Universal Abilities

Universal Abilities are the summation of the knowledge and experiences you've gained throughout the multiverse. They are distinct in definition and scope from Traits (Although it can be argued that there is a decent amount of overlap). While Traits are more permanent and ingrained facets of your being that tend to relate to the multiverse as a whole (For example, "Vampire Slayer" is a trait because vampires are incredibly common in the multiverse. "Heartless Slayer" is a universal because it is an enemy type specific to one franchise), Universal Abilities are more specific in scope and slightly less permanent. While there are many ways to remove Universal Abilities (Memory manipulation, training missions, divine intervention, etc), Traits are as a rule almost entirely impossible to get rid of (Typically something would have to fundamentally change about you as a person to do so).

Universal Abilities come in a wide variety of forms, but typically can be divided into two basic categories: Active and Passive

Abilities
Universals in this category tend to be explicit abilities, codified in accordance with game and combat mechanics.


 * Impulsive Thrillseeker - Your twin brother was your voice of reason growing up. Without him to regulate your impulsive and reckless nature, you're much more likely to do things immediately as they come to mind. Once per day you can roll Luck to replace the skill that would be used in the moment of Impulse.
 * Impulsive Thrillseeker (Bonus) - You have established a go-to impulsive move, the ol' swoop and grab. When using "Impulsive Thrillseeker" to dive while flying and grab someone on the ground, you gain advantage on your Luck roll (You may roll twice and take the higher result).
 * Carrot Barrage - Once per day, summon the robotic rabbit you worked so hard to capture to unleash a barrage of carrot heat seeking missiles on your opponents. Based on Appeal.
 * Eat Your Greens - Utilizing the power of kindness, you can make a small green dragon filled with healing energy. Anyone who touches it will feel healthier! But you aren't a monster, you can only make one of these green magic creatures once per day. Based on Appeal.
 * Rise of the Phoenix - You were once one of, if not THE, most powerful fire mages on your entire planet. And one for one fleeting moment, you can feel some of that lost power again. Once per month, activate this ability as a simple action. Any fire spells you cast this turn gain a 2x multiplier to its number of successes!
 * Flowmotion Warrior - You may now attempt basic applications of Flowmotion based on deftness! This will allow you to run up walls, jump super high, grind on a rail without any assistance, and generally be a parkour legend! Once per encounter, build up momentum and transition a Flowmotion action flawlessly into an AoE shockwave attack based on deftness! This will only use up one action as opposed to a move action and a main action.
 * Flowmotion Warrior (Bonus) - You are speed. You may use an action to build up momentum with your super speed to unleash your flowmotion shockwave on your next action (essentially allowing you to charge the attack!). In addition, your friendship-powered shockwave cannot harm anyone you consider a "friend" (although the indirect effects of your attack still might, for example if you knock a wall down it still may fall on them).
 * Neutral Eldritch Sorcerer - You have made a pact with yourself, allowing you to utilize your own power to fuel eldritch magic without ANY outside influence. While this may not be as powerful, it is much more controlled and refined.
 * Madness Inducement: Once per day, show a target the glimpse of true anti-reality that you have witnessed based on perspicacity or appeal. If successful, this may drive a target completely insane. If the target is a normal human with no psionic resistance, this automatically succeeds and does not consume your once per day charge.
 * Eldritch Elimination: The Old Ones are beings intrinsically linked with the Void itself. Some argue they come before the Void but... that can't be possible, right? If a target is in critical condition, instead of simply killing them you may attempt to void them out of existence using eldritch magic. If successful, the target cannot be revived by any means and will not be remembered as ever existing by anyone who is not considered a universal constant. Based on perspicacity. This ability will take two main actions to fully charge.
 * Puppy Dog Eyes - Channeling your inner puppy, you may use your appeal, as a reaction to violent intent, to convince an enemy not to attack you. If combat has not started, or another viable target is in the area, you make this roll with advantage.
 * Shadow Clone Jutsu - Once per encounter, you may attempt to create shadow clones of yourself. The number you are able to create is based on vitality or perspicacity.


 * #AccidentProne - No less than three hospitals have your portrait on the ER door, and eventually it's become a of matter of necessity to start learning from your mistakes. Whenever you take damage, you gain a permanent +2 to a defensive roll against that (relatively specific) action starting after you take damage. If you successfully defend and avoid damage, you don't get the buff. Criteria cannot be overly vague: i.e. you can get a +2 against pistols or crossbows, but you can't get a +2 against guns or projectiles.


 * Bike-ification - Once per day, as long as you have the necessary parts, you can turn a target machine into something that is legally considered a "bike" for the purposes of your bike-related abilities.
 * Executioner - You did what had to be done. At least, according to you. Once per encounter, gain advantage on a hostile roll against a target you truly, honestly believe needs to die.
 * Good Instincts - Once per day, receive a nonspecific warning of danger with a specific action as you start to do it. Declare you use this ability as you say what you are doing.
 * Finder's Keepers - Losing your staxe made you realize how important this item is to you. It is bonded to your soul, what if you could just... You may summon your armament to your hand as a simple action.
 * Lucky Start: Use Luck for initiative.
 * Nothing Personnel Kid... - Once per day, utilize the tenacious echoes of your old power to teleport behind a target even while not transformed. This may not be used as an instant interrupt.
 * Force Sensitive - You find yourself attuned to all the life in the universe. You may now attempt to use basic actions using the force based on intelligence.
 * Shared Luck - Once per day, mission, or bounty, you may give a target luck roll that you did not make your luck bonus. However, this means that you will not have your luck bonus for YOUR next luck roll.
 * Christmas Miracle - A little bit of that Christmas magic has rubbed off on you! Once per month, you may manifest a target NPC's ideal Christmas present (if feasible)
 * Reckless Riding - Once Per Day roll luck while riding a bike, and something will happen. You will not be damaged directly by the resulting occurrence.
 * Reckless Riding - Once Per Day roll luck -2 while riding a bike, and something will happen. You will not be damaged directly by the resulting occurrence.
 * Accidental Polymorph - You switched your species so much in such a short time. You actually feel like you got a feel for it. Once per encounter, you may attempt to change into an animal of your choice.
 * Last Surprise - They'll never see it coming. Once per week, gain advantage on a surprise attack!
 * Disciple of Hermes - +2 Deftness, Your latest actions have caused a bit of a stir in the divine community. Word's gotten around of your prowess as a messenger of the gods since you gave the Sun God his message. Keep up the good work and maybe something good will happen! Once per day, you may attempt to teleport into the domain of a target God you have some sort of connection to. This cannot be used interdimensionally. This cannot be used during combat or as an instant interrupt. Keep in mind that Gods can be a tad... vindictive if you waste their time though!
 * Disciple of Hermes (Bonus) - +2 Deftness, Another successful delivery! Keep up the hardwork!
 * Bursting Power - Your body has become a vessel for tenacity and raw stubbornness to enter the fabric of reality, and the shell that surrounds your tenacious core isn't able to fully contain it anymore. At the beginning of each mission, roll a 1d100. If you get above an 80, you may use one of your transform abilities as a once per day while untransformed.
 * Echoes of Power [Hellfire] - Sending that dude to hell was kind of fucked up. Then bringing him back was pretty fucked too. You can't win this Christmas! You may now attempt to generate streams of hellfire, although you can't really control it once you fire it based on vitality. It tends to do more damage to those with sins crawling on their backs.
 * Masterful One-Handed Styles for Anime Heroes - You may now use deftness to strike while wielding a one-handed weapon
 * Rune Magic - You may spend one turn setting up a rune of a spell you have learned, then cast it as a basic attack. Based on intelligence. Spells Learned: Fireball, Minor Aerokinesis
 * Justice Manifestation - Once per day, mission, or bounty, you can attempt to bring divine justice upon one target
 * Breeze Bro - You automatically succeed with simple actions with The Breeze
 * The Presence of Power - (Once per encounter) You ambiently release an aura of power so mighty that even those who aren't capable of senseing energy can tell that you're incredibly powerful. You may roll the stat related to your most powerful ability instead of appeal to intimidate a target group.
 * Divine Baby's First Step - It's not quite a heaven step, but you're getting there
 * Trap Sweeper - Once per encounter, you may detect traps with a ten point bonus.
 * Ace - Once per week, autosucceed on a ranged attack within a mile. Passive +5 to baseball
 * Spellbook - You've mastered a decent array of magical magic (Esuna, Cura)
 * Infinite Life Giver - +1 Vitality, You have brought a truly immortal creature into being. Once Per Week you can call up this creature for assistance with an action. (Craig Mitchell)
 * Psiionic Stand Suppression - You have learned the art of using psychic techniques to suppress an enemies stand. Based off intelligence.
 * An Iron Gear - You won a costume contest between you and other BOP. Once per week, transform into a divine version of The Iron Giant.
 * Apple Bobbing Lover Cup Champion of 2020 - Once Per Day/Mission/Bounty summon up a hoard of 1d10 Applefish to attack your foes based on intelligence or perspicacity. If not in apple cider they die after their first action.
 * No Mercy - That blood wasn't cold, but mercy had been expected in that moment. Once Per Encounter gain advantage on an attack made against an enemy that has been genuinely offered mercy by you, or a team mate.
 * Energetic Exercising - Something about being in a world where there's another dimension created partially through the power of exercise has made you feel a bit different as of late. Almost like there's some other type of energy bursting from inside of you that is just a tiny bit out of your reach. You have managed to figure one thing about this energy out though. If you try to build it up before doing something the thing you do is stronger. You can spend an action Exercising! Roll Robustness, or Deftness depending on the Exercise! This will power up the next roll you have to make in some way!
 * Biological Stone - Fighting gargoyles has made you realize something about the animals, plants, and life of the multiverse. Not all organic life is entirely organic. A large amount of it, if not most, actually makes a heavy use of inorganic components. You can now manipulate aspects of metal and stone that affect biological organisms with your plant, and animal magic! This would be something like turning a creature's claws to diamond, making a plant as hard as stone, or other various uses!
 * Welcome to the Wyld Stallions! - Bill x2, Ted x1, Johnny Silverhand - +2 Appeal! You were instrumental in helping to create the best rock sensation that Night City has ever seen! Feel free to pat yourself on the back, and remember to always be excellent my dudes! Also you can air guitar and it will make the noise.
 * Hunter's Luck - +17 Luck, A disease that affects rabbits causing them to have a multitude of cancerous growth's along their body that present in the form of extra rabbit's feet! For some reason you filled yourself full of blood of rabbits that survived this, and managed to keep their feet! Their only bout of unluckiness was being harvested for scientific experiment but that probably won't happen to you! Once Per 3 Missions! Cancerous Burst! - Fill your body with the power of rapid uncontrollable cell growth! Roll Luck to attempt to get the cancer inside of you to heal you! A low luck roll can mean some truly awful things here!
 * Death Absorption: Once per day, absorb the death energies from a recently deceased target. Based on your roll, it may leave the target in a better or worse position. Based on Vit.
 * Magic Tracker - Monsters are naturally attuned to magic, and can feel its presence around them. You, however, have grown your senses beyond that out of necessity, hunting the precious resource down wherever it presented itself. Roll Perspicacity to detect even faint traces of magic in the surrounding area, and lock onto it's trail.
 * Emotional Support: You've become very attached to Florence, you follow her like a... I don't wanna say mutt, but... Once per day, you may sacrifice your turn in combat to give Florence advantage on a roll.
 * Draconic Lineage [Breath of Life] - Drinking that potion has imbued your body with a potent spark of draconic power, allowing you to express the vital energies of your body in the same majestic way as the drake-kin - dragonfire! Choose an element (Water, fire, wind, earth, light, dark, poison, etc. Anything within reason). You are now able to spit out an explosive burst of that element based on vitality. With effort, you can make this ability more powerful and precise! And with proper nurturing of the draconic spark within you, you may find yourself developing additional draconic abilities!
 * Beginner Data Genesis Engineer - Data Genesis is the process of creating things from code in the virtual space, and you've proven yourself capable of the basics of it. While in a virtual space, you may attempt to create something based on intelligence.
 * Destructive Overload - -1 Vitality, The destructive energy you attempted to absorb has left a permanent impact - but your highly advanced systems have incorporated it into your form. Once per week, you may attempt to destroy something down to the atomic-level based on intelligence.
 * Crouching Mac, Hidden PC - You may perform basic martial arts moves based on intelligence
 * Interdimensional Rift Generation - You have been implanted with a device that, when fed enough power, is able attempt to open interdimensional portals! Once per day, you may attempt to tear open a rift in space-time to another universe based on a performance check. Be warned that doing this without access to an infinite source to power it will be INCREDIBLY power intensive and VERY dangerous! But not impossible.
 * Spirit of Mario! - This doesn’t mean the ghost of an Italian plumber is haunting you, instead it means that you have channeled the same koopa krushing energy that the famed hero is known for. Once Per Day, Mission, or Bounty gain advantage on attacks made against a Mario Enemy.
 * Windtrotter (VIT) - During her time in the war, Pace discovered an ancient inherited ability that she possessed as a Windtrotter, allowing her to create platforms in and of the air that she can walk upon. Though weak at the moment, allowing a mere three (Five with Expanded Reserve) stepping points before this power's energy is depleted, it is theorized that this power is both more versatile and capable of being nurtured. Perhaps in time Pace could create these points larger, and for things other than walking (i.e. bracing herself to take a strong attack, or moving platforms to add more force to attacks?)
 * Windtrotting - Step Shield - Applying what you've learned about energy control and the nature of your powers, you have gained the skills necessary to form a sizable supernatural shield with your wind magic. This shield's base form costs one step's worth of energy, and with sufficient training you may learn how to strengthen it further. Once per encounter, this ability may be used as an instant interrupt.
 * Distance Step Shield - Racial - Why should you be the only one to benefit from your windy prowess? Once per encounter, you may attempt to create a step shield at a point you can see up to 50 yards away from you (Approximately 45 meters) as an immediate interrupt. Based on vitality.
 * Broken Wind Blade - You could repair your sword with some boring metal, or... As long as you are wielding a broken sword you may extend a blade of wind from the hilt as sharp as any sword. Attacks with this sword are based on vitality. At Will.
 * Windy Recall - You can recall a blade that has been enhanced with one of your wind blades as long as the wind blade is still on it.
 * Hit me Harder - Once Per Encounter - Harden a being made of wind based off of Windy stat. This allows them to be hit with physical attacks.
 * Air Weaponry - As a simple action, you may create any kind of basic weapon out of air. If you have a base for the air weapon it will be more effective, but in a pinch it can be purely composed of air and nothing physical.
 * Wind At Your Back - It's time to fulfill your namesake and trot like the wind. You may now use vitality instead of deftness or perspicacity for initiative rolls! If you do this, you get no bonus for going first, however.
 * Ki Control - You have begun to learn how to manipulate the ki that prior to this moment laid dormant inside of your body. Gain +3 to Vitality, +2 to Robustness, and +1 to Deftness.
 * Ki Control 2 - +2 Vitality. +5 to performance rolls involving developing ki techniques.
 * Kamehameha - The classic, the original flavor, the one and only. Once per encounter, fire off an intense beam of ki energy. Based on vitality. You may spend an action to charge this attack before firing it.
 * Flight - You have developed ki-based flight based on vitality.
 * Ki Blast - A basic ranged ki attack. At will.
 * Explosive Ki Blast - Once Per Encounter you can throw out a Ki Blast that explodes on impact with a target based on Vit. The blast also hits everyone in melee range of that target, friend or foe.
 * Ki Sense - You can sense the life energy of beings around you, and if you concentrate you can feel out for energy signatures around you. This is as active as seeing.
 * Ki Hardening - Who needs to dodge a bullet when you can just solidify your life force to block it before it hits you? You can now harden your ki to defend you against physical attacks! This is an instant interrupt based off of Vitality!
 * BIG BANG ATTACK - A gigantic explosion of Ki that was developed by the might Saiyan Prince Vegeta! This attack is so powerful that it can only be used once per day! It also hits any targets that are in melee range of where it lands! Plus, it has a 1.1x multiplier to it's successess!
 * Healing - Using the life forces that power your body, you may now attempt to heal yourself! Once per encounter, use ki to heal your wounds based on vitality. Depending on the severity of your wounds, this can be INCREDIBLY ki intensive.
 * Kickflipper - You've been practicing your sick skateboard skills. You may attempt to attack a target with your skateboard. Based on deftness.
 * Bison Buddy - You've grown just the tiniest bit more accustomed to riding around on a flying bison! +5 to flying a Flying bison, and you can't be given disadvantage for actions based on the fact that you are currently riding a flying bison. (If that ever comes up.)
 * Get Out Of Hell Free Card - As the savior of Heaven, you are entitled to one (1) free pass from the fires of eternal damnation. Once ever, use this ability to immediately leave a hell dimension. This may not be contested by any demonic entities. No guarantee where you'll end up after that though...
 * Sharingan Stage 1 - You can try to use Sharingan abilities. Tight.
 * Sharingan Prowess [Perception] - Using the power of the Uchiha kekkei genkai, you are able to completely track the actions of a single target as long as they are moving below the speed of sound. This will make it incredibly hard for you to get surprise attacked! Based on perspicacity.
 * Dark Qi - You thought Tommy would let you leave without giving one of you a real reward? Nah! He takes care of his buds! Pace can now access the powers of dark Qi! This specific energy is fueled by the seven deadly sins. (Lust, Pride, Avarice, Gluttony, Sloth, Wrath, and Envy) How it's used is up to Pace! Just remember that dark/evil in a metaphysical sense doesn't always translate to evil in a moral sense. Based off of Vitality! Also a wider understanding of Qi gives Pace +2 Vitality!
 * Wrath Form - Combining your wrathful dark Qi with your own personal wrath leads you to new levels of ANGER and power, allowing you to enter Wrath Form! This form lasts for 1d2 turns and gives you stronger multipliers depending on how legitimate your wrath is. At your current level of control, this multiplier maxes out at a 1.5x to all attack rolls. When you first enter Wrath Form, any minor wounds are healed. However, you're so focused on attack you get disadvantage to all defensive rolls while it is active. Once started, you cannot manually deactivate it.
 * Beginner Necro-Blade Art - Cami showed you a little bit of her necromantic powers. You thought it was pretty cool. As a simple action you may infuse your sword necrotic energy, making it do additional damage against holy targets!
 * Reckless Revenger - You witnessed a friend (a new friend, but still) killed right before your eyes and immediately took action in retaliation. Once per mission, when an opponent kills one of your allies, you may respond with an immediate retaliatory attack. Be warned this attack WILL cause the opponent's next attack to target you.
 * Necromancy - Camellia is a trained necromancer, trained in petitioning the souls of the deceased and their physical forms to help her in her work of combat, swordsmanship, and other things. She has even been known to siphon energy from these souls.
 * Swordsmanship - Cami is a trained Ki Swordsman, and as such can use her vitality to swing swords. It's a Saiyan thing.
 * Twin Slash/Double Edge Slash: Inflicts severe damage but also hurts the user. Based on robustness.
 * Snooze - Makes a single enemy sleep. Based on intelligence.
 * Temporal Hiccup - Due to an accident involving a curious robot and a flash drive containing the secret to time travel, you are overflowing with temporal energy. You have absolutely no control over this. With every action, roll luck. Below 35 and you may end up somewhere else in the fabric of spacetime. (This can now be used to evade as an Instant Interrupt!)
 * Party Member's Code: As a member of someone's party, that person now means everything to you! It's fine that you're just a side character in their story, really! Once per day, you may heroically tank an attack in place of your party leader, so long as they are within ten feet of you and easily visible.
 * Mage Hand: You can now create a spectral hand able to remotely interact with things up to 50 feet away. Based on Intelligence.
 * Elemental Attunement [Wind]: You've started on your way of mastering air magic! You may now attempt basic applications of aeromancy!
 * Animagic Infusion: Once per encounter, you can sacrifice an action to boost the next action an animal connected to your soul takes.
 * Rifle Manifestation - You may create and remotely fire rifles made of magical girl energy. Based on deftness.
 * Firing Squad - Once per day, create an enormous array of floating flintlock rifles to fire at a single target. Roll 1d6+2 for the number of rifles firing. Based off deftness.
 * Tri-Racial - Can switch between races as a main action, and each race develops racials separately, and those racials can only be used while you're that race. Races: Dracolich/Mega Wizardinomon/Bigfoot
 * PolySelf - Once per day, freely switch from Wizardinomon form to DracoLich form without needing to roll. You still have to roll wild Magic.
 * SelfPoly - Once per day, freely switch from Dracolich form to Wizardinomon form without needing to roll. You still have to roll wild Magic.
 * Those Feet Though - You are technically now part Bigfoot. All of your polymorph abilities that let you switch between races now also let you polymorph into a Bigfoot as easily as you would polymorph into a DracoLich!
 * Reading is FUN-damental - +1 Intelligence, Using your state as a digital being, processing data is nothing to you. Data is... kinda the reason you exist in the first place. You may attempt to instantly process all of the information contained within a book without spending the time to actually read it. Based on intelligence.
 * Thief of Light - You have 8ll the luck ;;;;). You may attempt to steal a target's luck to temporarily add it to your own based on intelligence. This means the target will NOT have their luck if they require it
 * Honorary Octopus - GLUB GLUB GLUb don't do that shit again. Once per day, mission, or bounty, you may manifest octopus tentacles that you can perform one action with based on vitality.
 * Dream Walker - While asleep you have the ability to walk into the dreams of other beings. Be careful though. Rational minds weren't meant to be traversing the land of dreams, and shit can get weeeeird!
 * Man of Mana - In most cases, the use of magic requires special magical energy, often called mana. You have this coursing through you at a very high rate. You gain access to this source of energy in order to attempt its many applications.
 * Gift of Rubiss - The Goddess that created the very universe you are from has given you the ability to manipulate your mana, specifically into electricity and dark energy! Gain the spells:
 * Dein: A single target zap. The intro spell to electricity magic. Launch a single bolt of holy lightning at your target. Based on INT.
 * Doruma: A single target zam. The intro spell to darkness magic. Fire a single bolt of stygian lightning at your target. Based on INT.
 * Heal - Does what it says on the tin. Roll Intelligence to attempt to heal a single target.
 * Last Hope - +3 to using a Blue Lantern Ring. When in critical condition and about to die if you are currently wearing your blue lantern ring then you have one last hope! Roll a flat 1d100. Get above a 95 and you will be teleported to a safe place inside of the current universe, and if no safe place exists you will be teleported to the safest place.
 * Fire Breath - A once per encounter fire breath attack that targets all enemies. Based on vitality (Unlocked Ki).

