LightReader

Chapter 1 - Assistants - Protection - Time - Vehicles

Assistants (1) (1 perk)

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.

Protection (2) (2 perks)

- 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.

Time (3) (1 perk)

- Seed of The Singularity (Generic Cyberpunk) (400CP)

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)

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