Mundane (19) (9 perks)
- Uncommon Taste (Elder Scrolls Online) (100CP)
One of the most critical elements to a successful battle, yet one so easily ignored, is nutrition. Many an army has been squelched simply through malnutrition, or worse, starvation. Fortunately, that's a problem you can easily rectify, and best of all, you can even make it a decent meal rather than the hardtack and watered down mazte soldiers are usually subjected to! Your skills let you make recipes up to Rank 3 (Level 49) and Difficult (Blue) complexity. Not just foods, your drinks, especially the alcoholic
ones, are excellent. Of course you could easily just open a restaurant or an inn somewhere, but the health, stamina, and/or magicka revitalizing and fortifying properties of your meals would be wasted on pedestrian pursuits.
- When All You Have is a Hammer... (100 CP) (Niplheim's Hunter)
Well hopefully you at least have the forge too, right? You have the stamina and sexual skill to drive your partners absolutely wild in bed, regardless of whether you're the one doing the hammering or the one getting hammered. We're talking easy multiple orgasms and silly-looking ahegao faces if you fully apply yourself, though you needn't worry about breaking your partner's mind or other parts for real regardless of what their pillow talk sounds like. Oh, and you're a pretty dab hand with blacksmithing tools too, I guess.
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- Mastercrafter (200CP) (Niplheim's Hunter)
Speaking of blacksmithing, that's not the only thing you can do, not by a long shot. Your crafting expertise covers a wide range of fields, from woodworking to sewing and leatherworking to sculpting and even a bit of architecture, all the better for making all those suits of armor out of things other than metal. You can also figure out how to work even the most exotic materials like meteoric iron and dragon scales, wasting none of your precious resources and even having some left over to use for fun after important projects. Maybe make some exotic sex toys?
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- Craftsman (Starbound) (300CP)
Building things is a major part of the Starbound experience, and with this perk, you gain a leg-up on crafting and building.
You now have a basic knowledge of how to craft things, to the point where you can take a mental concept for some simple item or piece of furniture and flesh it out into a full crafting blueprints given a few hours to sit and think about it.
Anvil Specialty : You know how to shape metal, extracting it from ores and turning it into items, mostly melee weapons of various sorts. You have an instinctive understanding of how to make different alloys, and you can even break down existing metals and reshape them, without the metals weakening.
Farming Specialty : You have an instinctive knowledge of how to make plants grow, even those with more exotic requirements. Plants under your care will flourish, even those that might normally require extremely delicate care, and best of all, the growth of any plants in your care is extremely accelerated.
Plants that might take months to produce a harvest will grow to fruition in mere weeks, or possibly even days.
Kitchen Specialty : You are a whiz in the kitchen, capable of making dishes with a variety of health benefits, that also happen to be both filling and delicious. The foods that you make will actually produce tangible bonuses in those that eat them, starting with enhanced healing, and branching out into
increased strength, agility, energy, resistance to heat or flame, to such exotic effects as glowing in the dark or damaging those that touch you.
Medicine Specialty : You can make a variety of medical treatments, suitable for handling a wide range of bumps, bruises, burns, and more. Your treatments will have boosted effectiveness, with everything from your bandages on up promoting healing beyond the norm. You also know how to make certain chemical stimulants, which can safely (and non-addictively) provide a boost to those who use them.
Tech Specialty : Beyond the twelve basic Techs, there are many more possibilities for implanted tech-based abilities.
With this perk, you gain the ability to craft techs for yourself, which could perform functions such as creating a temporary sphere of null gravity around you, giving you a short ranged burst of super-speed, allowing you to shoot energy from the soles of your feet to fly, or even giving you a short-range, line-of-sight teleport. You will have to work out how to craft these abilities for implanting, and you'll have greater success with designing tech-based versions of movement abilities that you already possess.
However, the more powerful the ability, the more energy it will take as a Tech. Only three Techs can be implanted in any one person at a given time.
- Chemist (Inception) (400CP)
Oh, calling them 'drugs' or 'narcotics' is so... unflattering. You simply provide what the people want. You're really good at developing psychoactive chemicals, especially the various dream-related compounds. With a little effort, you could do anything from guaranteeing someone gets a pleasant night to allowing your clients to go deeper into the dreams than anyone before.
- Clocks with Button and Lasers (Ben 10 0.1) (400CP)
Interesting. Did you mingle with the Chronosapiens at some point? Well, you might not necessarily be a catch-all scientist like a Genius but one thing you definitely understand is the technology behind time travel. Things like holograms that let you view the immediate past, time machines that let you move forward and back in time, or beams of light that age things into dust within seconds...you're able to construct devices that play with the flow of time like a toy.
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- Programming and Computer Science (Worm) (400CP)
Supercomputers are your bread and butter, and Artificial Intelligence is your idea of a PDA. Data, programs, and digital devices are your playthings, not to mention that your understanding of such systems means you can hack anything that could possibly be hacked. There isn't really any limit on the extent you could push computing hardware, and any kind of software you can imagine is within your grasp. Please do note that flaunting this is likely to attract some attention from a few major players in particular. Then again that might not be a bad thing depending on your disposition and plans.
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- Schizo Genius (Drama Series) (400CP)
You are now one of the most brilliant scientists and engineers around, capable of inventing and building things such as nanotechnology, reactionless drives, or quantum parallel-world portals with enough work. You might not be able to do so instantly, at least not with this perk alone, but with sufficient time and resources even the most outrageous examples of technology from this setting can be reproduced, or at least close equivalents. What's more, you're no longer bound by standard 'tech trees' of development; you can find work arounds that let you do things like build warp-drive ships without needing to have microcircuit technology for the control systems, or high-performance aircraft without modern materials for the airframe. 'Schizo tech' like this might be a bit kludgey or idiosyncratic in some respects, and might not have all the bells and whistles, but it will still work.
- Never Underestimate the Power of Computers (Superman) (600CP)
Nor the power of... well, you. You are a complete and utter savant, a shining genius in the field of computer design and operation. Not only is your talent at hacking and network manipulation such that you could have whole corporations at your mercy twenty minutes after meeting a computer connected to them, you have the design chops to build stupidly, unbelievably advanced computers yourself. In future jumps too, your knowledge of computer software and hardware updates itself to the latest languages and design philosophies, ensuring that you're always capable of designing wonders such as what you can build here.