Superpowers
Universals in this category tend to give you a specific superpower from the Superpower Wiki, and typically contain a link to that superpower's page. This category will also contain specific applications of said powers.




 * Psionically Awakened - You have taken the first step to unlocking your latent psychic potential. You may now attempt basic applications of "Psionics" based on intelligence. Don't overwork your baby brain though!
 * Psionic Perception - Your lost hearing has been supplanted with a psionic awareness of the sounds around you, and to a much more acute degree than the normal human ear. Hearing-based perception checks are now based on intelligence. Having this power on does have a slight drain on your psionic energy reserves and more intense applications will use more. You may turn this ability on and off as a simple action.
 * Mind Reader - Open your mind's ear and listen in on what other people actually think about you! Get a new jacket and you're unsure if people actually like it? Just read their mind and find out! Based on intelligence.
 * Metaserum - +1 to a stat of your choice, You gain a random superpower!
 * Doro-Doro Fruit - Alexander is a Mudman! As a Logia type devil fruit user you can turn your body into your element (Mud Mimicry), and do cool stuff with your element (Mud Manipulation)! Applications of this ability are based off of vitality.
 * Echoes of Power [Enhanced Axemanship] - You've sealed away your power but not your memories, and your muscles remember how to swing an axe like the best in the multiverse. You gain the superpower "Enhanced Axemanship".
 * Enhanced Axemanship (Bonus) - You're getting familiar with your axe. Your bonus is now +7
 * Wind Blade - Attempt to create a blade of intense wind pressure with the power of your axe. Based on your axe attack stat.
 * Tenacious Wind Blade - Just keep swinging and swinging and swinging... You may perform two wind blades for one main action. Based on vitality.
 * Technomage Attunement - Being around all this magic and circuitry has gotten your mana attuned to both. You may attempt to perform basic applications of "Technological Magic". Based on intelligence.
 * Emergency Shutdown - Once per day, attempt to magically shut down a piece of machinery based on intelligence. The more advanced the machine, the harder this may be.
 * Echoes of Power [Cryomancy] - The power of the ice that you wielded in your aspect transform reawakened something deep within you. You are now able to attempt "Ice Magic" spells based on intelligence.
 * Knowledge is the Ultimate Treat - Take a Universal from anything! Choice: Christopher's "Intuitive Aptitude"
 * Undine Remnants - Your time as a fish person has slightly changed your genetic structure, allowing you to use "Hydrokinesis" based on vitality!
 * Memory Magician - Your memory was played with like a cat with a ball of string and you were forced to live in a world where everyone had been subjected to the same exact thing. The good news is that all that exposure to memory magic has made some kind of impression on you, allowing you to attempt applications of "Memory Magic" based on intelligence.
 * Self-Liquification - Turn into liquid and turn back
 * Power Anchoring - Your superpowers are not able to be manipulated
 * Geokinesis - Manipulate the Earth based on intelligence
 * Divine Honey Chocolate Bar - This candy bar contains within it amazing powers! Eat it to develop Honey-kinesis based off of Appeal, and +4 Appeal!
 * Shadowform - Your ability bed gifts you with a peculiar ability. You are now able to transform into a shadow being as a simple action, allowing you to use applications of "Shadow Being Physiology".
 * Prehensile Bones - Your ability bed gifts you with a peculiar ability. You are now able to externalize and manipulate your bones based on vitality. Gross. You now possess the superpower "Prehensile Bones".
 * Nasty-Serum - +1 to nasty or evil actions, You gain a random "nasty" superpower
 * Solar Magic - You can feel the sun. You may attempt to perform basic applications of "Solar Magic". Based on perspicacity. At this stage, you must be in direct sunlight to use this power.
 * Papyrokinetic Magic - Existing in a world made entirely out of paper has given you some new insight into how paper is kind of a plant. This new insight has allowed you to spread your knowledge of casting to this new element of nature. You can now attempt feats of "Papyrokinetic Magic" based off of either Appeal or Persp.
 * CyberMage - The brain is just a computer, and like a computer it can be altered. Your mind has downloaded the information of one of the newest schools of magic, computer magic. You can now attempt uses of "Cyberspace Magic" based off of intelligence!
 * One For All - +1 Vitality +1 Robustness. You can attempt to use "One For All" at the same level as Deku. You have received enough training to not kill yourself when using this power - at least immediately.
 * One For All Training - +5 Vitality, +5 Robustness, +4 Deftness - Your body can handle attempting to use the quirk One For All without literally exploding the moment you try. Side Effects may include: Broken Bones, Broken Internals, Punching really hard, Kicking really hard, and Mad Jumps.
 * One For All [Slash] - You have learned how to channel One For All through a blade! This ability allows you to slash using the force of One For All without doing any damage to the blade!
 * Praise The Sun! - Meeting a knight of the sun has really lit a fire in you! Literally! It feels like there's a bomb in your gut that's trying to burn through your insides, and disassociate your molecules! Congratulations of finding your own sun! You can now attempt "Solar Manipulation" based off of Vitality or Robustness! Just know that if you lose control of the power by stretching too far you'll see what happens when someone gets too close to the sun!
 * The Hunter's Training Guide: A guide to get your body into peak condition for the hunting of various monsters! Reading it grants "Peak Human Durability".
 * Eldritch Taint - Reading the True Necronomicon has permanently changed you in ways it is impossible to comprehend. You may now attempt "Eldritch Magic", but be warned. This way leads to madness...
 * Ice-Cream-Mancy - You are able to magically manipulate existing ice cream based on intelligence, allowing you to perform applications of "Ice Cream Manipulation".
 * Meta - +1 to a stat of your choice, You gain a random superpower. If you do not take another injection of Meta within three days of the prior one you will suffer withdrawals that are so bad that you wish you were dead. You may only use this power within three days after your last dose.
 * The Blessing of Rex Maria - A true hero recognizes another hero. Rex Maria has seen that Juvi is a truly heroic soul, and has decided to give him a reward for this. Juvi can now use Hydrokinesis and Coralkinesis based off of Vitality, and gains a +1 to rolls while wet.
 * Shadow Web Generation - Create webs made of pure shadow.
 * Shadow Web Generation - Create webs made of pure shadow.

God Tier Abilities
Universals in this category tend to be related to the usage of God Tier abilities.


