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HellBoy_2057
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Chapter 1 - Assistants - Protection - Time - Vehicles

Assistants (1) (3 perks)

Group Mind Bodies (400 CP) (Generic Lewd Sci-Fi)

Thanks to breakthroughs in neural transference, you are now the hub of a group mind – five more bodies are linked to your mental command. Because your mental processing is somewhat shared across the five minds, you will find you have gained a fivefold increase in your multitasking, but your original body remains the hub of the network. Any deaths of the extra five group bodies don't affect you very much aside from having to experience them dying, while the death of your primary body will send you home barring extra measures. Each of these bodies can be of different appearances, or just copies of yourself.

Because your senses are also linked, you will experience everything they do. They don't have minds of their own. They retain any modifications you make to them.

- The Hero's Journal (A Mage Of Sorothustra/Lore) (100CP)

This is a simple, handy enchanted item. This journal is bound to your soul and is perpetually scribbling down your journey from your perspective, with an occasional perspective shift to some omnipresent narrator who knows more than you do and occasionally dispenses some wisdom. If you read this journal and study it you will learn of new adventures you could go on, as well as, from time to time, gain a vital clue regarding where to go next.

Master of Masters (600 CP) (Generic BDSM)

To be a master is to be naturally-inclined to gain power and stand above others. You are the logical conclusion to that statement: a master who stands above even other dominants. Your will is absolutely ironclad and impossible to break: be it via torture or mind control or other methods, you will kneel to neither man nor god. But the same cannot be said for others: when subjected to your methods, even the fiercest dominatrix may find herself developing a submissive streak, if only where you are concerned.

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Protection (2) (5 perks)

- A Bottomless Heart (100CP) (Generic Hentai World)

For an ordinary person it may be enough to only have one other person to spend your life with, but there's nothing ordinary about you, is there? Love and emotional attachment comes to you easily and you find it more difficult than most to let go of those you care about, to the point that choosing one

woman over another when you love them both is unthinkable to you. Luckily, this is not without its benefits. You have a perfect photographic memory for information about people you care about, no matter how many of those people you might have. You'll never forget their birthdays, favorite meals,

erogenous zones, etc. and can easily keep track of their needs and desires without even thinking very hard about it.

- Murphy's Law (SCP Foundation) (100CP)

You've been around so many experiments, so much weird shit, that you notice things other people don't and instinctively position yourself, as a subconscious reaction to anything that can go wrong, and avoid the eventual backfire. The knowledge that a few errant bubbles in a flask can quickly turn into boiling so violently that even the open end of it isn't enough to let all of its energy out, turning it into a chemical explosive, is not lost on you. Neither is the fact that that open flask over there just bubbled when a piece of dust fell into it. If you're running the experiments, you know how to avoid those circumstances, and how to extinguish the fires if and when they break out.

- LOCKED ROOMS (The Culture Minds) (400CP)

Your mind can be compartmentalized to a variety of ends. You could shunt data to a locked room in your mind, one which memetic effects, viruses, or corrupted data cannot escape. Or just block off certain knowledge until the time is right for you to access it.

These locked rooms cannot be read by mind-reading methods unless you willingly open them. You can even lock a compartment of your mind and figuratively throw away the key, keeping it sealed even from yourself until some condition is met.

They will also be able to contain any interlopers, memetics or unusual effects that stray into your mind from other sources, digital or not, though you should act fast so as to avoid locking away the majority of your mind.

- Renewal (Age of Wonders ll) (400CP)

Wounds can be mended, cities can be rebuilt. Even the lands tainted by death magics or burnt by fire can be restored, seeded with crops and forests until life flourishes anew.

Life magic embodies this ideal, holding the power to endure, to undo all harms and ease all woes. Your spells and abilities are infused with this power, and it is impossible to corrupt or twist them against their purpose.

Furthermore, although your magics are now more difficult to suppress or destroy, if your enchantments are only partially broken they will slowly restore themselves to their full potential, their own magical natures healing as surely as more physical wounds.

