Jump Stuff

BODY MOD RECORD

  • Build: Light
  • Body Type: Athlete
  • Strength 0
  • Endurance 0
  • Speed 2: Run at a constant 15mph
  • Dexterity 2: Basic Parkour
  • Appeal 3: No Acne, Hair is Clean, has volume, oil and grease resistant, no wrinkles or scars.
  • Shape 2: No extraneous Body fat, remainder is evenly distributed, premium leg/torso ratio, with long coltish legs
  • Sense 1: 20/20 vision with similar values across the board [Awareness]
  • Flexibility 1:
  • Metavore: Retain physically fit body and appearance regardless of diet as long as not malnourished
  • Evercleansed: natural ability to repel filth and mud, No BO. Always shower Fresh.

FORMStumblr_npch67astg1rqat58o1_1280

  • Form 0: Caucasian Human Female {Body Mod} 4’10”, 90 lbs.
  • Form 1: Pokemon Trainer, Japanese Female Human {Pokemon} “Esu-Chan”
  • Form 2: Conduit & Personal Trainer, Half-African-American Female Human {Infamous} “Sidney Jasko”
  • Form 3: Infernape Female Rescuer {PMD} (3’11” / 1.2m, 121.3lbs / 55kg) “Cindy”
  • Form 4: Asari Infiltrator / Spectre {Mass Effect} “Sara Jo’Nas”
  • Form 5: Witch, Pureblood British Human Female {Harry Potter} “Sylvia Jade”
  • Form 6: Polar Bear Animagus {Harry Potter} “Svetlana”
  • Form 7: Argonian Female Mercenary {TES} “Siso Jun”
  • Form 8: Vulcan Female Doctor / Scientist {ST:TOS}  “S’Janus”
  • Form 9: Chinese Amazon Female Martial Artist, 4’10” Slender {Ranma} “Soap-chan”
  • Form 10: Chinese Amazon Male Martial Artist: 6’6” Muscular {Ranma} “Soap-kun”
  • Form 11: Caucasian Human Female {Bastion}
  • Form 12: Anthro Lynx Female {Swat Kats} “Dr. Snowjaegger”
  • Form 13: Detective, Estonian Human Female {Great Detective}
  • Form 14: Cherokee Human Female {MMPR]
  • Form 15: Caucasian Human Female {Buffy}
  • Form 16: Female Clone of “The Joy” {MGS}
  • Form 17: Human Female {Mother}
  • Form 18: Human Female {KLK}
  • Form 19: Endorian Elf Female {LOTR}
  • Form 20: Cetra Female {FF7}
  • Form 21: Water Tribesman Female {Avatar TLA} “Sukinuk”, Blind, Scarred
  • Form 22: Fire Nation Female {Avatar LoK}
  • Form 23: Magi GodQueen {CIV}
  • Form 24: Human {GZA}
  • Form 25: Human {Disney}
  • Form 26: Human {SamJack}
  • Form 27: Human {ASOIAF}
  • Form 28: Human {Scooby}
  • Form 29: Ferret Faunus {RWBY} “Silver Jade”, Pointy Teeth, Claws, Fluffy Tail, Night Vision
  • Form 30: Ferret Tengu {Touhou} Power Nap, Exhausted Flop, That looked painful, Shake it Off, Bendy Bendy, Blank Stare
  • Form 31: Human {Fairy Tail}
  • Form 32: Pagan Goddess {Supernatural} “Skadi”
  • Form 33: Loli Form {Railgun}
  • Form 34: African American Female Human {They Live} 6’6″ Dark skin, very buff “Sunny James”
  • Form 35: Shiny Infernape {West Wing}
  • Form 36: Human {Alan Wake}
  • Form 37: Human {Psychonauts}
  • Form 38: Symbeline the Otter {Redwall} Ottersized
  • Form 39: Symbeline the Otter {Redwall} Mansized
  • Form 40: Maskador {Bleach}
  • Form 41: Spirit Form {Demon’s Souls} Invisible to mortals, partially intangible.
  • Form 42: Aleran {Codex Alera}
  • Form 43: Cursed Child {Black Bullet}
  • Form 44: Asgardian Supersoldier {MCU}
  • Form 45: Hydeland Elf {Dragon’s Crown} Fast, Precise, ultimately lethal. Strength B, Constitution C, Intelligence B, Magic Resistance C, Dexterity A, Luck A.
  • Form 46: Romagnan Witch {Strike Witches}
  • Form 47: Human {Gargoyles}
  • Form 48: Terriswoman Steward {Mistborn}
  • Form 49: Dragon Knight {DivDraCom} A Half-Dragon Human. As a Dragon Knight your lifespan is much longer than it would otherwise be.
  • Form 50: Zephyr Dragon {DivDraCom} Proud and highly gifted, Zephyr Dragons try to avoid overtly physical confrontations. Their natural powers tend towards support. While in this form you have a considerable passive health regeneration (while not in combat), the ability to shoot fireballs and (obviously) flight. While in other forms you do not retain your regeneration or flight but can continue to use Dragon Skills unless explicitly stated.
  • Form 51: Kaiju-Hybrid {Pacific Rim} A Female Inuit Human form with blue Kaiju Blood. Kawasaki Glass / Sapper Mason.
  • Form 52: Hybrid-Kaiju {Pacific Rim} A Category 4 or 5 sized Kaiju (450 Long), possessing extraordinary strength, toughness, and speed for a Category III.  Pressure resistance equal to the ocean floor. All physical abilities scale in this form.  Takes the form of a massive sea serpent with a horn on its head. It has rough gray skin, blue bioluminescent markings, and innards.
    • Might, Speed, Toughness: Hit harder, move faster, tank more damage than a typical Category III Kaiju. Able to easily shrug off most punches from a Jaeger.
    • Iron Skin: Everything besides my eyes is encased in a metal-like layer of flesh. Even nuclear weapons merely piss me off.
    • Invisibility: The ability to rapidly change colors to blend in with my surroundings.
    • Wings: Big and strong enough to fly into Low Earth Orbit.
    • Sonic Wave: the ability to release a sonic attack capable of damaging Jaegers and disorienting the crew.
  • Form 53: Cainite Vampire {VtM:B} of the Toreador Clan, Mixed Race American. 7’4″ 540 lbs.  “Salty Jones”
    • Sixth Generation Vampirism
    • Blood Bond, Embrace, Blood Buff
    • Disciplines: Celerity 7, Presence 7, Auspex 7, Protean 6, Dementation 6, Thaumaturgy 5, Obfuscate 6, Animalism 5, Fortitude 4, Potence 4, Dominate 5, Vicissitude 3, Obtenebration 4, Quietus 3, Necromancy 4, Obeah 3, and Temporis 5
  • Form 54: Juraian Noble {Tenchi}  “Sada Jomei” daughter of Shigeru Jomei, Oyabun of the Jomei Clan of Juraian space ninjas / Yakuza.

