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Generic Worldwalker v2.1

The document introduces a role-playing game setting called 'Generic Worldwalker,' where players can travel between various universes and choose from different worlds and perks. Players start with +1000cp and can select from a variety of perks that enhance their abilities, appearance, and experiences in the game. The setting emphasizes exploration and adventure, allowing for customization of characters and their backgrounds.
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0% found this document useful (0 votes)
57 views30 pages

Generic Worldwalker v2.1

The document introduces a role-playing game setting called 'Generic Worldwalker,' where players can travel between various universes and choose from different worlds and perks. Players start with +1000cp and can select from a variety of perks that enhance their abilities, appearance, and experiences in the game. The setting emphasizes exploration and adventure, allowing for customization of characters and their backgrounds.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Created by Edrogrimshell

Adopted by Vonvoid
Generic Worldwalker

Welcome, Jumper, to the nexus of universes. The center point connects all realities together, and the roads that
worldwalkers use to travel between worlds. Here take this:

+1000cp

Locations
Choose any of the following.
1. A Medieval Fantasy World
2. A Sci-Fi World
3. A Science Fantasy World
4. A Urban Fantasy World
5. Portal Nexus: This is a place that’s filled with portals to various other universes. You can find your way
back here after entering one of the portals.

Origins
There are no specific backgrounds here, the default is a Drop In. However, you can choose to have memories of this
world applicable to the perks you’ve purchased.

Age and Sex


Age and gender don’t make much difference in this setting so pick whatever you want.

Perks
You get 5 Walk Tokens. These can be redeemed to get anything you want here for free, with a maximum of two
Walk Tokens being able to be used for 300cp perks.

Worldwalking (Free): The namesake ability of the worldwalkers. You have obtained the ability to use a blending of
spatial and dimensional mechanics, whether through psionics, magic, technological, or stranger means, to travel to
worlds beyond your own. Worldwalking itself is an intense and tiring experience, requiring significant time to
recover the energy used with each trip.

Worldwalking is technically a teachable skill, though it is slightly different from person to person, making it rather
inconsistent on whether a person can learn from a specific teacher.

Cosmetic Refinement (Free): As a one time benefit, you may change your appearance to suit your personal tastes
that are natural for your species. You can apply this individually to each alt-form you possess or may obtain in the
future. This can make you a ten out of ten in terms of attractiveness, however, this is based on your choices and can
leave you outside of someone’s interests. This does not apply any supernatural qualities to your appearance. This
becomes a part of your body mod post jump.

Race Change (100cp): You may choose a non-human race of your choice and change your race to that one. The
first purchase allows you to rebalance your baseline statistics (strength, agility, intelligence, etc.) and add a few
minor features such as dark vision or a longer lifespan. Multiple purchases of this perk allow you to boost your
baseline statistics and add more or stronger features. Post jump, this becomes an alt-form.

If you possess the Hybrid Vigor perk, you may optionally purchase more non-human racial bloodlines to add to
yourself.

Adventurer (Free/100cp): To be a Worldwalker is to be an explorer and a seeker of adventure, but it wouldn't do


for you to be literally unfit to do any of that. Upon taking this, all previous health issues and ailments you had are
gone along with any deterioration and/or damage. Additionally, this also enhances your core attributes (physical,
mental, spiritual) to an extent, bringing them to near-peak levels of performance. However, for an additional 100cp
each, totalling 300cp, you can bring those core attributes directly to the peak performance of your species.

Professional Expertise (100cp): Choose a field of study or a profession. You gain the equivalent of ten years of
experience in that field or profession. You must have the ability to actually perform within that profession, so
someone incapable of magic could not become a court wizard, for example. Can be taken multiple times.

Prior Training (100cp): Before becoming a Worldwalker, you were indeed someone with a past, and it is within
this past that you have trained and developed yourself within your capabilities. You are able to take the potential for
a powerset then grant yourself an ability of your choice as long as you have the potential for it including past
experience in developing and practicing said ability. For example, if you have Psychic Awakening you can give
yourself Telekinesis, or if you had Arcane Schooling, you could give yourself Ritual Magic. Can be taken multiple
times.

Bootstrapping (100cp): You’ve gained the ability to have a constant awareness of everything at your disposal and
insights how it can be used in both the standard and not-so-standard ways. This includes things in your environment
that are readily accessible to you. This doesn’t give you the skill on how to do these things, but the awareness may
be enough to get you out of a sticky situation.

Youthful (100cp): You never seem to age past what would be considered your prime of life and are, in fact, ageless.
This goes beyond that however, your body, mind, and soul are in their prime in all aspects. You retain the improved
neural plasticity of a child while keeping the emotional maturity of an adult. Abilities and powers that grow with age
will still progress in power and never diminish. You are immune to effects that would manipulate your physical,
mental, or spiritual age.

One Power (100cp): You have learned how to funnel and combine any and all supernatural resource pools you may
have into a single one that has the abilities of all such supernatural resources. The individual powers can, and will,
grow separately and can be kept separate or separated from the combined power once more if you so desire. If you
choose to keep them separated, for whatever reason, you are still able to convert one form of power to another, such
as turning ki into mana or mana into psionic power, at will.

Transmogrification (100cp): With the collection of things that you are going to acquire throughout your travels
across the universe(s), it would stand to reason that you will have some things that aren’t cosmetically pleasing to
behold. Any powers/abilities and items/equipment you possess may at will be changed in a purely cosmetic way so
long as it does not have an effect on the actual functions and strengths of your abilities and items.
Self-Awareness (100cp): You have the ability to look at and gain complete awareness of your current physical,
mental, and spiritual condition. This gives awareness of injuries to your body, mind, or soul, as well as ongoing
outside conditions. If a piece is removed and is still viable and alive, such as a piece of your soul, you gain a rough
direction and sense for the distance to that piece. This does not give you the ability to repair or influence these
conditions, merely grant awareness.

Traveler’s Dedication (100cp): You are able to easily motivate yourself or find the motivation to get yourself up
and moving; an inner drive, facilitating the initiation and continuation of journeys or activities without succumbing
to procrastination or a lack of enthusiasm.

A Mind for the Ages (100cp): You are suited to the unnaturally long life most worldwalkers have, giving you a
perfect memory with unlimited storage and instant recall, a deep wellspring of patience, and are immune to the ennui
that a long life would normally bring. Your mind also keeps itself in decent shape, allowing you to passively recover
from PTSD or similarly developed mental conditions over time. Even induced madness from looking at an eldritch
god would only take a week or so at most to fully recover your sanity.

Patient Null (100cp): You do not spread any disease you may carry unless you want to and are virtually immune to
the negative effects of diseases as a whole, any benefits they may bring, few as they may be, are retained. Any
disease you choose to spread does not affect any others you may possess, allowing you to be selective in the process.
You can act as a carrier for any disease you come into contact with. Alternatively, you may suppress any diseases
that you don’t want to cause others to be indirectly affected by while you retain the benefits.

Fertility (100cp): You have complete control over your reproductive processes, making yourself completely
infertile, so fertile it takes almost nothing to conceive, or anywhere in between to your whims. If you are female,
you can even halt the progress of a pregnancy indefinitely. You can also control your own reproductive desires and
ability to feel sexual pleasure of any sort with a similar degree of flexibility. You will still be able to find attraction
and romance when such things are shut off.

Accelerated Learning (100cp): You learn at 5 times the speed you otherwise would have done so, doubled for
Worldwalking. This can be purchased multiple times, each time increasing the multiplier by 5, to a maximum of a
x100 multiplier with twenty purchases. All other multipliers to your learning speed apply multiplicatively.

Common Sense (100cp): For you, the saying ‘when all you have is a hammer, every problem is a nail’ doesn’t
really apply. You have common sense and never fall into the habit of using complex solutions when a simple one
would do, nor do you fail to recognize bad ideas for what they are. If you could think about it and come up with a
better idea when calm and a few hours to think, you will think of it when stressed and low on time.

Wanderer (100cp): You are used to traveling in all of its forms and are a skilled navigator as a result, able to create
and call up mental maps that are exceptionally accurate and can have markers placed on them for points of interest.
You also have the drawing skills of a cartographer, able to translate your mental maps into physical ones with
relative ease. You also find that the difficulty of terrain has less of an effect on you or your ride, making the journeys
you take much smoother and more comfortable.

Perspective (100cp): Your travels across the worlds has left you in a place with new rules and ideas, which you are
able to unnaturally adapt quickly. You are virtually immune to culture shock except for the most extreme of cases
and are easily able to shift your mentality to more easily handle changing circumstances quickly and with minimal
stress on your mind.
Mental Imagery (100cp): With this perk, you are able to visualize images, objects, and information contained
within your mind and project them onto the physical world around you. This can be helpful with a range of tasks,
such as making calculations easier, conceptualizing building designs and plans, or even simply making it easier to
write by having the letters form in real time before you. The perk can be toggled on and off, so as to not overwhelm
you.

Polyglot (100cp): You are a natural when it comes to the learning of languages and will naturally learn them
through simple exposure over time, as if you were actively studying during your every waking hour, so long as the
language you want to learn is being spoken around you. Additionally, you can instinctively understand the intent of
someone speaking to you, even if you can't understand their exact words, and never seem to lose anything in
translation. Your language based abilities are improved upon with each language you know and learn.

Personable (100cp): You have a knack for forming connections and bonds with others, professional, platonic, and
romantic all. You are a naturally empathetic person, able to read the emotional state of others, get into their heads to
gain a better understanding of them, and avoid misunderstandings. You will always be able to connect to others,
don’t suffer lasting issues from social isolation, and can suppress or remove any social anxiety you may have. You
are also quite charismatic and can easily put your best foot forward for first impressions.

Flow (100cp): You are a natural acrobat and athlete, with a fit body that has a good balance of strength, speed,
agility, flexibility, and endurance. Your kinesthetic senses are well beyond peak human and give you an almost
unnatural level of balance, manual dexterity, and body control. This also comes with an enhanced spatial awareness
and understanding of motion in general.

Mixed Traditions (100cp): Coming across so many different ways to do things has allowed you to take the various
methodologies and traditions you’ve encountered, and will encounter, and combine them to create variations that can
work in a way more suited to your needs and desires. You will instinctively know what the best combination for you
to use will be, but are not limited to just that methodology if you wish to expand your horizons or teach someone
else a method more suited to them. This works for anything, be it sword styles, fashion, magic systems, or any
variety of other techniques, styles, and traditions.

Worldsoul (100cp): You have obtained a method of blending in more easily when going to a new world, able to
gain insight and an understanding of the culture and world you are going to, enough so that you won’t break any
taboos, serious laws, or cause any social faux pas. This also gives you a basic understanding of the most common
language of the region you enter when entering the world. Practice will improve on the information given to you.

