Over Geared
Over Geared
The year is 2050 and an extremely popular VR game called Satisfy has just been released.
The entire game is created and controlled by the extremely advanced AI Morpheus to give
the players as much of a realistic experience as possible. The main character Grid is a poor,
greedy and selfish asshole who mostly wishes to make a living inside this game until he
eventually matures. You will be staying in this world for the next 10 years and you get to
choose your starting age and gender.
Drop-In: The usual Drop-In option, you are simply dropped in the real world and connect to
Satisfy through a capsule. You will be provided with an ID-Card, an average apartment and a
high-tier capsule. You will still need to figure out how to feed yourself. Optionally you may get
fitting memories from before you were inserted.
Local: Instead of being a player and living in the real world you are a resident of Satisfy and
what others would think is an NPC, except you aren’t controlled by Morpheus. You will be
provided with a small house and enough gold to last you a month. Optionally you may get
fitting memories from before you were inserted.
Archetypes:
Archetypes determine what kind of build you're going for and for the purpose of this jump this
determines what classes and perks you can discount.
Warrior: This is the close-range option and contains several types of fighting styles. You
automatically learn how to use either one type of weapon or one real world fighting style.
Archer: Despite being called an archer this is not necessarily restricted to using bows. Any
type of ranged weaponry belongs here so guns are fine but rare in this world.
Magician: This is for those seeking power in the mystical force called magic. There is a
large variety of effects magic can accomplish but nothing is beyond your grasp.
Devout - With the existence of gods it is no surprise that religion holds great power in the
world. This is for priests of large religions or simply followers of indigenous gods.
Craftsman: When you think of craftsmen you usually think about blacksmiths but any type of
creator fits in here such as tailors, chefs or artists.
Other: Anything that doesn’t fit in with any other archetype such as diplomats, musicians or
orators. They are usually non-combative but are necessary for the world to go around.
Race:
Free - Human - The standard race in Satisfy, most players and NPCs are humans with most
kingdoms and empires across both main continents being made and ruled by humans.
Humans are generally decent at everything, an all-rounder race.
100CP - Dwarf - The dwarves are good at making anything due to their natural dexterity and
aesthetics. The hammers in their hands are a sacred tool. The dwarves are not a race that
focuses on combat. Only a handful of them are warriors and they protect the royal castle.
The dwarf's obsession transcends death - the saying is not an exaggeration at all, but
instead grounded in reality. The dwarves' life expectancy is only three times that of Humans,
but there were some dwarves who lived longer than Elves. It is because they could not die
until they completed their work... it is a case of surviving and exceeding the limits of life.
They forget to die while making items. The dwarves secret technique is creating an ego in an
object, essentially giving it a soul.
200CP - Twilight Orc - Twilight Orcs - are the strongest and most honorable orc tribes. They
have high intelligence and skills, physical abilities which surpass those of the human
species. The twilight orcs can understand human language and have their own blacksmiths.
Orcs gain a higher stamina and strength multiplier than humans every 100 levels meaning
they make good strength and tank builds.
200CP - Water Clan People - The Water Clan is a race of aquatic beings that lived in the
Siren Kingdom. The Water Clan's physical characteristics were very similar to humans. They
looked like humans apart from the gills on their shoulders and arms, as well as the sparkling
scales on their thighs. It was easy to think of them as humans who could live in water.
However, their strength and magic power were several times higher than normal humans
and the possibility of development was high. If they didn't have the fatal weakness of low
fertility and not being able to live long on land, they would’ve built a civilization that would’ve
surpassed humanity.
200CP - Demonkin - The common demonkin were surprisingly good people. Some men had
horns on their foreheads, while some women had purple skin. They didn’t look strong, but it
was hard to see them as humans. They did not have a good relationship with the elves who
wanted to keep the balance of the world. The demonkin on average has a much higher
potential than humans and can specialize in things just as well as humans. They can be
seen as just better humans that live in hell.
300CP - Vampire - Vampires are sensitive to the smell of blood and light, and have excellent
ability to read facial expressions. Their main skills are dark magic and the evasion of other
attributes to disable attacks apart from the divine attribute. As an alternative to human blood,
vampires can drink elixirs. A human who gets their blood sucked out dies or becomes a
vampire. The entire vampire species suffers from the Curse of Sloth making them tired and
forcing them to sleep most of the time. Their stats are superior to humans in every way.
300CP - Evil Eyes - A powerful demonkin race notorious for their cute SD form and their
bizarre varieties of evil eye skills randomly given at birth, their race's name sake. The evil
eyes are also notorious for their innate chuunibyou mindset that creep and annoy any
intelligent species, causing the evil eyes to become banished from Hell. The trigger of the
evil eye was the 'owner of the evil eye looking at the target.' Even if he didn't see the target's
eyes, the opponent was seen by the owner of the evil eye. The higher ranked status the evil
eyes demonkin, the more potent and stronger the evil eye skill the individual carries, with
even the Evil Eyes' King being powerful enough to stall Great Demons.