SKILLS & ABILITIES

  • Pokemon Jump
    • Physical Fitness: Health and Strength near Captain America Level.[Health] [Strength] [Toughness] (P)
    • Freerunning: Top Tier Acrobatics Skill / Physicality [Coordination] [Agility] (P)
    • Savant: Perfect Memory, Mental Calculator, Enhanced Spatial Awareness, Absolutely Deadly Aim. [Awareness] [Aim] [Memory] [Processing] (M)
  • Infamous Jump
    • Cryokinesis: Control over cold and ice generation. Recharges with contact with cold water.
    • Strength: Bench press a car! [Strength]
    • Durability: Take a bullet. Or ten. Enough damage will still kill you. [Toughness]
    • Stamina: You can run without stopping for most of a day. [Stamina]
    • Regen: You can heal from most non-lethal wounds in seconds. [Regeneration]
    • Toggle: Mentally turn off your Conduit powers at will. [Power]
    • Focus: Slow down time perception to 10% of normal. Lasts up to 60 seconds, 5 minute recharge. [Awareness]
    • Analytics: Improves situational awareness / perception. Keep track of everything while in a fight. [Awareness]
  • Pokemon Mystery Dungeon Jump
    • Pokeglot: You can talk to Pokemon! [Linguistics] (F)
    • Pokeform: You can use your Pokemoves in human form and get half the boosted strength, endurance, speed, and dexterity. You don’t die in Pokemon Form. [Agility][Stamina][Strength][Speed][Coordination][Health][Toughness]
    • Fire / Fighting Type:  [Hand-2-Hand][Fire]
    • Blaze Ability: Below 25% health, my fire attacks deal double damage. [Boost]
    • Iron Fist Ability:  Base power of my punches increases by 20% [Hand-2-Hand]
    • Fire Punch / Flamethrower: Sheaths my hands in fire for melee or range [Attack]
    • Mach Punch: Punch at blinding speed. [Attack]
    • Counter: Counters and reflects Normal and Fighting moves for x2 damage.[Attack]
    • Swords Dance: boosts the user’s attack strength. [Boost]
    • All-Terrain Hiker: Walk on water, lava, unstable ground, clouds [Power]
    • Multitalented: Your Endurance is enhanced. need 4 hours of sleep. [Stamina][Sleep]
  • Mass Effect Jump
    • Infiltrator Training: Stealth saboteur and sharpshooter training. [Aim] [Stealth] (S)
    • Tongue of the Shepard: Convince other people to put a gun to their head and pull the trigger. [Charisma]
    • Basic Asari Biotics: Mostly Pulling and some basic mind to mind stuff while in direct contact. [Telekinesis][Telepathy]
  • Harry Potter Jump
    • Magical Studies: Hogwarts Graduate.[Magic] [Anti-Magic] [Alchemy] (X)
    • Trained Animagus (Bear), Trained in Unvoiced Spells.
    • Great Cunning: Natural social manipulator, a sense for danger & how far to push. [Charisma]
    • Clean Blooded: always free from illnesses and diseases. [Power]
    • Dedicated: Study for a long periods without getting bored. [Learning][Willpower]
    • Occlumency: Mental defenses against Possession & Mind Reading [Willpower][Power][Mental Defenses]
    • Setup Wizard: Melding technology and magic.  [Creativity]
  • The Elder Scrolls Jump
    • Mercenary Training: [Toughness] [Archery] (S)
  • Star Trek TOS Jump
    • Medical Training: Starfleet Medical Training [Medical] [Med-Tech] (S)
    • Scientific Studies: Starfleet Medical Xenology [Bio-Sciences] (S)
    • Practical Engineering: Starfleet Engineering [Engineering] (T)
    • Scientific Mind: intuitive grasp of the sciences [Learning] (M)
    • Highly Logical: Extreme Emotional Control. [Restraint] [Willpower] (M)
    • Treknobabbler: Extreme technical creativity verging on reality warping. [Creativity] [Reality Bending]
  • Ranma 1/2 Jump
    • Amazon Durability: “Take a Hit” [Toughness]
    • Hidden Weapon Space: hide almost anything undetectably [Ability]
    • Martial Acrobatics: Be the Superball [Agility]
    • Copycat Technique: copy and learn any technique you see someone else perform, be it magical, martial arts, or even mundane things.
      • Copied: Anything Goes Martial Arts, Hiryu Shoten Ha, Shishi Hokodan, Moko Takabisha, Hapo Daikarin, Bakusai Tenketsu, Chestnut Fist
    • Cat Fist Technique: Strength, speed and ki-claws [Attack]
  • Bastion Jump
    • Ura Flash Steps: {Copycatted} [Speed]
    • Dulcet Tones: The Voice of Exposition [Fluff]
    • Just Foolin: Deus Ex Fall Prevention [Passive Defense]
    • Build that Wall: {Bastion} Understanding of Mantic Technology, Understanding of basic construction techniques, Understanding of Burstone based technology. [Engineering]
    • Dig My Hole: {Bastion} Freedom from Claustrophobia, Dim Light Vision. Ability to dig through rock and stone with bare hands and dig 5x more efficiently with tools. [Sensory]
    • Stone Feel: {Bastion} Instinctive ability to avoid unstable ground, gas pockets, & other mining related dangers. Ability sense buried valuables, be they minerals, gems, or buried treasure. [Sensory]
    • The Stone Remembers: {Bastion} Ability to find Fragments any time anything is destroyed, and to use them to reconstructed what was destroyed. [Passive]
    • Spirited: {Bastion} Extreme ability to handle alcoholic beverages, as well as benefit from up to ten Spirits / Potion buffs at once. Working knowledge of how to craft Caelondian Spirits. [Alchemy]
  • Swat Kats Jump
    • Grunt Work: {Swat Kats} “You gain the ability to recruit minions and toadies more easily, whether from the dregs of society or when I’m gunning down their boss in front of them.” [Charisma]
    • Crazy Theme – The Law: {Swat Kats} Learning legal systems is cakewalk and manipulating them so much more so. I have become competent at crafting schemes with little legal risk… at least for me. As a bonus, i am also capable of understanding the ins and outs of any legal system I come across, and have a much easier time swinging people in positions of authority to my side. I have grown more charismatic, more powerful-looking. All who see me will know I are… er… am… the Law. [Law]
  • Great Detective Jump
    • Consulting Detective Training: {Great Detective} Deduction may not be your day job, but it is your second life. People come to you with tall tales, problems, mysteries… and you solve them. Sometimes they pay… sometimes they owe you one. Expect weirdos.” [Processing]
    • Got It Memorized: {Great Detective} There’s no need to tell you twice, a good look will have things firmly embedded and your memory storage is enhanced. Comes with options to delete data. [Memory][Awareness]
    • The Look: {Great Detective} The ultimate eye in single glance analysis, tell spotting and targeting. Muscle Reading, the ability to read even the most subtle of tells and clues of facial musculature. This is limited by my knowledge base, of course, and is not true mind reading, but it’s close. Post-jump, this will allow me to “focus” and fine tune my gaze for specifics. [Awareness]
    • Mental Palaces: {Great Detective} Mental Crime Scene Reconstruction and the last word in mind and memory. Can be used to run combat simulations or practices speeches. Drastically boosts my mental storage capacity. Post-Jump, it will allow me to pull a person into my head for up to a day, once a day. Time Freezes during that period, 24 hours [Memory][Processing]
    • Labyrinth of Dreams: {—} the section of the Mental Palace where the subconscious and dreams are. Lies under the Palace Halls. {Dreams}
    • Just Between You and Me: {Great Detective} Why does everyone keep telling me secrets? Do I have that kind of face? People seem more likely to tell me things in confidence, even normally tightlipped villains can’t help but spill to me. [Charisma]
  • Acoustics: {MMPR} You are incredibly skilled with an instrument of your choice (flute) and can project your voice or sound from instruments over incredible distances. Doesn’t boost the volume, just the clear carry distance. [Music][Singing] 
  • No Nation We Inhabit: {MGS} “You pick up new languages twice as fast and have an innate talent for cryptology. This also affects computer languages.” [Learning]
  • Signature Weapon (Bambetov SV): {MGS} a Semi-automatic sniper rifle, uses existing components to reduce cost and ease repair. Provides effective long-range fire without sacrificing speed. Comes with experience with this weapon as if I had trained in their use since childhood and allows me to easily produce and customize ammo for it in my warehouse. [Combat]
  • Signature Weapon (Water Gun): {MGS} The refilling port has been finely calibrated, allowing for easy access and a smooth draw of water into the internal tank. The transparent body is made of reinforced plastic, the water nozzle is tightened for more precision and the pump mechanism is pumped automatically with each slight pull of the trigger. In addition, the pump mechanism has been mated to the frame for a precise, tight fit, with the frame itself having been laser measured and scraped down multiple times, for maximum precision and accuracy. A rougher texture has been added to the grip to avoid slippage due to water, and the trigger guard’s been adjusted for a higher grip. This expertly crafted water toy, designed for children of ages 3 and up, has an effective range of 30 feet and allows 20 squirts before refilling is required. Comes with experience with this weapon as if I had trained in their use since childhood and allows me to easily produce and customize ammo for it in my warehouse. Typically loaded with boiled down Jusenkyo Girl-Curse Water. [Combat]
  • Signature Weapon (Stun Knife): {MGS} It’s a knife, it’s a stun gun, it’s both! Battery auto-recharges, keeps an edge with relatively little maintenance. Comes with experience with this weapon as if I had trained in its use since childhood. [Combat]
  • CQC: {MGS} A martial art for the modern age developed by The Boss and Naked Snake, and I’ve managed to achieve true mastery. My skill and spatial awareness has reached the point where I can floor a 4-man fireteam before they can even react. [Hand-2-Hand][Awareness]
  • Cyborg Neural Upgrade: {MGR} your brain works far faster, due to nerve fibers being enhanced by blending them with cyborg tech to create more Carbon Nanotube Cells. [Processing]
  • Marksman: {MGR} With Marksman, you can hit things with a gun reliably and accurately. At least enough to not get killed in conventional warfare. Marksman also makes it so your accuracy never wanes due to stress, orientation, or environmental activity, save for natural disasters and the like. [Firearms]
  • Master Swordsman: {MGR} makes you a master of your prefered weapon style, allowing you to strike with unnatural speed and precision. You can perform almost supernatural feats with it, and while others claim to have mastered it, your weapon only truly comes alive in your hands. So long as your weapon is within reach, you’ll have no problem defeating most people in a one-on-one fight, even if they are a cyborg and you aren’t. [Melee]
  • HF Blade Training: {MGR} That allows you to block bullets and cut through objects with ease. Doesn’t mean shit in an actual sword fight, but you can cut through peasants with guns. Only works with an HF Blade. [Melee][Power]
  • Cut at Will: {MGR} which allows you to cut only what you want to cut and make sure it falls apart only when you want it to. That is, assuming you can cut it. This applies to explosions, collapses, or similar effects as well. [Melee][Power]
  • Dangerous Guy: {Mother} You’re a natural at using everyday items as weapons, like baseball bats and frying pans. Hardly anyone can smash like you. As a plus, you’re pretty good at sports and yo-yo tricks. [Melee][Sports]
  • Forestry: {LOTR} You have experience out in the woods. Hunting, tracking, and trapping are second nature to you, and you can move quickly and quietly even over broken ground. [Survival][Stealth]
  • Elven Forestry: {LOTR} You are trained, not in the ways of hunting and gathering but in the mystical arts of the forest. You know how to find and use magical plants such as Athelas, and in times of great hardship can call upon the spirits of nature for aid. [Stealth][Survival][Power]
  • Elven Grace: {LOTR} You possess the famed grace and skill of the Elves of Middle Earth. Your movements are a bit more graceful, your music a bit more pleasing, and your voice a bit more soothing. You are more effective in diplomacy, are gifted in artistic endeavors, and your dexterity and balance are improved. [Coordination][Creativity][Charisma][Appearance][Art]
  • Elven Enchantment: {LOTR} You can enchant objects, if you pour energy into them as they are created. Some of your enchantments are useful in battle, such as swords that never dull and bows that always strike true, but most are simply to ease the life of the wearer, such as cloaks that weigh nothing and aid in hiding and water-flasks that never leak. You may also perform great workings, such as the creation of hidden doorways, given time. [Enchanting]
  • Blood of Kings: {LOTR} The blood of kings flows through your veins. Your leadership skills and charisma are off the charts; convincing total strangers to follow you into certain death is as easy as drinking a glass of water. Further, certain death isn’t all that certain when you’re in charge; you have a great mastery of tactics and strategy, and the blood of kings enhances your lifespan and retards your aging. [Charisma][Warfare][Health]
  • Horsemanship: {LOTR} An excellent horseman, you will never be thrown from the saddle. You can ride a trained mount even in battle with no trouble, and a horse you have bonded with can be ridden bareback and even in the most extreme situations. This blends with other skills; if you are an Archer, you can now fire a bow accurately at a gallop, and a Forester can take horses through the densest forests without them balking or leaving a trace. [Movement]
  • Trained Commando: {ATLA} There’s a war going on, and you’re ready to fight in it. Pick a single area of military specialization, ranging from rank-and-file soldier to naval officer to commando – you gain a lifetime of experience in that field, understanding it as if you enlisted as soon as you could walk. Regardless of your specialty, you also gain military-level combat experience, sufficient to easily defeat an entire gang of armed rabble without similar training. [Stealth][Hand-2-Hand][Melee][Warfare]
  • Art of War: {ATLA} Creativity, versatility, intelligence – those are the traits which define a great warrior, and you have them in spades. At a glance, you take in the world around you,instantly understanding the lay of the land and how to make it do the work for you. Any weaknesses your opponents have become readily apparent, and you can quickly figure out how to take advantage of them, while shoring up your own. Any weapon you hold becomes an extension of your own body, your mind open to the endless possibilities for its use. Just work on your technique, and soon, you’ll take on armies single handedly. [Warfare] [Awareness] [Melee] [Processing] [Creativity]
  • Chi Blocking: Learned from Ty Lee. A natural energy known as chi exists within all living organisms in this world, and you know the location of critical points on the human body that allow chi to flow. You’ve learned to utilize this knowledge during combat to temporarily paralyze foes and disable other people’s bending. [Hand-2-Hand]
  • Realm of Myth: {CIV} You and your chosen people are greater, grander than others, granting mythic grandeur… bearing, health, and beauty to myself and all I lead, be it my civilization, an organization, or just my companions and I. It also makes legendary feats possible for me, such as wrestling the wind or sparring for twenty days and nights without food or rest, tickling a river or seducing stone. Over time, I should be able to imbue this trait into my chosen ones, though usually only in my presence. Those affected gradually become grander, larger-than-life, and serve as an inspiration for all kinds of tall tales and myths. [Health][Appearance][Fluff]
  • Martial Culture: {CIV} Discipline radiates from every defensive wall and the hearts of all who belong to my Civilization. Those who follow me or who are loyal to my cause gain a soldier’s bearing and commitment to their cause that fits seamlessly with their lives… they become more professional and dedicated than before, but no less themselves… and as an added benefit, physical training for myself and those who follow me becomes twice as effective, ensuring that everyone is acting at peak performance. [Learning][Fluff][Charisma]
