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Starting in Harry Potter with the Celestial Forge (Rewrite)

Auteur: Damon_Jager
Livre et Littérature
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Synopsis

Waking up in the Body of a mechanic in the 1940s with the Celestial forge was not what i was expecting on a Friday evening. This will focus on the Second World War and the Cold War. This is really my first attempt to make any thing in fanfiction. So it will be trash as is my grammar so feel free to trash me as much as you want. Thank you reading. If you like the Celestial Forge system and how it works I recommend Celestial Mouse, Child of Iron, and The Ringing of a Forge of Stars. They have amazing writing and take place in cool settings they are all on QQ. Also this will suck I struggle with writting and I’m trying to improve and I’m just doing this for fun. Go read the previous listed for WAY better quality stuff.

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Chapter 1Perks

-Tool King (Modded Fallout) (100CP)

Starting with a cartload of random junk and ending with high-quality ammunition or power cells, cutting-edge improvements to power armor, overcharged laser weaponry or even entirely new kinds of science is practically trivial for the average Fallout protagonist yet their talents pale compared to yours. This Perk grants you immediate access to pretty much any kind of crafting shown in the Fallout series: from Hand Loader to Science! and Chemist to Robotics Expert, if it somehow involves building things out of other things (from guns to ammo to even entire buildings), you've got it - including perfectly memorized designs for the kind of components and tools you might need, like the Robotics Workbench or Nuka-Cola Mixer station. In fact, you're good enough that you'll never make mistakes while doing this type of crafting (assuming someone doesn't start shooting at you or some such), and you'll be perfectly aware of where you were in the process if you do find yourself interrupted and have to continue later on.

-Certified Tech (Fallout) (600CP)

You are one of the brightest minds of the 23rd Century! You now understand Pre-War science, and can even reverse-engineer existing technology to learn how it works, and how to recreate it. Plus, if you can learn the basics of truly alien science, this perk helps you master it the same way.

Access Key (Personal Reality) Free:

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

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

Entrance Hall (Personal Reality) Free:

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

-Cranial implants (Warhammer 40k: Adeptus Mechanicus) (100CP)

The brain of every magos undergoes extensive modification over time, but you have put great care into preparing your mind for the Machine God's mysteries. Beyond the gene-alterations and bionic sub-systems that have boosted your intelligence, regulated neuro-chemistry reduces the influence that hunger, pain, fear and other flesh-distractions can have upon your thoughts. Your ability to enjoy these things are not impeded. Further neurological modifications will be faster and easier to adapt to with less worry of rejection.

- Three Laws of Robotics (SB Dragonball Z) (600CP)

Isn't it annoying when those teenagers you kidnapped and subjected to brutal experiments against their will decide to kill you when free? Well no more, because everything you create, birth, or modify is simply incapable of betraying or harming you. While this only applies to creations which can think, you'll never have to worry about them working against your orders, in both wording and of spirit. You may choose whether or not this applies to whatever creation you make.

-Schoolbooks (Harry Potter and the Methods of Rationality) (200CP)

You gain a collection of all of your school materials for a seven year course at Hogwarts (assuming Defense Against the Dark Arts is taught by a competent professor assigning a high-quality set text for all seven years, so in reality probably a bit better in that regard), as well as Muggle school up through British Secondary School. Learning and teaching from these books is easier than normal, enough to almost make up for a lack of an instructor. Lost or gifted books are replaced via owl order within one week at no cost to you. Yes, even if there's no logical way for an owl to reach you with a full set of magical textbooks. If your starting age is above 11, you're assumed to have been learning at an appropriate pace from these books for however long you've been at Hogwarts, or should have been at Hogwarts in the case of a Drop-In. Post-Jump, anyone studying from a set of magic textbooks which they own gains the ability to use Atlantean Magic. Gifted and re-gifted books never lose the magic-granting ability, stolen books do not grant magic until returned to the rightful owner.

-Goibnu (Irish Mythology) (600CP)

The greatest of the Tuatha smiths, Goibnu could create a spearhead with three strikes of his hammer, and it would be so sharp the man it cut would surely bleed to death. Like this legendary smith, you can forge or assemble anything you've the materials for, no matter how complex or intricate, in moments and whatever you forge shall be of mythic quality, whether armor lighter than cloth and harder than a mountain or plows that can turn over ten acres with one pass. Truly you are worthy to be called the smith of the gods.

-Attendants (Warhammer 40k - Adeptus Mechanicus) (0CP)

Choose: A dozen servo skulls, a five-servitor workforce, or a trio of personalized cherubs. All are dull but reliable servants, coming equipped for a variety of tasks. The patterns of each are easy to re-fit for more specialized work.