400CP - Doppelganger - An almost extinct race, they have the capability to copy any
targets entire build but only with 33% effectiveness, they are also limited in that they must be
close in level to the target they want to copy, unless they already possess great knowledge
of the target in question like if they have been thought by the target how to properly be like
them, they also can’t properly recreate equipment, only pale imitations made of their own
flesh.. Nevertheless they are among the most versatile of races.
400CP - Giant - The Giants were the greatest craftsmen in ancient times but have since
gone nearly extinct thanks to dragons with only two known giants left alive. Giants have
greater strength but lower mobility than humans but their main strength is their minds, while
the dwarves focus on blacksmithing as their craft the giants favored science having spawned
several legendary scientists through history. As a giant you will have a greater affinity to the
scientific arts like engineering though expect to turn many heads coming from a race thought
extinct.
400CP - Elf - Elfs are a pure race living deep in the untouched forests of the world. They
have a great affinity for contracting with elemental spirits and have strength great enough to
conquer half of the west continent despite their low population. They also pick up magic with
ease and are naturally good with bows.
500CP - Half Draconian - The Half Draconians are a mixed-breed born from the Evil
Dragon Bunhelier and a human. This means that the blood of a real Dragon flows through
the bodies of the Half Draconians. The appearance of a Half Draconian is the same as a
Human but it is different when they take off their clothes. There are scales covering every
important part. Their scales can’t be cut with the ordinary sword techniques. This is why a
Draconian Transformation is terrifying. The moment they transform, their whole body, with
the exception of their face, is covered with scales, turning their whole body into a weapon.
As a Draconian your claws ignore your opponents defense, your wings have the speed of
the wind, your breath incapacitates targets and your scales ignore magic attacks.
500CP - Direct Descendant Vampire - The descendants of the 3rd Great Demon Beriache
are the first of the vampires and have much greater strength than normal vampires with
greater control of their blood magic though in exchange they are more affected by the Curse
of Sloth and need to sleep at least 20 hours per day. If you manage to overcome the curse
however you will be one of the most powerful beings on the continent.
600CP - Half God - Half Gods are usually humans who have been granted divinity by a God
of the Beginning like the Seven Malignant Saints or to be created with the blood of a god like
the Yangbans. Half Gods enjoy greater heightened stats compared to mortal races like
humans and have an indefinite lifespan.
600CP - Great Demon - Demons are the inhabitants of Hell and the Great Demons are the
rulers of their individual hell. There are 33 levels in Hell all being ruled by a Great Demon,
when you buy this you will become the ruler of a hell in the 30s or 20s. If you wish to rule
hells further up in the chain you must kill its previous ruler. All Great Demons have excellent
control of Demonic Energy as well as their own individual strengths like illusions or lies.
600CP - Archangel - Angels are artificial beings created by the Gods of Asgard with the
souls of deceased Legends making them great combatants. Angels can form the Trinity by
having two other Angels with them, explosively increasing the power of all three. They are a
winged race capable of flight.
800CP - God - A god can be created in one of two ways, they can be created by a God of
the Beginning to embody a concept like war or blacksmithing or they can be mortals
achieving divinity through their actions gaining reverence from the people. You are a God
created through worship, choose a concept to embody like fishing or slaughter. Remember
that your concept will heavily influence your capabilities and restrictions.
1000CP - Dragon - The strongest race of beings in Satisfy, their strength is absolute and
they have a godlike control of mana, the ability to establish rules on the world using Dragon
Words and have an Absolute Defense that reduces attacks from beings with low status to 1.
Aside from all that they have their elemental breaths that can decimate cities and stats
reaching the limits on what can be achieved in Satisfy. They grow to be around 30 meters
long and can polymorph themselves into humanoid forms.
Location:
Eternal Kingdom - The kingdom where the protagonist of Overgeared, Grid, started out.
The Eternal Kingdom was found in the northern section of the West Continent, founded by
King Loran. It had a history of 400 years and maintained its position of neutrality all the time.
The silver dragon with wings represented the royal family of the Eternal Kingdom.
Saharan Empire - The Saharan Empire is one of the great powers of the continent, which
occupied more than half of the territory on the continent. It is the authority in the West
Continent and is considered the strongest out of the existing countries. The Empire is known
for its unique Empire's Swordsmanship and follows extreme policies against other races,
resulting in many minor races to hide or escape to other countries. The Dukes of the Empire
have in general more political influence than rulers of other nations.
Fold Kingdom - The Fold Kingdom is a small kingdom and the poorest among them,
massive tribute demands of the Saharan Empire for 200 years prevented the development. It
had a civil war whenever the kingship was changed, the empire's intervention confused the
succession to the throne by supporting and inciting princes lacking intelligence. The land is
desolate, barren and scarce in resources, 70% of the kingdom is mountainous and poor in
soil quality. Without access to the sea, there is a lack of resources to feed all people.
