Design (33) (9 perks)
Legendary Master: Construction (Rimworld) (100CP)
You're an expert architect capable of realizing truly magnificent and strange buildings. You know exactly how to balance the weight of any given structure to prevent collapse and can utilize even the weakest materials to support whole mountains. You are uniquely capable of reproducing or near reproducing almost any large-scale structure given appropriate resources. If you know how to produce something you innately understand how to build the facilities needed to manufacture/maintain it.
- Lab Standards (Starbound) (200CP)
You are comfortable around technology. You can deduce what complex machines do, at least as far as scientific principles go, and once you understand them, you can standardize them. Technology that you study can be converted into generic versions which may be weaker or less versatile but are easier to maintain and produce. You also can follow the most complicated techno-jargon as if it was plain English.
- Engineer (Super Mario RPG) (300CP)
You're more adept at coming up with novel and creative objects. Any blueprint can be held perfectly in your mind without needing to draw it on paper.
- Modularity (Generic Video Game Developer) (400CP)
Hardware incompatibilities are a pain to deal with. Thankfully, you design your stuff to connect together like Lego pieces. You know just how to design and create hardware that is capable of being put together piece by piece rather easily, allowing you to create consoles that can have internal parts replaced like a PC. You can also design your stuff so that it can hold a host of attachments, like a VR headset that connects to your controller or a console with a built-in charging station. If you want to keep adding more and more, that's just what you can do now.
- Tailor Made (Career Model) (100CP)
You are a brilliant designer and can ensure objects you create are always looking fantastic, aesthetically pleasing and the like. Making something look good no longer takes any time or effort- you can focus entirely on function, and whatever you make will look outstanding.
- Schizo-tech Expert (Arcanum: Of Steamworks And Magick Obscura) (400CP)
Technology advances in leaps and bounds, which may leave the enterprising inventor with some compatibility issues. After all, upgrading the old model of steam-powered Automaton with an electromagnetic hydraulics system may give it the dexterity to paint works of art as much as cleave your foes in half, but that's hardly a success if the optical systems receive interference and rend your servitor blind! You've become exceedingly adept at integrating multiple kinds of technology, especially when the various parts would normally be incompatible. Using different energy sources, blending outdated design principles with the latest advancements of the future and more are all within your grasp. Incredible!
- Implanter (Empire From The Ashes) (400CP)
You are a master of this branch of Imperial Technology, being a whiz with the biology, cybernetics and enhancement science needed to design, build and implant the many, many kinds of enhancements that were so common among them.
You start off being able to reliably, indeed excellently, design the Basic Implants that were provided to even the Junior-most fleet officers, soldiers and in the Fifth Imperium, even to ordinary citizens. But as you practice this skill, as you strain your mind, more ideas come to you, revealing more and more advanced designs. Put in some serious work into it, and you could be designing the codes, software and the hardware components typically used by Fleet Captains and Planetary Dukes in no time!
This skill will continue to grow, and you may, with a lot of time and effort, even design implants that could grant sapience to the non-sapient, much as how the scientist Cohanna would use her ability in this art to make ordinary dogs into near-human intelligences.
- Making Virtual a Reality (Generic Video Game Developer) (600CP)
First came the controller, then much later motion sensing, and later still Virtual Reality, with the future holding untold possibilities. But not for long. You have the ability to design and create just about any kind of hardware imaginable, with such marvels as game controllers that shape themselves to their user's hands or real life holodecks being well within your grasp should you have enough time. This works beyond the scope of video game technology, as well, allowing you to make things like computerized fans that turn on above a set temperature, or things like self- driving cars.
- Bamboo technology (Factorio) (600CP)
It's hard enough to build something as complex as a rocket without advanced synthetic materials and rare earth metals for maximum performance. You know how to push the mechanical limits of the most common elements through creative means to construct things far past what should be possible, allowing you to construct high-tech devices with low-tech materials. You could easily build something on par with the main battle tanks of the 21st century with iron plates, cheap plastic, water and wood pulp. Just don't try to build your rocket out of actual bamboo.
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Durability (34) (3 perks)
- Tinker (Generic Builder) (200CP)
You have a knack for creating things with complex moving parts that don't break down given 'normal' wear and tear. Toys could last generations with just a little care, a roller-coaster wouldn't break down unless someone sabotaged it or it was struck by lightning or some other external force.
- ELDER TECHNOLOGY (The Culture Minds) (200CP)
Some civs just build to last, and it is not unusual for Sublimed civs to leave considerable artifacts behind. Any technological device, structure or vehicle that you create has an effectively unlimited usable lifespan. Not even organic matter that is a part of the device will decay, or even undergo effects like proton decay over the aeons. They will still need expendable reserves a gun still needs bullets, a laser still needs its power pack replaced or recharged but that gun's moving parts never wear out, and that rechargeable power pack can be reused for aeons and more without loss of performance.
- Plague Hardening (Revelation Space) (400CP)
In the years post-Melding, much of the advanced technology of the Belle poque has been set aside due to the risk of infection with Melding Plague spores. Where once glittering near-autonomous volantors streaked through Chasm City's skies, now steam- and battery-driven cars grind along its streets. Where buildings could be grown from a seed and altered at their owner's whims, now they must be painstakingly built with labor.
You, however, have developed strains of plague-hardened nanotech. Any advanced technology you build is vastly more resistant to the ever-evolving Melding Plague and similar viral and infectious agents which seek to subvert it, lasting for days or weeks of direct exposure before succumbing when a similar unprotected machine might fail in minutes or seconds.
And when your technology's defenses are finally broken, it 'petrifies', dumbing down its present form and function rather than growing wild and further spreading the plague; able to continue being used for a more limited application rather than failing outright.
For example, an infected fabricator might reduce its construction resolution to components larger than one millimeter, losing its ability to produce micro-scale items but still able to be used, rather than churning out a froth of contagious plague spores.