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Essence of theInventor

byAbsolution

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AI summary

Gives you 20 Cores a day, spent to gain Tinker ability in any area, theme, skill or knowledge base — one Core makes you a Tinker 6 by PRT reckoning and four makes you a Tinker 12, beyond anything seen in Worm. Overlapping themes stack and integrate, all fields including martial arts and magic systems are valid, and Cores spent on abilities you have no potential for still yield knowledge and technology that mimics them. Your creations are unanalysable by anyone without your permission, 99.9% efficient and freely miniaturised, you reverse-engineer others' work with ease, you carry a summonable set of superb tools, and you can gift Cores to make others Tinkers without any of Worm's drawbacks.

Generated précis — the sections below are the author's original text.

Description

By drinking this Essence, you become the father of the future, spearheading the creation of wonders.

Effects

14
  • Gain 20 Cores per day, Cores can be used to gain and improve Tinker abilities within specific areas, themes, skills, methodologies and knowledge bases.

  • A single Core's use would make you Tinker 6 by the PRT's scale, needing another powered individual alongside a squad of highly trained and armed soldiers to counter you. Each Core further spent on the same thing will more than double your ability in it and bump up your Tinker rating in it by 2 more points. There's no limit on how many Core can be spent on whatever you wish.

  • Spending 4 Cores is enough to make you a Tinker12 in your chosen subject, something never before seen in Worm as Dragon maxes out at Tinker9 and she's widely and correctly regarded as the greatest Tinker in the world.

  • As a Tinker you have immeasurable knowledge, understanding, and skill at applying it, able to make or do things that modern sciences and magics would consider impossible within your theme.

  • Spend a Core on Augmentation and start crafting cybernetics out of scrap. Spend some on medicine and cure cancer in an hour. Should your different themes overlap then they stack, building off of each other and integrating perfectly. For example: with either "Energy" or "Weapons" you could make energy weapons but having both specialities will make the end product much more potent than either alone could be with their Core investment.

  • All fields of knowledge and skills are viable for this. Spending Cores on martial arts would let you design and teach unbelievable fighting styles, a system of magic would grant you immense skill in that magics and abilities in creating and using new spells and a political science Tinker could design forms of government that function better than anything we have today.

  • Putting Cores into abilities that you don't possess or have the potential for will only grant you knowledge of those abilities and technologies that can somewhat mimic their effects. For example; charges in Conquerer's Haki won't grant you the ability to use it unless you already had it or the potential to use it, but if you did have the potential for it then you would be able to use it with skill that no one in the original setting it was from could match.

  • As long as you have time and resources, there isn't anything you couldn't do as all knowledge and skills will be yours eventually.

  • Your creations and inventions cannot be analysed, understood or replicated by others, scientific or mystical alike. You can grant special permissions to others that will allow them to analyse and understand your creations. This permission can be revoked at will.

  • Hypocritically, you find it effortlessly easy to analyse, understand and reverse engineer skills, tech, magics and the like. If you analyse and understand something you have no potential for then you can make something similar enough using your technologies. For example, analysing a magical spell, not being able to do magic but making a machine or little gadget that does something similar.

  • All creations and inventions will be 99.9% efficient in their use of energy, materials, size and space. More over, projects that were originally massive in size can be scaled down from their original size to incredibly tiny and still retaining all the power and efficacy of the original sized design. Anything reverse engineered also benefits from this super efficiency, so your versions are marginally, if not vastly, superior to the originals, with the inefficiencies in design being plugged and black-boxed.

  • Gain immutable set of incredibly high quality tools that any Tinker would be delighted to have. They can be summoned and dismissed at will.

  • Gain the ability to gift Cores to others, turning them into Tinkers as well but without the Shards, conflict drive or other negative side effects of being a cape in Worm. Any tech, skill or magic they make won't be protected from being analysed like yours will and should you come to regret your choice you can undo (but not regain) spent Cores. Beneficiaries of your Cores also don't gain the super efficiency perk as you do.

  • Optionally, as a one time offer, you can gain 7 days worth of Cores (140) instantly and ready for immediate use but won't gain any more Cores until 7 days have passed. Even if not taken now it can be used at a later date.

Categories
supernaturalmagicutilitycombatknowledge
Traits
craftingskill masterytechnologysummoningsystem interfaceunlimited growth
Keywords
dragongrowth potentialgame mechanicsweaponscombat skill
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