  • Art of War: {CIV} Yours is a culture that has master warfare, encapsulating its platonic concepts into an almost always applicable omnibus. In war or combat, you and the forces you lead are never surprised. Further, you may convey a complicated tactical or strategic directive in the span of a few words, usually as some effortlessly quotable phrase. Men and Women under your aegis are objective about their own strengths and weaknesses, with an intuitive understanding of how their comrades compare. The best person for the job will confidently volunteer themself and their unit will recognize his capability. Those with lesser capability will have their feelings of envy and inadequacy transformed into a desire for self-improvement, and those with greater capacity will have those feelings of superiority and pride transformed into a desire to instruct. [Warfare][Charisma][Fluff]
  • Magi Civilization: {CIV} You can find ruins of your civilization on almost any other world you visit, even other planets in the same ‘verse. You could find ancient artifacts, magical talismans, lost technology, and more. You won’t know where any of it is and it won’t be guaranteed useful, but it’s always worth looking. You also gain an embassy to your Civilization in every national capital or similar. It is a building full of your culture, and can be the seed to start your Civilization all over again. You might not have time though. [Fluff]
  • Hard Worker: {Avatar LOK} You can complete any menial task with a smile on your face. Boredom just doesn’t affect you when you’re working; you can always find something to keep your mind occupied and make time move faster whenever you’re doing what should be an idiotic, mind numbing job. [Restraint]
  • Warfare & Science Methodologies: {CIV} Those who follow me excel in Combat Techniques, Strategy, & Tactics, as well as the pursuit of ever greater heights of research and technology. [Fluff]
  • Repairman: {GZA} You’ve got great skill working with your hands. Basic Woodwork and metalwork are easily within your grasp. [Mechanic]
  • Vehicular skills: {GZA}Vehicular Skills not only makes me great behind the wheel but makes me a frankly amazing mechanic. The power to avoid any avoidable accident will probably be more useful, in the long run, than the ability to upgrade vehicles into mobile death machines. [Power][Driving][Mechanic]
  • Master of the Craft (Glassmaking): {GZA} makes me THE master of Glassmaking. Sure, as a true master craftsman, it says I’m sure to impress others with my work, but that’s less important to me than just… being good at something. [Glassmaking]
  • Computer Hacking: {SamJack} Top Tier Knowledge of computer systems. You can break past security programs, steal digitized information, and take over automated machines with ease. [Practical] [Computers]
  • Gregarious: {ASOIAF} You are significantly more charming, making friends easily and, most remarkably, gaining the uncanny ability of turning defeated enemies into very loyal allies and supporters. [Power] [Charisma]
  • Schemer: {ASOIAF} make me a talented schemer and plotter, giving me an easy understanding of how people are moved and ways to subtly move them. It will give me a keen insight into the ambitions of others. [Charisma][Awareness][Villainy]
  • Intellectual: {RWBY} Allows me to turn all-nighters into coffee breaks, cramming massive study sessions into a few minutes. [Learning]
  • High Stakes Fighter: {Buffy} You have at least a theoretical knowledge of jujutsu and aikido, but when it comes to combat you have a general aptitude for punching people in the face with a style all your own. [Hand-2-Hand]
  • Doll Maker of Bucuresti: {Touhou} makes me an indisputable genius in terms of mathematics and science in a realm ruled by magic. My abilities with technology and engineering is so great that I am able to adapt to handling, repairing, modifying, and even reverse-engineering completely foreign devices I have little to no background on. My connection with both practical technology and magic allows me to unlock the secrets to true magitech, given enough time. **
  • Anything You Want to Talk About?: {West Wing} you are a gifted journalist and political writer, able to ask the tough questions while entertaining your readers. You have about the same level of skill as a graduate from a top college, but you’ll still have to learn on your feet. You become skilled at picking up bits of political news and gossip, and can call out misinformation with a reasonable degree of success. **
  • Lucid Moments: {West Wing} You may not command the same respect as other major political players in a heated debate, or they may have decades of experience that you lack, but that doesn’t mean you can’t hold your own. You can get your point across using philosophy or history rather than polling data and political clout, and can defeat the likes of Leo McGarry in private debate. Enjoy watching the shock on your opponent’s face as you destroy his argument by waxing philosophical about the nuclear arms race. **
  • Jack of All Trades: {West Wing} One day you’re briefing the press, the next you’re caring for a wild turkey. This skill gives you the ability to roll with the punches, learning enough on the go to avoid seriously messing something up until someone else can take over.**
  • Department of Paranormal Education: {Psychonauts} You are fully trained in the art of educating young psychics. This gives you better methods of developing the present psychic abilities within your students (no matter how small), the ability to set up psychic training grounds within your mind, improved control over your mental censors (wouldn’t do to have your censors trying to evict your students, at least until combat practice), and the willpower to deal with a summer camp full of hormonal kids. Note that control over your censors is something you should pay attention to, as they are your mind’s immune system.**
  • Three Pounds of Dreams: {Pschonauts} Your mind is that special one in a million psyche destined for mental greatness. Your mental defenses compare favorably to a tank’s armor, its strength to a battering ram, but it all pales in comparison to its pure potential. Learning and mastering new psychic abilities and skills takes less than a few days. Given sufficient motivation, challenges, and training to push your development could see you mastering eight different psychic abilities within one. Your mind never seems to lose its ability to change and evolve, meaning that even after years you’ll find yourself able to make noticeable improvements as long as you’re putting in the effort to push your limits.**
  • Astral Layers: {Psychonauts} Every version of you, at least one from each jump, resides in your mindscape, as an independent layer of who you were and who you are. Within your mind they are able to act as independent Psychonauts, defending your mind and dealing with any disturbances that arise. Outside of your own personal mindscape the only effects of this perk is the increased mental fortitude from the bolstering of your identity. Within it, however, your mind is a fortress garrisoned by the many aspects of yourself. These aspects have their own unique perspectives that could prove to be a valuable source of advice and insight, although not without their own biases. Speaking with your Id would prove impossibly useful to resolve any repressed issues you might have, but less so when seeking aid in dealing with the nuances of high society.**
  • Psychic Specialty: {Psychonauts} You are really good in a particular area of psychic powers. Keep in mind you’re not the best at your specialization. Remember, this is just your baseline in that field and that with the amount of time you have as a Jumper to practice (not to mention learning and training perks) you will notice you have further to go to reach your limit than most.” I selected “Precognitive Resistance”… i.e. resistance to being anticipated with Precognitive abilities.**
  • Basic Braining: {Psychonauts} You have training in mental obstacle courses, an ordeal that instructed you in the basics of acrobatic feats (jumping, trapeze, and the art of the double jump), psychically-assisted hand-to-hand combat, sorting another’s mental baggage, and accessing someone’s mental vaults. As an added bonus, youare less disoriented by astral projecting or entering someone’s mind.**
  • Born in the Streams: {Redwall} You’re better at swimming than almost anyone else, able to swim upstream against a raging river, or keep your head above water in a hurricane. This also comes with an overall boost to your strength, and makes your belly a bit sturdier.**
  • With Open Arms: {Redwall} Community. Security. Family. You may not have always had such things, but you’re good at finding them… or, if necessary, founding them. You know how to make a good first impression, and how to quickly find yourself integrated into any sort of loose hierarchy you may be invited to join. This is no guarantee that you won’t find yourself an outcast for egregious crimes against the community, but you’ll probably be given the benefit of the doubt on a first offense.**
  • Wholesome Home Cooking: {Redwall} You’re a culinary genius, able to whip up a delicious four course meal on a moment’s notice, or to keep a whole Abbey fed for weeks under siege conditions. You’re practiced in the traditions of Mossflower and Salamandastron, but have experimented with cooking styles far and wide, from the hotroot-heavy spice palates of the sea otters (mmm… spicy!) to the skilly’n’duff favoured by the Gousim, and perhaps more exotic dishes from far-off lands. You’ve got a particular talent for making vegan substitutions that are nearly indistinguishable from the real thing. In future Jumps, you can quickly learn to prepare all the most popular meals of the setting… and with a bit of practice, you can learn new applications for the cuisine of previous Jumps. [Cooking]
  • Expert Healer: {Redwall} You know all about the psychologies of all the intelligent species on this continent, and a few from elsewhere. You possess skills in first aid, preventative medicine, diagnosis, treatment planning, pharmacology, and surgery that are at least a generation ahead of the state-of-the-art of this world’s folk medicine. Even if you’re still mostly relying on herbal infusions and poultices, you’ll be able to squeeze results out of them that few other healers can match. Should you possess any sources of medical knowledge or equipment from other worlds, this perk helps you to integrate them with this folk medicine (and with each other) both effectively, and without raising too many questions.
  • JITTAGALL: {Redwall} Jumping Is The Thing A Good Abbey Leader Learns. You are an embodiment of the seven virtues exemplified by the great leaders of Redwall Abbey: Humility, Patience, Wisdom, Understanding, Kindness, Friendliness, and Strength (of character). This manifests not as a visible glowing aura, but as a faint smell of lilacs (which you can suppress at will… oh good, I detest lilacs). Those who share your values will quickly come to regard you as some sort of living saint, and even mortal enemies will hesitate to hurt you. This should practically guarantee you a close place in the councils of the Abbot/Abbess of Redwall or the leaders of similar peaceful organizations – and the position of their successor, should you seek it.**
  • Musician and Poet Extraordinaire: {Redwall} You are competent in the use of every sort of musical instrument that’s common to this world, and a virtuoso level of talent on one in particular (drums). You also have a talent for poetry and songwriting, especially when writing songs about your adventures or those of your friends. This also improves your memory, especially your recall of verse. You never know when you might be called upon to recite an eighteen-stanza ballad or three hours of oral history.**
  • Bully Pulpit: {Redwall} You might not have much in the way of formal schoolin’, but you’ve got a PhD in Mean. You’ve got an overall intimidating demeanor, and know a thousand little ways of frightening and belittling those smaller than you- whether physically or intellectually. Depending on how you apply it, this can make you a sarcastic but lovable asshole, or a ruthless sociopath. As a bonus, once you’ve cowed, frightened, or embarrassed someone, they become more receptive to your attempts to explain things to them.**
  • Soul Reaper: {Bleach} Soul Reapers have the native ability to use call upon the power of their internal spiritual pressure and a specialized weapon known as a Zanpakuto, a sword-shaped manifestation of their soul that can harm both physical enemies and spiritual ones with equal ability. Shinigami are trained in four basic forms of combat; Zanjutsu (swordwork), Hakuda (hand-to-hand), Hoho (footwork), and Kido (magic). I had the basics of each.**
  • Keikaku Dori: {Bleach} The ability to make whatever you’re planning turn out as despair inducing as possible.**
  • More Power: {Bleach} Double your pleasure, double your fun… or was it double my spiritual power. Yeah, that sounds right.
  • Soul Builder: {Bleach} allows me to build machines that would run on spiritual power and grants the basic skill of Artificery.
  • Kido Trainee: {Bleach} You have the innate talent to cast Soul Reaper spells. These can do anything from binding an opponent to generating blasts of blue fire from your hands. I have gotten quite good at incantationless Kido.
  • Zanpakuto – Shikai Upgrades {Bleach}: Upgrades to the first release of my Zanpakuto, Soul of Ice.
    • Empowerment: When I release my limiters, my abilities (strength, speed, endurance, etc.) are much stronger than before, allowing me to essentially dump pure spiritual energy right into my physical stats, or the spirit body equivalent.
    • Element Ice: An Ice Elemental AoE that extends a full 50 meters from me in all directions when I release my blade’s limiters.
    • Dissolve: Soul of Ice can dissolve into a cloud of monomolecular snowflakes, each between 1 and 5 cm across.
  • Zanpakuto – Bankai Upgrades {Bleach}: Further Upgrades to my Zanpakuto when the blade and I are in perfect sync with each other.
    • Greater Dissolve: Effectively doubles the AoE of my Shikai Dissolve.
    • Damage Boost: My Bankai hurts way more than my Shikai.
    • All of Me: My Bankai Release, combined with my Semblance and Limit Break. A veritable Ice Epoch as I manifest a couple hundred copies of myself, all throwing off Icy waves of power, each wielding a different Soul of Ice. Winter in all its facets, a storm of Ice and Snow and Winds that make absolute zero seem like a summer’s day. The Winter of the Soul. I can currently maintain it for at least 13 seconds.
  • Portal to the Spirit Realm: {Bleach} A summoning technique by which I can create a portal connecting the Soul Society (or one imagines a similar afterlife) and the Realm of the Living.**
  • Makeshift Zanpakuto Import: {Bleach} Soul of Ice imbibed my Zanpakuto when the two came in contact, fusing the two into one.**
  • Shunpo: {Bleach} by dint of lots of training and observation, I’ve learned to perform Shunpo, the Shinigami Flashsteps technique, which can allow me to stand in midair, as well as move at hypersonic speeds, essentially flying for all intents and purposes as an exercise of will, and making it look like I’m teleporting.**
  • Visored: {Bleach} I have accepted my inner demons, combining them into a Hollow Mask, transforming myself into one of the Visored. My Inner Hollow is called “The Silent Judge”. While wearing my mask, my voice echoes as both I and Silent Judge speak at the same time. My speed, strength, and stamina are also boosted to a massive extent. The mask also absorbs most of the physical damage I take while Hollowfied.
  • Cero: {Bleach} As a Visored, I can fire a Cero from my right eye. I don’t know why I can’t fire one from my left eye, as I can fire energy beams from both already. My Cero is green and is a spinning high explosive lozenge rather than a traditional beam.**
  • Sonido: {Bleach} While as a Shinigami, I use my Shunpo for footwork, as a Visored, I use my Sonido to attack faster. I do find it a little tricky to use the two techniques together at the moment.**
  • Quincy Arrow: {Bleach} I used a Blueprint to figure out how to turn myself into a Quincy, because gaming insanity is safe. So far I haven’t gone far down the Quincy Path.**
  • Pseudo-Hollow Creation: {Supernatural Trickster + Bleach Arrancar Blueprints} With a bit of tinkering, I’ve learned how to replicate Hollows I’ve killed using my Trickster Ability. They aren’t really Hollows, but they’re close and more controllable.
  • Doppelganger Creation: {Supernatural Trickster} I’ve figured out how to copy myself, at least well enough to trick a coroner.
  • Nimiya’s Guide to Shinigami Creation: {Bleach} Learned from the master how to turn mortals into Shinigami and how to create Blank Zanpakutos.
  • Makeshift No-Room Creation: {Psychonauts Anti-Precog + ASOIAF The Builder} By combining my knowledge of anti-precog techniques with my ability to make enemy specific defenses, I’ve begun work on rooms that specifically block Precognition.
