. As of I010, Jumper has taken to placing the Moonbases, and sometimes Caballito Island in adjacent dimensions where the solar system hold no tool-using life forms.
  560.    Business                 <002>*
  561.       A medium sized if stable and well off business that you own. Starts out turning an okay profit on its own without your input. The business itself synergizes with your abilities allowing you to gain the maximum financial revenue from using any powers you might have. Getting the most out of it will require your personal attention and involvement. You have all the necessary documentation, permits, and forms.
  562.       (Defaults to a small chain of Pawn Shops. "Ringtail Pawn & Loan" has a cartoon raccoon as a mascot.)</>
  563.    Caballito Island     <004> (Includes staffed research facilities.)
  564.        Caballito Island is a beautiful, private, tropical island that is the home to a well stocked and fully staffed I.O. military intelligence research station, and several tribes of Gen-Active anthropomorphic animals (known as Kindred). And it is all yours - staff, inhabitants, and all!
  565.        Additionally, you may choose to add any of the the following to your island: dinosaurs, saber-toothed tigers (and other Ice Age mammals), unicorns, giant apes, Kaiju, pocket monsters, Amazons, and/or pirates.  (all plz)
  566.        After​ ​this​ ​jump,​ ​you​ ​may​ ​take​ ​this​ ​island​ ​with​ ​you​ ​as​ ​an​ ​attachment​ ​to​ ​your​ ​warehouse,​ ​or have​ ​it​ ​appear​ ​in​ ​a​ ​location​ ​of​ ​your​ ​choice​ ​in​ ​realities​ ​you​ ​visit.​ ​You​ ​may​ ​bring​ ​any​ ​of​ ​the island’s​ ​staff​ ​or​ ​native​ ​inhabitants​ ​along​ ​with​ ​you​ ​when​ ​you​ ​move​ ​the​ ​island,​ ​but​ ​they​ ​gain​ ​no additional​ ​abilities​ ​when​ ​you​ ​do​ ​so. 
  567.        (The research facility now has crude Doormaker technology available globally to Jumper and his associates)</>
  568.   Estate in Hell (scenario reward) <005>
  569.      Your actions won’t go unnoticed, Jumper. As a thanks for your service to this underworld you will be awarded a noble title and land in the New Hell as well the equivalent of it to any world you visit.
  570.       ( Jumper is now landed nobility. https://en.wikipedia.org/wiki/Junker )</>
  571.   Farming Equipment and the peasants attached to it <003>*
  572.       You’ve got some farm land and peasants to work said farms. This will provide you with a respectable income and post jump you will always own a similar amount of land with the inhabitants will have the job closest to farming.</>
  573.    Feudal Home      <003>
  574.        You get a stout high class Japanese style home about the size of a snow globe. Place the little house down where you want it and when you are satisfied it will expand into a full structure and keeps itself in good condition. </>
  575.   Flying​ ​Island​ ​Facility​​ <012> (completed)
  576.      Taking​ ​a​ ​page​ ​out​ ​of​ ​the​ ​book​ ​of​ ​Regina​ ​Babylon​ ​you​ ​made​ ​(or​ ​perhaps​ ​discovered​ ​if​ ​you’re​ ​not a​ ​techno-magical​ ​genius​ ​yourself)​ ​your​ ​own​ ​flying​ ​island​ ​with​ ​its​ ​own​ ​buildings​ ​and​ ​facilities​ ​built on​ ​top​ ​of​ ​it.​ ​The​ ​island​ ​is​ ​heavily​ ​magically​ ​warded​ ​and​ ​protected​ ​and​ ​you​ ​don’t​ ​need​ ​to​ ​worry about​ ​people​ ​on​ ​the​ ​ground​ ​noticing​ ​it,​ ​and​ ​there​ ​is​ ​a​ ​teleport​ ​pad​ ​that​ ​can​ ​take​ ​you​ ​down​ ​to​ ​the surface.​ ​You​ ​can​ ​teleport​ ​back,​ ​alongside​ ​anyone​ ​you​ ​give​ ​permission,​ ​to​ ​the​ ​island​ ​from​ ​any place​ ​in​ ​the​ ​world​ ​you’re​ ​currently​ ​in.​ ​Your​ ​island​ ​comes​ ​with​ ​its​ ​own​ ​gynoid​ ​that​ ​oversees​ ​it​ ​and makes​ ​sure​ ​it’s​ ​operating​ ​smoothly.​ ​They’re​ ​quirky​ ​but​ ​friendly​ ​and​ ​completely​ ​loyal​ ​to​ ​you.