Undead monsters and ghosts can be found everywhere in the bleak land, while the soldiers
of the kingdom have been fighting these monsters constantly. Necromancers call the Fold
Kingdom a treasure island and it is close to an ideal residence for them. The number and
types of monsters that appear in the Fold Kingdom are much higher than other kingdoms.
Lubana Kingdom - Lubana Kingdom was the home of the Undefeated King Madra. Lubana
is a beautiful peninsula that boasts a variety of climates. In fear of the next Undefeated King,
the discrimination of the mainland by the Empire has constantly oppressed the people of
Lubana. There is the legend of the Undefeated King Madra that Lubana Kingdom was
unbeatable during his rule and the Saharan Empire in its prime could not occupy it. Madra's
existence alone caused the empire to continuously invade Lubana and it was swept up in
ninety-seven wars. Believing he could defend Lubana for eternity, Madra always ignored the
requests of his son to make peace, but time passed and Madra became a white-haired old
man. Fearing the empire, Madra's head was finally offered by his son and the Lubana
Kingdom became the empire's possession. It was a poor ending for Madra who has
protected his kingdom all his life, nevertheless, his sacrifice kept the lives of the royal family
and the Lubana people.
Talima - The dwarf city Talima was called the city of heaven. Regardless of the rating, it was
said that battle gear with a special performance were widely distributed. Even a small store
would have a solid piece of equipment comparable to a unique-rated item, so many people
wanted to go there to purchase battle gear. But it was impossible. Talima was located within
the territory of the dragon Trauka, and was a city that humans couldn’t enter.
Siren Kingdom - The Siren Kingdom is an aquatic kingdom occupied by the Water Clan.
The size of this mysterious kingdom under the sea was quite small. Its population was only
100,000 strong, and the land was similar in size to a large city. There were few hunting
grounds and quests, so the number of players became scarce. Mandatory if race is Water
Clan People.
The East Continent - The East Continent was under the control of the Hwan Kingdom. It
was to the extent where just one Yangban, a Half God of the Hwan Kingdom, was powerful
enough to dictate the fate of other kingdoms. The Red Phoenix Bow in the southern Cho
Kingdom,the Blue Dragon Dao in the eastern Kaya Kingdom, the White Tiger Spear in the
western Pa Kingdom, and the Black Tortoise Jewel in the northern Xing Kingdom. The
weapons of the sacred creatures are a means to ‘prevent cracks in the hell barrier.’ Thus,
they are kept in a place with the strongest vein in the four directions. A continent ruled by
four kingdoms. The reason why the situation on the East Continent was unchanged for so
long was simple. The resources and talents of the four kingdoms were too plentiful. It was no
wonder since only four kingdoms shared a land that was the same size as the West
Continent. Since all four kingdoms made steady progress and were vigilant against each
other, it was difficult to change the structure of power.
Hell - Hell is divided into 33 zones and each hell is different, just as the human countries are
different. There are three main types of races that live in hell. They are Demonic Creatures,
Demonkin, and Demon. Thanks to their nature, some demonkin formed a civilization. In
Satisfy, it was easy to think of hell as a world ruled by demons, not humans. It was just
dangerous because there was no concept of morality or laws. All sorts of unethical things
occurred throughout hell except for a few safe zones. The slaughter was brutal and matched
its name of hell. Mandatory and Exclusive for Demonkin and Great Demons.
Asgard - Little is known about Asgard, since only the gods and angels live here. Sometimes
humans are brought to Asgard but mostly it is to satisfy the gods own ego’s. Mandatory for
Archangels.
Other Place - There are many other places and countries in Satisfy though for most of them
there either isn’t much known or it’s too insignificant to mention. If you know any other place
in Satisfy to start, and it doesn’t conflict with your race then go for it.
Classes:
Classes are one of the fundamental aspects of Satisfy, they control what you are able to
learn and what types of skills you automatically gain access to. No matter what classes you
get you won’t be barred from equipping any types of items. There is no set limit to how many
classes you can have, with each class giving you an additional 2 stat points per level up. You
can get more stat points with higher tier classes. You will be provided with quests to progress
your class to learn all it has to offer. Use common sense to determine if your main class falls
under your chosen Archetype and if it does it’s discounted, all subsequent class purchases
are discounted no matter archetype except normal classes which instead cost 50CP.
Free - Normal Class - All users start with a normal class, either doing things like quests to
get a hidden class or leveling up to specialize their class during every stat awakening. Stat
awakenings happen every 100 levels and allows normal classes to catch up to hidden
classes by specializing, for example a swordsman becomes a white swordsman or a
magician becomes a wind magician.