Sustenance (100cp): Worldwalking has had an odd effect on you, allowing you to subsist off of far less than most
others would be able to and needing only a third the amount of food and water necessary for others to survive. On
top of this, many things that would normally be indigestible or poisonous to you are now safely digestible and able
to provide you with sustenance. Additionally, the upsides for anything you consume can be stored up for later use,
allowing you to stop any effects from the substance until a later time when it is more necessary. This can be as
simple as food and drink for later, but can also extend to potions that provide you a benefit being stored up for later.
The downsides for anything you ingest are also mitigated by a large margin, though too much can still cause issues.

Hostile Worlds (100cp): Not all worlds are particularly safe to travel to, so you've learned to adapt. You no longer
possess any need to breathe at all, are highly resistant to both low and high pressures, and have a tolerance for
temperature extremes that could allow you to survive on most worlds you are likely to visit, and possibly even
survive a brief trip to the sun. You are also resistant to the effects of radiation, only the most extreme examples
having any chance of affecting you at all, and you can recover from even severe radiation poisoning with little issue.
Outside Context Problem (100cp): Any ability, equation, or technology that could be used to predict you simply
fail to do so, either not providing any feedback or resulting in false information. Items in your possession and those
you regularly interact with receive some measure of protection from the same as well. Additionally, more mundane
attempts to read you, such as cold reading or lie detection, are less effective on you, though truly skilled individuals
may bypass this to a degree. You can choose to instead provide information to any attempt to predict you, false or
otherwise, rather than allowing the readings to simply fail or provide nonsense. Your own abilities are unaffected.

Fixed Existence (100cp): Your study of dimensional and temporal mechanics has reinforced your sense of self and
left you inured to attempts to change your existence. Your memories and personality cannot be altered or tampered
with in any way, even through indirect methods such as changes in the timeline. If someone were to alter reality or
change the events of the past, you would remember both the original timeline and the current one, instinctively
knowing which is which. Similarly, you are immune to being erased from history, able to keep on living even if a
past version of you was killed and being unaffected by someone going into the past to paralyze you. This also gives
you a resistance to reality warping or conceptual effects.

Incorruptible (100cp): Your soul is protected from outside influence, supernatural or otherwise, and is untouchable
by any unless you actively allow them to do so. This prevents any and all forms of possession and corruption as well
as acting as armor for your soul if it were to be attacked directly. You can also use this to slip out of even magically
binding contracts without penalty or damage being done. Finally, supernatural maladies, such as petrification or
curses, inflicted upon you will give you resistance to future attempts to inflict them. Taking this perk also restores
your soul to a pristine, uncorrupted, and whole state, any outside influences and damage upon it being removed. In
addition, you won’t be considered a carrier of these corruptive influences unless desired.

Merits of Your Own (100cp): When you interact with anyone for any reason, their biases and prejudices that would
normally be held against you don’t seem to be weighed into the interaction unless it is to your advantage. Others will
seem to simply ignore your race, age, gender, and myriad other qualities, including a monstrous appearance, when it
is beneficial to you that they do so. You will find your merits matter more than any physical quality you may have
and make it easier for you to earn the respect of others, including powerful entities such as deities.

Living Legend (100cp): Your achievements and deeds now have a weight to them and you find it ridiculously easy
to amass fame and reputation. Word of these achievements and deeds spread like wildfire and are exaggerated to a
degree to properly paint them in the realm of myth. Additionally, you will find that your legends have even reached
across worlds to a lesser degree. Where others are forgotten, you are remembered.

Mysterious Stranger (100cp): You have gained the ability to hide your abilities from others. Through one method
or another, you have made it impossible to detect, copy, steal, drain, or negate your powers and abilities without
your direct actions to impart them. This protection even extends to your techniques and technology, preventing
others from reverse engineering them through mundane or supernatural means entirely, though you can control
exactly how much this is applied. To put this in simpler terms, you can effectively blackbox anything you can do and
anything you create, to any degree you desire.

Within Control (100cp): You are able to turn down, turn off, or otherwise restrict your abilities, powers, perks, and
even your more innate abilities such as strength or intelligence. In response to tuning your abilities, you don’t suffer
from the side effects of diminishments and instantly adapt to such reductions.

Analysis (100cp): You have developed and implemented a means by which you can scan creatures, objects, and
magical constructs allowing you to create engrams within your mind, similar to a blueprint. At first, these scans will
be largely surface level and give basic insights into it, but as your skills grow and you practice with this analytical
ability, you will gain further insights and deeper scans that can carry more and more information about them, with a
deep enough scan allowing you to potentially recreate them. This can also be tuned to be used as a variety of other
sensory enhancements. If a creature is willing, you can scan much more deeply than you could do so normally.

If you take Summoner or King of Arms, this perk is free. If you take Collector or Masquerade, this perk is
discounted.

Identity Preservation (100cp/200cp): You had, at some point, died and then your soul reincarnated into a new
body. While it was jarring at first, the experience had caused an interesting reaction with the nature of your soul.
Your identity and personality have settled deep within your soul, becoming a reinforced, core part of who you are.
Things that would dare to change your personality or identity, or cause ego death, would have no hold in affecting
you if it was not of your own free will.

For an additional, you have figured out how to settle even more traits of personality and identity, such as beliefs and
ideals, into your soul to become a reinforced, core part of who you are. This also makes sure that such things don’t
conflict with each other within your core identity.

Aspected (200cp): Upon purchasing this, you can choose a source of power that your abilities will gain elements
and features of. Additionally, your abilities will be also subject to any empowering effects that also enhance and
support the source of power you chose. Whether that source of power is psychic, magic, spirit, or even
technological, to name a few, you aren’t necessarily restricted in what you can choose. This may be purchased
multiple times.

Summoner (200cp, Requires Analysis): Your abilities with scanning have been expanded to allow you to turn the
engrams you create to be summoned as generic variations of the creatures you have . At first, you will only be able
to create and maintain only a few such creatures that are limited in strength and lack any proper training beyond
your mental commands and no real personality of their own. However, with time refining the scanning capacity, you
can learn to incorporate training and capabilities from those you've scanned into your summons, making them
stronger. Training your summoning will allow you to summon and maintain more of these engrams as well, making
them easier to keep active. This can even allow them to develop their own personalities and become fully realized
creatures, if you allow them to do so.

Collector (200cp): You find that you can use nearly any object, even if it would normally not register you as a
proper user. A spaceship that requires a specific genetic sequence to pilot, a sword enchanted to only work for elves,
or a crown that would kill a non-psychic but elevate an esper to a higher level can all be used by you even if you
didn’t have the genetic sequence, were not an elf, and were completely incapable of psionics. No restriction on such
objects would apply to you.

If you possess the Analysis perk, you are capable of summoning copies of objects you have engrams of, with the
quality of the summon being proportional to the quality of the engram. The more thorough the engram is, the more
resilient the summoned copy is. Summoning these copies can be draining, the more powerful the engram used in the
summoning, the more draining it is, however, you can train up the stamina necessary to summon them to allow
easier summoning.

King of Arms (200cp, Requires Analysis): Your abilities with scanning have been expanded to allow you to
incorporate/replicate the gene structures (or equivalent) of scanned entities into yourself. Certain bloodlines
incorporated into yourself can open up new possibilities if those bloodlines have unique innate qualities to them
such as an improved strength, innate magic, or special privileges. Though, adding bloodlines can cause varying
degrees of hybridization depending on the quality of the bloodline such as gaining scales if a draconic bloodline is of
a high enough quality. Fortunately, you are able to adjust the qualities of bloodlines you have scanned to not undergo
hybridization, however, the strengths of these bloodlines will diminish with lower quality. This perk, unfortunately,
doesn’t protect nor insure that certain bloodlines will not clash and harmonize with each other, so any incorporated
bloodlines can be removed if needed.

Masquerade (200cp): You have the ability to create forms, called Masks from here on out, that you can swap to at
will. At first, you will only have one Mask that is affected by the Cosmetic Refinement perk to have a different
appearance from your own, but with time, focus, and training, you can create additional Masks with more varied
appearances. If you have taken the Race Change perk, you may add the effects to each Mask, and can apply it
differently to each form. Forming a mask takes considerable focus and a good deal of time, and once set the mask
cannot be changed through this perk, though other means of changing the form may still function. However, you
may effectively discard a Mask to create a new one, filling the slot the previous mask filled and allowing you to
replace old forms you no longer use. Physical conditioning in one form will affect others, however, you can redirect
the effects to a different physical attribute, such as training speed in your base form bolstering endurance in another.

If you possess the Analysis perk, you are able to use scans of individuals and apply their features towards the
creation of a new mask. If you possess the King of Arms perk, you are able to create non-human forms based on the
scans of non-human entities.

Simulacra (200cp): You possess the ability to duplicate yourself. At first, you will only be able to create a single
clone of your body within arms reach of you, but with time and training you can expand this number and the
distance these clones can be summoned. Clones produced by this ability are mentally connected and synchronized
but possess their own streams of thought. This basically means that if one is aware of something, all of them are
aware of it. A clone that is killed takes three days to regenerate and cannot be summoned until it has been fully
regenerated. Your base form is considered a clone and can be regenerated so long as one of your clone bodies
remains. If you possess any alternate forms you can create your clones in those alternate forms.

Hybrid Vigor (200cp): You possess some special trait in your body that allows you to unlock and utilize any special
bloodlines or innate abilities that may be hidden in your DNA, regardless of how small or diluted they may be. This
means that if you have any special traits or abilities that are hidden within your genetic code, they will be brought to
the surface and amplified to their maximum potential. Through this, you will be able to quickly master and utilize
any special abilities, advantages, or transformations that you may possess. This will allow you to reach levels of
prowess and skill that are normally only seen in prodigies among those species.

Harmonious (200cp): You will find that your abilities and capabilities are not limited by things you have already
learned, allowing such abilities to exist simultaneously within you even when they are normally mutually exclusive
or otherwise incompatible. This extends to the effects of serums, rituals, blessings, and other acquired powers or
abilities. Beyond this, you are a natural with skills and techniques that are innately harmful or have some manner of
downside, and such harmful effects or downsides are reduced when you use them and can be trained to the point
they no longer affect you in their entirety, given enough time and practice.

Blending Methods (200cp): Whereas Harmonious allows you to mitigate, and eventually negate, downsides to any
abilities and capabilities, this is more synergistic. You will find that you can get any abilities, powers, and skills that
you possess to work together near seamlessly, including abilities that would normally be incompatible with each
other. With a great deal of effort, you can truly combine your abilities and skills to develop something new and
greater, such that normally mundane capabilities can be combined to possess supernatural qualities. Additionally,
with some practice you can even choose how you want these abilities and skills to combine, selecting components of
abilities to merge into a whole.
This perk also works on your equipment, allowing you to merge effects with each other and/or your own abilities
when they wouldn’t normally be able to.

Always More To Learn (200cp): You have the ability to train anything you possess, even such things as your
sanity, the quality of your soul, or even your perks. Additionally, you can always find a way to improve upon
anything you decide to train, even if what you are trying to improve upon would be considered the peak of the
ability, you can find a way to improve upon it.