 * Sylph Of Life! - You have started playing the horrid game known around the multiverse as Sburb (Or a thousand other names), and connected to the Hero Title that was inside of you all along! You may now attempt to use powers based off of this Hero Title! Doing it in your current state will be immensely difficult, and will likely fail ninety nine percent of the time without any training in what you’re trying to do! (I suggest checking out the Homestuck wiki, and google to get an understanding of your title!)
 * Sylph of Life [Mend] - You're so filled with happiness, optimism, vim, and vigor, that all you need to do is share a little bit with someone and suddenly all of their problems will disappear! Well, the ones related to horrible wounds, which tend to be the highest priority problems to be fair. Once per encounter, perform a basic heal on a target based on appeal.
 * Sylph of Life [Advanced Life Sense] - You can feel the lives of those all around you. You can feel all the happiness inherent in even the bleakest life, and your optimism guides you to them! You have developed an advanced life sense, able to determine a large number of life forms in a wide area without getting overwhelmed by the heavy amount of info you're receiving based on appeal! In fact, you can even get a rough sense of the relative power and major energy types of those around you! Once you've found someone's life signature, you will be able to track them down fairly simply.
 * Maid Of Blood!: You have started playing the horrid game known around the multiverse as Sburb (Or a thousand other names), and connected to the Hero Title that was inside of you all along! You may now attempt to use powers based off of this Hero Title! Doing it in your current state will be immensely difficult, and will likely fail ninety nine percent of the time without any training in what you’re trying to do! (I suggest checking out the Homestuck wiki, and google to get an understanding of your title!)
 * Maid of Blood [Bonds of Friendship] - You feel yourself grow closer to your classpect as you develop the following ability. Once per encounter, you can use your Maid of Blood Classpect to forge a connection of friendship between yourself and one other person. This is based on perspicacity.
 * Maid of Blood [Hemogenesis] - Splish splash, I was taking a bath. You may attempt to spontaneously create blood based on perspicacity! However, at your current level you may find it incredibly resource intensive to make more than a small amount at a time. Conservation of mass, and all that.
 * Maid of Blood [Overly Familiar] - As long as you have blood, you're never alone! Not only do you have all your friendly little red blood cells, but now you can make bloody crows! Cool! You are able to create an animal friend out of a small pool of blood into your support slot that will follow your commands. You've chosen your familiar to take the shape of the Yatagarasu, the legendary three-legged crow! It's very fragile however, it won't be able to survive a direct hit. Any actions your familiar takes are based off your perspicacity. It will automatically disperse after using up the energy you give it upon creation (obviously more intensive commands will take more energy).
 * Maid Of Hope! - You have started playing the horrid game known around the multiverse as Sburb (Or a thousand other names), and connected to the Hero Title that was inside of you all along! You may now attempt to use powers based off of this Hero Title! Doing it in your current state will be immensely difficult, and will likely fail ninety nine percent of the time without any training in what you’re trying to do! (I suggest checking out the Homestuck wiki, and google to get an understanding of your title!)
 * Maid of Hope [Hope Springs Eternal] - One of the most powerful sources of Hope in the known multiverse is the mysterious and fickle thing known as Light. Using your powers of Hope, you can encourage the growth of Light and let it blossom forth. Once per week, choose a source of light, literal or more metaphorical. You can attempt to help this light grow based on appeal.
 * Seer Of Mind! - You have started playing the horrid game known around the multiverse as Sburb (Or a thousand other names), and connected to the Hero Title that was inside of you all along! You may now attempt to use powers based off of this Hero Title! Doing it in your current state will be immensely difficult, and will likely fail ninety nine percent of the time without any training in what you’re trying to do! (I suggest checking out the Homestuck wiki, and google to get an understanding of your title!)
 * Senses of the Past - +1 Int, Once Per Day recall the memories of a location based off of INT. This ability isn't the easiest to control, and you could get anything from ten thousand years ago to several seconds ago depending on how well you roll.
 * Heir of Void! - You have started playing the horrid game known around the multiverse as Sburb (Or a thousand other names), and connected to the Hero Title that was inside of you all along! You may now attempt to use powers based off of this Hero Title! Doing it in your current state will be immensely difficult, and will likely fail ninety nine percent of the time without any training in what you’re trying to do! (I suggest checking out the Homestuck wiki, and google to get an understanding of your title!)
 * Witch Of Space!: You have started playing the horrid game known around the multiverse as Sburb (Or a thousand other names), and connected to the Hero Title that was inside of you all along! You may now attempt to use powers based off of this Hero Title! Doing it in your current state will be immensely difficult, and will likely fail ninety nine percent of the time without any training in what you’re trying to do! (I suggest checking out the Homestuck wiki, and google to get an understanding of your title!)
 * Witch of Space [God Tier] - You have ascended beyond the normal mortal plane upon which many lie. You have become a God Tier. On a multiversal level this doesn't technically make you divinity, but does put you closer to being able to achieve it than an ordinary mortal would be if you so choose to find and pursue that path. With this ascension comes a variety of new abilities.
 * Enhanced Aspect Connection - You now have a better grasp over your aspect. Developing abilities connected to being the Witch of Space will come much easier for you from this point onwards. On top of which once per mission you can give yourself advantage on rolling a performance check for the development of a Witch of Space ability
 * Conditional Immortality - You can no longer die from the degradation of your body, or old age. You are immune to disease for the most part unless the whatever caused you to become infected with that disease is Just or Heroic in nature. If you are killed you will be revived as long as the source of your death can't be classified as either Just or Heroic.
 * Statistic Increase - +4 to intelligence, +1 to all others
 * Flight - You can fly now. This is a passive type of flight and maneuvering around during it is based upon your own agility, so deftness.
 * Species Peak - You gain one aesthetic bonus based on what you personally believe to be an example of reaching the peak of your species, or beyond. For Trolls this is butterfly wings. For a furry this might be dog ears. It's based on your species' beliefs, and your own.
 * Kiddie Camper Handysash - You gain the Kiddie Camper Handysash! This Sash is a metaphysical object connected to your soul upon which achievement badges can be placed to impart you with powers that will shake the very core of Sburb! You start with 1 badge! (
 * Gift of Gab Badge - This badge allows you to talk to people without needing a communication device!
 * Witch of Space [Space Survival] - The powers of a witch of space are vast, numerous, and kinda of useless if your own element would actively kill you. Luckily you no longer need to worry about the void of space turning you into a Popsicle, collapsing your lungs, or giving you soooooo much fucking cancer. You can now survive in the vacuum of space without any negative side-effects!
 * Witch of Space [Spacial Movement Increase] - A Witch of space has control over, and through her aspect. Part of this control allows you to manipulate how something is moving through your aspect, Space. With this ability you have learned how to make an object or being move quicker through space. This has various applications to explore from travel time decreases, speeding up attacks, or many other things you might be able to dream up! This is based intelligence.
 * Witch of Space [Size Manipulation] - As a Witch of Space you have control over how much space something takes up. Perhaps it’s because you can remove the space between atoms, or maybe it’s for a reason that actually makes fucking sense. Either way the result is the same. You can attempt to make things shrink/grow. This is based off of your Witch of Space stat. The more complicated of an object you’re trying to manipulate, and the more complicated the manipulation the more difficult using this ability will be.
 * Witch of Space [One Foot Teleport] - Instant Interrupt - Once Per Round. Teleport one foot away from your current location based on your Witch of Space stat! This may be more useful for certain types of attacks, and less useful for others.
 * Witch of Space [Localized Zero G] - Being a witch of space allows you to imbue an area or creature with certain aspects of space. The aspect of interest in this situation is space’s lack of gravity. Once Per Day you can remove the gravity from an area for 1d3 turns. The size of this area is based on your Witch of Space stat.
 * Witch Of Heart!: You have started playing the horrid game known around the multiverse as Sburb (Or a thousand other names), and connected to the Hero Title that was inside of you all along! You may now attempt to use powers based off of this Hero Title! Doing it in your current state will be immensely difficult, and will likely fail ninety nine percent of the time without any training in what you’re trying to do! (I suggest checking out the Homestuck wiki, and google to get an understanding of your title!)
 * Witch of Heart [God Tier] - You have ascended beyond the normal mortal plane upon which many lie. You have become a God Tier. On a multiversal level this doesn't technically make you divinity, but does put you closer to being able to achieve it than an ordinary mortal would be if you so choose to find and pursue that path. With this ascension comes a variety of new abilities.
 * Enhanced Aspect Connection - You now have a better grasp over your aspect. Developing abilities connected to being the Witch of Heart will come much easier for you from this point onwards. On top of which once per mission you can give yourself advantage on rolling a performance check for the development of a Witch of Heart ability.
 * Conditional Immortality - You can no longer die from the degradation of your body, or old age. You are immune to disease for the most part unless the whatever caused you to become infected with that disease is Just, or Heroric in nature. If you are killed you will be revived as long as the source of your death can't be classified as either Just or Heroic.
 * Statistic Increase - +4 to the stat correlated directly to your aspect, +1 to all others
 * Flight - You can fly now. This is a passive type of flight an maneuvering around during it is based upon your own agility, so deftness.
 * Kiddie Camper Handysash - You gain the Kiddie Camper Handysash! This Sash is a metaphysical object connected to your soul upon which achievement badges can be placed to impart you with powers that will shake the very core of Sburb! You start with 1 badge!
 * Gift of Gab badge - This badge allows you to talk to people without needing a communication device!
 * Species Peak - You gain one aesthetic bonus based on what you personally believe to be an example of reaching the peak of your species, or beyond. For Trolls this is butterfly wings. For a furry this might be dog ears. It's based on your species's beliefs, and your own.
 * Mage Of Light! - You have started playing the horrid game known around the multiverse as Sburb (Or a thousand other names), and connected to the Hero Title that was inside of you all along! You may now attempt to use powers based off of this Hero Title! Doing it in your current state will be immensely difficult, and will likely fail ninety nine percent of the time without any training in what you’re trying to do!
 * Mage of Light [Dreams of Light] - Throughout all of history, a dream has been seen as an imperceptibly magical thing. Oftentimes people have viewed them as a way to understand their own lives, and just as often people have used them to tell the future. That's obviously bullshit - well, for everyone but YOU. When you sleep, you may now have prophetic dreams that grant you information you otherwise wouldn't have access to. At your current level of power, you have absolutely NO control as to when these dreams come or what they show you.
 * Knight of Time!: You have started playing the horrid game known around the multiverse as Sburb (Or a thousand other names), and connected to the Hero Title that was inside of you all along! You may now attempt to use powers based off of this Hero Title! Doing it in your current state will be immensely difficult, and will likely fail ninety nine percent of the time without any training in what you’re trying to do! (I suggest checking out the Homestuck wiki, and google to get an understanding of your title!)
 * I'll Rust With You - You've learned that time can be used as a weapon against things that aren't designed to stand up to it's test. Once Per Encounter you can attempt to make a target rust based on Time stat if it's a target that would be susceptible to rusting.
 * Knight Of Hope! - You have started playing the horrid game known around the multiverse as Sburb (Or a thousand other names), and connected to the Hero Title that was inside of you all along! You may now attempt to use powers based off of this Hero Title! Doing it in your current state will be immensely difficult, and will likely fail ninety nine percent of the time without any training in what you’re trying to do!

Stands
Universals in this category tend to be related to Stands and their usage.


 * 「 SOLDIER POET KING 」- Failure Manipulation, A Small Tin Soldier that reads a Poem describing how the Target Fails. Uses Vitality and has a Range of 6 feet.
 * 「 ADRENALINE 」- Vibration Solidification, You can summon a hoard of bees. And when they sting, they solidify the vibrations they make out of their own wings. You can hold these close to your body to walk atop air vibrations, or send them out. Range of 20 feet. [Based on VIT.]
 * Adrenaline Guard - Once per encounter, create a shield of solidified vibrations with your stand. Based on vitality.


 * 「 RISE OF THE RUNAWAYS 」- Metal-Shadow Breath, A woman wearing a leather-jacket, sunglasses, and smoking a cigarette. With a puff of her cigarette, she can exhale an intense burst of metal and shadow based on vitality.
 * 「 MAGIA 」- Architecture Magic, A man formed entirely out of rebar, clothed in wizard's robes and hat, holding a staff with a glowing crystal orb at either end. Criticizes Florence's design tastes with a posh British accent.
 * 「 ASTRONOMIA」- Ritual Magic, A golden coffin from which a multitude of hands appear. The hands can pull out books from within itself that give instructions on how to cast rituals. The summoning of these books is based off of Luck, along side performing most rituals. Cause powered by Stand.
 * 「 MERRY HAPPY 」 - Typhokinetic Cloning, An exact clone of Christopher made of pure smoke. The clone is unable to talk.
 * 「 FAKE MONA LISA 」- Arrogance Inducement, Stand has no range. You can summon a painting that when people look into it, they see the most beautiful version of themselves possible and become incredibly arrogant.
 * 「 LILIUM」- Molten Metal Manipulation, Big breasted lava/molten metal elemental. Range of 8 feet. Based on perspicacity.
 * 「 KING'S DEAD」- Coral Beam Emission
 * 「 GOOD ADVICE」- Willpower Manipulation, This stand looks like a man in a business suit with a smiley face for a head. He has the voice of Ame, and will always respond yes to any yes or not question.
 * Stand Fighter - You can make basic melee attacks and physical actions with your stand. Based on Vit.
 * 「 POLLYANNA」- Anti Magic Artillery, A revolver with a smiley face.  Summons a gun, fires based on deftness.
 * 「 DA ROCKWILDER」 - Flora Energy Manipulation



Persona
Universals in this category tend to be related Personas and their usage.


 * Will of Rebellion - I am thou, thou art I... You have awoken to your persona, the power of your heart made manifest! Your persona's details are as follows and currently knows the following moves. Personas can learn a maximum of 8 moves before others must be removed to make room. Unless otherwise specified, your persona abilities are based on either intelligence or perspicacity, whichever you choose.
 * Nogitsune [The Tower] - Nogitsune are a variant of the classic legend of the kitsune, the spirit fox. Nogitsune are typically seen as evil spirits, notorious tricksters, and thieves. These cruel foxes use their powers to punish people who possess the worst traits of humanity, including pride, greed, and vanity. It's said they will not shy away from punishing even the most devout priest if they feel they require it.
 * Eiha - Light curse damage to one foe.
 * Lunge - Light physical damage to one foe.
 * Prometheus [The Sun] - Prometheus is known as the Grecian Titan God of Fire, as well as a mythological Trickster. Prometheus is credited both with the creation of humanity from clay and stealing fire to gift to his creations, in direct defiance of the will of Zeus, King of the Gods. As punishment for his insolence, Zeus had Prometheus chained to a rock where an eagle dug out and ate his eternally regenerating liver every single day, until he was rescued from his torment by Hercules. In western classical tradition, Prometheus became a figure that represented both human striving for progress and knowledge, as well as the risk of overreaching and unintended consequences. He's also seen as a champion of humanity and the author of human arts and sciences.
 * Agi - Light fire damage to a single target.
 * Tarukaja - Boost the attack of a single target, giving them advantage on their attacks on their next turn. Does not require a roll.
 * Thoth [Judgement] - An all-knowing god of Egyptian mythology with the head of a baboon, responsible for the measuring of time. In the later history of ancient Egypt, Thoth became heavily associated with the arbitration of godly disputes, the arts of magic, the system of writing, and the judgment of the dead.
 * Zio - Light electrical damage to a single target.
 * Sukukaja - Boost the agility of a single target, giving them advantage on dodging attacks until your next turn. Does not require a roll.