  • Future Hacking: {Combined Ability} by combination of mindreading, telepathy, memory & history manipulation, truth speaking, keikaku dori, and anti-precog, I can, if I know what’s going to happen already, hack the future out from under a precog, creating a temporal trap for them.
  • Soul Gathering: {Demon’s Souls} whenever I kill someone “worthy” (i.e. powerful) their soul will drop nearby for me to pick up. The souls of the unworthy get automatically picked up.
  • Stable Movement: {Demon’s Souls} the ability to run on stuff like Ice or Wooden Beams without falling down.
  • Steadholder: {Codex Alera} Your furies have some more raw power compared to the average Aleran. While this may not help your delicate crafting, your strength and stamina will impress the city-folk, even if you have a tendency to name your Furies like a paganus. This also boosts the crafting you might find handy on a holt, like using Earthcrafting to handle animals or for barn-raising, and allows for better understanding of local nature spirits (like Furies).
  • Test of Wits Veteran: {Codex Alera} Your agility and stealth have been honed to the point where you can reliably evade the Keepers of Silence long enough to get in and out alive.You have an improved ability to evade extraordinary senses like motion and heat sensing. You also have an uncanny sense of what surfaces can bear your weight without breaking that applies to anything from croach to ice to the floors of a burning building. You have a knack for transporting sharp or spined objects by hand without self-injury.
  • Fury-Crafting: {Codex Alera}
    • Hestia: Fire Fury. Burn Baby.
    • Gyges: Earth Fury. Many Hands.
    • Nemesis: Fire Fury. Vengeance.
    • Alecto: Earth Fury. Unceasing Anger.
    • Treebeard: Wood Fury. Very calm.
    • Nike: Air Fury. Swoosh
    • Calypso: Water Fury. Dancing Waters.
    • Mithras: Metal Fury. Shiny
    • Liberty: Blood Fury. Very Dangerous
  • Légionnaire Extraordinaire: {Codex Alera} the skill to get an army moving and transform even the most pathetic of new fish into battle hardened veterans who’d hold even when woefully outnumbered. It made me skilled at battlefield tactics, as well as an expert on setting up defensible positions, including battlefield construction and fortifications. Comes with crafting skill to easily rank as a Knight of the Legions.
  • Cursori Glance: {Codex Alera} cursor training, including skill with several methods of combat (unarmed, sword, staff, knife, etc.), as well as impressive stealth skills… but that wasn’t the primary focus of the training. That was undercover espionage, the ability to maintain a cover identity for an indefinite length of time while still being “you”, with a boost to make my skills at deceit and manipulation unparalleled even in a society where being able to sense emotions and honesty was par for the course. Occlumency Upgrade Get!
  • High Lord: {Codex Alera} Power to rival the ruling Alera Elite, putting my furycrafting on par with the First Lord himself, plus knowledge of how to bind furies in more advanced methods, such as gargoyles or patrolling hounds of fire, and knowledge of politics, especially the politics of those with power both personal and temporal.
  • Chala Bond: {Codex Alera} Soulbond to Zane as a Canim. Fractional Canim Strength and Endurance, clawed fingernails, fanged teeth, Canim Eyes, nightvision.
  • Gadara For Life: {Codex Alera} Just because someone is your enemy doesn’t mean you can’t be friendly with one another. Sure, they’ll try their damnedest to kill you on the battlefield, but off it you might be discussing books or playing boardgames with them. You have a knack for picking up friendly enemies and have a better shot at convincing them to work with you as long as there is a greater mutual threat whether it is due to their honor in being the one to defeat you, enlightened self-interest, or you are just that much fun to fight.
  • Roach: {Black Bullet} your flesh is harder than most and your wounds regenerate at a speed that allows you to recover from all but the worst injuries in minutes. While you can take a considerable number of bullets or some seriously heavy blows, you have a vulnerability to Varanium and weapons constructed from it bypass this perk.
  • Rabbit: {Black Bullet} You’re incredibly agile and strong. Your kicks pack a punch and your punches have quite the kick… you’re strong enough to easily use an anti-materiel rifle, but your kicks are powerful enough to render it unnecessary. Not only can you jump incredibly high, you can also double jump. Don’t think too hard about it. May or may not increase fertility.
  • Owl: {Black Bullet} Your vision is improved to ridiculous levels and you gain the ability to see in the dark. The incredible detail allows you to bypass all but the best illusions and camouflage. You’re also extremely effective with any kind of ranged weapon, be it a simple bow and arrow or a railgun… when you take aim, people start taking cover or they start dying.
  • Spider: {Black Bullet} You gain the ability to naturally stick to surfaces, as well as the power to generate a sticky webbing from your fingers at will. While useful for swinging, it’s even more useful when you consider that the webs are effectively monofilament wires. Finally, you feel a kind of tingling whenever you or someone you care about is in danger.
  • Dolphin: {Black Bullet} You have improved intelligence and you’ve got echolocation, allowing you effective blindsight and the ability to ‘see’ through walls.
  • Mantis: {Black Bullet} Your ability with any kind of blade is nigh precognitive… expect to easily be able to deflect firearms and defeat CQC experts in close combat while you’ve got a blade or two in your hands. Parrying is reflexive for you, and you’ve managed to deflect attacks even you didn’t see coming.
  • Tech Expert: {MCU} Grants me incredible intelligence and the capability to understand the greater workings of the Universe as well as the ability to pick up on information and science a lot faster than most.
  • Soundtrack of the Galaxy: {MCU} a BGM perk that ensured I’d have a fine selection of music that defined the moment, whatever it may be. Superb orchestra, rock music, even a hefty dash of songs from the 1980s if that’s what was called for. It even came with a handheld cassette player capable of function in deep space.
  • They Call Me “Star-Lord”: {MCU} With this I can designate an alias and people will associate that name with me… even if it didn’t guarantee they’d actually call me by it. So, apparently, with this, I could pick my nickname. I’d just come off like a douche for mentioning it.
  • Professor of Asskicking: {MCU} Quantum Physics, Computer Engineering, and Chaos Theory.
  • Asgardian: {MCU} You are an Asgardian, a powerful alien in their own right. As such, your strength is enough that you could bench press an APC, your speed would let you outrun a car at 80MPH, and your toughness enough to take an RPG and survive with minor bruising. This is on top the ability to heal wounds noticeably faster than the average human and immunity to any Earth disease. As a bonus, your appearance and physique have been improved to pleasing effect. May you enjoy your perfect, immaculate hair that could only belong to one as grand as you. Your hair and body only get dirty enough to make you ruggedly handsome/beautiful. It also works on body fur, fluffy tails, scales, or chitin.
  • Retro-Engineer: {MCU} which granted me the basics of tinkering with alien technologies. As long as I take the time to study something and experiment properly, I’ll eventually figure out a use for that tech I found. As a bonus, I’ve become skilled enough in research and experimentation that I’m far less likely to accidentally break what I’m studying. Since I’m Asgardian, this grants a basic understanding of Asgardian Technology and comprehension of how they work. In time, I’ll be able to make technology on par with that of the best of the Asgardian Technical Elite.
  • Old Fashioned Asskicking: {MCU} Groups I fight with will have their morale drastically improved, and their battle tactics improved just as much. Synergy, accuracy, reflexes, and coordination will all noticeably increase, and they hit just a bit harder too. As an Asgardian, my charisma and intellect increase greatly, allowing me to lead armies and negotiate with hostile forces without difficulty. As this develops, I might become a wise and powerful queen whose rule is almost never challenged.
  • Super Soldier: {MCU} You’ve been bathed in Vita Radiation and have taken the eponymous Super Soldier Serum, and have found yourself enhanced as a result. You are at the very peak of both physical and mental Asgardian ability. Things like increased agility, speed, strength, mental calculation, memory, and more are all enhanced. You could potentially take an army by yourself, or even laugh in the face of a tank or two… to say nothing of mental comprehension.
  • Restoration Sign “Top Gun Conditioning”: {Strike Witches} All Strike Witches build up some level of tolerance to G forces, but yours is high, possibly the highest, allowing you to pull off some of the craziest aerial stunts with ease. With the use of magic you can increase this passive resistance 10 fold, though it will quickly deplete your mana if you push your limits. You shouldn’t notice any depreciation during your maneuvers.”
  • Perception Sign “Flawless Awareness”: {Strike Witches} Flawless Awareness gives a Strike Witch a spherical field of innate situational awareness 2 km in diameter based off of line of sight on the ground, 10 times as far in the air. Cloud cover and physical obstructions will hinder this ability, but you’ll innately know the position of every visible enemy and ally within the area of effect.
  • Technomage: {Strike Witches} Strike Witches generally rely on service crews to tune and repair their striker, but not you. You’ll be able to do the job much better and be able to modify your Strike to aid you focus your speed, defense, or attack if you have offensive magical abilities. If you have technology from other jumps you’ll be able to incorporate them into your striker and, with enough time, make one from scratch.
  • Defensive Sign “Directional Shield”: {Strike Witches} All Strike Witches are trained to produce a 2 dimensional circle of energy a short distance directly in front of them which can deflect light attacks. You cannot fire a weapon through a shield.
  • Perception Sign “Precognition”: {Strike Witches} Strike Witch magic has shifted your consciousness slightly out of phase with time and you now have the rare gift of being able to see 3 seconds into the future while in combat. It might not sound like much, but it’s enough to be able to dodge almost all but the most overwhelming attacks.
  • Offensive Sign “Light Heat Attack”: {Strike Witches} With your fast paced lifestyle, you’ve run into your fair share of poles. You know the pain of a light impact, and you shudder to think what would happen if you hit a wall flying a Striker. Because of this, your shield is far more powerful. Though it’s not any bigger, almost anything coming into contact with it is vaporized. You no longer fear midair collisions and now fly straight through all but the densest material.
  • Ace Pilot Background: {Strike Witches} Your family has a proud military tradition, your father fought as an officer in the Great War while your mother served as his adjutant. With the invention of the Striker, they repealed the age restriction on witches to join the Air Force. You were the first down at the recruitment office the next day. You like to fly fast, push your Striker and your body to its limits and have a competitive spirit. You are the tip of the spear in almost all sorties.
  • Callsign: “Mistral” {Strike Witches}
  • Pragmatic: {Gargoyles} You have an accurate idea of when someone will be useful in the future, as well as when it’s time to cut your losses. Know when to hold ’em, when to fold ’em, and when to run. You’ll also never show more of your hand than necessary for a plot to succeed.
  • Suspicions: {Gargoyles} You know when someone is lying to you or being manipulative. Even if it’s your most trusted friend or partner, you’ll recognize the tell-tale signs that someone isn’t being forthright with you. Works even if that creature isn’t human or sentient. (like AI’s)
  • Machinist: {Gargoyles} You are an expert mechanic. You can rebuild and improve a helicopter in 12 hours, or create a functional motorcycle from spare parts. If honed, this ability will let you make nearly anything from incredibly advanced robots to nanite swarms in only a few months time.
  • Tech-Adapting: {Gargoyles} By spending a few moments examining a machine, you can figure out how it’s most basic functions work. Driving vehicles you’ve never encountered and operating strange computers is never outside your ability. Longer times spent studying a device increases your understanding, obviously.
  • Choked by Ash: {Mistborn} You have an biology altered to survive in the harsh environment of Scadrial. You suffer no ill effects from the massive amounts of ash in the air, and can survive off the meager food grown on the few plants that continue to thrive. Without this, you would die of malnutrition no matter how much you ate, assuming you didn’t suffocate on ash first.
  • Classically Trained: {Mistborn} You are very well educated. You are literate and well read. You are knowledgeable on many topics, and have read books by many well regarded thinkers. You are also knowledgeable in proper etiquette, and know how to conduct yourself in sophisticated company.
  • Feruchemist: {Mistborn} You have the unique abilities of a Keeper, known as Feruchemy. You can store attributes in a metalmind, reducing your abilities now for a boost in ability later.
    • Steel (Steelrunner) stores physical speed, making one slower while storing and superhumanly fast while tapping.
    • Iron (Skimmer) can store physical weight, making one lighter while storing and heavier while tapping.
    • Pewter (Brute) stores physical strength, making one visibly weaker and more frail while storing, and conferring superhuman strength and increased muscle mass while tapping.
    • Tin (Windwhisperer) stores senses, weakening a sense while storing and enhancing it while tapping. Each metalmind can hold only a single sense.
    • Zinc (Sparker) stores mental speed, causing one to become slow and dullwitted while storing but makes them think very quickly and come to conclusions faster while tapping.
    • Brass (Firesoul) stores warmth, causing one to become cool or cold while storing, and warm or hot while tapping. This altered temperature may make the Feruchemist uncomfortable or even sick, but will not cause direct, permanent harm, even if they heat to the point of causing injury to others, or cool to the point of causing water to freeze.
    • Copper (Archivist) allows one to store memories within the Coppermind. Once stored, the Feruchemist completely forgets whatever memory he’d stored, but it is perfectly preserved within the Coppermind and will never fade until he retrieves it.
    • Bronze (Sentry) stores wakefulness, making one drowsy and exhausted while storing, but allows them to go without sleep while tapping. Is the only metalmind that can be filled while sleeping.
    • Gold (Bloodmaker) stores health, making one sickly while storing, but causes them to heal rapidly while tapping.
    • Atium stores age, allowing one to appear older while storing and younger while tapping. Largely useless without Compounding, except as a disguise. 
    • Aluminum (Trueself) stores the spiritual sense of identity. Exactly what this does is not well understood.
    • Duralumin (Connector) stores spiritual connection with others, causing their awareness of and friendship towards the Ferchemist to decrease while storing. While tapping, the Feruchemist can forge trusting relationships faster.
    • Nicrosil (Soulbearer) stores Investiture, the spiritual power of the Cosmere. It is completely unknown what this does.
    • Chromium (Spinner) stores fortune, causing bad luck while storing and good luck while tapping.
    • Electrum (Pinnacle) stores determination, causing depression while storing and manic determination while tapping.
    • Cadmium (Gasper) stores breath, causing one to hyperventilate while storing, and allowing them to go without breathing while tapping. Can also be tapped to introduce more oxygen into the body at once, for increased physical abilities.
    • Bendalloy (Subsumer) stores nutritional energy, causing ravenous hunger while storing and allowing one to go without eating while tapping. A Feruchemist will never get full while storing. A separate Bendalloymind must be used to store fluid intake.
    • Vibranium could store loudness, making the user extremely quiet while storing. Useful in both states.