  577.       This​ ​flying​ ​island​ ​can​ ​mimic​ ​any​ ​of​ ​the​ ​ones​ ​that​ ​Regina​ ​Babylon​ ​herself​ ​made​ ​or,​ ​for​ ​600​ ​CP total​ ​(300​ ​discounted)​ ​you​ ​can​ ​have​ ​a​ ​completed​ ​island​ ​with​ ​all​ ​9​ ​facilities​ ​once​ ​again​ ​combined together,​ ​alongside​ ​nine​ ​gynoids​ ​to​ ​look​ ​after​ ​it.​ ​If​ ​the​ ​facilities​ ​or​ ​gynoids​ ​are​ ​destroyed​ ​they’ll show​ ​up​ ​a​ ​week​ ​later​ ​good​ ​as​ ​new.​ ​The​ ​gynoids​ ​aren’t​ ​companions​ ​unless​ ​you​ ​import​ ​them​ ​as such​ ​later​ ​on.​ ​Alternatively,​ ​there​ ​is​ ​an​ ​option​ ​in​ ​the​ ​Companion​ ​section​ ​that​ ​has​ ​them​ ​start​ ​as companions,​ ​which​ ​you​ ​can​ ​read​ ​the​ ​details​ ​of​ ​in​ ​that​ ​section.
  578.       (The nine sections:   Sky Garden,•  Workshop  •  Alchemy Building  •  Hangar  •  Rampart  •  Tower  •  Library  •  Warehouse  •  Laboratory)
  579.         <Gynoids> and their stations (Referred to as "The Nine")
  580.         Pure Liora      Liora (リオラ)           #20     High-School Winter Uniform  Manager of The Rampart
  581.         Bell Flora          Flora (フローラ)        #21     Nurse Clothes                               Manager of The Alchemy Building
  582.         Atlantica           Tika (ティカ)            #22     Laboratory Coat                         Manager of The Laboratory
  583.         Francesca       Cesca (シェスカ)        #23     Maid Clothes                                Manager of The Sky Garden
  584.         Iris Fam            Fam (ファム)             #24     High-School Sailor Suit                 Manager of The Library
  585.         Pamela Noel     Noel (ノエル)            #25     Training Suit                               Manager of The Tower
  586.         Lilly Parshe        Parshe (パルシェ)   #26     Shrine Maiden Clothes               Manager of The Warehouse
  587.         High Rosetta    Rosetta (ロゼッタ)  #27     Work Clothes                                Manager of The Workshop
  588.         Fred Monica     Monica (モニカ )     #28     Camouflage Clothes                  Manager of The Hangar</gynoids>
  589.         </>
  590.    Jumper Inn               <003>*
  591.        You’ve got an inn of whatever style you want. If you want an inn run by French maids poof now you do, if you want cat girls that is also doable. No one will think this is strange and the inn will always see decent business even if you go gallivanting off to Mordor or something. You can even put off duty companions to work as employees but they can’t leave the premises and must stay within sight of the building otherwise they will be transported back to the entrance safe and sound. The Inn will follow you through jumps and you designate where it appears, you can even merge it with existing structures. </>
  592.    Lair                             <002>
  593.      A hideout or base you've set up, either in an abandoned building or somewhere else you have access to and isn't at risk for others just waltzing through. It's got electricity, water, and other basic amenities for if you need to live there. Supplied well enough to last you a few months, and a workshop if such would be appropriate. As secure and secret as you can get without some more significant resources and perfectly suited as a place to plan and store your ill gotten gains. Large enough to accommodate about ten people. If purchased with Business  (yes) then you can choose to have a perfect and legitimate front as well. Even if other options might make this obsolete, with this you’ll always at least have a backup safehouse. </>