Equipment-based Universals
Universals in this category tend to be related to the development of abilities using a specific piece of equipment.

Raven's Talon

 * Shadow Magic Lockdown - The shadows heed your call and bind your opponents with chains formed from the darkness around themselves. Once per day, roll Persp to attempt to shackle an opponent with darkness! They can spend an action to resist it on their turns, or you can spend an action on your turn to reinforce the darkness!
 * Umbral Shield - Using the power of the Raven's Talon, you are able to create a shield composed of the shadows themselves. When given the proper motivation, they're actually rather tough. Once per encounter, you may create a shadow shield as an instant interrupt for a target based on perspicacity. You are able to make a shield only capable of defending yourself with no limitation (besides energy limitations, of course).
 * Umbral Skewer - Your knife can stab in more ways than one. Sharpen and toughen the shadows themselves into a fine point, allowing you to create a spike extending from a shadow within vision to a target within melee range of said shadow. Based on perspicacity.
 * Me and My Tulpa - With the evolution of the Raven's Talon, the shadows around you have been acting... different. Your shadow is now able to literally lift itself off the ground and act as your support. It uses your stats, has access to all of your abilities - as well as some of its own... You cannot directly command this support, but you do choose when it uses your support action.

Keyblade

 * Keyblade Wielder - You've proven your Heart worthy of wielding the mythical keyblade! Let your Heart be your guiding key. Attacks with your keyblade are based on robustness, vitality, or Intelligence - whichever you choose now. This stat cannot change, and is your "Keyblade Wielder stat" for any abilities that reference it. After a successful mission, roll luck. If you're lucky, you may obtain a special keychain based on that world. You may summon a multiversal keyblade as a simple action.
 * Chosen - Due to your incredible dedication to friendship and the pain you were willing to suffer to minimize the pain of others, the keyblade has seen you and acknowledged the light that dwells within you. You may now manifest a keyblade as a simple action, the perfect nonlethal weapon for the protection of a hero dedicated to pacifism! At the moment you only have the Kingdom Key, but when you successfully complete missions you may obtain special keychains related to the universe the mission took place in!
 * Keyblade Wielder - You've been trying this for millennia and you've made it clear how much you regret your previous actions. The keyblades have forgiven you. You may summon a multiversal keyblade as a simple action. After a successful mission, roll luck. If you're lucky, you may obtain a special keychain based on that world.)
 * Sonic Blade - A keyblade technique more focused on speed than the force behind the blade. Once per day, choose a target. You will repeatedly attack this target based on deftness! You will always do at least two attacks based on deftness or your keyblade stat! After the second strike, roll a performance check - above a 75 and you strike again!
 * Keyblade Attunement - You may use your vitality score to cast keyblade-related spells.
 * Keyblade Smith - You've taken the first step to becoming an expert Keyblade Smith - reading a book about it! However, that book filled your mind with a lot of awesome new concepts that have been lost for generations! You now have all the knowledge to forge new keyblades, modify existing ones, and repair broken ones! Your new knowledge on the inner workings of keyblades also gives you a +2 to all rolls relating to them!

Bicycles

 * Typhoon Bike - Once Per Week summon forth a tornado to attack a target from the gigantic bike in your bike space! This attack is based on the bike energy in your bike space being converted into peddle energy based on your max peddle speed so it's based off of Deftness!

Koester Family Bandana (Red Dragon Physiology Version)

 * Flametongue - You've learned to speak the universal language of Red Dragons - fire. You may now breathe fire like a dragon based on vitality! You must have the Koester Family Bandanna equipped to use this ability.

Fractured Timeblade

 * Portal Protector - Once Per Encounter - Open a portal as an immediate interrupt
 * 2 Knight 2 Time - Two knights are better than one. Once per encounter, use an action to empower the next support action Davesword does.
 * Synchronicity - You've now used both of your powerful magical weapons to full effect, and they seem to resonate with power when they're wielded in tandem. As long as you have The Fractured Timeblade and The Hammer of Zillyhoo both equipped, you may perform double basic melee attacks (one with each weapon)!
 * Ivories In The Fire - The power of synchronicity! You've been using both The Fractured Timeblade and The Hammer of Zillyhoo together in concert quite often recently, giving them access to a special Fraymotif! Once per day, John and Dave will perform a special combo attack as your support action! Based on vitality.

Wild Magic/Cyber Surge
Universals in this category tend to be related to the usage of Wild Magic or Cyber Surge abilities.

Wild Magic

 * Lawless Magician - +1 Luck, The chaos is starting to feel so, so good. Embrace it more... Once per encounter, activate this ability as a simple action. For the rest of this encounter, you will roll wild magic twice for every spell you cast. De-activating this costs a main action. While this is active, +3 to all rolls
 * Wild Dabbler - You don't know a special combo of spells anymore. If you really want it, you can just have it. As a simple action, activate this spell to give yourself wild magic until it is turned off.
 * Wild_Surge.EXE - The future of wild sorcery. As a simple action, you may use this app to roll once on the Wild Magic and once on the Cyber Surge tables! Only usable once per round.
 * Wild Magic Defender - Once per week, gain advantage to your defense roll against the effects of your own wild magic.

Cyber Surge

 * Cybernetic Surge! - +2 Int, +2 Luck, Technology sometimes acts weirdly around you. As a simple action, activate this ability. Every use of tech that you make then requires you to make a roll on the Cyber Surge table!
 * Prayer to the Glitch - Once Per Month upon making a Cyber Surge roll, you can choose to be told the result. Afterwards choose to either accept that roll, or roll three more times on the Cyber Surge table.
 * Blessing of the Machine Elf - There are things that lie beyond human comprehension that can only be properly connected to by the side-effects of certain chemical substances. You have managed to gain favor with one of these creatures, a mystical thing known in certain circles as a Machine Elf. Once Per Three Missions make a piece of technology work exactly how you want it to (Within the range of what it can already do.) even if it is broken. No matter it's previous state it breaks after this usage.
 * Cyber Burst - Your dreams are haunted with data, cybernetics, and screaming. Something is watching you. Something is behind you. Something is you. Once Per Month unleash a cybersurge targeting EVERY piece of technology within a thirty foot sphere centered upon yourself.

Anifuse Abilities
Universals in this category tend to be related to Anifuse abilities

King

 * Anifuse - Common - Beaver: You have begun the journey that only five percent of the people in the world have ever been able to manage. You have bonded with one of the spirit animals that wanders the world, and have become one with it’s essence. The creature you bonded with was the majestic Beaver!
 * Anifuse - UnCommon - Bush Beavagon: Only five percent of the world manages to get a common Anifuse. Less than once percent of the world has ever managed to get their Anifuse to the level of UnCommon. Your anifuse is a mixture of the mighty beaver  with a mighty plant dragon! It’s a Beaver with draconic wings made of Vines
 * Anifuse (Rare) - A Natural King: You have reached the mighty stage of a rare Anifuse! What was once the spirit of an ordinary beaver has since become sooo much more! King now stands at a regal four plus one feet in height! He also has a crown formed from vines that appears to be a set of overlaced antlers made from plant material, matching the crown that formed on your own head when he evolved to this state! His buck teeth have also shifted to a bright purple instead of the usual orange, looking like a more regal color. This is on top of the vine wings, chainsaw tail, and other enhancements that King has received since bonding with you.
 * Xylomancy - The Beaver is well known for its ability to shape the trees in its world to its desires. You can now cast wood magic to shape trees and wood to your will. Based on perspicacity
 * Damn Dam - Once Per Encounter Instant Interrupt summon up a mystical dam to block an attack.
 * Soul Merge - Your soul has connected to the Beaver’s soul meaning that it can move in and out of your body by diving into your spirit. You can also understand what it’s saying to you even if you couldn’t understand animals normally.
 * Draconic Physiology (WINGS) - You can summon up wings made of vines by connecting to the Beavagon in your soul. You also get a +5 to flying with these wings. Flight based on perspicacity.
 * Roar of The Bush Beavagon - Once Per Day release a mighty roar that instills fear into the hearts of those who hear it. Based off of Persp.
 * Anifuse Synchro! - You have trained to be in better communication with your Anifuse King! You can communicate with each other across any level of distance instantaneously. You also get a +4 to all rolls made with your anifuse, including performance checks!
 * Hydophillic Bush Beavagon - Your Beaver has adapted the power to use hydromancy based on Persp.
 * Leave it to Beaver! - Once Per Encounter King can use his support action to help you power up a botanomancy roll. Performance checks will be required past the first usage of this ability.
 * Royal Appeal - Gain advantage on appeal checks that attempt to get a creature to join your party.
 * Natural Kingdom - There are many who lay claim to the wilds as their own. Many who claim to be the king of the forest, the king of the jungle, the king of beasts, and a thousand other titles which means that they believe the plants and animals to be their own domain. You are just one of these many. That doesn’t mean that there is zero validity to your claim however. While in a nature filled area you can enter a meditative state that will freeze the progress of any wounds or disease. Spending a minimum of a day (Sometimes more depending on bodily condition.) in this state will heal you of these afflictions.
 * King’s Power Is Their People - Gain a bonus based on each support you have! Some of these bonuses will boost the support!

Skills/Experience
Universals in this category tend to be related to your knowledge, experience, or training giving you the ability to perform some sort of task, but are not explicitly abilities in and of themselves.


 * Assassin's Expertise - Your proficiency to use a wide variety of weapons and to craft traps given the materials, whatever they may be, are second to none as you have been killing for quite some time. You are proficient with all mundane Earth weaponry and traps. In addition, it is easier for you to understand and use highly technologically or magically advanced weapons and traps as well!
 * Venom-gineer - Why work harder if you can work smarter, dirty your hands less so to speak. Your many years of concocting various types of poisons using harsh chemicals, animal venom and the like has given you quite the knack with making horribly crippling poisons (given the proper materials, of course). Your time around all of these chemicals has also made you almost completely immune to any kinds of poison (You may find some poisons too powerful even for your advanced body chemistry however!).
 * Beast Tongue - With your life spent mostly communicating with animal folk, you can at least gather the gist of less simple minded beasts' communication, and it goes both ways.
 * Gamer Resistance - You have consumed things that should be banned by the Geneva Conventions. You can now drink Mountain Drew, and consume dorito crumpets without negative side-effects. Besides having to taste them in the first place.
 * Digi-Code - Your creator was a master of Digicode, able to program spells directly into the real world. Your current knowledge is limited, but you too are setting down this path to make programs a reality.
 * Golemancy 101 - Your training with Mrs. Everyday helped make you better at making fake non-living people a little more real. Once per encounter, you may attempt to create a golem out of digicode. The golem will survive for one action before going inert once again. Based on Int
 * True Golemancy - After the strangest training mission of his entire millenia long career, you have learned a lot about golem creation! When making a golem, you may now make a choice - you may either attempt to make multiple golems to perform a single task, or to create a single golem and imbue it with your life essence to last until the end of the encounter to take up your support slot! Golem creation is based on intelligence. They use your stats for their actions.
 * Ichor of Irritation - You feel as if that ichor has had some sort of long-lasting impact on you. It seems to have blended with your Digi-Code, giving you the ability to ATTEMPT to manipulate negative emotions with your Digi-Code magic. Based on intelligence.
 * Defensive Digicode - DEFENSE. DEFENSE. You may now attempt to use the basic Digicode elemental spells to defend against attacks.
 * Digicode [SWITCH] - Someone once told me the grass was much greener in someone else's body. Once per day, mission, or bounty, you may attempt to switch bodies with a target capable of at least basic thought based on intelligence. As long as your original body is still nearby, you'll be able to switch back as a simple action.
 * Digicode Vehicle - Holy fuck it sucks to have your car exploded, but something about the glitched out world you were in made it easier for your already code adapted mind to pick up on something. You now have knowledge of Digicode: Vehicle! Just slap the rune onto a vehicle, and you'll be able to reconstruct a version of the same vehicle once per day! This vehicle does dissipate at the end of the day however. Also, this is currently limited to a vehicle no bigger than a monster truck. So no planes/spaceships, yet.
 * Animal Speech - As a sentient animal, you're capable of understanding and speaking to most other animals. It took awhile to learn squirrel, but you had a looot of free time while you were learning to shift back to a human.
 * Advanced Zen and the Art of Bicycle Maintenance - It turns out despite all evidence to the contrary, you are good at something. Who'd have thought? As long as you have suitable parts, you may repair your bike as a basic action. You may also attempt to upgrade your bike based on deftness as long as you have suitable parts to upgrade it with.
 * Instrumental - You've been inside a big piano, you think you could figure out how to play one of these bad boys. You now know how to play the piano.
 * Novice Manasteel Artificer - You are able to make and modify basic pieces of equipment out of tech-magic materials.
 * SCP-M Researcher - You've studied the most anomalous the multiverse, sacrificed God knows how many lives to it, and wrote up a neat little science report. Keep track of how many SCP-M articles you write. Something good might happen from writing a lot... You may not necessarily get a bonus for every one you write.
 * Smithy - 5 months of blacksmithing experience, +1 Intelligence, Can make armor out of shells
 * Directions? Where we're going we don't need Directions! - Okay, Maybe the directions would have helped a tiny bit. Thankfully you've learned a couple of mnemonics that will help you remember things that are related to directions in the future! You now remember all directions to locations that you are given perfectly! You also gain +1 Int!
 * Higher Education - +2 Intelligence, Thanks to a very special bed that made you dream for FOUR YEARS, you've now received a very thorough education! Choose a mundane Earth major (Biology, Art, Archaeology - anything as long as you can get it as a real bachelor's degree from a real school on Earth). You now possess all the knowledge an average college graduate of that major would possess!
 * Adept Gadgeteer - Your owner was very good with machines and taught you a lot of what she knew. You are very good at manufacturing advanced gadgets and machines. Based on intelligence.
 * Make-Up Maniac: Hey, who else is gonna pretty up the town? You've taken as many courses in make-up crafting as your dumb little brain could handle, and are actually pretty good at it! This includes various methods for turning seemingly mundane materials into neat little containers for your signature products.
 * Veloso'apto's: You now possess general information on dinosaurs, and a near encyclopedic knowledge about velociraptors specifically.
 * Nautical Nonsense: You now possess practical sailing skills! If you had a ship, you man the whole thing all by yourself!
 * Weapon Training - You've spent a lot of time mastering the use of a lot of different weapons. You are adept at the use of any and all mundane martial weapons.
 * Really Good Texter - You've had some practice at texting at times when you really shouldn't be. You may text at any time as a free action.