- Archer - The classic ranged DPS, specializing in using a bow and arrow to deal a lot
of damage from a distance, though weaker than most classes in close-range fighting.
- Assassin - Specialized in stealth, high damage, traps and other sneaky ways of
fighting, has a speed advantage compared to other classes.
- Blacksmith - The crafter of weapons, armor and other items, normal blacksmiths
have access to a production button that makes them craft automatically giving out a
product faster but at a lower quality.
- Magician - A manipulator of Mana, they can make seemingly impossible things
happen with just words and/or gestures. They can diverge into specialities in their
class-ups like fire or lightning.
- Martial Artist - Those who generally fight without any weapons or armor, they focus
on their technique and strength of body alone but can use weapons like brass
knuckles.
- Necromancer - A class that takes the bodies and souls of the deceased to create
undead like Skeletons, Death Knights and Liches. They are only limited in their
Domination stat limiting how many and how strong undead they can use.
- Orator - A non-combat class that focuses more on their speech to solve quests.
They can’t use any weapons or magic unless they have a second class but they can
however debuff enemies by cursing them out.
- Swordsman - Those who use swords and sometimes other weapons to fight their
opponents.
100CP - Rare Class - The lowest rating among hidden classes, they are stronger than
normal classes by a small bit but not enough that normal classes can’t catch up with some
effort. Feel free to create your own class if none of these are to your liking.
- Beast Master - A transformation class that allows its holder to temporarily take
properties of various predators in nature.
- Crusher - A tank class that specializes in CC techniques and inducing abnormal
states into their opponents.
- Explosion Sorcerer - This is a magician type class that specializes in explosions.
- Lighting Swordsman - This is a combat class that incorporates lightning into
swordsmanship.
200CP - Epic Class - Feel free to create your own class if none of these are to your liking.
- Blood Warrior - The blood warrior gains a passive skill to turn any weapon held in
their hand sharper, and covered in pulsating veins. By attacking an enemy with this
modified weapon, the blood warrior can absorb a certain amount of health in
proportion to their attack power.
- Duplicator - A Duplicator can analyze and copy the skills of others and use it
themself, thanks to this it has the potential to being called the “strongest class”
however it can only copy three skills a day, can only use copied skills once before
needing to copy them again and can only copy skills epic rating and below.
300CP - Unique Class - The highest rating of hidden classes, they are nearly on the same
level as legends, and can fight on the same level as them with enough effort and training.
Feel free to create your own class if none of these are to your liking.
- Blue Sky Rider - A class specialized only in riding, which means not only horses-like
beings or some monsters, but also vehicles. It has the unique ability to amplify the
performance of mounts, which includes skills that can be performed while riding. The
Blue Sky Rider can drive all vehicles perfectly and on a vehicle their stats increase
significantly.
- Goddess’ Agent - Being the Goddess’ Agent means being a pope candidate to the
Rebecca Church. The Goddess’ Agent has access to strong buff and healing spells
and is also one of the tankiest classes in Satisfy.
- Red Sage - The Red Sage Winfred, The First of the Red Knights of the Empire, he
had an unique style of fighting with a spear, a sword and magic at the same time. As
his disciple you will learn this also and can through quests learn the talents of the
other previous Red Knights.
500/700CP - Growth Class - These are classes that are able to grow out of their initial
rating. For 500CP your class is able to grow into a Legend meanwhile for 700CP you are
able to grow into a Myth. Growing into a Legend has so far taken around 15-20 years for
those who’ve had growth classes.
- Aura Master - Aura is an incredibly versatile power that allows one to strengthen
your weapon or amplify the power of a skill. However the Aura Master can control
aura in a much more versatile way, being able to create physical constructs of it and
making their own skills with it. The aura’s strongest main points are its fixed damage
that ignores defense and its form changing. As the class grows in rating the fixed
damage increases and the ease of creating complex forms such as dragonfire
becomes easier. Normally costs 500CP
- Baal’s Contractor - The servant of Baal, the 1st Great Demon. Baal’s Contractor
holds the single most potential amongst all classes in Satisfy since they fight alone.
They are the enemy of all life, all human kingdoms, their only purpose is to follow the
will of Baal and create chaos in the human world for his amusement. The class is
focused on creating undead and summoning demons from hell but it is still strong in
both magic and swordsmanship, a powerful all-round class. If you do not follow the
will of Baal he will remove you as his contractor. Normally costs 700CP
- Dungeon Maker - As the name suggests, it is a class that specializes in producing
Dungeons, but like Pagma's Descendant, it also has combat ability. In particular, a
Dungeon Maker has all their stats and skills increased in the Dungeons created by
them.The rating of the constructed Dungeon varies according to the location, design,
and scale. The higher the rating of the Dungeon, the greater the number of traps and
monsters that can be placed. The Dungeon Maker can't tame monsters, but can lure
less intelligent monsters into the dungeon to protect it or form contracts with
intelligent monsters. Normally costs 500CP
- Mumud’s Successor - Mumud was the disciple of Legendary Great Magician
Braham and deserved to be a legend had Braham not stolen his achievements.