Passive Progress (200cp): You have the ability to simply constantly improve, even when you are doing nothing.
Any of your skills or abilities that can be trained up can be improved upon passively, at a tenth the normal rate you
can train or develop your skills. You can only select one such skill or ability to improve through this perk at a time
but can swap them at will, taking a few minutes for the effects to swap completely.

Universal Aptitude (200cp): When learning anything that normally requires a specific talent, aptitude, or quality to
use it, you will find that you qualify and can learn it even if you lack that specific requirement. You will also find
that you have access to the basics of any form of power required to use a particular power common to a world you
enter through your worldwalking. This will not provide a particular talent, but will allow you to access such things
by having the basic requirements to use them in the first place. If you already have a talent, you will have increased
talent instead of just the basic ability to use it.

Perfected Recovery (200cp): No injury you receive is ever permanent so long as you live, whether that injury is
physical, mental, spiritual, or even conceptual. This effectively gives you a slow form of regeneration that extends to
your entire being, not just your physical body. You could even completely regrow your soul from scratch or recover
your mind when most of your brain was destroyed if you were able to survive the experience. Your memories are
also a part of your existence, meaning they cannot be erased through damaging your mind or brain.

Adaptive (200cp): Some worlds out there are outright hostile for those that travel to them. Worlds made out of Fire,
worlds where the laws of physics are designed by madmen, or worlds that are just borderline unstable. This perk is
designed to circumvent the contact you will have with these worlds by accelerating your evolutionary development
to match the natives of these worlds or, if there are no natives, you will adapt to survive. These adaptations may
even grant you access to new abilities thanks to your physiology being changed to suit the world you are in. You
don’t lose the adaptations upon exiting the world, being fully capable of suppressing these adaptations if you wish to
look like yourself again.

Singularity (200cp): You are quite the rare existence even amongst worldwalkers. You are a singular entity across
all realities, meaning that there are no other versions of you to be found even in the infinite expanse of universes.
This has granted you absolute immunity to having your form copied, replicated, and cloned, all attempts either
ending in failure or producing a very imperfect copy. In addition to this, your singularity also extends to your
personal temporal line, meaning that you are only located in one timeline, and the creation of another timeline will
see that you do not exist within them. Though, you can still time travel through your own timeline with past selves
existing due to special circumstances.

If It Works (200cp): Anything that you learn on your journey as a worldwalker will continue to function even in
future universes where what you learn wouldn’t normally be supported by the local laws of reality. Such as finding a
way to tame the curse of lycanthropy through a fairly simple, and entirely mundane, method would allow this same
method to work on lycanthropes in future settings even if they are completely different from the kind you learned to
counter originally.
This does not give you the necessary powers to learn these things, just that if you do learn them, they will continue
to function.

Parallel Link (200cp): You are able to interconnect your abilities, facilitating their synchronization and mutual
influence. In essence, if any modifications such as training, enhancements, or boosts are applied to one ability, the
same changes will be reflected in the interlinked ability as well. As a starting point, you're able to link just two
abilities, but with progression and time, your capacity to link additional abilities will develop.

Pushing the Limits (200cp): You have an innate knowledge on how to push and prod at a power, skill, or ability to
open up new aspects to it, both your own and the abilities of others. You can expand on and change your abilities, to
the point that an ability to create simple soap bubbles could be pushed to allow you to turn it into the ability to
generate cleansing suds, create bubbles that explode with concussive force, or create barriers and seals that can
protect and contain. This will work for objects that are imbued with special qualities, though it has little effect on
simple technology (clarketech excluded), allowing you to push and develop them to a degree. These developments
are not an innate part of the abilities or items and require specific knowledge and tricks to pull off, meaning that
someone copying your abilities, or those of another, would not be able to use these developed abilities without first
having the knowledge necessary to pull them off.

Kingmaker (200cp): You have a talent for spotting the potential and talents someone has and gaining insights into
how to train someone to bring out that potential, as well as heightening it to a considerable degree. This gives you
the ability to teach someone with considerable speed, baseline accelerating their learning to five times their normal
speed, as well as applying some of your own learning speed to their ability to learn.

Additionally, you can bring out any traits or abilities that are dormant in an individual, activating those dormant
traits or abilities and allowing them access to the power and the potential to unlock the full power, even if they
would only normally have part of it due to its dilution. This can instead be used to alter one’s potential and form new
abilities and traits, which can then be passed on to their lineage.

Empowerment (200cp): You possess a pool of power that you can push into an object you carry or creature you
share a bond with, in doing so empowering that object or creature. This will naturally exaggerate the natural traits
and abilities of the object, however, it also takes your desires into account when you are empowering the object,
including potentially producing some magical qualities. As an example of this, a simple lantern can be enhanced to
absorb, contain, and sustain flames within it, which can then be used to create a light that can reveal hidden things.
You can reclaim the power from any object at will from any distance and will automatically do so if the object is
destroyed or the creature is killed, the bond is severed from you, or if you fall unconscious. The more power is
invested into an object or creature, the more it is augmented.

Charmed Life (200cp): You live outside the bounds of fate and are no longer beholden to its grasp, unless you wish
to be. You are able to see the flow of fate and how it affects the world around you. This has a few different effects.
Firstly, you are simply luckier than before, able to sense the ebbs and flows that allow you to avoid little mishaps
and every day occurrences, as well as get some measure of sense for dangers as they come. Secondly, you can subtly
alter fate's flow to a degree to make things a little easier for you or others, giving a bit of good fortune here and there
or causing minor mishaps. Thirdly, the true power of this perk lies in your ability to 'sever' fate. In a brief moment,
you can remove fate's hold on something to allow you to bypass certain restrictions. A foe that can only be defeated
by a specific person or bloodline could be defeated by you under this effect, a door only usable by someone with a
certain inherent quality would allow you to use it, you could save someone who is fated to die in a specific moment,
etc. This does not last long normally and takes a toll on you spiritually, but if used right, you could defy fate entirely.
Technical Expertise (200cp): You are a scientific savant, having a high level of intelligence and comprehension of
scientific and engineering principles that allow you to build advanced technologies. With this perk and the right
resources, you could build a spaceship from scratch, even if you had to build the tools yourself. You also possess a
few supporting powers such that you can use your hands as minor tools, such as using your fingers as if they were
proper wrenches and screwdrivers, giving you extra leverage and torque. Finally, you can reverse engineer any
technology or scientific principles you encounter, even ones that can interact with the supernatural, and adapt them
to each world you go to. This has the effect of making those technologies a part of this perk and gives them the same
guarantee of functioning as any other perk.

Arcane Schooling (200cp): You have been exposed to and learned magic of your own, whether formally instructed
in a school or being self-taught, you have shown to have an exceptional aptitude for magic in all of its forms. You
qualify to use any form of magic, though you must still learn how to use them. This means that you will have any
internal resource necessary or any ability necessary to use the magic, so long as you work to develop it. A magic
system that requires you to extend your mind into another layer of reality would only require you to learn of and
develop the ability, and you will be detected as having the potential for it if you want to. Even magics limited to a
specific race are not outside your ability to learn. Further, such magics become a part of this perk and gives them the
same guarantee of functioning as any other perk.

Monastic Training (200cp): You have developed your martial prowess to the point where you’ve unlocked a degree
of mystical ability as a result, whether through careful breathing, the manipulation of your own life force, the use of
special combat movements, or any other method. While not true magic, you have a knack for incorporating certain
mystical qualities to your actions, skills, and abilities to push them much farther, as well as methods in which the
body can be enhanced through your own actions and training outside of simple physical conditioning and skill. This
will allow you to develop and unlock the necessary internal abilities for any such techniques and methodologies you
may encounter in your travels. This also includes any skill that is associated with magic but isn’t magic itself such as
alchemy. Any supernatural method of enhancing your physical abilities and/or skills that you learn will become a
part of this perk and gives them the same guarantee of functioning as any other perk.

Psychic Awakening (200cp): You have experienced an event that has catalyzed and awakened you to the power
behind your psyche, whether through experimental drugs, mental stimulation, sheer force of will, or any other
method. Capable of equaling magic with the right use, psychic power is achieved by projecting/exerting upon reality
to manifest supernatural effects and phenomena. Things like telekinesis, telepathy, willpower exertion, and soul
sight are just a few of the things that are within your capabilities given time and study. Though this can allow you an
array of techniques and powers at your disposal, you will still need to develop them. Fortunately, you will register as
having the potential for any power of the psyche that you are exposed to. Psychic power, however, isn’t only limited
to the mind, it also extends to connections, willpower, spirit, belief and intent, allowing any supernatural ability
related to the psyche as a whole to become a part of this perk and continue functioning as any other perk.

Patrons’ Blessing (200cp): You are going to attract the attention of great and powerful entities in your travels across
the worlds. Gods, devils, aberrations and stranger more, it is inevitable. These entities, if appeased through some
method, may even bestow upon you boons and powers. However, these granted powers can be taken away just as
easily as they have been given. With this perk, you are able to subvert having these powers taken away via
internalizing them to be a part of you. This isn’t only restricted to powers granted to you by higher powers, but also
covers powers gained from things such as spiritual possession, and parasitic symbiosis.

Forbidden Lore (200cp): The saying goes, “Curiosity killed the cat”, but, while you are curious, you are not the cat.
Interactions with forbidden powers and taboo arts lead to your strange potential for them. You have abnormal luck in
finding and discovering these forbidden techniques, you are subconsciously drawn to them like a moth to a flame
though this can be ignored if desired. In addition, you are capable of learning any of these techniques in spite of
restrictions and requirements that would prevent you from using them. Finally, the negative consequences of using
such techniques are mitigated - instead of facing death when using a suicide technique, you may be severely
damaged and likely permanently crippled, but alive.

Sword-Lock Theorem (200cp): A long time ago someone proposed the Immovable Object meets an Unstoppable
Force paradox and claimed that these could not exist thus such a collision would never happen. However, someone
else proposed a theory using two opponents in sword-lock as an analogy: what if the Immovable Object and
Unstoppable Force were not equal? Where one is much more absolute than the other one and was able to trump it?
You now embody this theory. When you are faced with something else that is “Absolute” or “Perfect”, you are
capable of pushing yourself into trumping over it with effort.

Cursed Blessing (200cp): The metaphysique of your existence possesses a curious quirk pertaining to anything that
seeks to afflict it in a malignant way. Curses, diseases or other afflictions, get consumed and digested then
alchemized into a form you can use with no detriments to yourself, though the more powerful the negative the
longer it takes. This form can manifest in a variety of ways, be it in the ability to cast the curse that affected you or a
new ability only vaguely related to the origin.

Integration (200cp/300cp): You have an interesting trait; you have access to a spiritual blueprint of your being that
can show you even the smallest details of your being. Though useful, this is a more secondary aspect to perform the
primary function. You are able to break down an augmentation (cybernetics, mad science, physical enchantments
etc.) and then integrate that augmentation into your spiritual blueprint, making it truly a part of yourself that grows
as you grow. For example, you could develop organic counterparts to cybernetic augmentations.