Stat Bonuses
Universals in this category tend to give a bonus to a stat and no other practical bonuses. Other types of universals may give stat bonuses in addition to their major effect, but these are universals that ONLY give stat bonuses.




 * Charismatic Leader - Due to your being bound to fire, you attempt to use your magic only when absolutely necessary and will attempt to befriend almost anyone or anything. As such, you've become exceedingly charismatic. +2 to Appeal
 * Heart Container - +5 Vitality, A container full of pure life energy. As an Archive agent, you are only able to benefit from the health benefits of ONE Health Container.
 * Trophy of The Collesium in Alligonia in The Land of Drakes and Heroes - A trophy that shows Ame, Cody, Nicolai, CARTER, Juvi, Alexander, Florence, Mutt, and Ouija bot all standing triumphant on a defeated basilisk. The trophy is made out of pure gold, weighs fifty pounds, and is proof that you're a true hero! While this trophy is in your inventory gain +1 to a stat of your choice!
 * Silver Tongue - Years of socializing your way into desired situations and out of undesirable with a wide variety of folks has left you fluent in the ways of charming, sweet talking, and persuading to get you what you want. +2 to Appeal.
 * CHEATING NINJA WARRIOR - +1 to a stat of your choice. The ninja council has been alerted of your actions, and they are pleased as all good ninja’s cheat.
 * Blessing of the Zenko - +1 Perspicacity, ???
 * Shell Surfer - After years of zipping around in your shell, your agility has become incredibly impressive... for a turtle! +2 to deftness
 * Archive Humanitarian - You've proven your kindness and spent time with someone in what they thought would be their final hour. +1 Appeal
 * First Try - +1 to a stat of your choice, You won your first EVER medabot brawl. That deserves a little congratulations.
 * Glory Day Remnants: It's been a long time since the great war, but that doesn't mean all of your skills have faded, or that your body completely atrophied over the last half a century. +1 to Deftness and Robustness.
 * Bonds of Monsters: +1 Perspicacity, Your bonds with a skeletal monster has meant a lot to you.
 * Honorary Junior Super Sleuth: +2 Intelligence, You cracked the case Sherlock! You feel like it was very, very long case for some reason however...
 * Bonds of Metal - +1 Intelligence, Your time with a bike-bot has meant a lot to you.
 * Universal Lover [Tier 1] - You've taken your first step to smooching the multiverse. God help us all. +1 Appeal
 * Universal Lover [Tier 2] - You've taken your first few step to smooching the multiverse. God help us all. +3 Appeal
 * Batman's Special Sauce - So this is how he got so jacked... You gain a five point bonus to robustness. Fortunately there are absolutely no side effects.
 * Sterile Air - Being in a world with no life gives you a new appreciation for the world around you. +2 Perspicacity
 * Temper Tantrum - WHY DON'T THINGS JUST GO YOUR GODDAMN WAY. +1 Robustness
 * Crowd Favorite - The crowd loves you! +1 Appeal
 * Heartbreaker - The feeling of being that close is etched into your mind, making your grip on life that much stronger. +2 Vitality
 * Dissolution of Abominations - You learned a lot about economic theory. +2 Intelligence
 * Tenacious - You've proven your stubbornness can be used for good things. +1 Vitality
 * Down With The Ship - +2 Appeal, Played music until the titanic was about to sink. Metaphorically, speaking.
 * Just This Once... - +1 Luck, +1 Vitality, Everybody lives.
 * The truth in their Rinds: Oh the sights you've seen... They now include mortal souls trapped within the bodies of various melons! +2 Perspicacity.
 * Flight enthusiast: Hell yeah dude, you got some sick air time! +2 Deftness.
 * Hopeful Attitude - +5 Luck
 * No, but the sparrow's call is sweet - +2 Perspicacity, A dreadful howling burns at the back of your brain.
 * Back Alley Brawl - +1 Robustness, +1 Vitality, You fought a group of wanna-be supervillains in an alleyway. And won!
 * Adept Numismatist - +2 Intelligence, Coins ARE pretty neat, Spider-Man was right!
 * Oops - +2 Intelligence. To be fair, you really thought that would work. Sorry Skipper! At least you can always learn from your mistakes.
 * Hey where's Florence? - +2 Perspicacity, Good catch on noticing she left, but you were about 15 minutes late.
 * Lady Luck's Favor - +5 Luck, You embraced the whims of fate quite admirably for someone not irrevocably tied to it like some of your friends. You came so close to dying like 4 separate times. Love to see you back on the wild side soon, Kur.
 * Scooby Dooby Doo? - +2 Perspicacity, You got into the middle of something you have no business being part of. Just smile, back away slowly, and never speak of this again.
 * Fated Hero - +2 Luck, Anywhere Fate needs a hero to protect it, you'll always be there.
 * Reporter - +2 Perspicacity, I guess that guy was right, you ARE a reporter!
 * Phantom Thief - +1 Deftness, +1 Intelligence, You've struck a permanent blow against those rotten adults and helped to change someone's heart!
 * Substitute Hero - +2 Vitality, The hero couldn't be here right now. Please leave a message after the beep.
 * You Can't See Me - +2 Perspicacity, If you just walk with enough confidence, people will believe you actually are invisible. Maybe. Probably not.
 * Failed Showman - +1 Appeal, WHY ISN'T ANYONE GULLIBLE ENOUGH TO BELIEVE I'M THE AVATAR!
 * Ouroborus - +1 Vitality, +1 Perspicacity, You've been at the end and the beginning of an entire universe. This has proven you have both the hardiness and wisdom to make it this far.
 * Ericka's Boss Rush - You've been training under a certain demonic, draconic, vampiric mother lately. +5 Appeal
 * Quick With Your Fingers - +1 Deftness
 * Proper Education - +1 Intelligence
 * Crybaby Tears - You must have gotten your nickname somewhere! Either a facade of sorrow got you past an early demise or a sob story convinced someone to snatch a better reward, you've got a...strange charisma about you, if that's what you choose to call it. +2 To appeal!
 * DM Paycheck - We gotta take what we can get. For each voice session you run, you gain an extra stat point to be distributed as you wish.
 * High Score! - You've attained the highest score in a score based competition among your friends. Gain +1 to a stat of your choice.
 * Social Butterfly - You're just that good at striking up a conversation with random strangers who wanted nothing to do with you in the first place. +2 Appeal.
 * Sick As Fuck Jacket - You stole Spike's jacket, and wore it for at least a few seconds. Just wearing this jacket made you permanently slightly cooler! +1 Appeal.
 * Buff Buffy - Dressing like the slayer has brought you a bit more in tune with her physicality. Gain +2 to Robustness.
 * Bold Faced Liar - +2 Appeal, You managed to get away with a downright outrageous lie.
 * Mango Melancholy - You spent some time helping the Goddess of Mangoes talk out her issues, and helped inspire her to bring about much needed change. +2 to Appeal.
 * Psyche Creation - You forced a living weapon to recognize that it had free will. The philosophical implications of this might keep you up at night. +2 Perspicacity
 * Dunkin Savings! - +2 Persp, and get fifty percent off at any Dunkin Donuts restaurant!
 * Plant Awareness - The roots have whispered in your ears, and you have connected with them on a very literal level. +3 Persp
 * Get those digits! - Lizzie managed to get the digits from someone who many would qualify as a cute girl! Congratulations! Gain +3 Appeal!
 * A King's Blessing - You've soothed over the relationships that you damaged by getting King, and Daisy killed! Gain a +2 to Appeal thanks to your newfound knowledge of how to bribe Beavers!
 * Starstruck - The cosmic dolphin has spoken! You gain a one point bonus to a stat of your choice!
 * Embrace The Glitch - Sometimes the best way to proceed with a situation is to leave everything in the hands of a higher power. This understanding has opened up your mind to a new philosophical view on existence. +2 Persp.
 * Situational Awareness - You have demonstrated that you're pretty good at knowing when a fight is about to break out, and shooting before it does. +2 Perspicacity.
 * Quick Footed - Something about being hit by a tornado being launched by a break dancing penguin has made you feel a bit faster as of late, weird. Gain +2 to Deftness
 * Work Out - A boss rush is one hell of a work out! Gain +2 Vitality, and +2 Persp!
 * Space Wacey - +3 Int. You have slowly gotten a better understanding of space, but there is a lot out there to understand.
 * Diamond Hands - +1 Appeal, +0.00001% Page gains.
 * Thoughtful - You’ve shown off that you have the capability to actually think through your actions. This is sadly very rare in the multiverse. +2 Persp, +2 Int
 * Fourth Wall Breaker - + 1 appeal, +1 luck - You attempted to shatter the fourth wall and were partially denied. Be warned of doing it again. Some people in the multiverse really don’t like other folks stealing their gimmicks without going through the proper paper work.
 * Blessing of The Genie - Contrary to popular belief you only get one of these. +18 to all stats.
 * Flower Power - +3 to all stats You have eaten an amazing tasting flower, and gained it’s strength!
 * Touched by Death: You've given into your nature and... it felt good. You felt powerful. +1 Vitality
 * Dog Fighting: A surface monster born into a cruel world controlled by humans and forced to fight the last of your kind on the surface for a simple necessity as food and to live. You've been fighting and dusting other monsters since you were young (despite how much you didn't want to), because of this you've grown stronger than most monsters. +2 Robustness
 * Bonds of Beasts - +1 Perspicacity, Your time with a magical werebeast has meant a lot to you.
 * Solitude - +1 to a stat of your choice, The quiet loneliness of the forest still weighs on your mind. As does that deer...
 * Research Rockstar - You know, being a renowned scientist among your kind definitely gives you some street cred! That and being able to change your body comes with physically appearing perks too. +2 to Appeal!
 * Data Fiend - You’ve spent hundreds of years researching and inspecting chemistry and physics in different worlds, down to a molecular level! +2 to Perspicacity
 * Bonds of Bike - +1 Deftness, Your time with a vampire biker has meant a lot to you.
 * Stand Tall, Soldier - You are a soldier. You have faced trials, tribulations, seen friends rise and fall, and the tides of war shift at a moment's notice. This has made you harder, more durable to pains both physical and emotional. +2 to Vitality.
 * Prayers for The Lost - You got slightly in touch with your spiritual side to mourn the loss of a black bear, and have started to confront the true morality of your past actions as a soldier of the kingdom. The road you walk may be a long one but something tells you that respect for the the innocent dead isn't a bad thing. +1 Perspicacity.
 * 12 Foot Horizontal Leap - You’ve pulled off a feat of strength many would say borders on the impossible. +1 to Robustness
 * Pacetience - It turns out that waiting a few seconds for a friend to take an action is sometimes a really good thing to do. Gain +1 Perspicacity thanks to this new found wisdom!
 * Vision of Space - You looked deep into a tear in the fabric of reality. +1 Intelligence.
 * Ki Increase - You stretched out your pool of Ki pretty hard. You might want to rest for a few days after that, but it did give you +2 Vitality
 * Heartbroken - That fucking hurt. +2 Vitality
 * Lucky - You're just a little bit luckier than most people. +2 Luck
 * Stealth Apprentice - You snuck into a high-tech military base and managed to not set off every alarm that was in the building. +2 Deftness
 * Ki Practice - You've had a bit more practice with your Ki abilities, and have a better handle on how to manipulate this energy source. +2 Vit.
 * Batman's Special Sauce - So this is how he keeps running on rooftops... You gain +5 Vitality. Fortunately there are absolutely no side effects.
 * Calloused - +1 Vitality, You really shouldn't have put your hand in those ashes, but your hand feels a lot stronger now.
 * The Cruelty of the Seas - +2 Perspicacity, It takes a special kind of person to look out over these cold, dark waters...
 * Squeak Toy - You got squeezed by a Titan hard enough that your ribs almost shattered. On the bright side they feel stronger now! On the downside they kind of squeak when you get squeezed. +2 Vit
 * Back Alley Brawl - +1 Robustness, +1 Vitality, You fought a group of wanna-be supervillains in an alleyway. And won!
 * Crab Judgement - +2 Perspicacity, You have the wisdom to know when a crab deserves the flames of hell itself, and that time is all the time.
 * My Other Brain Is A Sword - +2 Intelligence, Thank God you have this magic sword or you totally would've just beefed it there.
 * Lone Ranger - +2 Vitality, You don't need friends, they just disappoint you. Well, except your increasing menagerie of living weaponry.
 * A Hard Lesson - +2 Intelligence, You don't wanna think about this one too hard. You're never gonna do that ever again.
 * Inner Focus - Being Merged with another being as given you a deeper sense of your own capabilities. +2 Intelligence. +2 Perspicacity.
 * Pursuer of Justice - You've witnessed the true power of Justice! +2 Vitality
 * Winter Solstice Dance - You went to the winter solstice school dance with your boyfriend. Gain a +1 to Appeal!
 * The View From Halfway Down - +2 Perspicacity, For a moment there you were on hundred percent convinced this was the end. That gives you a certain... perspective.
 * Forensic Expert - +2 Perspicacity, Translation? You touched a corpse. Ewwwwwww
 * DigiWisdom from the Digital World! - +3 Int. +1 Appeal - Being in a world made of data has helped you understand smart things like computers, and how to talk to mobsters Politicians!
 * Good Tipper - Across the multiverse there is a singular consistent viewpoint (Among cultures who are capitalistic, and understand what tipping is.), that the person who tips the most money is generally a good person that everyone likes. +3 Appeal for being such a fucking good tipper.
 * Do the windy thing! - You've gotten really good at the windy thing! In fact that air around your body seems to be getting inherently harder now when things attempt to hit you even without you having to think about it. Gain a +2 to Vitality as you internal windy powers do their best to boost your vit!
 * Ki Infused Form (Minor/Lesser) - Your ki has been used enough that your body is naturally using it to become slightly harder, better, faster, stronger! Gain  +1 Robustness and +1 Vitality
 * Official Underminer - +1 Vitality, Welcome to the club.
 * Acrobatic Combatant - Something about seeing a version of batman (You think it was a version of batman, either that or a fucking gigantic coincidence) really made you think more about adding more flips and shit into your combat routine. This new style of fighting that probably differs from the way you were trained as a soldier, but does align well with what you know about martial arts, has made your body more fit! +1 Vitality, +1 Robustness +2 Deftness
 * Glimpse of Reality - +2 Perspicacity, You saw the All-Mother, Goddess of Reality literally incinerate a man down to the molecular level. You aren't the biggest fan.
 * Cooking Champion! - Congratulations! You and your friends won a cooking competition! Gain +1 Deftness, +1 Persp, and +1 Appeal as you have become more in tune with just a few of the many skills that make a great chef!
 * Mud Bath! - Before leaving the world Lutton allowed you specifically to bathe within the secret baths that lie at the bottom his castle. The mud from the bath has infused into your skin, and made it a bit more resistant to any attempts to damage it. Gain +2 Vitality!
 * Gutsy Gourmand - +1 Vitality, You actually drank that, huh? Pretty wild. Well, that's not gonna be the last time you drink blood now.
 * Intense Training - +2 to a physical stat of your choice, Those weights are pretty goddamn heavy. However, it seems like your effort is being rewarded!
 * Groovin' - +2 Appeal, Being in a world full of music has really put you in touch with your inner DJ.
 * Put a Capra in that Demon - This pun might not work that well, but when it comes to killing demonic bastards you work great! +2 Robustness, +2 Vitality!
 * Misplaced Confidence - You really thought that one would work... Well at the very least that much confidence is attractive to some people. +2 Appeal!
 * The High Council's Tactician: You were one of the primary tactician of the Council both before and during the Tar invasion. That kind of experience doesn't just... go away. +2 to Intelligence.
 * The Twists of Fate: Hand written research journal about evidence about direct interference from the Goddess of Fate. Reading it gives +1 Luck
 * The Necronomicon: +2 Perspicacity, A fully-translated copy of The Necronomicon. Reading it fills your head with impossible ideas and crazed fantasies.
 * How To Get People to Give You Food: Written by a Chao - +1 Appeal
 * Dancin' Gal: You've spent a good portion of your life performing the odd routine for coin with your gal pals, so you're pretty good at shakin' your tush! +1 Appeal, +1 Deftness.
 * Lucky?: You were struck by lightning as a child... Twice! No one's really sure if this makes you any luckier than the average person, but it sure did make you stupider! -3 int, +5 luck
 * Cheerful Disposition: You were a 3, almost 4! year old with the whole world ahead of her! Despite the time gap, you still have a tendency to approach each situation with a smile and it's kind of contagious! +2 to Appeal.
 * Educated (MAXXED): +5 Intelligence, You were ingeniously taught by a God of Friendship and Ingenuity. You now officially have a high school education, graduating at the ripe age of four! You think to yourself to the future and everything ahead of you, and you know - everything is going to be OK.
 * In Over Your Head - This shit's more dangerous than you remember, and way more fucking insane. +2 Persp, +2 Deftness
 * On the Brink - +2 Vitality, You were literally SECONDS from death. That pit demon had a mean left hook.
 * Victim - +2 Vitality, You're a survivor of a vicious mugging that was in no way provoked by your actions.
 * Wild and Wacky - Wild magic is a hell of a drug, and while it's very hard to control it, it's easier to learn how to roll with the punches. +1 Luck, +1 Vitality
 * Unfortunate Strategist - +3 Intelligence, -1 Luck, Your planning abilities tend to outstrip your good fortune
 * Paranoia - They're coming for you. You don't know where from. You don't know who sent them, or or who was sent. But, you know they're coming for you. +3 Persp
 * Savior of OtamonX - +2 Appeal! You are the fabled legendary hero that managed to save the OtamonX village full of your consorts from the evil imps, and ogres that were attacking them! Good Job!
 * A Sacrifice Repaid - +2 Appeal, +2 Int - Wizardmon Sprite came back while you were messing around in your house, and imparted a tiny bit of his energy into you in exchange for you having to give up the hat.
 * Shark Bait +2 Vitality, You really need to get over being so damn irresistable to sharks.
 * Wild Magic Connoisseur You have ridden the waves of wild magic many a time, and are getting much better at just going with the flow when it comes to these things. +2 Luck, +1 all other stats
 * Species Genesis [DOMINATION] +5 Intelligence, You have not only successfully created a brand new species, but one that has completely taken over as the dominant species of the world they're on! Congrats, you should be a proud parent :)
 * Chaos, Luck, and Fate +5 Luck. You died in a world of chaos and luck. Somehow you feel that the chaos of this plane has imprinted itself on the fabric of your very being. You have no idea what effect this is going to have in the future.
 * Delusions of Grandeur +2 Intelligence, You're divinity, you swear! Why doesn't anyone believe you???
 * Reverse Paleontologist +2 Intelligence, You don't find buried bones... you BECOME buried bones.
 * Working Man +2 Intelligence, You're ready to enter the working force and learned a lot about lying to get what you want. Don't worry, we'll call you if you get the job. Have a nice day.
 * Lore Dump! You learned a surprisingly large amount about a world, your boss, and also how timeline shenanigans can slowly sap away someone's will to live! +3 Int!~
 * Mother - +5 Intelligence, +5 Perspicacity, "You're part of my new empire..."
 * Sleeper Agent - +2 Perspicacity, You sure learned a lot about how much it sucks to be mind-controlled.
 * Gambler - You've been very, VERY lucky gambling and any authority figures who found out about how close you've been to losing it all may not be too happy about that. You gain a five point bonus to luck.