  594.   Last Name Corporation <011>*
  595.      You have your very own company. Coming with an R&D department, testing area, and even a financial/marketing department so that it can keep making decisions and seeking out profit even when you’re not around, and they’ll do even better if you happen to share any technological or scientific advances you’ve come up with! At least, as long as you’re not blatantly doing anything illegal. As for what this company does… that’s for you to decide. Maybe you’ll try to get into the weapons manufacturing market, or maybe you want to compete with Stark Industries and be an alternative energy company with ties into advanced tech. Maybe you want to do something else and go into biomedical areas. The choice is yours. </>
  596.    Moon Base            <009>  (fully staffed military base)
  597.        After Heavens Fall split apart the moon, an immense military base was constructed on the largest remain portion by the Vers Empire. This giant installation was filled with a veritable army of Martian soldiers and enough docking room to take in even a Landing Castle. While not as big, the taking of this option has created a second such base on the other side of the moon. Similar in structure to the first, it comes with a full complement of guards, engineers and miscellaneous staff to run the station, as well as a small number of Stygis Fighters for space defence and a number of small transport ships to ferry occupants down to Earth. This Moon Base is under your control, with all staff loyal only to you, and in future jumps will be found on the nearest moon to your starting location. </>
  598.    Moon Base Two    <007>  (staffed and guarded research facilities, with transport)
  599.      The Lunar Base! Perhaps the premier achievement of the Third Reich. A gigantic, fully outfitted science lab on the moon containing all the top secret projects of the Nazis. Yours does lack these projects but is every bit as big and well-defended as the original, with both robot and human guards aplenty. There’s every kind of laboratory and scientific tool you could want here, along with landing pads here and on Earth, usually on a property you own if possible, so you can quickly transport yourself between each location, transport rockets that can travel this distance in an hour come free of charge</>
  600.    Royal​ ​Castle​​             <012>
  601.     A​ ​big​ ​royal​ ​castle​ ​that​ ​you​ ​live​ ​in.​ ​It’s​ ​gracefully​ ​and​ ​tastefully​ ​designed​ ​and​ ​furnished​ ​and​ ​the perfect​ ​seat​ ​of​ ​power​ ​for​ ​any​ ​monarch.​ ​It’s​ ​also​ ​got​ ​a​ ​small​ ​but​ ​thriving​ ​town/city​ ​surrounding​ ​it, and​ ​is​ ​located​ ​in​ ​a​ ​highly​ ​defensible​ ​location.​ ​It​ ​sits​ ​on​ ​a​ ​major​ ​trade​ ​route,​ ​both​ ​by​ ​land​ ​and river​ ​(or​ ​sea,​ ​depending)​ ​and​ ​is​ ​definitely​ ​one​ ​of​ ​the​ ​more​ ​well​ ​to​ ​do​ ​places​ ​in​ ​whatever​ ​region​ ​it happens​ ​to​ ​be​ ​in.​ ​If​ ​you’re​ ​young​ ​this​ ​is​ ​your​ ​parents​ ​castle,​ ​but​ ​you’re​ ​expected​ ​to​ ​inherit​ ​it​ ​and still​ ​have​ ​free​ ​reign​ ​within​ ​it​ ​regardless.​ ​It​ ​comes​ ​with​ ​plenty​ ​of​ ​guards​ ​and​ ​a​ ​small​ ​standing army​ ​that​ ​answers​ ​to​ ​you​ ​(or​ ​your​ ​parents​ ​if​ ​you’re​ ​too​ ​young).​ ​It​ ​has​ ​a​ ​reputation​ ​as​ ​being​ ​a lawful,​ ​but​ ​fair,​ ​place​ ​run​ ​by​ ​a​ ​competent​ ​and​ ​well​ ​loved​ ​monarch.​ ​This​ ​reputation​ ​will​ ​remain unless​ ​you​ ​do​ ​something​ ​that​ ​grossly​ ​and​ ​obviously​ ​doesn’t​ ​match​ ​it.