For an additional purchase, you are able to break down things that aren’t augmentations, nor meant to be, and then
integrate it into your spiritual blueprint. For example, you could integrate computers, a car engine, or even crystals if
you like. This will grant you abilities related to what was integrated into your spiritual blueprint though it will be
somewhat random if you don’t direct how it integrates into you.

Simulated Experience (300cp): While you are conscious, you build up a reserve of time roughly equivalent to three
times what you spend awake, to a maximum of 48 hours. This time can be spent to enter a simulation of your current
location, to about thirty meters in every direction, where you can effectively enter a stable time loop within your
mind and see the results of any actions you may perform until you choose to end the simulation or run out of time.
This can simulate nearly anything so long as there is even the slightest bit of context for you to work off of in the
local universe. This can also be used to safely practice more dangerous abilities or dangerous applications of your
abilities, even being able to build up muscle memory to aid you. This is, however, a purely mental experience for
you and cannot be used to improve your physical condition. This seems to take no time to outside observers.

Source Comprehension (300cp): You are exceptionally good at recreating the events that lead to someone gaining
abilities and powers. Witnessing the lead up to someone gaining abilities will instinctively give you the knowledge
of how a similar process can be replicated to give others abilities. Experimental trials, traumatic events, chemical
injections, there isn’t a limit to what can be recreated.

Deep Dive (300cp): As a worldwalker, traveling to many dimensions and universes that have their own exotic
physics and unique phenomena is just a fact, but there are other kinds of worlds that are yet to be discovered. These
are worlds that form within an instant, that build themselves—conceptual and abstract places. You are able to enter
and interact with realms that exist only in the mind—be it dreams, fears, hopes, or fantasies—whether your own or
that of others. Each mindscape will be greatly influenced by the target and will be thematically appropriate to their
character or powers. Though you will only be able to take out knowledge from these mindscapes, practice will allow
you to take out much more than knowledge. Any changes to one’s mindscape can have repercussions for their owner
in reality both beneficial or malevolent depending on actions taken within it.

Refinement (300cp): Whereas Deep Dive would allow you to travel to the conjured inner universes of other people,
this allows you to travel into the inner world of objects and items. This perceived inner world or realm often
manifests as a labyrinthine or dungeon-like structure, reflecting the intrinsic complexities and hidden characteristics
of the item. These inner worlds are not empty or mundane; it's filled with various challenges and adversities that you
would usually associate with a dungeon-like environment in usual roleplaying games. This includes entities that
resemble monsters, intricate traps designed to hinder your progress, and puzzles that you must solve to advance
further, all being the physical manifestations of the item's intrinsic imperfections and flaws. Overcoming the
challenges as you advance through these seemingly unending dungeon floors causes changes to happen in the actual,
physical makeup of the item. These changes mirror your progression and symbolize the "healing" or improvement of
the item's inherent imperfections. This could be the fixing of cracks or damages, improvement in performance,
removal of imperfections, and even some cosmetic enhancements.

Refined Form (300cp): Through some sort of ritualistic encounter, a profound connection has been established
between your soul and your physical body, granting you unique abilities and mutations tied to your supernatural
powers. As you practice and utilize your supernatural abilities, your body undergoes metaphysical mutations that
enhance your skills in unexpected ways. These mutations are not random but intricately linked to the specific ability
that triggered them, creating a symbiotic relationship between your powers and your physical form. For instance, if
you possess the ability to manipulate energy sources, your body might develop specialized sensory organs that allow
you to sense energy patterns with unparalleled precision. These mutations could manifest as glowing veins that pulse
with the energy you manipulate, granting you enhanced control and understanding of your power. With each level of
mastery, your body adapts further, ensuring that your physical form and supernatural abilities are in perfect harmony.

Master of Learning (300cp): Traveling the vast expanse of worlds opens doors to an unprecedented myriad of
unique abilities, versatile skills, and proprietary techniques exercised by diverse beings. Normally, these capacities
rest on specific prerequisites and requirements indispensable for acquisition and mastery. Yet, you have unlocked an
uncommon method to sidestep these constraints. By keen observation of the utilization of any given ability, skill, or
technique, you gain the ability to internalize the underlying principles, transforming the observed knowledge into a
personal competence that you can leverage at will. This process is fueled by intensive contemplation, permitting the
transmutation of the observed phenomenon into an actual skill within your arsenal. However, there is a constraint;
your interpretation solely relies on observable information and your comprehension level. Consequently, you may
not always manifest the exact replica of the observed ability, especially if its nature involves hidden or
non-observable elements. For instance, if you observe an entity conjuring what appears to be hands of tangible
darkness, you might replicate that action, but the nature of conjured hands might deviate.

Prestige (300cp): You are able to engage a reset on your capabilities, bringing them back down to their most basic
level. The progress and experience you have made in the use and advancement of your capabilities is converted into
a permanent growth booster to allow greater improvement of yourself. This reset can only be activated again once
every year, but the growth boosters are additive and stack with each continued use.

Respecialization (300cp): There are various aspects to the abilities that you use. Aspects such as potency, utility,
efficiency, and range–to name a few–are all a part of an ability's parameters. This allows you to fine-tune your
existing abilities to suit your needs by bringing up a web-chart of your abilities within your mind’s eye, permitting
you to take from one aspect of a power then redistribute it into another aspect. Increasing utility parameters by
taking from potency, or taking away from range to increase your efficiency parameters are all now possible by you.
Limit Break (300cp): Like a rush of adrenaline, an energy runs through you, pushing past your limits and entering a
higher state. Through this energy rush you are able to temporarily overclock one of your abilities, greatly
augmenting the parameters of its capabilities. Once this augmentation has ceased, you will feel an exhaustion that
reaches in the deepest part of your being, leaving you greatly weakened and sluggish. However, if this isn’t enough,
you can push it, forcing this rush to continue past the period of safety and achieve even greater augmentation
parameters. At the cost of having your abilities becoming unusable for a period of time like pulling a muscle.

Planar Communion (300cp): This comes in two parts: Firstly, you are able to establish a direct connection with the
world you are in, allowing communication and interaction between you and the Will of the World. The mind of these
worlds are utterly alien in nature, but can be at the very least understood by you such as emotional states and
interests. However, this does not mean the Will of the World will automatically consider you for communication. A
way of establishing trust and deepening the connection you have with a world is by completing tasks that appease it.
For each task completed, it will reward you with a boon that will relate to itself, and you will curry more favor with
the world that it may intervene and act as a “guardian angel” so to speak. Though another way of building up favor
and trust is through smaller acts such as maintaining the environment or reducing pollution levels, however, this
process is somewhat slower.

Secondly, you are able to draw on its Lifeblood, which is just a fancy title for the natural energy that flows through
the world as a whole and in all living creatures native to the world. This effectively makes you a druid as you can
then use the lifeblood that you have drawn on as a power source to perform supernatural feats in relation to the
world that the lifeblood originated from. These can include communicating with the wildlife, shaping the
environment, and/or manipulating natural phenomena in unnatural ways such as tossing bolts of conjured lightning,
all at the cost of the lifeblood you have collected.

However, the further away you are from the domain of the world, the less power you can draw on and the less that
its influence can act.

Multi-Expanse Consciousness (300cp): You possess a rare trait among Worldwalkers; a ubiquitous mental link that
extends across dimensions to every iteration of yourself, forming a vast communication network. This extraordinary
connection means that each version of you across every reality is simultaneously synchronized yet independent,
permitting an exchange and consolidation of wisdom and knowledge, yet allowing individual autonomy. Leveraging
this network, you can share experiences, leverage unique skills, plan collaboratively, and even coordinate
simultaneous multi-reality actions. The idiosyncrasies between your multitudinous selves, the contrasting choices
made, are no longer isolating variations, but rather interwoven threads of a grand tapestry of existence.

Sacrificial Art (300cp): You have learned something quite interesting and unique. You can perform the art of
sacrifice; the capability to take two things you have and then combine them into a stronger form at the cost of the
base components being permanently lost. You can choose to sacrifice skills, abilities, items, creatures, and even
perks. For example: sacrificing your fire starting skills along with swordsmanship to gain a supernatural sword style
that ignites flames capable of pyrokinesis. Although, as said before, it will be a permanent loss for those sacrificed,
meaning you will not be able to re-learn swordsmanship and fire starting again. In addition, this can be used on
others as long as they give you their willing consent.

Attachment (300cp): Your ties are to the unordinary, your inherent connection inextricably linked to the specters of
the paranatural, to that which goes beyond the compass of the usual. You bear an intrinsic affinity that bares your
spirit to the whispers of supernatural creatures, nebulous entities, and — on occasions and to a lesser extent — even
mystically influenced objects or items. This establishes an initial congenial rapport with them, invoking a sense of
curiosity and openness towards you. As a result, such beings tend to hold off any aggression towards you unless
provoked or if they already harbor a pre-existing negative perception of you. However, this perk goes beyond mere
interactions; it empowers you to form profound bonds with these supernatural denizens and enchanted objects/items.
These connections not only cause subtle aesthetic transformations on your physical form but also confer unique
boons, each reflecting the essence of the entity or item you have bonded with. For instance, a bond with a hellhound
could manifest as fiery veins coursing through your body and bless you with the startling ability to teleport through
hellfire.

Concept Affinity (300cp): You are naturally aligned with a certain concept, possessing a beyond perfect affinity for
it. Secrets and knowledge behind this concept is known to you, and you are granted minor abilities related to the
concept. In addition, creatures that are related to your concept are friendlier to you, any situations or environments
related to this concept grant an overall boost in performance, and any supernatural abilities you possess that are
aligned with the concept will also receive a small boost. You may purchase this multiple times.

Keter (500cp): You can draw on the Light of your very potential. Raw, unrefined and directionless, passively
drawing on this Light allows you to accelerate your own growth and development the more you draw on the Light.
When you actively draw on the Light, you are able to bend the rules behind your actions and develop new
capabilities with them such as forming afterimages if you are fast enough, or being able to parry a bolt of lightning if
you are skilled enough. These, however, are the basic functions of just having the Light, if you practice you will be
able to utilize the Light for more applications than its basic functions.

You cannot spend Walk Tokens to discount this perk.

Respawn (500cp): As a Worldwalker, you will be no stranger to the gleam of Death’s scythe. However, plenty of
Worldwalkers have truly met their end, and then there are those that have undone it. Now you are able to achieve the
same. You are able to resurrect after meeting your end, your body simply remaking yourself nearby in relative
safety. However, upon arising from death you suffer a harsh penalty: the trauma of your death is shunted off to your
soul. Each time you come back your soul gets damaged and you lose a portion of your strengths. As long as you
possess even a small piece of your soul, death has no hold on you. But if your soul can’t handle one more
resurrection then you’ll be pushing up daisies before you know it. Depending on your death, the damage dealt to
your soul will vary in severity.

You cannot spend Walk Tokens to discount this perk.