Roll Bonuses/Modifiers
Universals in this category tend to give a bonus to the roll for a specific type of action. This could be a multiplier, a bonus to successes, advantage, an addition to the roll's bonus modifier (the +X of the roll), or anything else that can be qualified affecting an action's roll specifically. Please note this category is for roll bonuses that are always active, and not for universals that give roll bonuses after they are activated.


 * Art Appreciation - +1 Appeal, You have a discerning taste for the finer things in life. You get a +3 point bonus to rolls relating to art.
 * Expert Botanist - +2 Perspicacity, You're an expert farmhand with a year's worth of experience tilling the land, meaning you have a good grasp of different agricultural techniques when raising normal Earth flora. You gain a +4 to any gardening rolls!
 * Preliminary Ninja Warrior - +1 to Robustness/Deftness/Vitality. +2 to Parkour. You get the feeling that this might be the start of becoming the Ultimate Ninja Warrior, or it might just be a one off. Who knows?
 * Medic - You have healed the sick and injured when no one else could. Those people could not have survived without you, and you must continue helping others. You gain a 5 point bonus to medical rolls.
 * Passive Eldritch Resistance - You've learned the true power that mortals hold over the beings that call themselves Eldritch, and realize that all their bluster and bravado is nothing but empty words. All rolls utilizing Eldritch energies to attempt to affect your psyche have their number of successes halved.
 * P.R.I.S.M. Hunter - You've got a score to settle with a certain wild magic sorcerer. You gain a +5 to rolls against Sebastian Prism.
 * The Harmonic Void - You take what Johann taught you and fill every song you play with a little piece of yourself. You may roll an additional die when casting bardic spells. The more powerful your emotion is, the more efficacious this bonus may be.
 * CHAOTIC CHEATING NINJA WARRIOR - +1 to a stat of your choice, +3 to parkour, Once again you've cheated and succeeded at an obstacle course like a true ninja and once again you've cheated - again, like a true ninja.
 * Archive Romantic - You've gone on a mission with your significant other. +3 to rolls defending your partner.
 * Archive Romantic (Bonus) - Once per day, you may defend for your partner as an immediate interrupt.
 * Archive Romantic? - This is... probably too close for comfort. +2 to rolls while fused with your partner.
 * Trinity - All for one! One for all! The Tuesday Squad of Ame, Mutt, and Alex will always be there for each other. +3 to rolls involving (the two people mentioned that your character is not). If you continue to work together, you have a feeling you'll be able to do great things!
 * Distracting - You learned a lot about taking the heat off your friends and making people focus on you. Very often to your detriment. You gain advantage on appeal rolls related to being a distraction!
 * Gun-pprentice - You have been 'educated' in the ways of the gun! +4 to rolls that involve the usage of guns!
 * The Huss of Lips - You met with the author of Homestuck itself, and he taught you how to catch the got tiger. You gain a +4 point bonus to ALL MSPA-related ability rolls, including performance checks! This includes abilities related to Jail Break, Problem Sleuth, Homestuck, and Psycholonials. You also gain a +1 to riding horses, being a juggalo, and puppeteering for... some reason.
 * Super Speed Apprentice - +3 Deftness - You've gotten some training on the fundamentals of super speed and have a handle on the basics now. You now no longer have to roll performance checks for any application of super speed under 400 MPH (For context, the sound barrier is about 750 MPH). Thanks to The Flash's training, you now also get a +2 to running rolls as well!
 * Super Speed Apprentice (Bonus) - +1 Deftness - You pushed yourself to your limits and, without even trying, unconsciously increased your max safe speed to 500 MPH.
 * Explorer - You had enough time to settle into the Mystery Dungeon world before being ripped from your home for the second time & had just joined a prolific guild! Chatot's training gave you a +5 to finding your way when you're lost & helps you remember where you've been with greater accuracy.
 * Hunter's Endurance - While your body may not be the toughest out there, years of slowly stalking your next victim have acclimated you to perpetual motion both physically and mentally, allowing you to tirelessly slink after your prey while watching, waiting... +5 to resisting fatigue.
 * Amelian Hunter - You have a score to settle with a certain sneaky fox. You gain a +5 bonus to rolls against Amelian Koester.
 * Is it a ReAlItY BeNdEr? - You have a knack for identifying and hunting down those who manipulate the fabric of reality. Just please don't ask the dm about it twenty-two times. No Surb the chair's not a fucking reality bender. (EXCEPT WHEN IT IS!) +5 against reality benders.
 * Is it a ReAlItY BeNdEr? (Bonus) - I really shouldn't be encouraging this behavior. You've fought with a couple actual reality benders and you're starting to figure out how their whole thing works. It is incredibly difficult for a reality bender to directly manipulate YOU.
 * Tenacious Advantage - While they may have the numbers advantage, you've got the stubbornness advantage. While outnumbered by hostiles by a factor of at least 5 to 1, you gain an extra die to all your rolls.
 * Environmental Awareness - Duck and cover! +5 to your environmental defense rolls.
 * Tracker - Following that bunny around has taught you a valuable lesson about hunting. You roll with an additional die when rolling to track something.
 * Void Slayer - Not this again... +5 to rolls against entities aligned with The Void.
 * Echoes of Power [Doppel-Fighter] - Striking down another version of yourself brought back some ancient memories... When fighting a copy, clone, mimic, or alternate version of yourself, you gain a five point bonus.
 * RIOT - BRING DOWN THE ESTABLISHMENT. You gain a +5 to rolls encouraging people to revolt, riot, or attack a target.
 * Ritual Adept - You're getting pretty used to ritual magic. You gain a +4 point bonus to ritual based magic.
 * Modern Tech Witch - You used your witchy ways to interact with the thorny world of modern technology. +3 to interacting with modern tech with your tech magic.
 * Piss-Soaked Interrogator - You made a dude piss himself out of fear to get what you wanted. Way to go? +3 to interrogating a target for information
 * Echoes of Power [Beginner Magic Attunement] - You aren't TECHNICALLY a beginner, but this body is. +3 to magic-related rolls.
 * Green Lantern Cadet - Welcome to the Green Lantern Corps! In brightest day, in blackest night, etc, etc. You gain a +2 bonus to rolls relating to creating and using willpower constructs.
 * Incognito - +1 Appeal. Your quick-thinking saved this world from having a lot of questions about the multiverse. They'll get to that when they're ready, they really need to get indoor plumbing down first. +3 to bluff and deception checks related to maintaining a disguise.
 * Eldritch Purifier - You've removed the pure Eldritch essence from another person. You gain a five point bonus to any rolls involving the Eldritch... but you have been permanently marked as their enemy.
 * Lightsaber Fighter - You've learned a bit about the order of the space wizards. +3 to lightsaber-related rolls.
 * Merciful - It's probably for the best. You gain advantage to killing something that wants to die.
 * Spatial Reasoning - +2 Intelligence, You've gotten pretty good and judging the spaces between things. +5 to rolls measuring things.
 * Chest Hunter - Kur has become an expert at hunting down chests filled with juicy treasure! +5 to hunting down Treasure Chests.
 * Urban Pharmacology - You've learned a bit more about drugs from your experiences here. +3 to any chemistry-related rolls.
 * Boogeyman - You sure showed those children. That kid is gonna have nightmares about you for the rest of their life. Or at the least, you'll come up a lot in therapy. +10 to intimidating children.
 * Void Inherited - +2 Perspicacity, In an act of true sacrifice, you embraced your destiny as an Heir of Void and inherited... nothing at all. You gain a +3 bonus to all Heir of Void rolls, including performance checks!
 * I'm Not A Hero - +2 Vitality, You've made this fact incredibly clear multiple times. If anyone needs a savior to show them mercy or to do something ridiculously heroic - that isn't you. +4 to actions done in the purpose of self-interest that will benefit no one but yourself.
 * Big City Living - +1 Perspicacity, You now possess memories of living in a big city for approximately half a year, so you've actually gotten fairly used to dealing with them. +4 to rolls related to navigating or exploring big cities.
 * Cryptozoologist - +1 Appeal, As much as you hate having your memories manipulated, you've gotta admit that it was pretty cool getting to work as an honest to God cryptozoologist for a while. You gain a +5 to any and rolls relating to cryptids.
 * Bonds of Shadows [MAXXED] - +10 Intelligence, +10 Deftness, In a cruel and infinite multiverse, personal relationships can be hard to maintain. It can seem too inconsequential in the face of infinity to bother to make connections. Some find it easier to simply... drift around unconnected. Not you. You have forged an unbreakable bond with Raven Abigail. You gain a +15 to rolls relating to Raven, and may summon her from anywhere in the multiverse as a simple action.
 * Adept Swordsmanship - +14 to sword rolls
 * Coder - +5 to programming, +1 Intelligence
 * Survivalist - +3 to nature-based rolls
 * Stripper - +1 while giving lapdances
 * Socialite - +5 to awkward conversations
 * CSIP Humanitarian - +1 to interacting with people from the Sun God universe
 * Intimidating Dad - Sometimes a dad has to be stern with his children. And other people's children. +10 to intimidating children.
 * Animage In-Practice - You've become much better at commanding, and communing with animals. +2 Appeal +2 Persp, +3 to interacting with animals.
 * Mental Freedom. - +1 Int, +1 Persp. You rid someone's mind of heinous mind control that was causing them to act against their true desires of justice! +5 to curing mind control effects!
 * Cyber Surging Queen - Something about the constant shifting of data, and information around you thanks to the cyber surge has made you inherently a bit more in tune with electronic organisms. +1 Int, +3 to dealing with either computers, or digital organisms.
 * Tales of the Ocean - You've learned the oldest lesson known to man, sailors love to tell stories, and so do surgeons, and most people actually. +1 Appeal, +5 to asking for someone's story.
 * Moon Thief Assistant - +1 Deftness - Stealing a moon ain’t an easy feat, but you’ve proven that you’re at least a solid enough wrangler to give a hand to a pro. Get +3 to actions that pertain to the theft of lunar bodies.
 * Coup-De-Gra - +1 perspicacity, + 1 intelligence - You’re learning how to kill people who can’t do anything to defend themselves super quickly! Gain advantage to rolls against targets that can’t defend.
 * Rules Lawyer - You've gotten a bit better at finding weird sideways ways to get around rules that you aren't the fondest off. This isn't technically cheating, but it might not always adhere to the strict rules of the game. +5 to analyzing the rules for any deeper meaning.
 * Trade Deal - +5 to trying to negotiate a deal that involves a trade of goods, services, or favors.
 * Friend of The Bats - You have recently done a good job at becoming quick friends with a natural inhabitant of dark places, a zubat! This positive experience with a bat-esque creature has taught you a bit more about how their minds work. Gain +3 when communicating with a bat!
 * Cough It Up - They have something you want, and you're going to wring it out of them. +5 to rolls that involve convincing someone to part with an item.
 * Mango Masher - You rather swiftly and violently massacred a little army of mangolings. +5 to rolls against fruit themed targets.
 * Mango Medic - Through the kindness in your heart (And a good dose of botanokinesis), you were able to save the life of an innocent little mango man. +5 to healing rolls on plant based targets.
 * Teddy Hunter - You've got a grudge to settle with a certain bike riding bomb dropping dick. +5 against Teddy Stark
 * Lavizzie - The fear that lava strikes into most of your race due to your planty nature no longer applies to you! Gain advantage when attempting to either dodge, or not fall into Lava.
 * Daisy Synergy! - +2 to actions taken with Lizzie and Daisy working together! (This includes all rolls while fused) -8 to the DC for getting a perfect fusion!
 * Plant Mage Adept - Lizzie has learned quite a lot about the manipulation of plants through plant magic! She has even done some rather esoteric things with her magic that many would find difficult to conceptualize, and pull off! Lizzie now gains a +8 to all plant magic rolls including performance checks!
 * Friendship always prevails! - From talking in secret about what would be best to throw into a kernel sprite, to assisting Teddy having his big moment you've gotten a bit closer with the radical little bike boy. Gain a +4 to actions done to support Teddy Stark.
 * My life for a page - Deals that involve death are risky, dangerous, and oftentimes fatal by their very nature. You somehow managed to cheat your way out of one of these deals. Gain a +5 to making deals where your life is one of the things being offered up.
 * Crash Course - Sometimes the best thing to do is ram a car into the wall. Not always. Not usually. But sometimes. Gain a +5 to crashing vehicles you are driving. Also gain a +2 to driving in general.
 * Git Gud Skrub - +4 to gaming
 * Dancing Queen - You've managed to pick up a few tricks of the trade when it comes to the art of dance! +5 to rolls that involve dancing!
 * Boon of The Big Kahuna - This isn't a divine boon, but his mark has been left upon you. Gain +5 to actions that take place either on a beach, or involve beach-sports. (Volleyball, Surfing, Sand-Castle Building.)
 * Waiting for Information - You have managed to perfect the art of going undercover as a member of the staff! +5 when attempting to disguise yourself as the staff of an organization/convince people you are a member of staff.
 * Blunt Negotiator - Sometimes the straightforward approach is the best approach, not always, but sometimes. +5 to just bluntly stating why you’re in a place (no lying)
 * Telescoper Apprentice - You have chosen an odd weapon to make your own, but maybe you just have a better sight for the secret potential of a scope. Maybe you just don’t lack vision like the rest of the world. Maybe your eyes are the only one on the prize. Still, you’re no master at the art of wielding a telescope, yet. +4 to rolls involving telescopes
 * Strong River Swimmer - +5 to swimming in rivers, and you don’t suffer negatives from trying to swim against the current of the river.
 * Beaver Power! - You've grown more in tune with the wood manipulation that your beaver can do. Gain +5 to xylomancy rolls done through your beaver.
 * Glaring Distraction - A true distraction is willing to get nearly one-shot to give his friends a chance to escape. You gain a +3 to rolls involving drawing the hostile intent of a target. Once per day, as a simple action you may become so glaringly irritating that no enemy can resist trying to kill you, and will draw the aggro of the next enemy attack in combat.
 * Land of Souls and Bones: You have a better understanding for next time Mutt explores his world's cave systems. +10 to luck when exploring his world.