    • Adamantium stored durability, making the Feruchemist fragile while storing 

    • Uru-Metal stores creativity, making the Feruchemist uninspired and highly predictable while storing

    • Mithril stored grace, making one clumsy and awkward when storing, but fluid, smooth, and beautiful when tapping it.

    • Valyrian Steel allowed one to store anger and passion… a strange thing… storing it made one apathetic and listless.

    • Psytanium: Stores Psychic Power / Focus / Willpower.
    • Dwemer Metal: Stores Static Cling.
    • Ebony (TES): Stores Sadism and Hatred.
    • Malachite (TES): Unknown.
    • Other Metals: Cobalt, Nickel, Titanium, Iridium, Osmium, Gadolinium, Silver, Platinum, Tungsten, and Lead. Effects unknown. Mercury stores up the need to eliminate waste, but must be cooled to frozen to be used effectively.
  • Aluminum Mind: {Mistborn} Aluminum is the only metal known to be allomantically inert; it cannot be effected by any form of Allomancy. Your mind is similar. You are protected from any form of Allomantic influence; you cannot be Rioted or Soothed, and if you are yourself an Allomancer, Bronze cannot detect your location. This is not limited to Allomancy, either unless you choose to allow it, your mind cannot be affected or detected by any mental abilities. This ability is similar to being protected by a coppercloud, but cannot be pierced regardless of the power of one’s Allomancy.
  • Primordial Mistborn: {Mistborn} a Mistborn granted power directly from a Lerasium bead from the Well of Ascension.
    • Steel (Coinshot) Allows one to sense all nearby metals (except Aluminum) and deliver a telekinetic push. If the object is lighter than the Allomancer, it will be pushed away; if the Allomancer is lighter, he will be pushed. Does not work on metals within the body unless obscenely powerful.
    • Iron (Lurcher) Allows one to sense all nearby metals (except Aluminum) and deliver a telekinetic pull. If the object is lighter than the Allomancer, it will be pulled closer; if the Allomancer is lighter, he will be pulled in. Does not work on metals within the body unless obscenely powerful.
    • Pewter (Thug or Pewterarm) enhances all physical abilities. This confers enhanced strength, but also speed, balance, and endurance. It allows an Allomancer to ignore pain, exhaustion, and hunger, and enhances healing abilities.
    • Tin (Tineye) sharpens all five senses at once, and makes the mists appear transparent. Confers no special ability to cope with such heightened senses; use with caution.
    • Zinc (Rioter) allows an Allomancer to enhance the emotions of those around him. He can increase any particular feeling to overwhelming portions, but a subtle touch is typically more effective, especially against those on guard against Allomancy. Confers no special ability to sense emotions; you’d best learn to read people.
    • Brass (Soother) allows an Allomancer to dampen the emotions of those around him. He can decrease the urgency of any particular emotion on anyone around him, but like Zinc, subtly is essential. Also confers no ability to sense emotions.
    • Copper (Smoker) produces a ‘coppercloud’ that hides Allomancy from Allomancers burning bronze. Also renders the Allomancer immune to emotional Allomancy. After leaving Scadrial, will protect against any form of supernatural detection or mental influence.
    • Bronze (Seeker) allows the Allomancer to ‘hear’ Allomantic pulses, and track them to any Allomancer currently using Allomancy. Blocked by copper. After leaving Scadrial, will be able to detect any form of supernatural power.
    • Gold (Augur) shows you a brief vision of the people you might have been. Largely useless.
    • Atium (Seer) the most powerful Allomantic metal. While it burns, the Allomancer can see Atium-shadows of any object, showing him the future several seconds in advance. This advanced warning makes Mistborn invincible in combat, and even Atium mistings are far superior to any other warrior. However, Atium cannot predict the action of another Allomancer burning Atium, or using any other form of precognition. Trying to do so only produces a confusing cloud of shadows.
    • Aluminum (aluminum gnat) causes an Allomancer to lose any metals currently stored in their body. Completely useless.
    • Duralumin (duralumin gnat) when burned in combination with another metal, burns the Allomancer’s entire store of that metal at once in return for a massive boost in power, lasting only a few seconds. Useless for non Mistborn.
    • Nicrosil (Nicroburst) can confer the effects of Duralumin to any other Allomancer by touch, causing them to burn their entire store of currently active metals at once in return for a power boost. After leaving Scadrial, can supercharge any one supernatural ability at a time, at the expense of utterly exhausting the target and/or emptying whatever power supply it uses.
    • Chromium (Leecher) with a touch, can wipe out an Allomancer’s store of metals, as if they burned Aluminum. After leaving Scadrial, can drain the power source of any supernatural ability.
    • Electrum (Oracle) produces a shadow, similar to Atium, but only predicts your own actions. Useless by itself, but interferes with most forms of precognition, including Atium.
    • Cadmium (Pulser) produces a bubble of slowed time around yourself. Within this bubble, time passes at a significantly slower rate than outside. This bubble is typically around five feet across, though it can be larger. The borders of this bubble are visible and slightly tangible, and interfere with projectiles, throwing them offcourse.
    • Bendalloy (Slider) produces a bubble of accelerated time around yourself. Within this bubble, time passes at a significantly accelerated rate. This bubble is typically around five feet across, though it can be larger. The borders of this bubble have identical properties to a Cadmium bubble.
    • Vibranium can be burned to make the skin of the Allomancer absorb light.

    • Adamantium can be burned to transform the Allomancer’s bones and nails to metal. 

    • Uru-Metal can be burned to generate wind, thunder, and lightning in an an area around the allomancer.

    • Mithril can be burned to give the user a sense of where to go next, though the more certain you were of what you were looking for, the stronger the pathway became.

    • Valyrian Steel can be burned to breathe fire. 

    • Psytanium: Instill / Awaken Psi Powers in others.
    • Ebony (TES): Dremora Transformation
    • Dwemer Metal: Energy Body, risk of discorporation.
    • Malachite (TES): Illusion Piercing Vision (effect still unknown.
    • Other Metals: Nickel made my hair grow.  Lead was a laxative.  Titanium made my skin depigment.  Gadolinium made me burp.  Tungsten made me extremely ticklish. Cobalt gave me energy like caffeine at the cost of making me go blind while burning it.  Iridium was an acid trip on an acid trip.  Osmium a cure for insomnia.  Silver gave me the ability to taste what color things were. and Platinum made my muscles go completely limp. Mercury causes one to have to pee.
  • Compounding: {Mistborn} Someone with both Feruchemy and Allomancy may burn their own metalminds to get much much larger boosts, and can store the boosted amounts in new metalminds, then burn again.
  • Privileged: {Mistborn} You are treated with deference and respect by anyone who is not demonstrably your superior. People, even your peers, take pains not to offend you, and give you all the respect and privilege due to your rank. People who have good reason to hate you, or who are noticeably superior to you, will not defer to you, but still treat you with at least a modicum of respect even if that respect is merely a thin veil hiding a vicious, seething hatred.
  • Ruinous Font: {Mistborn} Hemalurgy is a dangerous and dark art, with a natural connection to the god of Destruction, Ruin. Through this connection, Ruin can manipulate the beneficiaries of Hemalurgy towards his own destructive ends. With this perk, you gain the tiniest sliver of Ruin’s power, just enough to fuel your own Hemalurgy without Ruin’s help. Hemalurgic spikes you create have no connection to Ruin, and their users cannot be controlled by him or by emotional Allomancy. You can also make Hemalurgic spikes outside of this Jump. This does not confer any knowledge or ability with Hemalurgy you’ll either have to take another perk, or find someone who can teach you. Thankfully, I interrogated all the Obligators to learn how to Spike and Steal.
    • Steel steals human strength, adding the victim’s strength to the recipient.
    • Iron steals a single Allomantic physical power, granting the ability to burn iron, steel, pewter, or tin, or enhancing that ability if the recipient already has it. Victim must be capable of burning the target metal.
    • Pewter steals a single Feruchemical physical ability, granting the ability to use a metalmind made of Iron, Steel, Tin, Pewter, Cadmium, Bendalloy, Gold, or Electrum. The victim must have the target ability.
    • Tin steals a single human sense, enhancing the target sense in the recipient.
    • Zinc steals human emotional stability and fortitude.
    • Brass steals a single Feruchemical mental power, such as Zinc, Brass, Copper or Bronze. The victim must have the target ability.
    • Copper steals intelligence and ability to remember things. It may also be possible to extract specific memories from a victim this way, but advanced knowledge of bind points is a must.
    • Bronze steals a single Allomantic mental power, such as Zinc, Brass, Copper or Bronze. The victim must have the target ability.
    • Atium can steal any ability, mimicking the abilities of any other spike. Is far more efficient than any other spike, and loses charge slower.
    • Aluminum steals a single Allomantic enhancement power, such as Duralumin, Aluminum, Nicrosil, or Chromium. The victim must have the target ability.
    • Duralumin steals a single Feruchemical spiritual power, power, such as Duralumin, Aluminum, Nicrosil, or Chromium. The victim must have the target ability.
  • Purifying Flames: {DivDraCom} When you use this, your dragonfire turns blue and can be used to heal you and your allies.
  • Friends with Benefits: {DivDraCom} A shield you can cast on an ally, reducing all damage they take by 50%. Any hit inflicted on this shield also heals you for 100% of the damage done.
  • Ray of Power: {DivDraCom} You may choose an ally within 2,000 meters of you. This ally will become roughly 75% more powerful in both physical and ability strength.
  • Mass Restoration: {DivDraCom} You fully heal a friendly target and all friendly units within a 500 meter radius around it. 30 second cooldown.
  • Charm: {DivDraCom} You can charm an enemy unit so that it temporarily fights for your side. After 150 seconds, it becomes an enemy again. 30 second cooldown.
  • Politician: {DivDraCom} You are the consummate politician, capable of gaining and keeping support of even the most ornery and diametrically opposed parties. As well as clear judgement, this requires charisma, which you have in spades. You are a master manipulator, capable of always having the perfect line, tone, or expression to best facilitate getting what you want.
  • Mass Production: {DivDraCom} Factories and other areas of manufacturing under your control are strangely efficient. There are no accidents, they produce little waste, often work under cost, and produce things very quickly.
  • Storyteller: {Princess Bride} You are a storyteller without compare. You’ve a lovely voice and the oratory flair and skill to inspire the imagination, keep your audience on the edge of their seat, or quickly and easily lull them to sleep. Editing on the fly is trivial.
  • My Name is Inigo Montoya: {Princess Bride} You know precisely who you are and have the willpower to dedicate your entire life to a single purpose without even a hint of meaningful progress and the integrity to be unswayed by offers of wealth, social influence, or other mundane temptations.
  • Hello: {Princess Bride} You let your skill at arms speak for you, and they speak eloquently and well. You’re fluent in every significant style of fencing to ever grace the small sword, a poet of steel and violence.
  • Speed Reading: {Princess Bride} On touch and at will, gain the effects of having read a novel, document, webpage, movie, etc with deliberation and thought. Doesn’t work if user input is required. At will you may mute the memories of a story to enjoy it without spoilers.
  • I’ll Most Likely Kill You in the Morning: {Princess Bride} Nobody can quite find it in them to kill you in cold blood. They continue to find excuses, reasoning that there is personal gain to keeping you alive that one extra day. They need not make you comfortable, mind you. An interrogator will take care to keep you alive but still torture you.
  • Dread Pirate Roberts: {Princess Bride} You’ve the uncanny ability to approach just about anyone, even a fearsome violent soul, and convince them to be your mentor. You’ll rapidly master any skills they can teach you, until they’ll retire and you flawlessly take on their identity. 
  • Man in Black Background: {Princess Bride} You are worldly and experienced with a broad skill base but a painful, trying past that got you those skills. You’re a walking, talking epic, well read, dabbled in piracy, with an air of mystery. Your history is one of survival despite the odds. You boast serviceable skills in anything adventuring; scale cliffs, navigate swamps, fence capably, etc, Jack of all trades, master of none. Epic love story optional.
    • Devoted Overlay: {Lewd} You are a citizen of one of the towns in the various lands of this world, raised and influenced among their particular habits and practices. You place more emphasis on the emotional nature of your relationships. You always have a rough idea of the location and condition of your companions and anyone else you have strong positive feelings for.
  • As You Wish: {Princess Bride} You have a catchphrase. So total is your ownership of this sentence that you may substitute it for any other sentence and convey the replaced phrase to your allies… i.e. ‘Well, that can’t be good.’ could mean ‘Lookout! Monkeys!’ or ‘Now is the time on Sprockets when we dance!’”
  • Self-Awareness: {Lewd} There’s no muscle in your body you aren’t in control of – you could wiggle individual toes. You also have a handle on normally uncontrollable bodily processes, able to adjust your heart-rate, give yourself goosebumps, or control otherwise unconscious responses your body makes to outside stimuli.
  • Fertility Control: {Lewd} Male or female, you have total control over your fertility. Females also have total control of their menstrual cycle.
  • Light Touch: {Lewd} You will never bring injury to someone if you do not wish to. Even if you should have mountain-cracking super-strength or an aura of destructive energies, this power will only allow as much force to be felt as is safe without causing real harm. Note that this power cannot protect people from things unless they are a part of you or under your direct control.
  • Devoted to Freedom: {Lewd} You become consciously aware of any outside influence acting on your mind. Whether the source is technological, magical, or anything in-between, the realization helping you to resist the effects. Such is your commitment to the ideal of personal freedom that you can even recognize when others are being manipulated as well, and with a slap or sharp word you can sober a drunkard or purge a mind of hypnotic suggestions. Over time, this sense gives you the insight needed to know how to correct the effects of even the most powerful mental influences.
  • Knowing Gaze: {Lewd} People cannot hide their desires from you. No matter how carefully they hide their intentions, you can instantly recognize when they are faced with something they covet. It takes a little more effort to recognize when they are thinking about these things, such as when mentioned during a conversation.
  • The Voice: {Lewd} Your words ring with the air of authority. People who hear your commands carry them out on sheer reflex. They won’t perform obviously suicidal acts or those that violate a personal code, but a creative jumper can make them perform acts that help facilitate such things in other ways.
  • Tricky Fingers: {Lewd} You have incredibly manual dexterity and can make precise movements at high speeds. You could completely disrobe a person wearing ordinary clothes in less than three seconds.
  • Crack the Shell: {Lewd} You may toggle your attacks to not harm a target’s body and only damage whatever they may be wearing or carrying. Such attacks cannot be made to damage specific objects that are fully integrated with a body, like cybernetic implants or a robot’s casing.
  • Shedding the Tail: {Lewd} To protect yourself, you may shunt the damage of an incoming attack onto whatever you happen to be wearing at the time. An article of clothing will take the hit for you, exploding away like a layer of ablative armor. Nigh-indestructible clothing made of adamantium or such can take repeated attacks, but will still eventually shatter under the strain.
  • Kaiju Researcher Background: {Pacific Rim} PPDC Kaiju Researcher (Kawasaki Glass) who can switch between Human & Kaiju at will and alter the toxicity of her blood. 
  • Djawadi’s Favor: {Pacific Rim} Yet another BGM Perk, Rock/Electronica for fights. 
  • Kaiju Behavioral Studies: {Pacific Rim} Innate knowledge of how non-sapient aliens & monsters act and adapt, to form plans and strategies to combat them.
  • Mental Arsenal: {DevelopedI can craft magical arms, armor, and devices made of Hyperfractal Ice.
  • Project Nascent: {DevelopedBy shaping slaved nanite swarms, I can craft spells, summoning circles, and enchantments in mere moments.
  • Socialite Background / Clan Toreador: {VtM:B} I’m charming and find it easier to make friends, making me reasonably well known in certain circles.  Toreador are the most connected to the mortal world through arts and entertainment, finding it significantly easier to both lose and gain Humanity. [Charisma]
  • Haggling: {VtM:B} As long as I have an idea of how much something is worth, I get the best prices buying and selling. [Shopping]
  • Seduction: {VtM:B} I can get even the most prudish people into the sack, with time and effort. [Charisma]
  • Persuasion: {VtM:B} Insanely good at persuasion, sizing up a mark, thinking up reasons/lies/justifications and then selling them to people. [Charisma]

