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Essence of theTourist

byWintercat

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AI summary

Lets you traverse the Omniverse, whether toward a fiction you know or by describing the kind of world you want as a search filter, placing you as near your chosen location as possible and defaulting to a safe position close to the people or places you wanted to see. You carry a soul-bound guidebook that fits any pocket and can be drawn out of any pocket, drawer or container if lost, speak any language human, near-human, alien or animal as fluently as a native — or deliberately as a diligent foreigner — with the option to toggle comprehension so you need not overhear birds gossiping or squirrels grumbling, and hold a wallet of interchangeable currency with cash and cards appropriate to each setting that converts between worlds seamlessly, optionally topped up weekly with enough for travel, lodging and souvenirs though not generational wealth, and optionally carrying whatever identity documents a setting requires along with a boring background that survives scrutiny. You are also immunised against local bacteria and common illnesses with your immune system raised to peak human and pushable beyond, and you are immune to negative body, mind and soul manipulation, able to block and reflect mind or soul destruction outright.

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

Description

This Essence has a sweet and spicy taste of exotic locales, new experiences and sights, and distant horizons.

Effects

23
  • You gain the ability to traverse the Omniverse, whether it is series you are familiar with from fiction, or a desire for a specific sort of a world acting as a search filter for your traversal ability to lead you to a new destination.

  • Your traversal ability will try and place you as close to the location of your choice in the setting, but defaulting to a safe position near people or places you would wish to meet or visit, the more you know of the setting and the clearer the idea you have for your destination, the easier it gets. "Somewhere with a lot of gold" is more likely to drop you to a default location instead of yielding any (obvious) results if you are unfamiliar with the target, thought it may still be reasonable close to a large amount of gold, but this could be a bank with lots of security systems in place and unwilling to hand any of it over. Wording it more specifically, such as 'inside Fort Knox after every human vanished in the Night of the Comet' works more easily.

  • You gain a soul-bound guide-book that will always fit into any pocket, and if lost can be drawn out of any pocket or from a nearby drawer or other container in absence of pockets. This book is indestructible and contains a map of the local area with a legend pointing out various useful locations nearby. It refreshes each time the guidebook is closed and opened again, centered around your current location.

  • You gain an innate ability to speak any language, whether human, near-human, alien, or even animals. You can converse as fluently as a native or choose to sound like a foreigner that has studied hard but still shows they are not from the local area, as you desire.

  • You can choose to mentally toggle understanding all languages, or just select few, if you wish to not be disturbed by local birds gossiping about things they have seen, or hear the old squirrel grumble about ugly old hags chasing it away from their bird-feeders, for example.

  • You gain a wallet of interchangeable currency, containing cash and credit or debit cards as appropriate to the setting, that can convert currency of one world to the currency of another rather seamlessly, retaining roughly the same purchasing power as it had in the previous one, though in case of uncertainty, it rounds up, generously. This item is soul-bound, and always returns to you.

  • Optionally, this wallet may also be topped up by some weekly sum to cover travel expenses, accommodations, some souvenirs and such, a decent sum but not generational wealth building level of income. This does stack though if not used.

  • Optionally, your wallet may also include any and all documentation and paperwork required to prove your identity, and should anyone need to run a background check, a generic, boring background will be entered into relevant files making you an unremarkable individual, with a subtle 'someone else's problem' field making people lose interest afterwards if they would have bad intentions towards you.

  • You gain a series of immunizations to any and all local problems like foreign bacteria, common illnesses, and so on. This also bolsters your immune system to peak-human level, and can push it to post-human levels with some effort. You will also gain an ability to heal from injuries far faster than normal through bed-rest. Two-month long recovery from a surgery can be reduced to roughly 4 days of rest, for an example case. Effectiveness may wary per user.

  • You gain an immunity to any negative body, mind, or soul manipulation effects, and can outright block and reflect back any mind or soul destruction effects.

  • You gain an insurance policy that will have you resurrected in a Vita-Chamber+ in a pocket-space if your body ever suffers a fatal injury, putting you back into a healthy body and sending you to a lobby from which you can traverse again to another other world.

  • Optionally, you can trigger this effect at will to 'fake your death' and receive some small cosmetic changes to your new body before being released.

  • You gain a camera with an infinite amount of storage space to snap pictures with, this camera also allows you to 're-live' those moments as if you were returned to the snap-shot of a picture, this can be a short time-loop to enjoy that perfect drink at the beach, or a romantic dinner with a lovely companion, or a naughty picture before, during, or after a more carnal encounter. This is more of a fun simulation than a real experience however, so a starving man gains no calories, and though a fun romp can be amusing, it won't burn any extra calories. Time passes at roughly 1:10 rate (60 minutes relived, 6 minutes passed) while re-living memories. Initially, any time-loops cannot exceed 1 hour, but this can be expanded through effort to 1 day, and eventually, to 1 week. Longer than that will take significantly more time to learn.

  • Optionally, you may try and interrogate someone who you have snapped a picture of, but but a copy will only hold knowledge of things they knew up until that point in time. They may be just as willing or as reluctant as they would normally be to disclosing any of this information. This can be a way to gain additional information about some topics, but if used this way repeatedly, the picture may get corrupted and require a cooldown period of a day or two, or if used this way again soon after the previous recovery it may glitch, and get deleted permanently. Use this option with caution. Friendly chats on casual topics are far safer than trying to get deep dark secrets out of them.

  • Deep Pockets: You gain an ability to stuff things away in your pockets to a soul-bound 'bubble' following you around that can safely hold whatever you put in at the same condition it was entered. Car-keys, that chill beer you would have otherwise have had to give to another to hold when stuff got real, and all the souvenirs you gather along the way.

  • Two-Tickets to Paradise: You can invite others to join you for a vacation trip, if you do, they gain their own (limited) guide-book, wallet, pocket, immunization, and insurance policy, all tied to your own. You may initially create 2 tickets for others, but with time you can increase the amount further.

  • As long as you consider them a travel companion, they will retain them, but once you part ways for good, they will lose the guide-book, the boons in their wallet, their pocket will start to empty out their goods but they get 1 month grace-period to find a place to empty it before it spills it all out, and they will keep the immunizations, but the insurance policy will expire in another 6 months, or the next reincarnation they might experience, whichever comes first.

  • Optionally, this spare ticket can allow someone to travel separate from you, to a specified list of destinations, with the available boons, but may come with an expiration date at your preference. Any tickets handed out like this will count towards your limit, until they expire. Once issued, they can only be revoked in person, so think carefully before issuing any without limits.

  • (Optionally) Adaptation: Spend long enough somewhere, and you begin to absorb some of the beneficial local traits.

  • If you are in a world filled with magic, you may start to gain an ability to perform magic yourself.

  • Spend long enough in a world where tech-level far exceeds your understanding, and you begin to get a grasp of things that natives would learn in school and use the local tech as proficiently as if you'd lived your entire life around it, even without others telling you.

  • Spend long enough in an apocalyptic setting where radiation should kill everyone, but things have adapted to survive, and you too will receive the local FEV equivalent of positive mutations to handle the radiation levels as long as they are not allowed to build up too much.

  • Only positive adaptations are gained, negative effects are blocked by your immunity to negative manipulation effects.

Categories
utilitysupernaturalsocialknowledgecrafting
Traits
wealthcompanionsimmunitymagicresurrectiondurabilitypocket dimension
Keywords
language comprehensionregenerationskill masterysummoningsystem interfaceresourcessoul manipulationwritingdarknessgame mechanics
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