 * LV 4 - What does LV stand for? Why, LOVE, of course! Your soul starts off weak, but it can grow strong if you gain a lot of LOVE! Just don't forget to get plenty of EXP! You gain a +4 to all rolls in combat against monsters, and a +2 to all attack rolls in general (these modifiers cannot both apply to the same roll).
 * World Champion of Snooker! +2 Deftness, and gain a 2.5x multiplier on all Snooker rolls!
 * Around The Multiverse In 80 Days - +1 Perspicacity, You get around. +2 to any rolls that take place in a universe OTHER than the assigned mission's universe.
 * Universal Sadist - +2 Appeal, When you attack it's not always to kill, sometimes it's just to hurt. +2 to attacks that are aimed only to hurt something that you don't intend to kill.Universal Sadist - +2 Appeal, When you attack it's not always to kill, sometimes it's just to hurt. +2 to attacks that are aimed only to hurt something that you don't intend to kill.
 * The Stories that weren’t told (DBZ - The Wrath of Pace.) - Sometimes we make a choice that blocks a path. Sometimes that choice is the wrong one. Sometimes that choice is the right one. Sometimes the path is wild enough that the universe still wishes to tell that story. When that thing happens there are certain side-effects on those involved. Gain the Following due to the echoes of this tale: +3 Vitality, +1 Success to any Ki Based Rolls, +5 to interacting with any individual that could be termed a Z-Fighter from Dragon Ball Z. (Does not count if it’s a version of them that can no longer be counted as that term because it’s a universe where they’re all evil, and always have been or something of the like.), +5 to Martial Arts, PTSD - Roll a 1d100+Persp when witnessing a Krillin die. If below a 65 you go into an uncontrollable rage for 1d2 turns.
 * Mark of the Tumultuous Tarragon - +1 Appeal - You made a trade with a draconic creature of great culinary power! Having your arm bitten off, and sealed by the dragon's internal soupy steam has left you without an arm, but has also left a further mark on your soul. Gain advantage on all checks related to making food as you have become more in tune with the nature of food.
 * Footsteps of Keishi - You have broken an opponents sword with your own broken sword. You even did so against a blade that was containing someone the Lord of the Broken Sword Keishi once fought. Gain +5 to using broken swords, and an extra +3 when attempting to break an opponents sword with it.
 * Footsteps of Keishi (Bonus) - The footsteps grow louder, you feel the smile of The Lord of The Broken Sword fall upon you. Your broken sword bonus increases to +7, your bonus to breaking other swords increases to +5.
 * Timeblade Attunement - You gain an extra success when opening a rift to another timeline.
 * Knight of Time - You've been wielding Time itself as a blade, and Time has noticed your prowess. Rolls involving The Fractured Timeblade gain a +2 bonus to their rolls.
 * Projectile Broken Sword - The art of throwing a blade is a technique that requires years of mastery, and you have started down that path. When throwing a broken sword at an enemy gain +3 to the roll on top of any other bonuses you gain to the attack.
 * Free Skate Training - After the main mission was over you actually got a tiny lesson about how to skate from the God of X-TREME Sports. He taught you the basics of maneuvering around on a skateboard, and also stopped you from falling into a pungee pit. +5 to moving around on a SkateBoard. (This doesn't apply to high level tricks)
 * Holy Anger - You got very aggro against some men of God. +5 to rolls against mortal agents of the divine.
 * Headshot - BOOM! HEADSHOT. You gain a +3 point bonus to ki-based attacks targeting a target's head. Keep in mind that headshots are by their very nature, trickier to hit than body shots.
 * Headshot (Bonus) - You went for the head. Gain an extra +3 to headshots on top of your previously existing bonus.
 * Stand Your Ground - You stood your ground, and face against something that would have obliterated you if you failed. Gain +3 to an attack if failing to kill something this turn means you will likely die on the next turn. EX. A boulder or a titan is falling on you. A wizard is about to cast a super death spell, etc....
 * Beginner Stand User - ORA ORA ORA ORA ORA. You gain a +2 to rolls related to using your Stand.
 * Will it Stand? - You have grown more accustomed to the usage of your stand! Gain +4 to rolls that involve the usage of your stand!
 * Spider-Friend - +1 Appeal, Just because you guys knocked out Spider-Man doesn't mean you didn't feel BAD about it. +5 to interacting with spider-based entities.
 * Ki Hardened - That explosion hurt, you know. You gain a +3 bonus to defending against ki attacks.
 * Blowhard - +1 Vitality, WIND NOISES. +3 to wind-based abilities.
 * Skipper-Sitter - You hung out with the world's greatest Koopa Skipper! +3 to rolls that involve interacting with Skipper!
 * House Trapped - This is starting to become a weird accidental pattern. +2 to rolls involving MSPA-related weaponry.
 * GG's Custom Gift - What Rings You Got Bro? - Gain +1 to Gaming for every ring that you currently have equipped.
 * Sharingan Neophyte - You're well on your way to developing your second tomoe, but you got a lot left to learn about your special eyes. You gain a +3 point bonus to any Sharingan abilities.
 * Bonds of Time - +2 Vitality, You've bonded with the Knight of Time. You two are officially tight. You gain a +5 point bonus to any rolls involving Davesword (excluding rolls involved attacking with him! This is specifically the spirit of the sword, not the sword itself).
 * Valorous Resolve - When fighting something MUCH stronger than you to defend your allies, you get a +4 point bonus to your roll.
 * Pace Windtrotter Must Die - You've gone up against alternate version of yourselves, or gotten version of yourselves killed enough times that you feel like you understand doing so slightly better than most! +5 to actions committed against a different Pace Windtrotter.
 * A Saviors Favor - Your life was saved by one of your teammates, and you feel like there's a bit more of a bond then there was previously! +3 to actions taken together with Teddy!
 * Wuh Wer - Okay so this isn't a koopa slur. It's not. But, it is now being used as a slur around the hegemony. As a hero it is your job to put a stop to the evil that you have spread across the land. +4 against racists.
 * Now Stop! Hammer Time! - There's more to you then just using broken swords! You also know a thing or two about using hammers! Gain a +4 to actions that involve Hammers!
 * Hammer Time (Bonus) - You've begun to walk the path of the hammer with your imaginary friend John. You gain a +4 to hammer-related rolls! (+8 Total)
 * Intimidating Bargainer - +1 Appeal - Sometimes the best way to make sure you're getting the best price possible is by threatening the shopkeeper. This is a technique known by many adventurers which now included Pace Windtrotter. +5 to intimidation rolls while haggling.
 * AOki - +1 Vitality - It turns out that you're getting pretty damn good at hitting more than a singular target with a ki attack. Gain advantage on ki attacks that target four people or more.
 * Super Mario Speedrunner - So you might not have learned about alternate dimensions, got stuck in gay baby jail, pulled of a blj, or threw a gay turtle into a bomb, but you still made the community fucking proud. +2 Deftness +10 to speedrunning games in the Mario series (This only applies to the games, not to doing things quickly in worlds reflective of those games.)
 * Leg Hater - +1 Deftness, You can't fucking STAND other people having the ability to walk, it pisses you off to no end. +4 to attacks specifically target legs/leg equivalents.
 * Vigilante Justice - Criminals are a cowardly and superstitious lot, and someone needs to fight against them in the unending battle of justice. The work is never done. Insert more batman quotes here. +3 against foes that could be considered criminals based on the laws of the world you are in.
 * Swordswoman Adept - You've been hard at work, trying to become the best swordsman you can be. And it's starting to work! You gain an additional +3 to your broken sword rolls.
 * HYAAAAAAAAAAAAAA!!! - You've unleashed your true power as a Saiyan and used your manual SSJ activation for the first time. First of many, I'm sure. You gain a +3 to the usage of your Saiyan racial abilities.
 * Apprentice Shield Bearer - The art of the shield has been getting easier and easier for you as of late. Gain +5 to rolls involving shields!
 * Soul Collector - You've taken part in the collection of what might be a piece of the most integral part of life! Congratulations on this blasphemy! +2 Persp, +3 to attempting to capture souls.
 * Apologetic Recompense - +1 to Appeal, When we make mistakes, the most important thing is that we take the time and make the effort to fix them. +3 to Appeal rolls relating to genuine apologies.
 * Diginuke - You fucking slaughtered two of those three Shadramon. Probably made the fourth piss themselves. Damn. +2 to Vitality, +1 to attacks against Digimon.
 * Digi-Partner - You've got a rocky start with your two new partners, but, you've done what you can to smooth that over and make things better for all three of you. +1 to rolls relating to your Digimon Partners.
 * Fists of Friendship - You know, sometimes talking just doesn't work, and in order to convince someone that you're worth listening to, you've got to give them the 1-2. +2 to Vitality, +3 to Appeal rolls after a successful hit.
 * Not That Hungry, Thank You - You don't want to be rude, but you've actually already eaten and would prefer not to drink the blood of the innocent at this time. Perhaps another time. You now gain advantage on any rolls resisting bloodlust, and the DC for resisting it will be much more lenient!
 * Bestial Brawler - You're used to fighting with tooth and claw, not sword and shield.  +5 to unarmed combat melee attacks.
 * Bibliophile - It takes a lot for someone to make you value them over your books and research, to date, two people have earned that status and you consider both of them Family. You have Advantage to resisting Appeal rolls.
 * Guide to Outdated Electronics - +1 Intelligence +5 to using computers made before the technological equivalent of earth's year 2001.
 * Lady Of The Night: Someone sure knows how to throw her hips and puff out her chest... You gain advantage on seduction rolls, so long as you match the target's tastes in race and sexuality.
 * Grandmaster Magician: +20 Intelligence, In the entirety of the multiverse, there are few who have delved into the depths of thaumaturgy as deeply as you have. You are widely regarded as a grandmaster of your craft, and you have the skill and experience to back it up. You gain a +15 point bonus to any magic rolls you make. In addition, your mana pool is GREATLY expanded in comparison to the average magician.
 * Witch Slayer (IV) - You gain a 1.5x multiplier to hostile actions against "Witches".
 * Magical Girl Slayer (V) - You gain a 1.75x multiplier to hostile actions against "Magical Girls"
 * Assassin (II) - +10 to rolls against a target you have been contracted to kill.
 * Hide in plain sight - Somehow you managed to convince everyone that you were a pizzaman with ease. From now on when claiming to be a normal person you get advantage on the roll for it. This also makes it possible for you to succeed in situations where it would normally be impossible like if you were a dracolich dressed up as a cowboy in a normal western town. This doesn't mean people are going to like you if you're in a place where you shouldn't be, or have already pissed them off.
 * Bond of Melody - +1 Appeal, You find yourself synergistically bonded with a certain draconic elf bard doctor. +5 to any and all rolls involving Alexander Varias. This does not include any rolls relating to a group INCLUDING Alex.
 * Digi-Elemental Experimentalist - You've begun to test the waters, fires, earths, and airs of digi-code creation. Gain +5 to rolls attempting to create, or manipulate the classic elements
 * Bridge Cooler - You cooled down a bridge with the best of them. +9 to cooling down bridges
 * Polymorpher - You've begun to get a hold of switching one thing into another thing. +3 to attempting to turn things into other races.
 * Get Out of My Swamp - +5 against enemies that could be considered Ogres
 * Unholy Warrior - You opened the door to hell and allowed the forces of darkness to march onto The Realm of The Divine. Good job! You gain advantage on hostile offensive rolls against holy-aligned entities.
 * Thermonuclear Survivor - Not many people can say they survived a nuclear explosion point blank to the face. You can! +5 to defending against Nuclear based attacks.
 * Electrical Attunement - You're getting weirdly attracted to lightning. +3 to casting lightning or electricity spells.
 * Honorary Overseer - HAHAHAHahahah don't do that shit again. You gain a +3 to rolls related to leadership or being a figure of authority.
 * Powerful Legs - Some power still lingers in these old legs of yours... You gain a +5 point bonus to any action involving your legs, NOT including movement.
 * Ice-Cream Pawn - You have done a surprisingly large amount of things related to Ice Cream recently. Gain a +3 to any rolls that involve this delicious creamy treat!
 * Protector of The Innocent - Your first thought was to help out a person whose world was in need, and that matters a lot! +5 to actions that consist of protecting those who cannot protect themselves. +1 Appeal
 * The Greatest Weapon of Man is the Mind - You've gotten very slightly more used to the usage of psionic based weaponry. You gain a +3 to attacks that function off of Psionics, and +2 Intelligence
 * MMindMMilker - This fucking gun is still blasting random notes into your brain every time you pick it up, but you think you've gotten the tiniest bit better at aiming it. when rolling for who to hit with the MMindMMilker, roll twice and pick which target you want to blast.
 * Magic Apprentice - Fuck you've been doing a lot of magical stuff with many different types of magic. You think that you've really begun to get a handle on how mana is supposed to flow and ebb. Gain a +4 to any magic based rolls. Also gain +2 int
 * Grape Escape - You witnessed to sacrifice of a true hero, and you realized how close you and your ape friend truly are. +5 to all rolls related to Grape the Ape.
 * Heartless Slayer (II) - You have used the power of the keyblade to permanently destroy the forces of darkness known as Heartless. You gain a +8 point bonus to all rolls against the Heartless.
 * Frost Demon Slayer (I) - You have either directly slain a frost demon, or assisted in the slaying of a frost demon enough times that you're starting to get good at it. You've learned the ways they move, and some of the bullshit tricks fuckers like Frieza have up their sleeves. - +3 to attacks against Frost Demons/Frieza Race/Whatever the fuck you want to call them. (From this point forwards mark down how many you kill. Alert a dm when you get to Five, or if you kill a really beefy one.)
 * Surveying (Maxxed) - +10 when surveying from high places
 * Shadow Meld - You are one with the shadows and normal people can't detect you very easily. Or at all. You gain a ten point bonus to all stealth rolls.
 * Selfie Mastery - No one can take a picture of you better than you can. You gain a ten point bonus to any selfies.
 * Diplomat - You do diplomacy gud and speak english better. You gain a ten point bonus to all diplomatic rolls.
 * Training (Old Man) - You don't even wanna talk about what this dude put you through. It was worth it though, because you get a three point bonus to robustness, deftness, vitality, and perspicacity as well as a five point bonus to using swords.

