Abilities and Skills (16) (9 perks)
- Technical Expertise (Generic Cyberpunk) (100CP)
People use technology every day but that doesn't mean they understand or are skilled with it. You're not one of them. You're a deft hand at working with and understanding technology and machines, picking up anything you need to know to use and work with them easily. Given anything more than just a passing familiarity you'll be a whiz with it, able to work magic when you get your hands on the inner workings of whatever you're dealing with.
Whether that's peeling apart computers and piecing hardware back together to make a much better system, tweaking software in ways that make it run like a dream, or working magic in a garage with vehicles that have seen better days nobody can deny you have the talent.
- Neuromancer (Generic Cyberpunk) (200CP)
You've mastered the arts of interfacing machines and the human mind, able to both design and build things to seamlessly interface with the human nervous system and the actual consciousness housed within it.
Building an implant or accessory to let people access the net with just a thought wouldn't be difficult at all, neither would making sure that a cybernetic connects so seamlessly with the user that it feels more natural than their original arm.
You've also mastered the use of such a simple if almost magical technology, not just it's construction. Combined with some programming skills, full immersion Virtual Reality would easily be within your grasp.
You've bridged the gap between mind and machine, it's up to you to discover where you go with it from here.
- Hand of the Matrix (Generic Cyberpunk) (400CP)
The vids are full of stories of plucky hackers who are able to work magic with the seas of code that society drowns in. You're not one of them though, you're one of the ones that give megacorps reason to be nervous.
Your understanding and mastery of code is enough to design programs that would turn heads, crack systems that those in power spend mountains of cash trying to keep secure, and to make short work of nearly any opposition. If your skills are known by anyone it's either as a digital boogeyman or as a name people are willing to make all kinds of effort to get on their side.
The software you could make and the hacks you could pull off are nearly unmatched. It'd take either an equal or a megacorp to give you a challenge. Only something like an advanced AI could claim to be your greater where code is concerned.
- Master Builder (LEGO Dimensions) (400CP)
You have been awakened to the true power of the Brick. By envisioning an object that you want to create, you can look at your environment and see how to deconstruct it to craft the item you want to build, and then you can tear apart the environment to create it. In addition, you can also look at objects and visualize how they could be altered and integrated into new creations.
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Way of the Void Dragon (Warhammer 40k - Necrons SB Edition) (400CP)
Technology is but one facet of the Materium, but you are its master. The Void Dragon's grasp of technology was the very inspiration of the Adeptus Mechanicus, and you retain a similar level of skill. Imperial Guardsmen will flee in terror as their tanks turn against them, the once loyal drones of the Tau will gun down their owners without hesitation, and you will laugh all the while.
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- Archon (Draka Series) (600CP)
You conquer, Jumper. You are superhumanly skilled in every art or science that a ruler needs.
Your economic skills would let you make financial giants from what were the poorest traders in the land, your sheer military brilliance would allow you to win wars and battles while outnumbered and outgunned the whole time, and with your talent for intrigue you could have whole spy rings basically countering themselves and each other for you.
While not the first preference for a Draka, your diplomatic skill might see you making peace between the Alliance and the Draka with some work, or getting the serfs to accept their fates peacefully.
Whether it be military strategy and tactics, bureaucratic organization and manipulation, public relations and speechmaking, economics and trade, diplomacy and negotiation, intelligence analysis and intrigue, or what have you, you are one of the very, very best at it.
You were born to rule and rule you will, by whatever means you choose to do so.
- Inventor of an Era (Generic Dystopia) (600CP)
Maybe your claim to fame lies in your inventions, or maybe it's all done away from the prying eyes of the media. Regardless, with your inventing skill, you could be known as one of the great scientists of the new world. Your skills are focused, perfected, and many.
You could create advanced devices for anything from sanitation to advertisement, make new advances in nano- or holo-technology, or create new energy drinks that increase focus and productivity. You are capable of constructing robots, and if those robots aren't quite smart enough to do what you want, you could always just use a human brain.
Well, that's the shortcut most people take. Maybe your advances in AI could put an end to that?
- Marain Diaglyths (The Culture Minds) (600CP)
The language of the Culture is one of its greatest achievements. The characters of Marain are written on a 3x3 grid, but when used by Minds, are capable of encoding information in a fractal-like manner. Anything describable can be written in a single Marain diaglyph, all the way up to the entire universe, with every particle, vector and wave within it. Of course, the time needed to write such a glyph would take as long as the age of the universe itself.
This perk grants you the ability of Culture Minds to express and read data in this way: to describe an entire library of information in one character, to perform a mathematical operation millions of lines long in a single step, or simply to read one character and know immediately and exactly how the described but not-yet- invented musical instrument will sound.
This effect extends to any written system of language you are fluent in, and allows you to express the deeper information to non-Minds for example if you write the sun in reference to a particular sun, the reader would know precisely what the sun is its coordinates, its dimensions, its spectrographic signature and its history, if you chose to encode all that information into the writing.
- An Order To Things (Gunnerkrigg Court) (800CP)
You can understand how things fit together in abstract or practical ways. Understand how somebody lives (and where they would hide things) by how they set the items around their dwelling, deduce feelings from handwriting, grow a robot, decipher languages too complex for normal humans. Though things that you seek to make happen, rather than deduce where or how it happened, are much harder to pull off. You can see how someone else grew a robot but doing it yourself would take experimenting and progress, though these things move much faster than you.