POWERS

  • Disease Resistant: {TES} You are 75% less likely to get a disease. [Power]
  • The Tower Birthsign: {TES} Those born under the Tower may open any lock with a touch once per day and have a natural ability to detect enchantments. [Power]
  • Amphibious: {TES} You can breathe underwater and swim very quickly, especially in Argonian Form. [Power]
  • Athlete: {TES} You can run as fast as is humanly possible and for as far as is usually possible (although not at top speed). You are naturally strong and quick in a fight. [Speed][Endurance][Strength]
  • Poison Immunity: {TES} You are completely immune to all sorts of poison. Alcohol and recreational drugs not affected. [Power]
  • Progress: {TES} You seem to pick up new skills very quickly and you improve quicker than is usual through practice, seeing considerable gains from your efforts. [Learning]
  • Shehai: {TES} You have grasped the basics of the abilities of the Sword-Singers and are able to create a sword formed from your own spirit. It is faint now but with time and practice it could become an incredibly formidable weapon. [Power]
  • Highborn: {TES} You simply have more magicka than you would normally have. Magic tires you less to perform. [Mana]
  • Rockin’ Music: {Swat Kats} Apparently I can generate Rock & Roll BGM whenever I want. It always seems to spring up naturally, from a nearby source, but it always seems to hit the right notes just at the right time. [Fluff]
  • Here’s to You: {MGS} “Any stored music you collect is automatically added to a mental music player that gives you perfect recollection of the song, as if you were hearing it played live. In addition, if you touch a set of functioning speakers you can have them begin playing music from that collection. Once the selected playlist ends, you move out of earshot, or someone turns them off, the speakers return to normal.” [Power][Fluff]
  • Aura of Authority: {Swat Kats} When you walk, it is with confidence. When you speak, it is with resolution. Such things invoke power and respect, and people in an organization will take notice.They will be more likely to follow your orders, but this works much more effectively if you are a ranking officer. Be wary not to make your superiors think you’re getting too big for your britches. [Charisma]
  • Maniacal Laugh: {Swat Kats} Fools! You’ll show them… YOU’LL SHOW THEM ALL!! You can unleash a truly terrifying laughter that will strike fear into the forces of good, and enforce to any minion you have that following you is in their best interest. It’s also cool. [Power]
  • To Crime Another Day: {Swat Kats} Villains are notorious for their plans, their flair… and their ability to get away from just about anything. You have an incredible amount of luck when it comes to escaping an exploding mothership, or a burning building, or anything of the sort. Even when by all rights you SHOULDN’T have survived that explosion, somehow you can crawl away with the barest thread of life, ready to recover and strike your hated enemies another day. Do not rely on this luck too much however, for Fate is fickle if called upon too much… [Power][Passive Defense]
  • Survival Viewer!: {MGS} You have knowledge of foraging and preparing food in the wild, you generally know how to avoid food poisoning but even if you don’t your digestive system seems especially hardy. In addition, you can increase your natural healing rate by eating good-quality food.” [Survival][Regeneration]
  • What Was That Noise?: {MGS} A hollow plastic box that’s always in my pocket when I need it, light enough for long throws, makes and loud clacking noise that always seems to fool guards, and disappears when it settles. [Power]
  • Signature Weapon (An Explosion?!): {MGS} Every 24 hours I get 15 total items from any combination of the following; Frag Grenades, Smoke Grenades, Stun Grenades, Sleep Gas Grenades, Chaff Grenades, C4, or Claymores. Comes with experience with this weapon as if I had trained in their use since childhood and allows me to easily produce and customize explosives in my warehouse. [Power][
  • Lay of the Land: {MGS} This makes it so that, wherever I start out, I will have an understanding of the local terrain, culture, and goings-on as if I had spent my whole life there. It also means that when visiting other locations, I can gain this level of familiarity much faster than most. [Power][Learning][Recon]
  • Kinetic Reactive Nanotech Infused Skin and Blood: {MGR} Able to block damage from anything less than a Masterwork HF sword or equivalent, strength boosting, self repairing, heat generating. Stolen from the corpse of Senator Armstrong. [Strength][Toughness][Regen][Fire]
  • Psychic: {MGS} “The true power of the mind is unlocked within you, providing powers such as psychic communication and remotely moving light objects (up to 100lbs). You can specialize in Telepathy to read minds or commune with the dead, or Telekinesis to shield yourself from incoming projectiles (which requires constant focus) or levitate. An otherwise normal person should be able to soft-cap everything within about 17 years.” Specialized in Telepathy, but with 60 years of practice in both. [Telepath][Telekinesis][Necromancy][Levitation]
  • Rolling Counter: {Mother} Any time you get hurt, even if it would be fatal, you’ll have a few seconds before the damage takes effect. This can save you from death or being knocked out if you can heal in time. [Power]
  • PK Games Omega / ULTIMATE PSI: {Mother} The Strongest Offensive PSI ability, named after your favorite thing. It hits like a cannon and will only get stronger. [Power]
  • PSI: {Mother} You have the fantastic power power of PSI, the ability to affect the world with your mind. Specialized in defensive PSI abilities. Counter (Assist PSI, it reflects 50% of physical damage from an opponent. Some attacks can’t be halved, however. Can be used to one or more allies.), Defense Up (Assist PSI, it increases the defense stat of one or more allies by a low to high rate. Effective when stacked.), Healing (Recover PSI, it removes one or more status ailments to one or more allies.), Lifeup (Recover PSI, it recovers the HP of one or more allies to a range of minimum to maximum rate.), Offense Up (Assist PSI, it increases the attack stat of one or more allies at a minimum to a maximum rate. Effective when stacked.), PSI Counter (Assist PSI, it reflects 50% of PSI damage from an opponent. Some attacks can’t be halved, however. Can be used to one or more allies.), PSI Shield (Assist PSI, it reduces PSI damage from an opponent by 50%. Some attacks can’t be halved, however. Can be used to one or more allies.), Refresh (Recover PSI, it recovers a minimum to a moderate amount of HP to all allies. Effect disappears in a few turns.), & Shield (Assist PSI, it reduces physical damage from an opponent by 50%. Some attacks can’t be halved, however. Can be used to one or more allies.) [Power]
  • Fiber Hybrid: {KLK} It’s what’s on the inside that matters, so that’s where you wear your clothes. The web of Life Fibers that run through your body provide you with all the benefits of a One-Star Uniform (Elevates the wearer’s physical condition to be as strong as a professional football blocker, as fast as a professional sprinter, and with the stamina of a marathon runner) and you gain some decent regeneration. However you cannot use any Life Fiber Clothing other than Kamui. The LF portions of your anatomy will grow as you do, gradually increasing your power.” Has grown to Three-Star Uniform Level (Grants the wearer super-natural strength, speed, stamina, and toughness… sufficient to easily stop a speeding car by catching it, as well as providing armor as hard as steel and granting a single specific ability. In my case Combat-Speed Micro-teleportation jumps. [Movement] [Strength] [Speed] [Stamina] [Toughness] [Regen]
  • Mage: {FF7} You’re very good at using Materia and have a massive MP pool. [Manna]
  • Voice of the Planet: {FF7} You can hear the voice of the planet, making you aware of what state the planet is in, including if it’s hurting and what’s hurting it. In addition, you can occasionally hear from the recently departed. [Power][Necromancy]
  • True Magic: {FF7} You are able to cast the spells of any green Materia that you have ever used, even if you don’t have them equipped, granting an enormous increase in versatility. Spells cast in this way use up just as much MP as they normally would, but are slightly less effective than if you’d used the Materia. [Magic]
  • Limit Break: {FF7} after taking enough damage in battle, you can overcome your own limits to unleash a devastatingly powerful attack. By practicing and using your Limit Break, you can learn new, more powerful ones… and if you find the skill book for it, you can unlock your Ultimate Limit Break. Mine is “TOTAL BITCH MOTHER FUCKER PUNCH FEST” and involves throwing 1000 supersonic punches in 1 second. [Special Attack]
  • The Water Bending Arts: {Avatar TLA} You were born with the ability to manipulate the element of your nation, and have been trained in its use. Waterbending is an extremely adaptable art, concentrating on the flow of energy and fluidly changing between attack and defense. As the element of change, Waterbenders are extremely adept at changing the state of water, converting water into ice and steam at whim. Due to the influence of the moon, they gain strength at night and when the moon waxes, but weaken when it wanes.[Ice] [Elemental]
  • Water Specialization / Lifebending: {Avatar TLA} Water is the source of all life, and all life is a source of water. You are one of the rare Waterbenders able to access this source, bending water within living organisms. Aside from enhancing your healing, you may now control water within plants, leeching it from them or twisting them into any shape you desire. However, under the full moon, you gain the power to Bloodbend, controlling animals and even humans as your puppets, or leaving them as dessicated corpses. With time, you may truly master this art, Bloodbending even in the light of day. [Elemental]
  • Water Bending Genius: {Avatar TLA} You are a born master of your Element, using it on a level that most Benders could spend a lifetime failing to achieve. Where others toss boulders, you throw hills; where others could freeze a raindrop, you can transform a rainstorm into ice. Even the most trivial effort will allow you to learn any bending form you observe, and with casual practice you can master, then improve, on them. This genius also enhances, rather than supplants, any other Bending perks you’ve purchased; your talents are now exponentially greater, and your mastery also applies to the Specialized Bending Art which you learned, letting you master that art with little more difficulty than you’d have with the pure form. [Elemental][Ice]
  • Combat Bender: {Avatar TLA} Since time immemorial, Bending has served as mankind’s sword and shield – and now it’s yours. You are unusually skilled in using your Bending in combat – shaping your element into lethal or non-lethal strikes, deflecting or countering others, even controlling a battlefield’s terrain all come naturally to you. You are even able to adapt your forms into martial techniques, allowing you to use them in close combat even without your element. This runs both ways – should you know any other forms of martial arts, you can adapt your bending forms to them, letting you strike with your element. [Elemental]
  • Waterbending Basic Techniques: Breath of Ice, Iceblades, Ice Bullets, Ice Claws, Ice Creeper, Ice Disc, Ice Gauntlet, Ice Hook, Ice Shield, Ice Spear, Iceberg Spike, Phase Change, Steaming the water, Water Bullet, Water Cloak, Water Filtering, Water Jet, Water Knife, Water Manipulation, Water Pressure manipulation, Water Wall, Water Shield, Water Whip, Wave, Ice Shackles
  • Waterbending Master Techniques: Bubble, Ice Dagger, Ice Dome, Ice Drill, Ice Floor, Ice Prison, Ice Ramp, Ice Tunneling, Maelstrom, Multiple Water Whips, Octopus Form, Partial Ice Whip, Razor Rings, Water Ball, Water Boxing, Water Dome, Water Drill, Water Gimbal, Water Pinwheel, Water Ring, Water Spout / Vortex
  • Entity Level Waterbending: Ice Fissure, Remote waterbending, Tsunami, Water Compression
  • Waterbending Special Techniques: Bloodbending, Cloudbending, Condensation, Healing, Plantbending, Spiritbending, Solutionbending, Steambending, Water Run,
  • Fire Bender: {Avatar LOK} You’ve been born with the ability to bend the natural element of your nation and you have a lifetime’s worth of experience in bending. In order to harness your powers, you have to be able to move, as most of your bending will be conducted through a unique set of movements and gestures but some feats can be accomplished with something as simple as waving your hand. Firebending is generally a very direct art, requiring a constant source of energy from the bender, and Firebenders tend to favor direct and successive attacks to fuel it. Novices will find it has few defensive moves, though skilled Firebenders may prove otherwise. Due to the influence of the sun, they gain strength during the day. [Elemental][Fire]
  • Utilitarian Bender: {Avatar LOK} Bending can be used for more than just combat and you’re one of the people who apply your powers to everyday life to make simple tasks easier. Construction, transportation, energy generation, healing, each element has its own unique practical applications. [Elemental]
  • Lighting Bending: {Avatar LOK} Much more common now than it was seventy years ago, this power allows firebenders to produce lightning by separating positive and negative energies internally before directing them up through the arm and out the fingertips. Generating lightning requires peace of mind and control over one’s emotions, however, this can be overcome if a firebender is particularly skilled. In addition to lightning generation, you’ll also be granted the ability to redirect lightning. [Elemental][Fire][Lightning]
  • Firebending Genius: {Avatar LOK} You’re a natural savant capable of manipulating the element of fire on a level that most benders could spend a lifetime trying and failing to achieve. In addition to starting off stronger than any average bender you’ll also have an easier time unlocking new sub-forms of bending (such as metalbending, bluefire, or bloodbending) and you can easily grasp unconventional uses of regular bending. Despite your prowess, you still cannot learn genetically unique forms of bending. Specializations purchased along with this perk now start off at master level and any Bender perks you’ve purchased (Mobile Bender) will become twice as useful. [Elemental][Fire]
  • Firebending Abilities: Blazing Rings, Blazing Arcs, Blocking Fire, Fire Blade, Fire Bomb, Fire Circle, Fire Daggers, Fire Lash, Fire Streams, Fire Whip, Fireballs, Firejabs, Flame Redirection, Shield of Fire, The Dancing Dragon,
  • Master Level Firebending: Charged Attacks, Fire Augmentation, Fire Comet, Fire Missiles, Fire Pinwheel, Intertwined Fire Stream, Jet Propulsion, Pressurized Fire Stream, Wall of Flames