Physical Changes
Universals in this category tend to be related to (mostly) permanent changes to your body in some way, such as cybernetic/magical enhancements or possession.


 * Cybernetic Right Eye - +1 Persp, This eye can see in night vision, infrared, normal, and also includes a wonderful zoom feature! On top of that it can sense if a being it's looking at carries undead energies.
 * Parasitic Hemoarbosis - +3 Perspicacity, So, there's good news and bad news. The bad news is that you're TECHNICALLY cursed and possessed by a bloodthirsty bonsai tree. The good news is it really isn't that bad of a deal for you! This curse has several effects. You may now attempt to manipulate living trees based on perspicacity. You may now make a sacrifice to your tree friend to attempt to empower the next action you make, with the strength of your bonus being proportional to the size of your sacrifice! And finally, you may now drink the blood of sapient life forms to sustain yourself and restore your physical and energy stores. The more you drink, the stronger the curse gets! The longer you go without drinking, the more of a compulsion to feed you may feel. You've gotta water your bonsai tree, after all.
 * Beginner Biomechanization [Cyber Parasite] - +1 Vitality, You've biomechanized a parasitic tree that has invaded your body, giving you a lot more control over it! You can now drink oil to satiate the tree's bloodlust, but you'll no longer get bonuses from drinking sapient blood. Perhaps you'd get bonuses from drinking the oil of sapient robots?
 * Beginner Parasitic Unity - You've taken the first steps to truly bonding with the parasite forcing you to drink the blood of the living and that is literally feasting on your soul with every passing day. You have opened up a line of communication. It isn't able to understand or to send complex thoughts in the slightest, in fact, they aren't exactly "thoughts" but more impulses your brain interprets as words... but it's your friend goddammit!
 * Full Potential - Congratulations! You've Peaked. Well, your current potential has reached it's maximum, but your current potential also grows greater every day, and grows even more with training. So this isn't the limit of what you can eventually become. It is the peak of your current being. This universal gives the following things!: (Effects are unique for every person.)
 * Cybernetic Enhancements (Right Arm) - +1 Robustness, Your right arm has been replaced with a version crafted from steal, and cybernetics. This new arm comes with many features! You can change how it looks aesthetically on a whim! It is highly compatible meaning that many items designed to upgrade mechanical objects will function with it with little engineering knowledge require for installation, and you gain Enhanced strength when using your right arm!
 * Cybernetic Enhancements (Right Leg) - +1 Deftness, Your right leg been replaced with a version crafted from steal, and cybernetics. This new leg comes with many features! You can change how it looks aesthetically on a whim! It is highly compatible meaning that many items designed to upgrade mechanical objects will function with it with little engineering knowledge require for installation, and you gain Enhanced strength when using your right Leg! You also technically have Enhanced speed, and jumping when using your right leg, but it may be hard to do those when it's only in one of your legs.
 * Cybernetic Enhancements (Left Leg) - +1 Deftness, Your Left leg been replaced with a version crafted from steal, and cybernetics. This new leg comes with many features! You can change how it looks aesthetically on a whim! It is highly compatible meaning that many items designed to upgrade mechanical objects will function with it with little engineering knowledge require for installation, and you gain Enhanced strength when using your Left Leg! You also technically have Enhanced speed, and jumping when using your Left leg, but it may be hard to do those when it's only in one of your legs.
 * Cybernetically Enhanced Kidney - +2 Vit! - This kidney has been enhanced with cybernetics! It now has LED's implanted inside of it! It also has increased the kinds of things it can filter out of your body! This gives you advantage against getting poisoned, This includes getting drunk!
 * Prosthetic of Friendship and Ingenuity - Your arm has been replaced with a high-tech prosthetic arm designed by the God of Friendship and Ingenuity. It can look however you want it to, from a normal human arm to a robotic claw! This high-tech arm can do anything a normal arm can, including channel mana and ki. You currently have access to the following modular upgrades and may only have one equipped at a time. Switching modules is a simple action.
 * Swiss Army Knife of Ingenuity: As a simple action, your arm can transform to take on the shape of various basic tools and pieces of equipment.
 * Geh's Adapter Shield: You may shift your arm into a shield and defend with it based on vitality as an instant interrupt. Your arm will take on aspects of whatever attack last hit it!

Passive Benefits
Universals in this category tend to have some sort of totally passive effect that does not have to be activated in any way (and is not a roll bonus).


 * Rune of Protection - As long as this rune holds, the Old Ones can not take control of or warp your ideals again.
 * #SoreThumb - No matter how much you try to hide, you're always in the line of sight of the local baddies. There's no science behind it, but you tend to draw aggro whether you like it or not.
 * Soulbound Familiar - You have a baby spirit drake following you at all times. It is very cute. Her name is Daisy. She is composed of pure white spiritual energy.
 * Lifted on a Dragon's Wings - The connection between you and your familiar has grown ever so slightly. Due to this you feel like you can move the other with relative ease. When you are carrying your dragon, or when your dragon is carrying you the person being carried will feel relatively weightless to the person carrying them.
 * Natural Hospitality - Animals just like you. When communicating with animals and asking them to do things, they will be much more receptive to your requests than usual.
 * Plant Radar - The sense sometimes fail even a mystical being of the trees such as yourself. When sight has abandoned you however that doesn't mean that you are out of ways to see the forest, or the trees. You can now passively detect all plants within a 50 foot radius of yourself.
 * Spiritual Awareness - You might have restarted your mind, soul, and body through the usage of the Arcane Arts, but the world can fuck itself straight to hell if it thinks you're going to let yourself get attacked by a thousand invisible fuckers who are pissed that they aren't as good at staying alive as you are. You can see shit in the spiritual realm. +2 Persp
 * Spiritual Awareness - +2 Perspicacity, You may now see spirits
 * Extended Mana Pool - You have grown quite a bit as a mage in the past couple of months, and you've noticed a change. While you were never a weakling when it came to stamina, you have found it much easier to cast a larger amount of spells as of late. Your mana pool has increased making it harder for you to run out of the stuff! Gain +2 Persp, and +2 Int!
 * Auto-Correct! - +1 Int! You can no longer misspell words!
 * Empathetically Spiritually Aware - +1 Persp - Some people can see ghosts. Some people can feel others' emotions. You can do neither of those things* What you can do is feel the emotions that people left behind. The grief, the rage, the anger. You’re an empath for the dead. When encountering a spiritual entity you can attempt to sense their emotions and possibly even the reason behind those emotions based on persp, and will know they’re there if they have any type of emotion to them.
 * Draconic Fire Proofing - Daisy is highly-resistant to most fire based attacks thanks to her strong dragon scales!
 * Blight - You radiate necrotic energy from every pore making physical contact harmful to others. Any creature, not immune to necrotic damage, that makes direct contact with you takes necrotic damage for as long as they touch you and are poisoned for two turns after. This effect may only resolve once per target per day
 * Immune To Blindness - While you still have functioning eyes, you've spent enough time in a dark void that you don't really depend on them to navigate anymore.
 * Expanded Reserve - You've been experimenting more with your wind walking ability, and have stretched out the inner pool of mana you have that is connected to your bloodline magic. With this large pool you can now do the equivalent of about five steps in the air without feeling like you're running on empty. +1 to Vit
 * Burned to Death - You've faced one of the worst ways to die, being burned to death by searing hot magma, or Lava? You always forget the difference. This experience has made you a tiny bit more used to extreme heats as they kinda pale in comparison to fucking lava. You are no longer as badly affected by extreme heats. +1 Vitality
 * Spiritual Awareness - Your spiritual sense were forcibly ripped open. You can see ghosts now. +2 Persp.
 * Duel with a Vampire - You managed to go into melee range against the vampire known as Spike, and didn't actually suffer any damage from the fight. You are immune to being intimidated by Vampiric beings.
 * Empath - You're very sensitive to those around you - if someone or something nearby has a strong feeling, you're probably aware of that feeling - whether you want to be, or not.
 * Dead Girl Walking - You were a Wraith - a powerful one at that - for nearly 300 years, now among the walking once again, but that experience has left it's mark - metaphysical senses still perceive you as one of the fallen, a ghost.
 * Warded Soul: Due to the strength of the wards around your soul, your soul is highly resistant to being destroyed or consumed. Corruption, on the other hand, is a different matter entirely...

Event Universal Abilities
Universals in this category tend to be in celebration of some sort of game event, typically holidays.


 * Archive Halloween 2020! - This years been a scary one for everyone, but you've managed to spend the spookiest time of the year with some friends. Gain +1 to a stat of your choice and Once Per Month create an average sized Jack-O-Lantern.
 * Christmas Heroes 2020 - +1 to a stat of your choice, The most important thing about the entire year us that you saved Christmas at the end of it. Nothing else of import happened. Once per month, you can summon a cookie that, when eaten, causes a target to remember their favorite holiday memories in perfect detail!
 * Blue Wedding - +1 Luck, you may summon a wedding outfit.
 * Purple Wedding - +1 Perspicacity, you may summon a wedding outfit.
 * Summon Lesser Aspect of Thanksgiving - Once per week summon a glowing turkey into your support slot! This powerful entity only lasts for 1d3 turns and includs mighty powers like instantly cooking a poltury-based enemy, or summoning a temporary Full Heal and Full Restore meal! You never know what this crazy little friend will do.
 * Soulbound Familiar: You have an enchantingly beautiful and incredibly powerful red bird following you around named Tulip. She's been with you since you were little, and you never have it in you to dismiss her. Any actions Tulip takes use your stats.
 * Animage's Tongue: You can speak to animals!



Other Universal Abilities
Universals in this category tend to be miscellaneous universals with no clearly defined effect, but serve more as a marker of some sort of action you've undertaken, negative or positive. Universals that are explicitly negative will also be placed in this category.


 * Enemies of the Hegemony - You have made a foe of the Hegemony of Man, and they are gunning for you. Luckily, they're gunning for most of the universe so you probably have some time before they actually get to you, maybe.
 * Spoiler - You ruin everything you touch.
 * Loophole Revival - You know a man who is very good when it comes to navigating paperwork, and he managed to get you out of the afterlife without the need to use a powerful wish granting item such as the Dragon Balls. You’re not even a ghost! The downside of this is that he isn’t as good at paperwork as some of the researchers were, and the loophole used costs you some of your physical energy. -5 to Vitality, Robustness, and Deftness.
 * Quitter - You completely abandoned a mission you were on in favor of another. The Archive does not look favorably upon quitters.
 * Claimed - Ivea's Void incarnate has cradled your soul, and left her mark upon you.  You carry a sliver of her very essence, after all.
 * Ex-Monster: This agent was once simply a Monster, but they've become so much more. (They retain all of their stats and abilities from their monster-hood)
 * Bimbo's Fortitude: It ain't easy being this stupid. Whenever something manages to get you down, you bounce back really fast! Mainly because you're easily distracted...
 * Weak Stomach - -2 Vitality, This is really starting to get to you, this is all so totally horrifying and you hate it. You now get nauseous much easier..