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Factory Reset (a Celestial Forge story)
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dead and dying to alive and broken with a power that keeps on growing.

Brockton Bay what is that?
RULES / REMINDERS

RULES / REMINDERS



I use a personalized list + a random roller to choose certain perks from Celestial Forge V3. I will follow certain themes and progression for perks to not overwhelm the pacing of the story. if I want to choose a perk I will roll the dice if I will get it.

rules:
100cp for every 1000 words. For every 1000 words there will be a roll, if a roll fails you get no power, and have to wait for the next 1000 words to roll again. points get banked on a failed roll.

( words to points is subject to change depending on story pacing ) ( rolls also are not hard set, sometimes I will skip a 1000-word roll for pacing)

rule: ( Error; System cooldown initiated ):
If you successfully rolled 2 perks in one chapter there will be a 1 chapter cooldown. no points will be earned for the next chapter, no matter how many words are written in it. you roll another perk successfully while the cooldown is still in effect and a 1 chapter cooldown becomes 2 chapters. so get creative with what perks you currently have.

rule: ( Knowledge. Research. Prototype. Maintenance ):
Any new perk received is knowledge added to your mind, but knowledge is only useful with practical experience.
Testing and research are required or your inventions might explode, go rogue, or get out of control, especially when you start mixing different tech trees from different worlds together, the likelihood of failures increases.

More likely than not you will be going out with prototypes in hand, and improving upon later iterations after a proper field test. learn from making mistakes and improve upon them. Also depending on the tech, you need to maintain your stuff be it by yourself, or some drones you made, or by a staff of engineers you hired. your stuff can be worn out by Regular wear and tear. Just like any other real technology ever.



( Pocket Dimension/workshop )
workshop only unlocks when you get a workshop perk.

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Workshops/items/recourses need a catalyst of resources before they can be given to the MC. ex( server room perk received: needs to collect raw materials/matter in a single location, and then it gets converted/transmuted to the receiving technology/room be it in a warehouse or your pocket dimension. single use).

There will be no key or door, the entrance looks like a circular hole in space-time.
you can close and open the gateway but it will cost you 100 cp every time.
No points can be earned while inside the pocket dimension, no matter how many words are written. You can't close the gate while inside the pocket dimension.

There are more smaller stuff for perk choices/preferences but that's all behind-the-scenes. These are my reminder notes, they are not hard rules. they are more like heavily reinforced guidelines to prevent me from adding more stuff than I can use in the story.
 
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Perks collection

PERKS


26.1.1-Beniemiya (50CP)(Fate/Legends Japan Land of the Rising Sun)(ArtisanCP): It might just be something in the water, both what you're drinking and what you serve to the guests that adore every meal you make. You're a savant when it comes to making meals, not just limited to Eastern dishes either. With a little experimentation, you can make almost anything into a mouth watering feast for both the taste buds and the eyes. The real problem isn't making a good meal but keeping all these greedy pigs from eating you out of the house and home. Don't even try making hamburgers around any blonde ladies, it never ends well. Now, while cooking good food is a prize well worth it, you also have a more useful aspect here. By channeling magical energy into your tools and ingredients as you work, you're able to 'enchant' the meal with a variety of useful effects. A hearty beef stew that lets a warrior heal their wounds much faster than normal, sugary sweets that give people the speed of the wind, a mighty hamburger that temporarily bulges the muscles to greater heights. Even negative effects are possible if you want to taint your food that way. They only last for a temporary period and the effects tend to be fairly weak without a lot of mana put in but it makes your food all the more popular.

31.13.1-Clockwork Kingdom (400CP)(Dark Souls 2)(Magitech CraftingCP): Yeah working with souls and other special materials is great and all but you don't have that. You've got men, iron and a little bit of the old razzle dazzle. You know what? That's enough to fucking build up an entire kingdom and you can show that off. Near mythological abilities as an engineer. With a basic knowledge of sorcery and excessive skill with clockwork machinations, you could create automatons that can follow simple commands, traps that reset and resupply themselves, and self-maintaining machines. Although the things you make are marvelous in function, the most spectacular aspect of this perk is their sheer endurance. Despite the moving parts and small components, even when exposed to the elements and left unmaintained, unless deliberately broken they seemingly just keep working forever.
 
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