  602.      In​ ​future​ ​jumps​ ​this​ ​castle​ ​will​ ​appear​ ​relatively​ ​nearby​ ​your​ ​starting​ ​location​ ​in​ ​a​ ​similar​ ​position so​ ​as​ ​to​ ​fulfill​ ​all​ ​the​ ​conditions​ ​stated​ ​above.​ ​No​ ​one​ ​will​ ​question​ ​your​ ​ownership​ ​of​ ​the​ ​castle, the​ ​town/city​ ​around​ ​it,​ ​or​ ​the​ ​territory​ ​they’re​ ​on​ ​and​ ​immediately​ ​around​ ​them,​ ​and​ ​your territory​ ​will​ ​be​ ​officially​ ​neutral​ ​to​ ​start​ ​with.​ ​The​ ​people​ ​in​ ​the​ ​castle/town/city​ ​aren’t Companions​ ​and​ ​you​ ​get​ ​a​ ​different​ ​group​ ​of​ ​people​ ​in​ ​each​ ​jump,​ ​this​ ​can’t​ ​be​ ​used​ ​as​ ​a method​ ​to​ ​ferry​ ​people​ ​between​ ​jumps.​ ​It​ ​remembers​ ​upgrades. </>
  603.    Safe house           <003>
  604.        A paranoid and prepared ninja lives longer than others. This item shows, in all jumps starting in this one and others you gain a network of small well-hidden safe houses and a map to them. Each safe house has the items currency of whatever jump you are in comparable to a small fortune and “Ninja gear” inside. Enough to survive at least… </>
  605.    Speakeasy            <010>* (staffed by House Elves)
  606.       A poster that when put on a wall and told a password (or when approached by people fitting a dresscode) of your choice grants access to a speakeasy owned by you and staffed by House Elves with strong New York accents. Attracts friendly if unsavoury types, makes a good profit and has an endless amount of booze. </>
  607.   Schwarzenegger Library <001>
  608.      You have free access to The Schwarzenegger Presidential Library. It is filled with information of this world's history and more. It even contains the blueprints and scientific notes on the advanced technology found here. Comes with a computer guide and terminals that will help you find any information that is stored in the Library. Post jump, it becomes a warehouse attachment and the shelves can hold an infinite number of books and videos. (History diverged from jumper's in 1993)</>
  609.  
  610. </property>  (*=provides income)
  611.  
  612. property; <addons>
  613.    Room full of computer <008>
  614.       The very best you can get here in the 80s, and equivalent to the entirety of Hackerman's setup. From here, you will be able to hack most everything electronic on the planet. In future jumps, this setup will upgrade itself somewhat, to the general technological level of that jump to maintain the edge it gives you there. It will still maintain its 80s appearance through. </>
  615. </addons>
  616.  
  617. <starter> gear
  618.    Adventurers Gear <015>
  619.       Rugged clothing, travelling gear, 50ft of rope, a 10ft pole and a mundane weapon. (shortsword)</>  
  620.    Quality Equipment<006> (Endgame Gear)
  621.       http://thejadecocoonproject.wikia.com/wiki/List_of_Equipment
  622.        You get a stock of all the top tier weapons and armor in the game and a large sack of healing herbs and powsers. Yes, that includes Icicle. No, it won't automatically reduce everyone to 1 HP. Instead it will never knock out or kill anyone it hits, making it a perfect monster hunting tool.</>
  623. </starter>
  624.  
  625. <storage>
  626.    Case                         <010>
  627.        A briefcase that is far bigger on the inside and has numerous sections with different habitats for various beasts. The habitats magically adapt to best suit any beasts inside. Comes with a free Muggle Worthy Switch. </>
  628.    Silk Farm                <006>
  629.       Don't want to give up on a favorite pet? This warehouse addition will allow you to store an unlimited number of cocoons filled with captive monsters. These will stay with you between jumps, but you can never take more than three of the creatures stored here with you at any one time. This place stores monsters and only monsters. No items, no intelligent beings, nothing that has ever been one of your Companions, no one you lobotomized so they wouldn't count as intelligent when moving between worlds. Try to skirt around this restriction and I will take it away from you.</>
  630. </storage>
  631.  