Mumud had the greatest magic potential in Satisfy, even greater than his teacher
Braham but sadly his weak heart was the death of him but even through his failing
health he built the magic system that anyone could easily use. As his successor you
possess his legendary rated magic and have the potential to become a myth.
Normally costs 700CP.
- Saintess - The ultimate healing class in Satisfy and the only healing class that
doesn’t rely on the favor of the gods. The Saintess has access to strong buffs and
percentage heals, but the strongest point is that the saintess is the only one that can
break the reincarnation cycle of great demons and angels leaving them the only
option to permanently killing one of those beings. Beware however as the saintess is
feared and hated both in Hell and on Asgard. Normally costs 500CP
600CP - Legendary Class - The highest ranking of classes that players can normally get.
While obviously being stronger than other classes, legends also have the perk that they
don’t die easily, instead of dying HP will be fixed at 1 for 5 seconds. Legends also have
immunity to status effects, so mental effects are useless against them. Feel free to create
your own class if none of these are to your liking.
- Bow Saint - The greatest archer in existence. Excelling in dealing damage at a
distance but not losing out in a close range fight. The legendary archer Povia tried
becoming a Bow Saint but lacked the talent, perhaps have the talent required to
make this class blossom?
- Demon Slayer - Demon Slayer Alex was the bane of all demons, the only human to
ever have invaded hell itself and bring the fight to the demons themselves. The
Demon Slayer class is special because it is the only class that doesn’t get weakened
in hell, in fact, they grow stronger. In hell the Demon Slayer is the strongest legend
but is lacking compared to other classes in the world of humans. Specializes in using
swords and magical rifles.
- Legendary Assassin - The title of Lantier has been passed down in the Eclipse
Assassin Organization as the leader of the group. The 25th Lantier was an
exceptional talent and managed to grow into a legend, despite being an assassin
who didn’t reveal himself to the world. As a legendary assassin you are greater than
most Lantiers and can become the next Lantier.
- Legendary Great Magician - Many Legendary Great Magicians have existed in this
world, like Jessica who created Echo Magic and Braham who created his Enhanced
Magic. You are a magic genius like those two and have the capability to learn any
magic you encounter as well as create your own magic with enough training and
research.
- Pagma’s Successor - Pagma was a legendary blacksmith and great swordsman
and you inherited his techniques. Pagma’s swordsmanship is like a dance, requiring
precise steps to unleash techniques that give effects similar to magic. It is inferior to
other legendary fighting techniques but Pagma was also a blacksmith. As Pagma’s
Successor you are the only one in the world (aside from God Hexetia) who can
produce [Legendary] - and eventually [Myth] - rated equipment.
- Sword Saint - There have been numerous Sword Saints in history, most famous and
strongest of them being Muller, who is notable for sealing multiple Great Demons.
The Sword Saint is special in that there is nothing in this world that they can’t cut, no
matter how tough. Sword Saints can also create new sword techniques.
- Undefeated King’s Successor - The Undefeated King was known for never losing a
fight and developed his own, unrivaled swordsmanship utilizing simple but powerful,
perfect swings using only his upper body. It is so perfect that not even a Sword Saint
cannot fully reproduce or break the Undefeated King's Swordsmanship. The
swordsmanship is divided in two parts, the massacre sword meant to deal
devastating damage to all enemies in view and then there are techniques that use
intangible will for an additional effect with no focus on power. Is the only legendary
class with [Perfect] status resistance. While being a legendary class, the Undefeated
King’s Swordsmanship is actually [Myth] rated. Difficult to both attain and to keep
since if you get defeated even once, then you are no longer qualified and will lose
your status.
1000CP - Myth Class - Myth Classes are reserved for those who serve a huge role in the
Worldview of Satisfy like Gods, Absolutes and Dragons. While having a myth class doesn’t
make you one of those automatically it means you can become something on that level
guaranteed with some effort. Feel free to create your own class if none of these are to your
liking.
- Overgeared God - The combination of the legendary classes Pagma’s Descendant,
Duke of Wisdom and Magic Swordsman of the Epics it is the first [Myth] class
achieved by a player. It gives you 30 stat points each level up that automatically gets
invested in the stat most beneficial to you in a way that you achieve the golden ratio
and also doubles your health, mana and sword energy. The class focuses heavily on
craftsmanship and swordsmanship with a bit of magic mixed in there.
Perks:
Here is the perk section. 100CP Perks are free for their Archetype and others are
discounted. Also feel free to choose 3 400CP or cheaper perks for free, my treat!