Demesne (500cp): As a Worldwalker, your insatiable curiosity and relentless study of the universes and dimensions
you traverse have finally paid off. Through your dedicated research and exploration, you have unlocked the ability
to create and design your very own personal worlds. These realms start off as humble dimensions but have the
potential to expand into vast cosmic universes, and perhaps even transcend into untold dimensions with continued
development. The method behind how you created your personal dimension does affect the end result somewhat,
and the design and tailored specifications within your personal world, such as physics for example, will have effect
on the end result as well.

Other than that, within your personal world(s) you are effectively a God and hold absolute, nigh-omnipotent
authority inside your personal world and how it can affect you. Although you won’t be able to change how the
dimension works after you’ve set it up and can’t do things like making an item that will turn you all-powerful in the
real world as well. Though, your personal world gives you some power outside of it based on its nature, so you are
not completely powerless when not within it.

You cannot spend Walk Tokens to discount this perk.


Items
You may spend your Walk Tokens in this section if you are so inclined.

Traveler Package (Free): This pack contains various items to allow you to travel with an ease of access to the bare
necessities. Included in the package are sets of clothing that are both sturdy and water resistant, able to withstand
most of what you would encounter on the travels. Further, the pack contains trail rations, rope, a first aid kit, a water
canteen, purification tablets, a fire starter, a knife, and a rechargeable torch to help provide light in dark areas.

A Weapon of Mine (50cp): Upon purchase, you can choose between a melee or ranged weapon that is considered
mundane(read: not immediately powerful) for the world you will be native to. You will gain a degree of familiarity
and experience in the handling of this weapon so you don’t fumble as you use it. This may be purchased multiple
times for multiple weapon types, or you may instead use multiple purchases to add minor modifications to these
weapons such as a scope for a rifle, or a minor flame enchantment for a sword.

A Traveler’s Apparel (50cp): Upon purchase, you will find in your possession your own personal armor that is
relatively mundane(read: equivalent to a bulletproof vest) for the world that you will be native to. You have
experience in moving and maneuvering in this armor, so you aren’t restricted in terms of movement and
comfortability.

Handy Haversack (100cp): This leather pack is designed with a durable exterior and an interior that is far larger
than it appears on the outside. It can hold up to five times what it would normally hold, whilst not having an increase
in weight. As an added bonus, it can help to save time in a pinch, as reaching inside the pack will always manage to
find the item you are looking for.

Food Stock (100cp): This sack will generate an infinite supply of up to 3 snacks and drinks of your choice. All
snacks and drinks that come from it will be of the freshest and highest quality, with no degradation over time or use.
If the sack is destroyed, it will reform in your possession in no less than a day.

Traveler’s Journal (100cp): This journal will record your journey across the worlds, with whatever form of your
choosing, whether it be video recordings, written entries, or artwork. It has the ability to follow you across
dimensions and will continue to record your journey post-jump, not skipping a beat.

Trophy Room (100cp): This room will come in handy for preserving your souvenirs and keepsakes from your
travels across worlds. You don't have to worry about running out of space either, as the room will expand to fit all of
your items. This room is perfect for preserving the memories of your journey, as you can look back on them at any
time.

Helpful Bauble (100cp): This foci helps ease the process of worldwalking for beginner worldwalkers, making it
less draining so they don't have to take as long of a break between jumps. It can take the form of any handheld
object you want, and it will reform in a day if broken or destroyed. This bauble will help you jump between
dimensions with greater ease.

Engram Upload (200cp/300cp, Discount Analysis): Upon purchasing this you gain a pre-existing engram of all
mundane objects from 1900 up to the modern era. These engrams are of the highest refinement and quality, giving
you the closest thing to a full blueprint. Alternatively, you can choose to have the engrams instead be mundane
animals rather than mundane objects. A second purchase of 100cp is required if you wish to have both.

Advanced Data Core (200cp, Discount Technical Expertise): This device contains a wealth of highly advanced
knowledge - both theoretical and practical. It contains a vast collection of advanced scientific theories, principles of
engineering, and information on new and cutting-edge technologies. It contains information on a wide range of
fields, allowing you to gain knowledge and expertise much faster than if you developed this knowledge through
traditional methods. Furthermore, this device allows you to gain a better understanding of how to modify and use
existing technologies in new and creative ways, enabling you to unlock the potential of existing technologies to
create something entirely unique and powerful.

Magic Grimoire (200cp, Discount Arcane Schooling): Within your grasp is an extraordinary artifact, a
supernaturally imbued tome of profound understanding. Imbued with a vast reservoir of both the theoretical and
practical aspects of various mystical arts such as arcane magic, occultism, ritualism, and mysticism, this grimoire is
a sage's wish and a neophyte's guide. Although devoid of specific recipes for instigating spells or enacting hollowed
rituals, it houses the rich bedrock of magical lore and frameworks, along with a comprehensive understanding of the
principles behind such ethereal forces. The erudition gleaned from this tome's cryptic pages will pave the way for
you to unlock unprecedented expertise in magical manipulation, crafting accomplishments that far outshine
traditional magical schooling. Moreover, the grimoire's enlightening content unleashes your ability to decipher the
intricate dynamics of spells and rituals, propelling you towards pioneering versatile spell-craft. This invaluable asset
empowers you to subconsciously bend and weave magic, lending even the most rigid arcane constructs a strikingly
fluid malleability.

Psychic Knowledge Imprint (200cp, Discount Psychic Awakening): This miniature artifact, awash with an
ethereal halo of psionic emanation, is more than meets the eye. Contained within its unassuming exterior is an
expansive reservoir of intellect; it carries an imprint of multifaceted knowledge encompassing the profound theories,
intricate lore, and practical utilization of psychic capabilities. Explore the depths of mystical fields including
psychotronics and psywarfare, or delve into esoteric paradigms of parapsychology and telepathy. The trinket serves
not only as a treasure of knowledge but also as a stellar accelerator for your psychic advancement. By immersing in
the wisdom with due diligence, your manipulation of psychic energy can achieve unprecedented proficiency,
rendering you capable of performing a broad spectrum of feats that use your burgeoning psychic prowess. Use it to
tap into unseen worlds, manipulate matter, control minds, or visualize the invisible energies of the universe - the
potential of your might is only limited by your imagination.

Quintessence Training Scroll (200cp, Discount Monastic Training): This ancient scroll holds a wealth of
knowledge on harnessing inner power and mastering monastic traditions. It offers detailed instructions on practical
techniques and theoretical principles to enhance your control over quintessence, a mystical energy that flows
through all things. Perfect for those seeking to unlock their full potential and deepen their understanding of the
spiritual and physical realms, this scroll is a valuable tool for delving into the world of quintessence manipulation.
Soon you will be able to unleash your inner power and achieve greatness.

A Graven Altar (200cp, Discount Patrons’ Blessing): Through this altar, one can easily commune directly with
divine and otherworldly forces, be it through prayer or ritual. These entities will be much more favorable towards
you if you continually work to increase your standing with them, often granting blessings and pieces of their power
in exchange for tributes. The altar also acts as a powerful conduit through which these higher forms can possess
greater influence in the material plane. Through the altar, they can manifest powers, knowledge, and resources to aid
you in your endeavors. With the Altar, you can also use it as a means to request specific favors from these gods or
powers, as long as offerings are made to appease them.

Classified Knowledge (200cp, Discount Forbidden Lore): In your possession is a highly coveted collection of
classified documents detailing forbidden techniques with powerful but dangerous consequences. These techniques
could offer the ability to supercharge your abilities in exchange for severe aftereffects on your well-being. Some
examples include a method to enhance your skills at the cost of your lifespan or a technique to exponentially
increase your physical prowess, risking gruesome internal injuries. The allure of great power comes at an equally
great cost, making these forbidden techniques a risky but potentially rewarding endeavor. Take caution, as the
consequences of using such knowledge are not to be taken lightly.

Dimensional Stabilizer (200cp): This device will prevent a world from collapsing in on itself, which many
worldwalkers have experienced in their travels. It works by keeping reality stabilized and preventing it from
decaying over time. Owning this device will give you peace of mind, knowing that the worlds you visit won't
suddenly collapse around you. Particularly useful for those that wish to experiment and study the creation of
dimensions and pocket dimensions without it failing.

Navigation Chart (200cp): This specialized map updates and displays the area around you up to a 5 mile radius. It
will show natural features like mountains, rivers, and forests, as well as points of interest like towns, cities, and other
locations. You can also set it to detect and highlight specific things such as caves, vehicles, and buildings. The map
has a customizable appearance so that you can make it suit your own taste. It is an essential tool to help you navigate
in your interdimensional travels and make sure you don't get lost.

Amulet of Fate (200cp): This amulet is made from a shimmering emerald, said to bring luck and good fortune to
the wearer. Its power allows you to control and navigate your own fate. With a simple act of will, you are able to
direct yourself towards events and places that will result in an adventure, or deflect any unwanted adventures away.
The amulet's power has no limit and can be used an unlimited number of times. In addition, the amulet grants you a
deep intuition that allows you to know what the right path may be. It can also guide you when you are stuck in
unfamiliar lands, getting you to the destination you desire. Along with the power of fate comes great responsibility,
but with the correct usage of the amulet, you are sure to find many exciting and rewarding adventures.

Homestead (200cp): This pocket dimension is your very own personal respite from the many worlds of your
journeys. Here, you find a warm and inviting home which you have shaped and crafted to your exact specifications.
You can create this home in any way you wish - from a quaint cottage to a sprawling castle - and can design it to fit
any kind of environment and climate. The pocket dimension provides you with a space to relax and regroup in
between adventures and other travels, allowing you to take a break from the trials and tribulations of the world
around you. Even better, time flows differently here and days can seem shorter or longer, depending on your needs.
Inside your Homestead, you find that ailments to your body, mind, and soul slowly heal, restoring you to your best
possible health. Finally, you find yourself surrounded in a sense of safety and peace, giving you the strength to
continue on your amazing adventures.

Exotic Pet (200cp): This is a creature that was found during the exploration of an exotic world and is made up of a
combination of the environment’s characteristics. Through the connection established between you and the pet, you
are able to telepathically communicate with the creature, giving and receiving sensory information. Due to its
connection with your worldwalker nature, the pet can also enter a special space within your soul and rest or
recuperate when injured. There are endless possibilities when it comes to the features and special traits of your pet as
every world contains different, unique qualities. You can choose your pet to be a bird composed of living darkness
with the capability to travel through shadows or you could opt for a cat composed of ash and wood with the ability
to aid in Regrowth. These are just a few of the possibilities for the exotic pet's features. You can purchase this
multiple times.

Successor of Alexandria (300cp): This Item grants you access to an immense library connected to your warehouse.
Upon every jump, the library will automatically update to include all of the books or other recorded information
from each world you visit. This represents an opportunity to archive a wide range of knowledge and ancient lore
throughout the myriad of worlds across realities. This library can be a powerful mechanism to bridge together
cultures and civilizations from multiple realities. You can unlock knowledge, studies, and histories that have been
lost in any one world. You can access these libraries to learn about a variety of topics, from the sciences to the
humanities. You can also share this knowledge and information with others, allowing them to benefit from the
collective insights of multiple worlds.