  632. <transport>
  633.    1992 GM Ultralite    <002>
  634.       The car of choice for the San Angeles Police Department. It is a electrical, self drive car with gullwing doors, a built in GPS, Video Call System, Internet capable computer, and emergency Secure-foam. Foam that immediately expands and protects you in the event of a high speed collision. Comes with an infinite power supply.</>
  635.    Hoff9000 Sportscar <008>
  636.       A blazingly fast and extremely durable sportscar, equipped with its own AI modelled after David Hasselhoff. You could jump in here from a skyscraper's roof, and it is aerodynamic enough to be launched into the air with a small ramp. Comes with a full infinite fuel tank, and will be replaced in the warehouse whenever it gets destroyed or abandoned. Warning: Do not hassle the Hoff. </>
  637.    Hyper Gate           <009>
  638.       The Hyper Gate is a large structure that exists on the dark side of the moon, acting as a portal between the moon of Earth and the surface of Mars. It was destroyed in the First Earth-Mars War and travel between both worlds was halted until faster space flight was created. However, a second Hyper Gate has been found, one in a location hidden to all but you. Unlike the first model, this Hyper Gate is able to transmit its users to any location within the same Solar System and without any Aldnoah requirements either. The gate is large enough to transport hundreds of people at once and several large vehicles too. If damaged, it won’t explode in such a catastrophic way as the first gate did either, simply deactivating.</>
  639.    Innocent White Van <011>
  640.       Fresh out of the factory, no identifying marks, and big enough to carry a few bodies while still having room for a couple of guards. This totally innocent van is perfect for when you need to transport important items or people away for whatever reason you may have, as it’ll be easy to lose followers when using this thing. It will even come with an air freshener with a scent of your choice to make your traveling more pleasant! Also comes with an optional set of cup holders and folding seats. </>
  641.    Nuke Sub                 <007>
  642.       The latest in Germany naval warfare, this gigantic machine can hold a legion of soldiers and is fitted all over with anti-ship and anti-air weaponry of a very powerful class. It’s able to dive into even the deepest parts of Earth’s oceans and sail faster than any modern day boat despite its great size. And of course, it’s complete with several nuclear ICBMs. Mythical destructive power is at your fingertips, 4 rockets in total with each having a few megatons of TNT power. You’ll get them back once every ten years, so use them wisely. Or just blow some Nazi shit up. They’re damn good at that. </>
  643.    Project Whisper Helicopter <007>
  644.       Project Whisper is a Nazi plan to create totally silent helicopters, on both a physical and technological level. It succeeded and several production models have already been made. This is your very own, personalised Whisper Helicopter. It makes no detectable sound to the ear or on any sort of radar, sonar or other detection device. When you’re in it, you doubt even supernatural means can see you coming. The Helicopter’s loaded with the best weapons the Nazi’s have too. A bunch of machine guns and missile launchers, all very powerful stuff. You could just as well use this vehicle as an assassination weapon. </>
  645.    Selena                   <009>  (luxury space yacht)
  646.        A high quality Martian spacecraft. Designed for the use of the Royal Family and other high ranking non-combatants, the Selena is a speedy, spacious and high class spaceship, fast enough to travel between Mars and Earth in a day. It’s got enough room for a royal and her entire retinue as well as highly advanced medical facilities. Advanced enough that they can even keep a single person in suspended animation for a few years, even with fatal wounds inflicted on the person if they can be gotten to the ship in time. The craft is also able to broadcast messages across all frequencies and stations across an entire planet and its surrounding space at once. </>
  647.    Stunted Throne   <009>  (wheelchair with hologram)
  648.       You might be movement impaired or perhaps just lazy, this advanced hover chair will take care of you either way. It’s an incredibly comfy chair, enough that you could easily sleep in it, and it’ll hover a small distance above the ground surface at all times. It can move at a fairly decent pace, effortlessly controllable with a single hand, the speed of a normal human’s full sprint and it’ll never run out of power either. Built into the chair are several hologram projectors that can easily be customised to project any appearance you desire over yourself and the chair. The holograms will automatically adjust to match what actions and movements you take. They are also impossible to detect as fake through technology or other means, though people may still figure out that you are an imposter or fake, just not that you are using holograms to do it. </>
  649. </transport>
  650.  
  651. "<Treasure>" and Wealth
  652.    Funds                <002>
  653.       Start off with 100,000 dollars free, and a slightly larger amount in material assets related to their business or whatever else it is that they do with their powers. </>
  654.    Money​​          ​ <012>
  655.      You’ve​ ​got​ ​enough​ ​money​ ​to​ ​live​ ​comfortably​ ​for​ ​the​ ​whole​ ​decade​ ​you’re​ ​here,​ ​or​ ​live​ ​in​ ​luxury for​ ​a​ ​year. </>
  656.    Nazi Gold            <007>
  657.       A sack of Nazi gold. Looted and smelted from countless stolen objects and lands. It’s worth a fortune and it can even be in a shape of your choice. A few gold bars is the default but a golden chalice, a golden sword, even a golden miniature replica of yourself. Every purchase will get you another few gold bars worth of Nazi gold. </>
  658.    Ryo x5               <003>
  659.       Ryo, enough to buy a dirt farmers village or equate to a small fortune. Nobles get x5 free </>
  660.    Wallet               <free>
  661.       A belt pouch containing 50 gold pieces.</>
  662.       </Treasure>
  663.  