  • Entity Level Firebending: Long Range Multiple Fire Whips.
  • Special Firebending Techniques: Blue Fire, Breath of Fire, Combustionbending, Dragon Fire, Energy Reading, Heat Control, Lightning Bending, Lightning Redirection
  • Energybending: Astral Projection, Granting Bending, Removing bending, Spirit Energy Manipulation.
  • Invented Bending Techniques: Glassbending (possible by using the high thermal viscosity of glass to trap water vapor inside the glass), Thermobaric Blast (ice version of Combustion, caused by ripping thermal energy out of the system to the degree that the sudden drop in air pressure causes an explosion), Tornado (caused by simultaneous manipulation of heat and cold to produce cyclonic, uncontrolled winds), Magnetic Shield, Coil / Rail Gun, Magnetization, Magnetic Attraction, Magnetic Repulsion, Magnetic Levitation, Cloud walking, Ice Flyer (standing on ice and using it to fly), Plasmabending (The ability to generate plasma, made possible only through waterbending’s thermal cooling effects), Soulfire (Energy-bending combined with Firebending), Infusion (Grants regeneration for a time by combining Energybending with Healing), HyperIce (Superheated Ultrahigh pressure ice), Lifescanning (reading the lifesigns), Hydrosonar (mapping an area using water droplets), Ice Golem, Wall of Ice Knives, Ice Titan (Power Armor made of Ice), White Fire, Hydro-telescope, Emotional Healing (Rage Bending)
  • Origin Spirit: {Avatar LOK} Atura, the Spirit of Twilight and Balance, has taken an interest in you and has bonded with your soul. This should improve your relations with other spirits, as well as making it easier for you to enter the spirit world. [Fluff]
  • No Gods or Kings: {CIV} With a sufficiently passionate declaration, you can describe or declare something, and people will see it as it is, not how they believe it to be. This perk allows you to remove someone’s blinders to illusion or stranger things. You could convince someone of your Jumper nature with a brief demonstration, or explain that disease is caused by germs they cannot see, as opposed to evil spirits. This only works on subjects that can be considered true­ you can’t make someone belief a false phenomenon. [Power] [Charisma]
  • Accepting the Divine: {CIV} Sometimes you just don’t have time to explain. This perk grants you a catch­all excuse of ‘Mysteries of the gods’ or ‘I’ll explain later’. You can use this effect to ensure someone accomplishes a task you request or uses a tool you’ve provided, and they won’t delay by asking how it works. You will be required to explain properly later, but hopefully by that time, you and your allies have solved the problem. [Power]
  • Let There Be Light: {CIV} You gain a skill with what to most are minor tricks with fantastic applications. This talent allows you to purify things for later use, or amplify their effect, increasing how long they last and how effective they are. You could will a single candle to light a room, or arrange for a fire to burn through winter. Touching a vessel full of water purifies it of all contaminants. These are merely examples, not the limit of this talent. With sufficient time and attention to detail, the basic necessities of life for you or your people are always well in hand. [Magic]
  • Doubletap: {GZA} Weapons you use deal secondary damage to targets a moment after the strike is inflicted. The secondary damage is equal to the first shot and takes effect in approximately the same place on the target. [Power] [Melee] [Firearms] [Archery]
  • Sing a Little Song: {Disney} which allows you to burst into song at any time. You’ll know the words and won’t stumble over diction. Any Song perks or magic can be combined with this ability… but it doesn’t come with a great singing voice. [Power]
  • Sidekick Song: {Disney} Sing this song you can improve moods or motivate individuals or crowds and everyone will like you more. This effect can be subtle or obvious. [Power]
  • “I Am” Song: {Disney} Establish your identity with a tune, wards off up to mid-level mind control, the corrupting influence of various magics and lower level demonic possession, with more powerful and passionate performances increasing the effect. [Power] [Willpower]
  • “I Want” Song: {Disney} You know what you want and you know how you want it. By the end of this song, you’ll receive a very direct idea of how to get what you want. Sing for true love and you might run into a stranger who can set you up with someone. Sing for victory in war and end up finishing your number standing on the tip of a Howitzer. [Power]
  • Villain Song: {Disney} Commune with dark forces or enhance magic with your songs. The more flamboyant you act while singing, the greater the effect it has on your magic. [Power]
  • I’ll Make a Man out of you!: {Disney} Become the best personal trainer ever. You’ll be able to teach nearly any physical skill to anyone and to increase someone’s strength, agility, speed, poise, grace, and endurance to their best potential. [Power]
  • Simply Profound: {Disney} You always seem to know what to say to get people out of that rut in their lives. In fact, with carefully chosen words and a few years to train them up, you can reshape someone’s entire philosophy. An extremely stubborn person may only make minor changes, but a weak-willed person with end up putty in your hands. [Charisma][Power]
  • Tres Bell: {Disney} to make me classically beautiful, my movements graceful, and guarantee I’ll look my best even while crying or screaming. People will slay dragons for my hand in marriage and quests will be done in my name. [Appearance]
  • Enchanting: {SamJack} You can grant magical properties to weapons by marking them with ancient runes. Right now you only know how to give weapons elemental properties but you can learn more enchantments by studying other enchanted and magical weapons. [Enchanting]
  • Shapeshifting: {SamJack} You possess the ability to change into any creature or humanoid you can imagine. However, you do not receive any of the supernatural powers or abilities of what you change into and your alternate forms are clearly distinguishable from their actual counterparts. You’ll retain a noticeable color scheme across all your forms and you will be unable to emulate exact details unless you spend a significant amount of time designing a new form in your mind. [Power]
  • Energy Beams: {SamJack} You can fire powerful lasers out of your hands or eyes. These beams are hot enough and powerful enough to start fires and can cut through solid steel. [Power]
  • Enhanced Senses: {SamJack} Your senses of smell, sight, and hearing are enhanced to near supernatural levels. You can detect extremely faint scent trails with which to track people or animals, hear an arrow coming at you from the other side of a forest clearing, and see with 20/10 vision. [Awareness]
  • Element Control: {SamJack} you’re able to manipulate a single natural element, in this case Earth. [Elemental] [Earth]
  • Prince in Exile: {ASOIAF} which means people will welcome me as a princess from a foreign land and be amused at my alien ways and customs, allowing me to be welcomed at most courts as a curiosity. [Fluff] [Charisma]
  • The Builder: {ASOIAF} makes me an exemplary architect with preternatural skill when it comes to the construction of buildings and fortifications. Immensely large structures take far less time to make than they should. This is particularly noticeable when a structure is built to keep a specific foe at bay. [Power][Practical]
  • Best Dynasty Ever: {ASOIAF} The Gods smile on your family. Anyone directly related to you tends to be blessed with peace, plenty, and a happy life. [Fluff]
  • Divide and Conquer: {Scooby} the subliminal ability to convince a group to break into separate, smaller groups when they’re trying to accomplish a task… all without having to actually say anything. [Power]
  • Enormous Appetite: {Scooby} You may eat as much food as you want without ever growing uncomfortably full. Overeating will not negatively impact your weight or body fat in any way. [Fluff]
  • Talking Animals: {Scooby} I can talk in Animal or Animalistic forms, but also talk to animals. [Linguistics]
  • I Should Be Dead by Now: {RWBY} Aura, Light of the Soul, it hardens the vitals in response to bodily trauma. Not only regenerating, but repairing it to its natural state! Your Aura Pool is uncommonly large, doubling its capacity. [Toughness] [Regeneration][Spirit Power]
  • Slayer: {Buffy} Slayer, Bane to all vampires. The slayer is called by destiny to fight creatures of the night and possesses strength, speed, stamina, agility, reflexes, and intuition to handle common vampires easily. They are truly dangerous to fight. Prophetic dreams will occasionally alert me to upcoming events. [Speed] [Strength] [Coordination] [Awareness] [Stamina] [Agility]
  • Sorcery Savant: {Buffy} I have a general aptitude for learning spells and possess a far greater natural ability to perform magic. Anyway, the spells I perform will be on the same level or possibly above that of the greatest witches on Earth once I gain more experience. Or rather, even more experience. [Magic]
  • Flight: {Buffy} The ability to fly is now yours. No wings or anything, it’s a purely magical ability. You can go kinda fast using this… it peaks at around 70 mph / 112 km/h). The wind at this speed won’t bother you either, just avoid flying into things. [Power] [Movement]
  • Tengu Nature: {Touhou} Tengu are incredibly skilled at magic and are known for their incredible speed and agility that few could match. They are also fast learners that can easily adapt to unexpected or unfamiliar outcomes, and have a knack for tricking and confusing others to their advantage. As a Tengu, I also take on both physical and behavioral characteristics, both good and bad, of a Ferret. [Magic] [Speed] [Agility] [Learning] [Charisma] **
  • Soar: {Touhou} The ability to levitate and fly, with full speed sharp cornering and reverse. This boosts my speed to around 85 mph / 137 km/h.`**
  • Third Eye of Satori: {Touhou} The ability to read the hearts and the minds of any being, no matter if they speak a different language or even if they are animals, though only in their immediate presence. This power also grants the ability to hypnotize others by manipulating their conscious minds. Furthermore, if your targets are in a compromised mental state where mental resistance is minimal, are unconscious, or if they simply allow you to do so, you can tap into their memories to experience them for yourself. **
  • Hakutaku’s Gift: {Touhou} The ability to affect memories on an extremely wide scale, concealing the truth by planting your own false information. However, this power can only extend back in history for so long, unable to alter any memories past a certain date. Creating vivid and believable memories is also quite difficult. Once every full moon however, you may change one specific historical event in the recent past to another of your choice, changing the course of history from that point onwards, reflecting into the present time. This however cannot ever stop a life from being lost or take a like as a result of your changes.**
  • Elemental’s Secret: {Touhou} control over the Wu Xing Elements; Wood, Fire, Earth, Metal, and Water… as well as the power of the Sun and the Moon **
  • Fire Dragon Slayer: {Fairy Tail} You have the power of Fire Dragons within you… You are now immune to all mundane sources of fire and any magical sources of it weaker than from an actual Dragon. In addition, you may consume this element to recharge from fatigue caused by using this. This magic lives up to its name, and while highly destructive against anything, shows its true potential when in combat against anything that could truthfully call itself a Dragon.
  • Resourcefulness: {Fairy Tail} The ability to make do with what you have in almost any given situation… at the very least, you’ll never be without some way to survive in a hostile environment. **
  • Pagan Goddess / Skadi: {Supernatural} **
  • Immortality: {Supernatural} You are immune to the ravages of time and mortal sickness. You will never grow old beyond your ideal human age. This does not stop you from assuming older or sickly disguises. Unless violence or accident occurs, you will live forever.**
  • Virgin Detector: {Supernatural} a sixth sense that does exactly what it says on the tin and is never wrong.**
  • In My Name You Pray: {Supernatural} the ability to offer a blessing to a person or place so long as someone performs an offering to me. The blessing must always be the same and an appropriate sacrifice must be paid in order for me to bestow the gift. Most often these offerings are required yearly to retain the magic…. That required thought and I took several days deciding that those who lit a bonfire to me during any night of the deepest days of winter, would be blessed with protection from heat for the next year and any place thus consecrated would maintain winter’s deep chill even on the hottest day.**
  • Force of Nature: {Supernatural} Winter itself is at your beck and call, as you have claimed authority over it. You can generate some of it on command and cause natural sources of it to act as you wish.**
  • Trickster: {Supernatural} the ability to conjure something from nothing, including minor monsters with a personality you design for them. Living things will not truly have souls and only act based on behaviors you designate. You require lots of sugar to recharge this power.**
  • Matching Tattoos: {Supernatural} a Guaranteed Method to ward off demonic possession. Where normally an anti-demon tattoo could be burned off or marred in some way, this one will last just as long as your body does. You can bestow this same tattoo onto allies as well, if you want to.**
  • Diplomatic Immunity: {West Wing} Scandals and mishaps have a way of avoiding you. You can hang around the White House, talk regularly with the President and his staff, and you’ll find yourself without a subpoena when it’s revealed he’s been hiding a degenerative illness. It doesn’t sound like much, but if you’re not looking for trouble, trouble won’t look for you.**
  • I Suppose It’s Possible I was Drunk: {West Wing} Everyone treats you like a distinguished guest, whether or not you’re playing the part. You can act zany, quirky, whimsical, and occasionally offensive behind closed doors, and it’ll come off as charm rather than a lack of respect for the presidency. This doesn’t protect you from being an asshole, but you can treat the executive branch (and any similar governmental branches in future jumps) like it’s full of old college roommates and nobody will mind.**
  • What’s Next?: {West Wing} Allows the user to carry on highly technical conversations about policy, plan what they’re going to say in a meeting, and quip to nearby colleagues without losing their train of thought. (essentially mental multitasking.) and it allows the user to powerwalk without breaking a sweat.**
  • Unsorted