Yggdrasil Sap (300cp): This intricate glass vial contains a glowing blue sap. Someone drinking from this sap will
allow a person to become a worldwalker and develop abilities similar to those described in this document. The vial
refills every month after it has been used by someone. If you take the vial then shatter it on the ground, it will spread
the effects of drinking from the vial to people throughout the setting. If you do, you’ll get a new one at the start of
your next Jump, or every ten years, whichever comes first.

You cannot spend Walk Tokens to discount this item.

World Tree (300cp): The Gap Between Worlds isn’t normally a hospitable place to reside in for very long even if
you are a Worldwalker, having your existence unraveling at the seams is…not a pleasant experience. You are
different, however, than most Worldwalkers; a bond between you and something residing in the Gap is established
and you are bestowed upon a great boon. You are able to create pathways back to worlds you have been in before,
allowing you to travel back to those worlds, and if you wish, can allow people you approve of to cross those
pathways as well.

In addition, this will grant you an inner world; a nascent universe located within your soul that will have certain
features from past worlds added into it that develop your inner world more prominently.

This also acts as a Booster for any Items purchased.

You cannot spend Walk Tokens to discount this item.

Companions
You may spend your Walk Tokens in this section if you are so inclined.

Recruit Anyone (Free): Anyone you want to recruit in this world is free to join you as a companion if they agree.
This is a perk you can use in future jumps.

Import (50cp): You can import a companion, and they’ll get 600cp to spend. They also get the 4 Walk Tokens,
same as you got. Each additional purchase doubles the number of companions you can import. With four purchases,
you can import all of your companions.

Fellow Walker (50cp): This option allows you to create a new companion with 800cp and 5 Walk Tokens to spend,
which can be spent the same as yourself. Each additional purchase allows you to create another companion. You can
choose the specifics of their appearance and personality, though they are guaranteed to get along well with you.

The Shifter (100cp): A woman gets your attention after you awaken as a Worldwalker and travel to a new world.
She appears to be Asian or Native American and has short, dark hair. She's wearing aviation goggles on top of her
head and a scarf around her neck. Other than that, she dressed in comfortable clothes. Despite her average size, she
has a good body image. A ready smile adorns her face that speaks of the vast amount of confidence and charisma
she possesses. She introduces herself as Jenny Everywhere, your new companion across the multiverse.
Drawbacks

Leave When The Story Finishes (+0cp, Toggle): You can leave when you’ve brought the story to a conclusion.
When the “canon plot” ends or is made completely impossible, you can go. Unless another drawback conflicts with
this, in which case you’ll stay until the drawback is settled.

Longer Stay (+50cp): You’ll spend 5 more years here. Can be purchased multiple times. Can only provide up to
+400cp for an additional 40 years in this jump.

Homesick (+50cp): Staying in other worlds for too long makes you uncomfortable and increasingly anxious. For an
additional purchase, being in other worlds makes you physically sick such as hot flashes, or nausea.

Lowborn (+50cp): You have little in the way of resources, born and raised on the lowest rungs of society. This will
make your time here harder, but it is not insurmountable. An additional purchase will ensure hardships that drain
your funds will constantly plague you for your stay, making it even harder to surmount the issues you already face.

Prejudice (+50cp): You will have to deal with a measure of prejudice during your time in this jump, whether due to
your gender, your race, or some other quality. This will make your time here harder, but it is not insurmountable. An
additional purchase will make this prejudice more intense and lead to some extremists targeting you.

Interesting Times (+100cp): May you live in them. This will make your time here quite a bit more exciting as you
will have little time to rest and relax. One event after another will need your attention on a nearly monthly basis. An
additional purchase makes this a weekly occurrence and a final purchase makes it nearly daily.

Unpleasant Locals (+100cp): The natives of worlds you visit possess an almost instinctive sense you don’t belong
and are noticeably unfriendly to you. This can impede you if you need to communicate with anybody at all. For an
additional purchase, this will also include the fauna and flora of the world. For a final purchase, the natives are
outright hostile, immediately attacking you on sight and willing to hunt you down.

Cooldown (+100cp): Each time you perform a worldwalk, you will be unable to do it again for a certain duration of
time. For 100cp, this is two hours before being able to worldwalk again. An additional purchase extends this to six
hours and a final purchase extends this to twelve hours.

Reluctant Dimension Jumper (+200cp): You are unfortunately not in control of your ability to travel to different
worlds as at random times, you will be victim to a sudden shift into another world with the only reprieve being you
can control the world you wish to go to. For an extra +100cp, you will now have no control on what world you end
up in, being randomized along with the involuntary world shifting. If you have taken Cooldown, you get an extra
+100cp for this drawback.

It Was Just A Nightmare (+200cp, Requires Deep Dive): You are prone to night terrors and bad dreams which in
turn forge new worlds in your mindscape, heavily based on these nightmares. For an extra +50cp each time this is
taken, up to +600cp, these night terrors increase in frequency and intensity.

Generic Isekai Portal Fantasy Transmigration (+200cp): Something about your nature as a worldwalker makes
you unusually susceptible to a specific kind of summoning, the type that brings a living being to another world. This
means that at random intervals, no more than once a year, you will be summoned to another world and be unable to
leave until you have accomplished a certain task, whether it be your summoner's bidding or something else. Most
commonly you will be summoned to be a hero, so expect a lot of fighting before you can go home. For an additional
this is taken, there is a 50% chance that the Summoner who calls you to other worlds is not a decent individual with
some malevolent and/or ulterior motives that will make use of use.

Item Lockout (+200cp): Your items and resources from previous jumps are locked for the duration of this jump. A
second purchase of this drawback leaves your warehouse similarly inaccessible for the duration of this jump. The
second purchase only grants +100cp.

Power Lockout (+200cp): Your perks and powers from previous jumps are locked for the duration of this jump and
you are reduced to just your body mod. A second purchase leaves you without your body mod as well. The second
purchase only grants +100cp.

Companion Lockout (+200cp): Your companions cannot enter the jump alongside you and are restricted to your
warehouse until the jump ends. Companions can still be imported, they just cannot leave the warehouse.

Total Lockout (Special): This drawback can only be taken if you have the Item Lockout, Power Lockout, and
Companion Lockout drawbacks. If you do, you gain an additional Walk Token.

Delayed Gratification (+300cp): You don’t get access to any purchases from this jump, save for Worldwalking and
whatever freebies you gain from your Walk Tokens, until after the jump ends. You may work towards learning the
effects of the perks you have purchased, however. With an additional purchase, you only gain the benefits of
Worldwalking, and nothing else. You can still work towards learning the effects of the perks you have purchased.

No Passport (+300cp): Hey, that free Worldwalking perk that you see up there? You don’t get it. Well, more
accurately, you have to discover how to Worldwalk the hard way through one method or another. Once you have
accomplished that, you will be able to Worldwalk properly. Post-jump, it becomes fiat backed as the new
Worldwalking perk.

Rival Walker (+300cp): You have an enemy that has a custom build from this doc using the same amount of CP
that you spent, as well as their own set of Walk Tokens. They don’t like you and want to defeat you, though they
don't necessarily want to kill you. Additional purchases can either cause you to get another rival or make one of your
rivals willing, and possibly more than willing, to kill you. You only gain points for the first five rivals.

Renown (+300cp): Your abilities and skills don’t stay a secret for long, everyone knows what you are capable of
and it is easy for your enemies to find out the specifics. An additional purchase gives them a complete dossier of
your abilities.

Imprisonment (+300cp): You have entered a prison realm, a kind of artificial dimension that is easy to enter but
incredibly hard to leave, typically meant to serve as a banishing ground for beings too hard to kill or contain by
conventional means. This realm is incredibly barren, having very few resources for supporting life, and all manners
of abilities are suppressed, most notably your transportation and energy generation abilities. You must figure out a
way out of this dimension, luckily there are ways out built into it, but they won't be easy to find or use.

The Hound of TheVoid (+300cp): A supernatural entity in a canine guise haunts you from the void, captivated by
your unique aura. It relentlessly pursues you through every dimension you travel, always finding your trail. It's a
cunning and persistent predator, never resting and always adapting to your tactics. If you dare confront it, you'll
discover it's not just powerful but also deceptively intelligent.

For an additional purchase, The hound, born from the very essence of the void, can shape-shift to counter your
attacks or defenses. It creates shadows to blind, grows a hide tougher than metal, and unleashes reality-tearing
claws. It is the natural predator of Worldwalkers, and it has set its sights on you as prey. This evolving menace learns
from your skills, uses them against you, and constantly forces you to adapt and improve.

Bleeding Dreams (+300cp, Requires Deep Dive): The worlds forged within your mind are starting to escape the
confines of your psyche. At base purchase, this will be little things such as creatures, random items & objects, and
occasionally a building. However, for an additional purchase, you will find that entire environments and locations
from your mindscape will super impose itself upon the outside world.

Wylder Invasion (+400cp): A warmongering country in another world has figured out how to create gates allowing
for worldwalking, and have used this advantage to acquire more resources and conquer their and neighboring
worlds, collecting and assimilating advantages when found. Now their conquest has brought them to the world at
your world's doorstep, and after they finish integrating it to their empire they will turn their sights upon your world.
Be glad that they can't actually create too many gates to the same world without getting severe problems.

Boundary of Decay (+400cp): Something has made the dimensional walls of your home dimension, the thing that
separates and protects it from other dimensions, particularly weak. The result of this is that too much Worldwalking
can cause breaches in the boundaries, causing your world to merge with others in places. This merging means that
things can get into your world from theirs but the reverse is much harder, expect your dimension to have to deal with
invasions, monsters, diseases, and more from other worlds.

The Secret Wars (+400cp/+600cp): Long before you became a worldwalker there has been an ongoing secret war
across the many worlds between two factions of worldwalkers. The war is not openly fought between the factions,
employing sabotage, espionage, and assassination to attack each faction. Try not to get caught in the crossfire. For
an additional 200cp, you are going to get drafted into one of the factions and tasked with solo missions to other
worlds.

Only Gods & Kings (+400cp/+600cp): Your home dimension is actually the personal dominion of a higher entity.
By law, any and all Worldwalkers born are to register themselves or be registered in the Worldwalker Database or
face execution at the hands of this higher entity. Worldwalkers that wish to leave the dimension will have to gain an
empowered barcode-like tattoo that acts as a sort of permit that will allow you to leave and return to this dimension,
but it will also act as a way for the higher entity to keep watch of you outside their personal dominion. Those that
wish to enter the higher entity’s personal dominion will have to be recommended to the higher entity itself by
someone that already has a permit as well as be branded with a permit themselves.

For an additional +200cp, the higher entity is a power-hungry tyrant that wishes to subsume the entirety of the
universe into his personal dominion. They will have any and all Worldwalkers native to their dimension branded and
conscripted then trained from birth into warriors and scouts that will conquer other worlds for the higher power to
then subsumed into their personal dominion. You are one of these conscripts, and while the grueling training forced
upon you was useful, you and your fellow Worldwalkers are treated as expendable pawns despite your importance to
your world's grand scheme. Abuse and discrimination is only the tamest that you have and will be admitted to if you
don’t find some way to escape.