  664. <warmachines>
  665.    Kataphrakt  (Martian Mecha) <009> (Soltantis)
  666.         http://aldnoahzero.wikia.com/wiki/Kataphrakt
  667.    Base Frame <>
  668.       All origins receive one free Kataphrakt. Child Soldiers and United Earth Soldiers receive a Terran Kataphrakt for free while Knight of Mars and Royalty receive one Martian Kataphrakt for free. Defectors may choose either but must pay a 100CP cost to choose a Martian Kataphrakt.
  669.       Martian Kataphrakt are generally all unique models. They can range from tall, spindly things like out of The War of the Worlds to huge, bulky crustacean like machines. Overall, they blow any Terran machine out of the water in terms of firepower, speed, durability and so on, though certain models sacrifice these advantages for an even more powerful special ability. They are all powered by an Aldnoah Drive, which they receive for free, and may be shaped to your choosing at purchasing. They range from 13 meters to just over 30 meters tall.</>
  670.    Aldnoah Drive    <>
  671.        The source of power for all Martian Kataphrakt. Far greater than any fuel found on Earth, artificial or not, this generator powers your machine to incredible heights and for incredible lengths of time. You have received a personal Activation Factor for this machine alone, allowing you to activate or deactivate it as you will, though royal family members can still force the drive to deactivate. This option is free for those who take the Base Frame (Martian) option and costs 200CP for those who choose the Base Frame (Earth) option or the Import option. You must take this option to buy form the Aldnoah section below. </>
  672.    Plasma Beams         <>
  673.        (As seen on Solis)
  674.        Your machine gains two extremely powerful beam emitters on each side of its face or body. These beams are both extremely long range, able to accurately hit objects in orbit from the ground, as well as extremely destructive, slicing through anything less than a Martian Kataphrakt in an instant. The beams can also be modulated to be wider or thinner, with the heat and power increasing or decreasing as they do so. It can even potentially cover whole battleships with a single beam. </>
  675.    Don’t Call Them Yoyos <>
  676.       (Unless you prefer that to Electromagnetic Bobbins )
  677.       (As seen on Octantis)
  678.       Your Kataphrakt is now armed with two metal spinners, wrapped with an extremely long wire capable of cutting straight through Kataphrakt, asteroids or entire space bases. They are definitely not just yoyos but are used in a very similar, if extremely deadly, manner. They can even be spun around vertically in front of the wielder to form a shield of sorts and block incoming bullets. </></>
  679.       (Import/Alt) Frame Gear <012>
  680.          A​ ​giant​ ​magitech​ ​mecha.​ ​Made​ ​by​ ​Regina​ ​Babylon​ ​5000​ ​years​ ​ago​ ​to​ ​help​ ​fight​ ​against​ ​an invading​ ​threat​ ​known​ ​as​ ​the​ ​Phrase​ ​from​ ​way​ ​back​ ​when.​ ​Said​ ​threat​ ​might​ ​be​ ​showing​ ​up​ ​in the​ ​coming​ ​years,​ ​but​ ​you​ ​probably​ ​don’t​ ​need​ ​to​ ​worry​ ​too​ ​much​ ​about​ ​it.​ ​As​ ​for​ ​the​ ​mecha itself,​ ​well​ ​…​ ​it’s​ ​pretty​ ​fucking​ ​awesome.​ ​And​ ​as​ ​far​ ​as​ ​sheer​ ​personal​ ​power​ ​goes​ ​it’s​ ​the mightiest​ ​weapon​ ​in​ ​the​ ​world​ ​short​ ​of​ ​the​ ​gods​ ​and​ ​the​ ​nebulous​ ​threat​ ​they​ ​were​ ​originally designed​ ​to​ ​fight.