- The Golden Ending (600CP) (Generic Hentai World)

This is it Jumper, the happily ever after that every Harem Protagonist dreams of achieving. You've reached the "marry them all" stage in your journey where your entire harem is in love with you (and possibly each other) and everyone is happy to share, or if you haven't yet then you will eventually. Once

you've reached this ideal state nothing short of deliberate abuse or neglect on your part can make the members of your harem break up or fall out of love with you or with each other. New girls will be welcomed into the fold by their elder sisters rather than shunned or rejected, though this doesn't guarantee a lack of personality conflicts. Even if you vanish into a Gauntlet for a hundred years or do a stint as an evil overlord they'll all continue to love and support you, if perhaps from a distance, until you return to them.

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Time (3) (5 perks)

- Simple Scientific Solution (Tenchi Muyo!) (100CP)

Slice of Life: Science solves everything, even the little household problems. You can create supertech improvements to common tools and appliances, up to and including automobiles or similar works of engineering. Create dishwashers that can clean dishes in an instant, self heating plumbing or forcefield window panes that act as air conditioners.

SpaceOpera: Well established methodologies and an instinctive grasp of the same allow you to draw conclusions or produce results incredibly fast. You halve the time it takes to gather data, compose research on some subject, or devise a test to prove/disprove something handy for when you have to figure out an enemy fortresses' one weakness.

- Spark Of Genius (Galactic Civilisations ll) (100CP)

With the sheer amount and complexity of information involved in next-generation research, most scientific advances slowly progress in vast, city-sized research facilities. But every so often, there's a giant leap forward - a sudden flash of insight that ignores all perceived barriers to scientific advancement and leads to more progress in a few days than you might have otherwise seen in months.

Now, you and your people are gifted with just this kind of creativity, experiencing the same kind of sudden technological breakthroughs on rare occasions. This might just make scientific progress a bit more difficult to predict in advance, but you'll always be pleasantly surprised when it happens.

Researcher (Age of Mythology) (400CP)

You are far faster at designing and discovering new technologies. Inspiration and breakthroughs hit you far more often.

- Gadgeter (Totally Spies Martin Mystery) (600CP)

Not only do you have the knowledge and resources to produce all of WOOHP and the Center's gadgets quickly and efficiently, but you'll never run out of ideas for new gadgets, and you'll be able to incorporate any other technologies you know seamlessly.

- Seed of The Singularity (Generic Cyberpunk) (600CP)

They say that the future begins with an idea, but that's not true. It begins when you make an idea reality. You're not just someone that is content to fiddle the technology that's already there, you're one of the minds that could shatter everything we thought we knew.

Your ability to innovate and invent is awe inspiring, doing the work of years in scant months. What you piece together in your lab to test a concept would count as a production model to anyone else, and your actual finalized designs are nothing short of pure brilliance.

This applies just as well to actual discovery, burning through fields of testing and examination with incredible speed. Your work alone could build the entire future if you had the resources, and if you can survive the people who would kill for the things you can make.

Vehicles (4) (3 perks)

- Aerospace Engineering Makes Things Go Fast (Kerbal Space Program) (100CP)

You have an intuitive grasp on the mechanics of wind-flow, material sciences, atmospheric drag, tensile strengths, rocketry, so on and so forth, and how it applies to the art of designing vehicles that traverse the sky and space.

- This Looks Like Every Other Spaceship I Don't Know How To Fly (Schlok Mercenary Rebuild) (100CP)

Except it turns out, you can. You are able to work out at least basic controls for any vessel instantly, and can very quickly familiarize yourself to the point of being able to fly through a busy battlefield. This can extend to figuring out how to ride strange animals.

- Vehicular skills (Generic Zombie Apocalypse) (200CP)

In addition to being a frankly amazing mechanic, you're also great behind the wheel you can avoid any avoidable accidents, you're quite apt at upgrading vehicle into mobile death machine