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16.56% Multiverse Stories (Multicross: DC, DXD, Marvel, ETC,) / Chapter 13: Perk List: New God Of The Forge

Chapter 13: Perk List: New God Of The Forge

Chapter 1: None

Chapter 2:

Workshop (Personal Reality) Free:

Each purchase of this adds to your Personal Reality Workshop needed to perform a specific type of craft, which is to be specified when a purchase is made. It comes with a basic set of tools and supplies. Good for fixing or creating all sorts of things, although any complex parts or nonstandard supplies will have to be brought in from outside. Additional purchases can add different types of Workshops to your Personal Reality or expand existing ones. Anything built in one of those workshops is fiat-backed to be restored to its original condition within 48 hours if damaged or destroyed.

Access Key (Personal Reality) Free:

This is a special key that lets you access your Personal Reality and its contents.

When inserted into any lock on any door, the door opens to reveal a gateway into your Reality at a predetermined location within it. You are the only person who can take the key from the lock. The gateway remains open as long as the key is in the lock, and if the key is ever lost or stolen, you will find it in your pocket a few minutes later. You cannot close the door as long as you are inside the Personal Reality.

Entrance Hall (Personal Reality) Free:

This is the room your Access Key opens the door to. It starts off as a 5-meter cube with blank white walls, floor, and ceiling, as some doors, one leading to the current Host Reality, the other into your Cosmic Warehouse, with additional doors leading to other extensions as these get added to your Personal Reality. Feel free to customize this Entrance Hall as you see fit. Additional Halls can, at your discretion, be linked only to certain keys or only to certain extensions. This allows you to have an entry hall just for skiing if you want.

Chapter 3:

Savant (Generic Exalted) (100CP)

You're a Savant! This means you've got an incredible insight into crafting all sorts of things, from meals to clothes, armor, weapons, magical devices, and all sorts of other things besides. Even if you've never done something before so long as it's a skill remotely 'craft-like' in nature, you'll be able to perform it at the level of a (mortal) master. This just represents innate talent, and if you actually focus on developing such skills the normal way you'll quickly outstrip even the best that a mortal craftsman could accomplish, able to make artwork that speaks to the soul (perhaps literally) or armor and weapons of surpassing quality that look like show-room pieces despite being suitable for combat and also being sturdy and reliable to a frankly unbelievable degree.

Purchasing this will make you substantially better than other Exalted craftsmen, assuming you put in the same effort as they did.

Strategy Trance (Brockton's Celestial Forge) (100CP)

At will you may go into a trance in which your mind speeds up, your eyes glaze over and you start to instinctively analyze your current situation, any data points about your enemies, environment, your available powers and tools, and their uses. You can then use all that information to construct hypothetical scenarios of possible resolutions to the encounter instinctively. After the trance ends you will have boosted competence to follow through with any plans you made within the trance, almost as if your instincts are guiding you.

The trance does not leave you defenseless, two things protect you during it. A few external seconds of trance can be up to 10s of minutes of internal time. Secondly, you will immediately wake up from the trance if you are attacked or if you would have wanted to be woken from it at any time for some other reason.

This perk is further boosted by any other mental perks you have and synergies and integrates aspects of all your mental perks to enhance the trance somehow.

Needlework (Marvel Comics Kid Superheroes) (100CP)

Being on your own, you've had to learn to make and maintain your costume and gear yourself. You're pretty good at making and repairing clothes, armor, and small electronics.

Chapter 4:

Loyalty, Above All (Diabolical) (200 CP)– Your underlings and Companions will be unwaveringly loyal to you, per supernatural means. They will not break under torture, cannot be hacked or brainwashed or reprogrammed, and will never betray you under any circumstances – including negligence, trickery, or subversion. Even the hired help or temporary allies will fall under this aegis, though after their contract or alliance runs out the effect will be decreased and eventually fade away completely.

You will also never have to worry about any Starscream-type scenario, and your second-in-command, sidekick(s), and lieutenants will never attempt to overthrow, replace, or otherwise hinder you in any way.

Chapter 5: None

Chapter 6:

Mundane Supply World (The Celestial Foundry) (100CP):

This item gives you access to all the materials that one could get on Earth, but with one caveat, you'll have to find and harvest them yourself. Your warehouse gains a portal that is linked to an artificial plane of existence that is of infinite size in all directions, where humanity or sapience of any kind never developed. You can find an unlimited number of any resources given enough time, but they are spread around as would naturally occur in nature, meaning you have to move often when you exhaust the local supply.

Resources are always located in environments where you would find them on Earth, and when you travel to this world, you are able to choose which environment you arrive in or return to any prior location you have been before. Environments have realistic distances between them, so if you need something found in several biodomes, you need to return to your warehouse or use a fast transport of some kind.

Every time you gain a perk that requires access to a new raw material, this raw material appears in the most native form in this supply world and has to be collected as it normally would be. If your material is only found inside stars, you better be ready to get a rocket to go collect it somehow.

Her Majesty's Majesty (Fate/Legends - Empire of Antiquity) (100CP):

They say that every hero of these times was a marvel to look upon. The statues that remain from these years in modern times give that impression, and should you eventually have one made of you, it won't fall short. Whether it's being beautiful or handsome, you stand out like a shining jewel, even among heroes. Many can't help but gasp once they see your visage, and it'll smooth out plenty of problems for you, not the least is finding a suitable partner. Your beauty will also affect the things that you make and rule over, even something as large as Rome itself, but this effect slowly takes hold over time. While a sword you wield may slowly become more ornate and fine over days of use, an empire might need years to be fully affected, but it and all its people will be shining by the end. You can have this stop at a certain level, whether that's to keep some parts of your empire ugly or just to stop everyone from becoming self-obsessed snobs who never stop looking in mirrors.

Family Jewels (Elder Scrolls Online) (100CP)

You're a certified jeweler, well versed in things like stone cutting and gem polishing, and working with precious metals like copper and gold in a non-martial sense. You can definitely handle any metal up to Rank III (silver), and your knowledge of gemology and the symbolic nature of precious stones could earn you critical acclaim if you continue to hone your skills.


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