  681.          Buying​ ​this​ ​option​ ​gives​ ​you​ ​the​ ​needed​ ​skill​ ​to​ ​pilot​ ​it,​ ​and​ ​a​ ​bay​ ​in​ ​your​ ​warehouse​ ​for servicing​ ​and​ ​repairing​ ​it.​ ​You​ ​can​ ​summon​ ​it​ ​to​ ​your​ ​person,​ ​appearing​ ​inside​ ​the​ ​cockpit, whenever​ ​you​ ​want​ ​and​ ​send​ ​it​ ​right​ ​back​ ​when​ ​you’re​ ​done​ ​with​ ​it.​ ​If​ ​it’s​ ​destroyed​ ​it’ll​ ​show​ ​up in​ ​its​ ​bay​ ​in​ ​a​ ​week.​ ​It​ ​remembers​ ​upgrades.​ ​You​ ​may​ ​import​ ​a​ ​mecha​ ​you​ ​already​ ​have​ ​to​ ​gain these​ ​properties​ ​and​ ​altform​ ​at​ ​no​ ​additional​ ​cost.</>
  682.    Nuke Sub                 <007>
  683.       The latest in Germany naval warfare, this gigantic machine can hold a legion of soldiers and is fitted all over with anti-ship and anti-air weaponry of a very powerful class. It’s able to dive into even the deepest parts of Earth’s oceans and sail faster than any modern day boat despite its great size. And of course, it’s complete with several nuclear ICBMs. Mythical destructive power is at your fingertips, 4 rockets in total with each having a few megatons of TNT power. You’ll get them back once every ten years, so use them wisely. Or just blow some Nazi shit up. They’re damn good at that. </>
  684.    Project Whisper Helicopter- <007>
  685.       Project Whisper is a Nazi plan to create totally silent helicopters, on both a physical and technological level. It succeeded and several production models have already been made. This is your very own, personalised Whisper Helicopter. It makes no detectable sound to the ear or on any sort of radar, sonar or other detection device. When you’re in it, you doubt even supernatural means can see you coming. The Helicopter’s loaded with the best weapons the Nazi’s have too. A bunch of machine guns and missile launchers, all very powerful stuff. You could just as well use this vehicle as an assassination weapon. </>
  686. </warmachines>
  687.  
  688. <weapons>
  689.    Friendly's Pistol    <001>
  690.       No, not “A” friendly pistol, “Friendly's” Pistol. A Type 90 Double Barrel Flare Pistol. It's been modified to fire off 28mm shotgun shells and, somehow, NOT absolutely break your wrist when you use it. Comes with a belt of spare shells that replenish each day. (For reference, that is less than 2 mm shy of being a 3 gauge.)</>
  691.       (imported int0) The Crotchshot Pistol <008>
  692.         Getting shot by this gun always hurts atleast as much as it would hurt a normal human to be shot by a normal pistol. Even if it doesn't do any actual damage, or the target would normally be incapable of feeling pain. If you ever wanted to shoot an alien god in his Familienjuwelen, this is the gun for you. And of course you may also give this property to a gun of your own instead.</>  
  693.    Glowrod              <001>
  694.       The standard issue police baton of 2032. With a push of the button, it will give off an electric pulse that safely knocks a person unconscious upon physical contact. If you charge it up, you can send the electrical charge surging through a shallow pool of water with enough energy to throw anyone standing in it a few feet.</>
  695.    Judas Armory         <011>
  696.       They say that there is a bullet for everyone. There is even a bullet for Jesus, and this would be the bullet you would use for the job. Made from a composite metal recovered from the Chitauri Invasion, it’s invisible to metal detectors and eliminates forensic evidence. How does it do this? By burrowing into its target before exploding like a grenade. It’s also able to pierce the skin of those whose durability is on par with battle tanks, which is sure to be a draw. With this purchase, you have a few crates full of guns equipped with these bullets and the means to create more. </>
  697.    Mjolnir                  <008>
  698.       Carried by mighty Thor, this hammer is a weapon fit for a god. Merely wielding it and channelling your power through it is enough to enhance any divine abilities you posses, and it can even create portals to future times. This one may even be shrunk to a size that a mere mortal may wield it, or have it's power be gifted instead to a melee weapon of your own. But be warned: It may accidentally create such a portal when smashing someone, sending them to the future instead of destroying them. And while casting people to the future is easy enough, sending them back in time is beyond this hammer. </>  
  699.    VAD PP30 x2          <004> (Grifter's guns)
  700.        A custom made semi-automatic particle-pulse handgun with an UV/IR laser targeting system and advanced optical scope. Adjustable damage settings range from stun to armor piercing. Comes with a case of ammunition in your warehouse that is resupplied daily. Should the VAD PP30 itself be lost or destroyed, a new copy will appear in your warehouse on the following day.