-Engine-sister (Warhammer 40k - Adeptus Mechanicus) (100CP)

Voluminous red robes cannot hide the curves beneath, to this woman's eternal embarrassment. Friendly and perky in conversation to both man and machine, she is torn between her desire to be closer to the machine and her attachment to humanity. The possibility of a harmonious union between the two has inspired her to follow you. She has all 100, 200, and 400cp enginseer perks. She also has 'subtle bionics' 'artisan' and one pick of 'magos designation.'

-Resource Generator (Toaruverse) (100CP)

Buying materials and resources cost too much time and manpower, especially if the materials or resources that you need are limited or rare. You gain a warehouse full of materials and resources no matter how common to how rare it is that you need to build any technology that you want. It replenishes used materials every twenty-four hours after you take it out the warehouse, additionally it records and replenishes any materials that you add in your warehouse. After the jump it would become a warehouse add-on or be inserted near your starting location.

They're Like Legos, Right? (200CP)

There's robust engineering, and then there's modularity. Pick one. Except for you - you seem to have the gift of designing methods that allow for seamless mixing and matching of modular technology that lack none of the partsincompatibility and fragility you'd except from such a design paradigm. While this seems focused on Kerbin technology in specific, a little work should have you applying such a paradigm to all sorts of technologies…

This Is How I Want It (400CP)

Your capability of mentally designing items is vastly boosted. It's almost as if you have a mental idea space in the fashion of a construction bay with a lists of parts you have on hand that gives you an idea of what you can build at that moment... actually, that's pretty much what you have. As a bonus, you can mix and match parts in a manner roughly akin to legos, and giving you an idea of what would work and what wouldn't (and how much resources it would take to build). Mind, this doesn't mean that your mental creation will perform successfully, but it will function. As a final bonus, you can mentally hand-off the resultant creation to your Kerbals to build, and they'll do so without a mistake or screwup - meaning any snafu that results will be on your own head.

KSP Freebies

This Is, Actually, Rocket Science (Free)

You gain an instinctive grasp and understanding of Delta V and orbital mechanics.

Speak English, Dammit! (Free)

You gain perfect understanding of Kerbals and the way they speak in thier burbling, whack-ass mix of swedish meatball chef... something. Conversely, you can pick this to have them all speak english.

Some Old Friends (Free)

Hey, what are you - wait a minute! How did you four get in here!? Oh, well. Looks like you're going to get some help in this jump, wether you want to, or no - Bill, Bob, Jebediah, and Valentina are all up and raring to go. As a bonus, all four come with the 'I Am A Pilot, Actually' perk for free.

Espirit de Kerbal (Free)

While you're going to have no end of volunteers of Kerbals to go into space(seriously, where the hell are they all coming from?), it's understandable that you're going to want a special group of Kerbals to count on in a pinch - an elite force you can trust to get the job done. Twenty Kerbals have stepped up to the plate to fill that role. This group of Kerbals doesn't seem to let mishaps keep them down; while crashes, explosions, and other shenanigans will, uh, result in Critical Kerbal Existence Failure, they'll pop back up in a week or so, right as rain and raring to go for another try. All 20 of these Kerbals will automatically gain whatever perk you purchase in this jump from the Pilot, Engineer, and Scientist perk tree - Drop-In, however, doesn't count for this.

-Mental Resistance III (Essential Body Modification Supplement) (200CP)

Your mind and will are strong.

I: You are very difficult to intimidate and have a high resistance to mental fatigue (such as from extended warfare or study) and can generally delay dealing with mental trauma until any immediate crisis is dealt with. Also, you do not get bored with tasks easily and can study or practice abilities for extended periods without penalty or need for a break.

II: Immunity to the items in tier I plus a high degree of resistance to memetic hazards, insanity,mind control, and other factors that would impact how your mind works.

III: Complete immunity to the items in tiers I and II.

-Technical Schematics (Warhammer 40k - T'au empire) (200CP)

This small database is a well organized, easily searchable, and easily accessible list of detailed schematics and scientific texts covering all machines, tools, and sciences understood by the T'au. It cannot be remotely hacked or externally corrupted by others. During your jump, this database includes all T'au knowledge up to either current 40k canon or all information that would be available to the T'au within the next hundred years without your interference, whichever option includes less advanced technology. After this jump, the schematics are upgraded to include all designs and science your T'au have developed and all designs and science developed in canon by the T'au by the end of the Fifth Sphere Expansion

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