Hip Fire: {They Live} You can aim and shoot rifles and other similar weapons from your hip without losing any considerable amount of accuracy and without the need to use the sight.

Brainwash-Proof: {They Live} You don’t require the special sunglasses or contact lenses at all and you are always immune to the alien propaganda… Brainwashing you is impossible.

Hero Sense: {They Live} You can feel when shit is about to hit the fan and react accordingly with ease, always turning around just in time.

Situational Sharpness: {They Live} You’ll always come up with the perfect insult, joke, or comment to the current situation. You will also never lose your cool and look like a badass in the process.

Motivated: {Railgun} You’re much more motivated than before. You find it easy to dedicate yourself to things and self-discipline will no longer be a problem. You also rediscover your love of learning, and will be more than willing to spend weeks studying a subject, stopping only to eat and sleep. As a bonus, you have godly research skills and will almost always seem to find information you’re looking for as long as you search hard enough. In addition, your memory is also improved to help you keep up, with perfect Memory (Already got that) and highly efficient memory indexing (don’t have that). Given enough time and effort, almost everything will be within your grasp.)

Slice of Life: {Railgun} Your daily life unfolds like a Slice of Life anime. In theory, this wouldn’t do much and you probably won’t notice the difference. However, your life becomes a lot more cheerful and enjoyable that it was previously. People are much nicer to you than before, and you can get away with most minor wrongdoings and have no lasting consequences even for some severe transgressions. You’ll be able to live in the present without being bogged down by your past and enjoy your life without getting hindered by conflict too much. Regardless of the situation, you’re somehow capable of always looking on the bright side of life, even though you may face an invasion, your impending execution, or the like. You take things for granted less and something like a sweet dessert never fails to put a smile on your face.)

Malleable Reality: {Railgun} You’re more imaginative than usual. Though you’ll become quite eccentric, you can change what you believe in, or your Personal Reality, more easily. Your powers grow slightly faster (1.25x) now and don’t have to make sense any more. As a Result, you could probably do some crazy shit, such as making homing ball lightning or creating constructs of fire that act as matter. With enough training or practice, you might even be able to stave off some of the side effects from using magic as an Esper by imagine something else to be part of your body and having the sides impact that instead. If you’re willing to become even crazier though, the Sky’s the limit for what you can do. After All, the more insane you get, the stronger your Esper Powers grow. That said, a little eccentricity can go a long way. Screw being scientifically correct.

Hard Science: {Railgun} You have knowledge of Academy City’s science and technology to rival a scientist with a doctorate and several years of experience under her belt. You’re much more intelligent, analytical, and can easily keep your cool under pressure and rein in your emotions. You also gain a doctorate’s worth of regular scientific knowledge in the discipline of your Choice. You know the inner workings of recoil mitigating systems and powered armour, but your true speciality is the esper creation and development process. Given enough time, you might just figure out a way to get rid of the randomness inherent in the process and give X person Y ability. Training an Esper to help him or her reach their maximum potential is child’s play.

Meltdowner: {Railgun}… also known as Particle Waveform High-Speed Cannon. The Laws of Physics are stretched by Espers, but this takes them almost to the breaking point. In Essence, this ability allows its users to fire particles beams of electrons that pierce through objects at the same velocity they were fired at, defeating such pesky things as armor. Its users can also redirect electricity with it, create shields that disintegrate things on contact, or turn themselves into living rockets… though that’s pretty much all they can do. However, it can be stopped through energy shield or massively thick / strong armor (Beyond this jump’s tech level)… and is incapable of rapid-fire or area saturation. Regardless, this is the most destructive Esper ability… and can be made dramatically worse if you remove the mental limiters preventing you from damaging / killing yourself.

A Little Light in Every Heart: {Redwall} Beasts should be judged not by the colour of their fur, but by the content of their characters, and you have an unusual degree of insight into just that. You can sense when others have nagging doubts about the correctness of their ideal. With a (precisely chosen) kind word, you can assuage those doubts – or cause them to fester and multiply. There’s no guarantee that this will result in a convert to your cause, but it’s certainly worth a try. This is particularly useful for promoting ideals of tolerance and nonviolence, but can almost as easily be used to spread paranoia and distrust, or whatever your own values happen to be. This isn’t mind-control or a magical alignment-changing aura, just a little applied psychology and a whole bunch of optimism. Depending on the metaphysics of the setting, it may not be of much use against eldritch abominations, automatons, demons, or beings otherwise devoid of free will.**

Heart of a Mouse: {Redwall} At the very least, you’ve got a great deal of courage, even in the face of overwhelming challenges. When faced with lopsided odds, you’ve also got a great deal of luck.**

Let’s Play!: {Dragon’s Crown} After this jump, a complete video recording of your jump will appear in your warehouse. Dubbed overtop of this video recording by yourself explaining what you did and why, along with some random commentary about nothing in particular that some people will likely find annoying. If you choose, this option can apply to any past or future jump as as well.

Gymkata: {Dragon’s Crown} You’re hard to hit. Now whether that’s because you’ve got crazy gymnastic ability or just enough sense to sidestep an obvious attack it all wears the same. Attacks directly targeting you have a reduced chance to hit due to your physical prowess. Excessive gymkata’ing can get tiring, though, so keep that in mind.) instead.

Palette Swap: {Dragon’s Crown} the ability to recolor the outfit I’m currently wearing so the pattern and color scheme complement each other based on my preferences.

Soundtrack: {Dragon’s Crown} a sweeping heroic score to accompany my heroic journey. I can control who hears it and how loud it is. Also works for the morally ambiguous or downright villainous.

Basic Attack: {Dragon’s Crown} you know the basics of melee combat, you can swing a sword, an axe, or something similarly medieval without injuring yourself. Shieldwork free, magic users can channel small amounts of magic through a staff to boost attack strength.

Epic Proportions: {Dragon’s Crown} three free enhanced physical features, the more specific, the bigger the boost. You know… fine. I’ll go with the flow. Differentiate this Elfin form from my other Elfin form. Boobs, Legs, Figure.

Rapid Fire: {Dragon’s Crown} Only Yngwie Malmsteen has faster strings than you, but you’re far more deadly. This ability allows you to fire arrows in rapid succession with no penalty to accuracy. The number of arrows fired will increase as you practice this skill and, as with all archery, it will be physically taxing.

Elemental Lore: {Dragon’s Crown} By focusing your will into your bow, you can cause the arrows fired from it to take on a variety of properties. All arrows fired from your bow while using this skill will deal spirit damage, plus damage based off of the nearest strong elemental effect. Arrows fired near a flame will take on the properties of that flame, arrows fired while standing in water will take on properties of water. The intensity and nature of the nearest element, depth of the body of water, intensity and type of fire, for example, will shape the effects of the fired arrow.

Clone Strikes: {Dragon’s Crown} Accepted wisdom is to refrain from firing on the move, as mobility and stability rarely go hand in hand and stability is paramount for quality marksmanship. But you have learned that quantity has a quality all its own. Using this technique requires the shooter to be on the move, dashing, charging while crouched, or bounding across the battlefield. When the shooter chooses, this ability allows the shooter to cause his or her arrows to multiply whilst in flight. At first a single arrow will become two, but with time and practice a single arrow can become a whole flight of arrows.” a flight of fire or ice or wind arrows.

Extract: {Dragon’s Crown} Low-Level magical attacks generate more mana than they cost, provided the attacks are against animate enemies and are successful.

Alpha and Omega

Advertisements