  701.        from wiki:During his early days as a SpecWar operative and then as an I/O agent, Grifter has used a wide variety of weaponry, ranging from specialized military firearms to exotic covert ones. Since joining the WILDC.A.T.S, however, his weapon of choice has been this "boutique" handgun. Grifter carries a semi-pulse weapon custom made for him by HALO, Inc.'s Vulcan Arms Division. It fires 44mm explosive pulse packs with deadly accuracy. By adjusting the CPC (Catalytic Particle Converter), Grrifter's fire power can range from stun blasts to devastating armor piercing shots.
  702.        Caliber: 44mm
  703.        Capacity: 30 rds.
  704.        Barrel length: 4 inches
  705.        Overall length: 8 inches
  706.        Weight: 14 ounces
  707.        Single action particle pulse projectile system
  708.        Hi-Tension squeexe-cocker mechanism</>
  709.        (Imported into) Gun <008>
  710.            ...or maybe you already have a favorite you'd like to bring in. Whatever it is, you'll be able to keep shooting it without a care in the world. </>
  711. </weapons>
  712.  
  713. </items>
  714. =========================================
  715. <loot> (Primarily kept in the infinite warehouse on the Flying Island [I012])
  716.    <Shen-Gong-Wu>
  717.    http://xiaolinpedia.wikia.com/wiki/Shen_Gong_Wu
  718.    Actually copies of all the Shen-Gong-Wu, I left the originals with the Xiaolin Warriors and made dupes after studying them.</>
  719. </loot>
  720. =========================================
  721.  
  722.  
  723. Appendix <A>    Rehab Program Skills Implanted
  724.   -How to bypass Security Systems, modern and historical.
  725.   -Over-the-Top computer hacking, emphasis on physical security and theft.
  726.   -Practical Anarchist's Cookbook chenmistry and tinkering skills with The Poorman's James Bond supplement.
  727.   -certification level care, maintenence, and operation of all common weapons and vehicles from bronze age through  2038 AD. (Demolition Man timeline)
  728.   -Four no-frills combat styles
  729.   -Field medical  service training.
  730.   -Language Pack   (English, Korean, Japanese, Mandarin, Cantonese, Hindi, Russian, French, German, Italian, Spanish, Arabic)
  731.   -Equestrian skills
  732.   -master chef
  733. </>
  734. Appendix <B>    Apparition
  735. A record of the properties of the Thanatos Manifestation
  736.   -beyond peak human physical capabilities,
  737.      can run 200 kilometers per hour
  738.      destroy a 20 ton brick wall with a single punch.
  739.      able to ignore small calibre munitions
  740.      practically endless stamina
  741.   -capable of being intangible
  742.   - <ninja> nonsense
  743.      A steady diet of assassins with mystic techniques have bestowed the equivilant of the following perk:
  744.        Mad ninja skills
  745.        Some ninja are defined by their supernatural enhancement or special technique. You might to but when the cards are down and the fat lady sings you know that your steel will see you through. Small weapons in addition to any melee weapons you know how to use become supernaturally deadly in your hands. Pierce through a man in full plate armor with your kunai, cleave a man’s sword in twain and him with it in a single swing, deflect bullets from the guy that just shot at you, and bury senbon deep in rock with a precise throw. All of these thing and more are within your grasp.</>
  746.   - invisibility and silence toggles
  747.   - ability to shapeshift into an complex lifeform of attainable mass it has touched
  748.   - physical attacks have a chance of causing poison, sleep, confusion, blindness, or petrify  status effects in foes.  
  749.   - Skills gained from killing thousands of retro-futuretech ((I007)) Nazi soldiers, officers, and scientists
  750.   - A bushel basket full of innate spellcasting and special abilities were gained while roaming Undermountain  in NWN
  751. </>
  752. Appendix <C>    Johnny Silver
  753. Seven beautifully crafted androids who are recreated and left in each world to become the legend of Johnny Silver. (They started at the level of MCU Vision and got tricked out from there.)
  754. Their mission is to protect/assist/avenge children who are in unfair situations.
  755. If one is destroyed or trapped, it will completely destruct without a trace. Unless all seven are destroyed, they will recreate up to a full roster within twenty-four hours.
  756. </>
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