Free - Satisfy System (Mandatory during Jump) - The world of Satisfy has its own unique
Magic & Power System and in order for you to utilize these methods of growing stronger you
need this system. What you gain from this is the ability to use the world's magic system,
being able to grow yourself a Legend, reaching the Realm of Transcendence or becoming a
Myth through worship. The most important part of this is that you will get properly rewarded
for your hard work like when you defeat a particularly powerful opponent you will be
rewarded with either more power or items. Thanks to this perk, anything that has been
shown by any character in Overgeared can be achieved by you, the only limiting factor being
your own talent and the opportunity for you to prove yourself. After this jump you may keep
the perk if you want, you will also be able to grant all or some of it to anyone you want, be it
an individual, a whole world or anything in between. If you give this to others you can’t take it
back however, and all their descendants will have access to it as well.
Free - Satisfy Interface - This interface doesn’t do much except show you about yourself. It
doesn’t give you any ways to power up except how you wish to invest your stat points when
leveling up. If you don’t have this system you will still have levels and stats you just can’t
observe them - at least while in the world of Satisfy. You will also be able to access a
standard inventory that can be expanded through micro-transactions.
Free/100CP - Act Normal - Now this might not be your first jump so you probably possess
some abilities that may not.. ahem fit into the worldview of this jump. With this perk noone,
not the players, not the NPCs, not the gods, not the devs watching you 24/7 will find it weird
that you and your group have bizarre abilities or crazy items that don't make sense, people
will just accept that you and your friends are special. Additionally people won’t become
jealous of you because you have abilities or stuff that they don’t. This is free in this jump but
to keep it you must pay 100CP, how this works in future worlds is up to you if you want
everyone to think you’re just special or think your abilities is something possible within their
system that only you can access.
Free/600CP - Respawning - Dying is a natural part of playing Satisfy, all of the successful
rankers have dozens or hundreds of deaths under their belt since if they never risk their life
they won’t grow. Like all players you will be able to respawn once when you die, you will
respawn at the closest town or safe location. However this respawn can only be used once
per day after which if you die you will be unable to login for 24 hours, or in your case a
chain-failure. The perk is free In-Jump but you can purchase it permanently for 600CP but
Post-Jump you won’t be able to respawn once per day but instead once per jump or 10
years whichever happens first.
50CP - Character Creation - Do you not like what you see in the mirror? Maybe your
parents didn’t provide you with good genes or your previous adventures left you disfigured?
Don’t worry, with this you get to change your looks to whatever is possible within your race’s
limitations.
50CP - Incorruptible - What is a commonly accepted truth is that those that come into
power often tend to become corrupted by it. You fall into the group that won’t become
corrupted, no matter how powerful or rich you become you will stay normal and won’t lose
sight of what truly matters to you.
50CP - Canon Fate - The thing about fate is that oftentimes it comes about from small
discoordinated events that if even one of them happens differently the entire future will be
different. This perk ensures that some events out of your control will still find a way to
happen, you only need to designate an event you know will happen and that event will still
happen but only if you had no direct control over the result so no cheating in fights by saying
“I won” but saying “This item effect to summon a dragon activates as it did in canon” is fine.
50CP - Dragon’s Blessing - Grinding in Satisfy is intense, to stay in the top rankings most
players stay logged in to their daily limit of 20 hours, grinding and doing quests. The
Dragon’s Blessing makes things a bit easier by giving experience increases when hunting
monsters and boss monsters, 10% and 20% respectively. You can grant this blessing to
others as well.
50CP - Farm Training - Not the kind of farming that is grinding exp from killing monsters. No
this is real farming; planting seeds, growing crops that sort of thing. What this training has
done for you is giving you a more even musculature since you have trained muscles not
used much otherwise as well as having grown a stage when it comes to martial prowess,
don’t ask me how that works. You are also a professional when it comes to agriculture.
100CP - Weapon, Armor or Magic Mastery - Mastery skills are essential to combat
classes. They passively increase things like damage, crit rate, crit damage, evasion rate,
defense etc. Not all classes come with mastery skills though, like production classes or
some legendary classes like [Pagma’s Successor].
100CP - Good Bad Luck - You have such bad luck that somehow it turns good. You have
trouble producing legendary equipment? It lets you accumulate the stat rewards from
producing lower grade equipment; ultimately leaving you with a huge amount of stats. It will
seem like you have really bad luck at first but somehow leads you to a better outcome down
the road.
100CP - Mind For Mindless Grinding - Spending day in day out killing monsters or
hammering at a sword in the forge will make the average person go insane. Not you though,
you can pull yourself through any mind numbing activity with no difficulty and face no
boredom from doing it.
100CP - Contracted Spirit - Spirits are immaterial elementals that come in 4 stages,
elementary, intermediate, advanced and king. You have contracted with an elemental king,
or at the very least a spirit on the level of a king. You get to choose which element the spirit
adheres to, those being fire, water, wind, earth, light, dark and nothingness.