Eater of Worlds (+600cp/+800cp): There exist beings that prey on entire worlds, that travel through the void in
search of more worlds to consume. One of them has locked on to your home world and is traveling to it, arriving
about halfway through your stay in this jump, or in 5 years, whichever is sooner. This being is horrifically powerful,
as befitting a predator of worlds, but the exact means by which it consumes can vary, whether it be by simple bites, a
cancerous infestation, or something else.
If you possess Deep Dive, for an additional +200CP this apex predator has locked onto you instead and will begin to
hunt you down. You may flee from its pursuit into others, but you will not be able to stay long as it will devour any
world in its path while hunting if you stay in those worlds too long. If it does manage to catch up to you, it will
infest your being like a parasite and begin to slowly devour the worlds of your Mindscape, deteriorating your
identity and personality unless you can somehow rid it from yourself.

Scenario
A True Worldwalker
(First Jump Only)
(+5 Walk Tokens)

Description: Despite the lofty title of Worldwalker bestowed upon you and your peers, you've come to the
stark realization that this label is only a half-truth. You are no true Worldwalker; your power is confined
within a single 'bubble' of the multiverse. Just as your counterparts, you hold the capacity to breach the
veils between the worlds contained within this particular bubble, but find yourself unable to puncture its
threshold to reach the far-stretching reaches of the wider Multiverse. As you navigate the confines of this
circumscribed existence, the harsh truth weighs you down, sparking a mid-life crisis ignited by the bitter
cognizance of your limited dominion.

Nevertheless, amongst this profound melancholy and existential rue, a spark of revelation is kindled—an
epiphany born in the crucible of your contemplation. A hypothesis shapes in your mind, proposing the
creation of a novel, incredibly dense and potent form of energy. This energy, dynamically amplified, could
be revolutionary enough to puncture a gateway in your 'bubble' and transport you directly into the broader
Multiverse. You envision it as a metaphysical dynamite, a hyper-charged power bursting forth to shatter
the cage of reality you are enclosed in, paving the way for becoming a true Worldwalker.

The foundation of your idea is set, bathed in the warm glow of potential and promise. Now, however,
comes the daunting task of manifestation—of turning this abstract conception into concrete reality. The
challenges that lie ahead are as complicated as the complexities inherent in the shifting fabric of the
multiverse. The heart of the matter lies in harnessing the energies required, learning to manipulate them
with precision, and channeling the essence of your being into the force needed. The journey towards true
Worldwalking has just begun and your next chapter is ready to be written - how does one build such a
power?

Detail: This is an alternative to possessing a Benefactor to travel a Jump-Chain. Technically becoming


your own benefactor, you have to find a way to create a Pseudo-Spark that will be a one time use, each
time you build one up, to eject you into another corner of the Multiverse. Each Universe that you Jump to
will require a different way to build up a Pseudo-Spark until you figure out how to build up a genuine
Spark. There are side effects to using a Pseudo-Spark though, your forced exit and entry into other
Multiverses causes metaphysical damage that you must recover and build yourself up from within the
Multiverse you entered, all while researching the way to create another Pseudo-Spark for your next Jump.

The damage done to you from the continued use of a Pseudo-Spark can be adapted to; allowing you to
grow a resistance to the damage dealt to your metaphysique, which will decrease time spent recovering
from it. Though, this gets into Time Extension drawbacks, meaning your entry into a new world is just a
lot more particularly damaging and increases recovery time.

When encountering similar worlds from previous ones you have been too, you will find that the methods
behind developing a new Pseudo-Spark is not too dissimilar from the way you made one in the previous
iteration of that world which will cut down on time.

It should go without saying that you won’t have to follow most of the rules that come with an outside
Benefactor for JumpChain.

Rewards: Any and all Perks you have bought here will become your Body Mod, and you can choose to
gain the following Item for free to act as a Warehouse upon completing this Scenario: Planar Hearth. Or,
if you have already possessed/created a pocket dimension, you can instead choose to bind it to yourself
similar to a Body Mod and have it act as a Warehouse.

Supplement Mode: You can choose to use this jump as a supplement and attach it to another jump.

Crossover Mode: Import another jump of your choice. You’ll fill out the jump document, keeping the point totals
separate. This setting and the other setting(s) you selected will then merge into one.

End Choices

After your ten years (or more) in this jump has come to an end, you may choose whether to return to your home
world, stay in this new world, or move on to your next jump
Notes

Credit to Edrogrimshell for already designing a vast majority of the Jump, and Hyperius in the Discord for all the
ideas.

Demesne was inspired by the Personal Dimension perk from World Seed.

On Planar Communion Post-Jump: Connections with World(s) will still be maintained though the influence of the
World(s) will be greatly lessened.

On Demesne Methods of Creation: There are a multitude of methods behind how to create personal worlds, this
perk gives you the potential to use any of them, all of them, and/or make a method. For example: You could have a
method of infusing small bits of the essence from your skills and abilities into a visualized mental realm, nurturing it
into developing into a proper world based around what you infused in it.

On Keter Perk Passive Boost & Applications: The passive growth boost is about 15x normal development speed.
Now, a couple examples of Keter’s more advanced applications:
1. Conversion: You can have your potential act like other things instead of light, which would let you rework
the way you can gain benefits out of it based on what you changed it to. You could have it act like metal
and then symbolically forge it into an item that would grant benefits based on the item, like better
swordsmanship with a Sword of potential.
2. Constellations: You can envision an image in your head that you then can take bits and pieces of your
Light, compress them into pinpoints, and place them somewhere on that visualized image. When enough
pinpoints of Light have been put on the visualized image, you can then have those pinpoints all connect
together through a strand of Light where it will then catalyze itself into becoming an ever present
constellation in your mind. Depending on the image you visualized you can get a few helpful boons based
on that image as well as based on the location of pinpoints in that image. You can even feed more Light
into a pinpoint to make it more prominent which will increase the boons given to you from that pinpoint's
location on the Constellation image.
3. Coloring: Everything has a specific and unique color that correlates with it, even if it shouldn’t work nor
make sense as a color. By default, Light is actually colorless, but you can color it which will give your
Light a particular leaning based on the color, granting different boons and boosts. Coloring isn’t much by
itself, being more useful as an inclusion with other applications.
4. Actualization: Keter is essentially the manipulation of one's own potential. The Light is a baseline, neutral
representation of one’s potential; it doesn’t have a direction nor refinement, and is just raw potential. As
you know though, you can use Light—shape it, direct it, refine it and more. This leads into the most
advanced application: the actualization of potential to give oneself new capabilities. How this is done is
mostly different for each person. Some may figure out how to grant new capabilities by causing a catalytic
reaction between different applications, or some may compress their Light and let it build up until the sheer
burst causes you to gain a new capability due to the raw surge of potential and power.
Note that these are just four applications you could perform for it. There are possibly infinite ways you could utilize
Keter.

On The Knowledge Items (Advanced Data Core, Magic Grimoire, Psychic Knowledge Imprint, Quintessence
Training Scrolls, and Classified Knowledge): These don’t give you actual detailed techniques or applications of
abilities that you can learn from then use. They give detail and information behind the practical and possible
applications, knowledge of well-known uses, and complex theories.
On World Tree Pathways: The pathways vary in appearance with the only constant being that they look as if a tree
is connecting worlds between its branches.

On Exotic Pet Item Boosted Version: Depending on what you took as a pet, the level of the boost they receive will
be different. Taking a mundane Pig, for example, wouldn’t do much compared to taking an already supernatural
creature. The pig would gain some powerful abilities based around the symbolism and nature of pigs, becoming a
supernatural creature. However, a phoenix, for example, would gain low-level power over the very concept of fire
and life, compared to the pig.

On The Shifter Companion: "The character of Jenny Everywhere is available for use by anyone, with only one
condition. This paragraph must be included in any publication involving Jenny Everywhere, in order that others
may use this property as they wish. All rights reversed."

World Tree Item Booster:


- A Weapon of Mine > A Weapon For Legends: You are able to purchase weapons that are top-of-the-line,
fairly powerful and unique. With more purchases you can even add top-quality modifications to these
weapons such as an enchantment that can cause a sword to grow sharper with blood spilled with its blade.
- A Traveler’s Apparel > Legendary Armor: Each purchase will net you with top-quality armor and/or
apparel that you have an almost supernatural comfortability and practice in wearing and moving in. These
pieces of armor and apparel will even hold minor, but useful enchantments or modifications that don’t
impede you in any way.
- Handy Haversack > Deep Pockets: Instead of a leather pack, you possess a pocket dimension that can be
accessed through any type of storage such as pants pockets, a backpack, or container. Time does not pass
for objects in the pocket dimension and the objects are kept in perfect stasis, meaning a fresh, warm meal
will be just as fresh and warm 1000 years from now as when you first put it in. The storage space within the
pocket dimension is virtually limitless, but can’t take in anything living.
- Food Stock > Dining Hall: Instead of a sack filled with food of your choice, you are able to conjure a
massive, luxurious dining hall into the space of an empty room. The dining hall provides a plethora of
foods and beverages from the various worlds that you have traveled to. Food and drinks aren’t limitless and
can run out, however, they can infinitely respawn over the course of a day to replenish the supply.
- Traveler’s Journal > Book of Legends: This wondrous ornate journal serves as a faithful,
all-encompassing companion that records your manifold adventures across existences, tirelessly inscribing
each detail of the worlds you've explored, the societies you've intermingled with, and the different realms
you've affected. But its magic extends beyond mere documentation; it vividly captures every myth, tale,
and saga born from your aspirations, challenges overcome, and victories celebrated, thus weaving your
impactful legacy into lasting legends, remembered for ages. As an instrumental part of your travels, it also
mirrors the changing perspectives of the inhabitants you encounter, simulating the authentic, reverberating
echoes of your existence that permeate their cultures, ways of life, and collective knowledge.
- Trophy Room > Corridor of Achievements: More than a mere repository of mementos, this hallowed hall
has been transformed into a font of providence, an awe-inspiring testament to your multidimensional
adventures. Yet, the true marvel of this trophy room lies not in the tangible evidence of your triumphs, but
in the ethereal gifts they bestow. Any artifact, relic, or bauble you consciously enshrine within these walls
will, in return, endow you with a subtle boon, a small blessing pertaining to its inherent power or the
circumstances of its acquisition.
- Helpful Bauble > Branch of the World Tree: A rarity amongst all dimensional artifacts, this foci carries
an echo of the World Tree, deeply rooted in mythology and the fabric of existence itself. It is an eldritch
relic, hewed from a branch of a cosmic tree whose roots permeate through the interstitial void beyond the
edge of conventional reality, reaching into the boundless expanse of disparate universes. Imbued with an
innate ability to rend the veil between dimensions, this foci helps to ease the traveling between the gap of
realities for those that wish to not be blinded by the void and reach a destination more accurately. However,
the Branch's capabilities go beyond mere inter-dimensional travel. It acts as a conduit for all manners of
abilities and power sources available to the possessor, be it arcane, divine, or even cosmic energies. It acts
as an amplifier, significantly enhancing both the force and potency of these myriad powers, and offers a
noteworthy advantage in power consumption. This efficiency makes it easier to control and utilize these
power sources for prolonged periods as well, offering endurance in even the most demanding of situations.
- Engram Upload > World Archive: The pre-existing engrams that you possess are greatly increased in
quality and refinement to the highest possible degree. In addition to having access to all animals and/or
objects that have ever existed up to the modern era, you also gain access to a unique set of engrams. These
are specialized engrams of mythical and legendary objects and creatures, but they are basically just
“mundane” versions, without any special properties. Though possessing these special engrams grant you
greater understanding of the myths behind them, and if you have other special capabilities, you may use
them to your advantage.
- Advanced Data Core > Precursor Data Cube: Instead of the Advanced Data Core, you instead got an
incredibly advanced device originating from a long extinct civilization that had reached unbelievable levels
of scientific advancements. While this contains their advanced scientific theories, principles, and
information, it also contains blueprints for things such as advanced nanotechnology, powerful AI systems,
zero-point energy sources, advanced materials, and sophisticated medical technology. It also contains plans
for interstellar travels and long-range communications. However, the most intriguing part of the device are
the ancient secrets it holds - the hidden knowledge of a long gone civilization that could unlock the secrets
of the universe.
- Magic Grimoire > Arcanum Magnum Opus: Beyond merely a compendium of cryptic lore, this
cosmically infused tome is your unerring mentor on the serpentine path of the arcane. It sings in a dulcet
whisper of celestial mysteries, unveiling deep insights into the multifaceted realms of glyph-laden
incantations, sophisticated thaumaturgical paradigms, comprehensive planar methodologies, and dynamic
elemental command. Its pages, crafted from the ethereal weave of magic itself, have an uncanny sentience,
steadfastly guiding the apprentice from the realm of raw potential into the lofty epitome of a spell-weaving
savant. The divine illumination it bestows upon its wielder allows for an unparalleled mastery over
complex spells, intricate rituals, enchanted relics, and even the enigma of god-like entities. The Arcanum
Magnum Opus doesn’t merely 'inform'; it 'transforms', instilling in you metaphysical wisdom and
innovative syntheses that open etheric doors thought unreachable. With this hallowed tome in your grasp,
each word scrolled within its pages brings you one step closer to the apex of magical potency, evolving you
into an avatar of arcane command no less than the universe’s most revered mystics.
- Psychic Knowledge Imprint > Mental Palace Imprint: In your odyssey across worlds, providence brings
you into correspondence with the amassed wisdom of countless Psychic Paragons. Fathomless minds have
channeled their vast knowledge and understanding of psychic craft and psionics into an extraordinary
metaphysical edifice: a psychically crystallized mental palace. This ethereal entity, brimming with vibrant
psionic energies, has now bound itself to your psyche. The palace is a living repository of esoteric
knowledge, with an infinity spiral of rooms each housing innumerable psionic abilities, techniques,
philosophies, and schools of thought. Whether you're seeking basic teachings or advanced principles, these
spectral halls hide the secrets in their nooks and crannies. The mental palace doesn't merely hold
knowledge – it's an active mentor striving to optimize and refine your understanding. Under its guidance,
you'll recognize the unique harmonics of psychic power, feel the pulsation of psionic energy within you,
and uncover the countless ways these forces can intertwine with reality.
- Quintessence Training Scroll > Scroll of Life: This ancient parchment scroll is a powerful artifact filled
with the essence of life itself. When you open it, you are greeted with the sight of the ink on the parchment
seemingly coming to life, moving and swirling on the paper. As you focus your thoughts on the knowledge
you seek, the ink starts to form intricate patterns and shapes, eventually coalescing into words and symbols
that contain the knowledge you desire. Contained within the scroll are a multitude of highly advanced
techniques that deal in the mystical forces of life and one's body. Among the various techniques and
knowledge contained within the scroll, practitioners may find teachings on the art of manipulating Ki
energy within the body, allowing them to enhance their physical and mental capabilities to extraordinary
levels. Through the use of breathing techniques and meditation practices, one can cleanse their body of
impurities and strengthen their mind, achieving a state of harmony and balance that enables them to tap into
their latent potential.
- A Graven Altar > Temple of Pantheons: The Graven Altar has been modified to become a perceptively
small temple. Through the temple, one can communicate with higher beings and gods that exist across all
realms and universes. This includes entities that are found in fictional sources. Although communication
with these hypothetical beings is weakened by their origin of existence, the temple still serves as a powerful
conduit of communication. The Temple also features an array of iconography, portraying gods and other
pantheons from both familiar and foreign sources. Through this, one can gain a deeper understanding of
their own faith, as well as the faiths of others. The Temple easily serves as an invaluable source of
knowledge regarding different belief systems, providing insight into various realms of thought which can
provide support in appeasing and earning favor with the various Higher Beings and Gods across realities.
- Classified Knowledge > ‘Necronomicon’: This ancient tome appears to be weathered and decrepit on the
outside if not for the living eye embedded in its cover seeming to follow your every move. You cannot
recall how this book came into your possession, but it's sinister whispers echo in your mind, tempting you
with promises of forbidden knowledge and untold power. However, as your curiosity grows, so too does the
ominous feeling that a heavy price must be paid for such unearthly abilities. It demands that you feed it a
piece of your power and it will grant you something of equal value in return. Using the book, you can
choose one or more of your perks and then offer them up to the book as a sacrifice. The book consumes the
perk(s), but in the process, it will gift you back the CP that you used to purchase the perk(s) to use in your
next Jump only.
- Dimensional Stabilizer > Pillar of Worlds: This totem, crafted from golden wood and ivory stone, is a
powerful artifact capable of stabilizing and saving multiple worlds from collapse. It not only serves as a
stabilizer for crumbling worlds but also has the ability to bind and protect numerous worlds simultaneously.
When a world is on the brink of collapse, the Pillar of Worlds can initiate a reversal process that not only
stabilizes the world but also restores it to its former state of glory. This means that not only does the totem
prevent the destruction of worlds, but it also has the ability to repair and revitalize them. Furthermore, the
Pillar of Worlds acts as a safeguard against future world-ending events by strengthening the worlds it
protects.
- Navigation Chart > Map of Worlds: This advanced map provides a comprehensive display of the entire
world, including all points of interest already marked for you. Additionally, it grants you access to the
interdimensional topology of the local multiverse, making it easier for you to worldwalk to a desired world.
You can also use the normal applications of the map with the interdimensional topology display as well.
- Amulet of Fate > Kiss of Fate: The amulet explodes from your hand in a burst of colorless light. In the
span of time you were blinded, you felt something touch your cheek before the light vanished seconds later,
revealing nobody. Looking in a mirror, you find that a birthmark that wasn’t there before is now on your
cheek. It looks like what a kiss mark should look like yet it does not look like a kiss mark at the same time.
Now, you feel something watching you from behind the curtains of reality. You can feel it subtly carving a
path for you towards things that appear to be interesting and intriguing, though you may ignore these if you
wish. It will also stave off your demise to an extent under the guise of luck and coincidences.
- Homestead > Planar Hearth: Your pocket dimension has blossomed into a thriving universe, assimilating
the Homestead within its boundaries. The beneficial effects of the Homestead have become intrinsic to the
fabric of this universe, enhancing and expanding upon them. In this realm, a unique set of cozy physics
govern every aspect of existence. Every action, every experience, is imbued with a sense of fulfillment and
comfort. No extremes of temperature exist here – nothing is too hot or too cold. Dangerous elements are
nullified, ensuring a safe and secure environment. The quality of everything within Planar Hearth is raised
to the best possible degree within its confines. This universe is designed to evoke a profound feeling of
being at home, a sense of contentment and peace that envelops all who enter. Planar Hearth is a sanctuary, a
refuge where one can truly relax and be at ease. Welcome to a place where comfort and joy are woven into
the very essence of reality.
- Exotic Pet > Tender of the Tree: Your pet has awakened so latent genetic potential within its body due to
its exposure to the World Tree, transcending its normal abilities, becoming a creature akin to a force of
nature. It now possesses intermediate-level supernatural capabilities and its very essence embodies the
symbolism of its species to an extreme degree. This transformation has granted it new, enhanced abilities
that are specifically aligned with its unique nature. Your pet has become a powerful and mystical entity,
closely connected to the natural world and capable of extraordinary feats.
- Library of Alexandria > Serpent’s Library: As the snake, Ouroboros, represents the cycling eternity and
such an infinity, your library represents the cycling of knowledge. You have in your possession a library
that is infinitely large to accommodate the infinite amount of knowledge it could contain within it. With
each universe that you travel to, this library will fill with books that contain all the knowledge and
information from within that universe. This includes information and knowledge that hasn't been written
down or documented properly, only existing inside the head of someone native to that universe. As a side
note, this library moves and shifts, responding to the will of the user when they desire a specific book, and
will completely suppress any memetic hazards that are contained in such books for safe viewing.

Changelog v2
- Added perks: Mental Imagery, Transmogrification, Within Control, Hybrid Vigor, Adaptive, King of
Arms, Forbidden Lore, Parallel Link, Sword-Lock Theorem, Attachment, Refinement, Keter,
Refined Form, Aspected, Respecialization, Limit Break, Prior Training, Singularity, Multi-Expanse
Consciousness, Adventurer, Integration, and Respawn.
- Added items: Engram Upload, Advanced Data Core, Magic Grimoire, Psychic Knowledge Imprint,
Quintessence Training Scroll, A Graven Altar, Classified Knowledge, A Weapon of Mine, A
Traveler’s Apparel.
- Added Drawbacks: Reluctant Dimension Jumper, The Hound of TheVoid, Boundary of Decay, Wylder
Invasion, Bleeding Dreams, It Was Just A Nightmare, Eater of Worlds, Imprisonment, Only Gods &
Kings, Generic Isekai Portal Fantasy Transmigration.
- Updated Race Change text in response to Hybrid Vigor.
- Updated Patient Null and Incorruptible to selectively stop indirect infection and corruption.
- Updated Analysis and Masquerade text in response to King of Arms.
- Changed Master of Learning in response to Universal Affinity redundancy.
- Updated Universal Affinity to include fiat backing.
- Updated Exotic Pet item to be multi-purchased.
- Updated World Tree item.
- Changed New Game Plus to Prestige.
- Touched up on the Items.
- Added A Companion: The Shifter.

Changelog v2.1
- Added Booster upon taking the World Tree Item for Items, found in the Notes.
- Added First Jump Scenario: A True Worldwalker.
- Added New Drawback: No Passport.
- Changed the Drawback: It Was Just A Nightmare a bit.
- Updated and Tweaked Planar Communion.
- Added New Perks: Identity Preservation, Demesne, Sacrificial Art.
- Updated Prestige, decreasing reset time.
- Updated Keter examples in notes.

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