100CP - Harem God Jumper - The thing when you have multiple love interests is that you
eventually have to choose one of them and break the hearts of the rest; unless you forgo
choosing one of them and instead choose all of them. The thing with harems though is that
it’s good in theory but horrible in practice since most people won’t like sharing a partner. With
this perk your partners will not only be accepting of you having multiple partners but they will
actively support it, whether it be making sure everyone feels accepted or recruiting more
members. You are also supernaturally talented at making everyone in your harem happy,
developing shared interests, making enough time for all of them so they won’t feel neglected
and know how to maintain a good relationship. This also applies to your present and future
children so they won’t come to resent you. You and your partners will also keep loving each
other no matter how much time passes so you won’t grow tired of eachother.
100/200CP - Control Skills - Control is an integral part of all ranker’s success. Control Skills
refers to the ability to control your own body, movements and decision-making. For 100CP
you get the average skill of a high ranker in the top 100s and for 200CP you get the skill of
Kraugel, the 1st ranked player.
200CP - Aura - Aura is a power that makes imagination become reality by manifesting
things like weapons or projectiles. The biggest advantage of Aura is the fixed damage and
the fact that it ignores defense and resistances. While not nearly as good as the Aura of an
[Aura Master] it is still powerful enough to qualify as a Red Knight of the Empire. You can
also use Aura to empower your weapons and armor, giving them either a flat damage value
or damage negation depending on your proficiency.
200CP - All Them Stats - This perk unlocks access to all the hidden stats in Satisfy, even
ones limited to certain classes like the Sword Saints Super Sensitivity, the elusive Good
Luck stat or the hard to get Deity stat. The stats all start at zero and have unique ways to
increase.
200CP - Blacksmith Swordsman - Like Pagma and Grid you’re not limited to one path.
Whether it be magic and swordsmanship or crafting and healing you are capable of
embodying two archetypes. Go back and choose a second archetype, you now can gain a
class that is the combination of your two archetypes as well as receiving discounts from both
those perk trees. In future jumps choose any two origins and receive their perks at a
discount.
200CP - Mental World - A Mental World is the manifestation of your subconscious, as such
you have little control over what effects it has but since you pay for this you can choose
exactly what theme your mental world will follow. The Mental World works by overlaying the
local area with your personal reality, as such you will always have advantage against your
opponent unless they also have a mental world on the same level or more developed than
yours. You can teach others how to unlock their mental worlds.
200CP - One Who Overshadows The Age - From an outsider’s perspective you seem as if
you have an unnatural growth-rate and it’s true, you grow stronger much faster than others.
However it is not because you have more talent than others or possess a fraudulent power
to help you, no it is just because you happen to be in the right place at the right time. You
always happen to be where you need to be in order to face the most challenges you can
handle so you can grow stronger and more influential.
400CP - Duke Title - Titles in Satisfy are one of the greatest power ups you can get since
there is no limit to the amount you can have. Amongst all titles the Duke Titles are one of the
best a player can get, they are given when someone has achieved a great feat and being
declared the best of this era in a given field. You can either pick a Duke Title or be given a
title befitting of you.
400CP - Different Species King - A title made for a great king who doesn’t discriminate
based on race, it allows its holder to form a contract with individuals of other species to gain
a unique characteristic of that race for up to 3 different races. You however don’t need to go
through all that, just choose 3 different species and gain one of their characteristics like a
half-draconians wings or an orcs strength. Gained characteristics can be toggled on and off
at will.
400CP - Keen Insight - Keen Insight is a sight based ability, allowing you to view everything
about your target like their stats, skills, weaknesses and current condition then suggests
actions based on that information - most often giving you the best possible course of action
against your opponent. If you manage to truly master this ability however there should not be
a thing in the world that your eyes cannot see, there is after all a reason this ability is feared
even amongst the Gods in Asgard.
400CP - Ancient Rune Technique - These ancient runes are relics from a past world, only
those who lived through the destruction of the previous world knows the meaning of these
runes. You have gained mastery in reading, creating and modifying them in real time. Runes
are almost endless in their usage, only limited by the creativity and talent of the user, both of
which you now possess in spades. You know every single rune and its meaning and are an
expert in chaining runes to create more powerful effects. Runes are mostly used to give
buffing effects on your allies and debuffing your enemies and you could probably repurpose
runes to work for other fields like crafting. You are also able to learn any type of magical
language like Runes very easily and can combine all the languages you have learned to
create a better system with all the strengths and none of the weaknesses.
400CP - Quest Giver - Like some of the Named NPCs of the world you are able to give
quests to others. What these quests are about is up to you but the rewards of your quest
takers will be dependent and fitting for the task given, for example a training quest would
greatly improve their stats while a fetch quest would give out money, you could even use this
to teach specific skills even if the person in question wouldn’t be able to learn it normally. No
one will even question how you get the rewards for them despite it just appearing out of thin
air.
600CP - Realm of Transcendence - Transcendents are people who have overcome the
limits of their race and thus achieved great might and eternal youth. Transcendents are very
similar to Legends, the only differences being that Legends grow strong through their stories
being told while Transcendents break their own limits or attain a high degree of skill in their
domain of choice. Some abilities all Transcendents share are Shunpo, Skin of
Transcendence and World of Transcendence (explanation in Notes).
600CP - God-Killer - Gods are tricky opponents to face since they usually have fighting
skills far beyond what normal mortals possess, even the non-combat Gods are difficult to kill
since all Gods possess a 10 second immortaly skill, during which they can teleport to a
shrine devoted to them. In order to kill a God you must be able to first overpower them and
then stop them from fleeing, thankfully a God-Killer specializes in both these things having
both great fire power against Gods and being able to stop their last-ditch teleportation. You
will find that these skills will help you in future worlds against whatever “Gods” exist there.
600CP - Dragon Knight - Dragons in this world hold a special position, being extremely
powerful by default. As such they are very arrogant and aloof, being extreme introverts since
they don’t need to depend on others. You however are an exception, Dragons are able to put
aside their feelings when dealing with you and such accept your cooperation. Since you are
a special being ignoring the common sense of this world you will gain great strength when
riding atop a Dragon, your stats will at a minimum triple when riding a dragon and can scale
infinitely depending on the strength of the Dragon in question.
800CP - Skill Creation Right - Usually earned through miraculous achievement, this allows
you to create either an active, passive or conditional skill up to the unique-rating through the
use of the AI morpheus itself. What differs this Skill Creation from the ingame version is that
this one isn't consumed after it’s been used, instead it goes on a 30 day cooldown until it can
be used again. All created skills will start at level 1 and can be leveled up and/or evolved
depending on the type of skill. For an additional 200CP you can reduce the cooldown to 7
days and for an additional 400CP there is no limit to the rating of the skills you create.
800CP - Dragon Slayer - A feat thought impossible, or at the very least extremely
improbable and dangerous, but you have done it, you have killed a Dragon of this world. You
possess skills specifically tailored to facing the most dangerous beast of this world, capable
of piercing their hide, cutting their breath and nullifying their dragon words. You will find that
these skills will help you in future worlds against whatever “Dragons” exist there.
1000CP - A Genius Who Will Never Be Born Again (Capstone Booster) - In the Satisfy
World View it is said that the strongest human to ever exist, the Sword Saint, Muller, was a
genius that only gets born every 1000 years and the only one who could surpass him was
the Undefeated King, Madra, who was said to be a genius who would never be born again.
Except a genius like that was born, you. You have the talent to develop your own skills,
spells, techniques or martial arts that can be classified as “perfect” whether it be magic,
fighting or crafting.If you manage to live long enough this perk would be enough to defeat
Asgard and Hell and seal all the dragons even if you have no other perks, powers or items.
At default the abilities you create use the Satisfy in-game system of magic/skills but if you
have any other systems you can create abilities for those as well. You also get the standard
increased intelligence, multitasking, wits, creativity, perception, faster learning speed, perfect
memory and instant recall that comes with being a genius. This perk functions as a
Capstone Booster.
Racial Perks:
- 100CP - Ego Item Crafting (Free Dwarf) - The pride of the Dwarves and a well kept
secret is the art of making sentient battle gear. Not in the way Legendary Blacksmith
Pagma did, shoving a living soul into gear but instead awakening the hidden soul of
that piece of gear during crafting. The intelligence of the sentience is determined by
the grade and power of the item in question.
- 100CP - Unnatural Strength (Free Twilight Orcs) - The orcs are not known for their
intelligence or creativity but their fighting prowess and strength. They have a higher
strength, stamina and agility coefficient when leveling up, making them much
stronger, hardier and faster than most other warriors their level.
- 100CP - Magic Tears (Free Water Clan People) - The king of the Water Clan
People is known for his ability to produce tears that are highly magically conductive.
When these tears are used in the crafting of items you can imbue the item with any
magic spell the crafter knows. The resulting gear does not consume the wielder's
own mana in casting the spell but instead has its own mana pool that takes some
time to recover depending on the cost of the magic.
- 100CP - Blood Empowerment (Free - Vampire) - Vampires need blood to survive
but it is not merely food, it is also a performance enhancing drug giving your body
and magic a temporary yet significant boost after you have drunk blood. Sadly you
cannot store this blood for later and must drink it just before or during battle for the
boost.
- 200CP - Enhanced Senses (Free Elf) - Your senses are much more acute than
normal, so much so that it is superhuman. Take the greatest senses amongst the
animal kingdom, each of your senses is at the peak of what mundane animals are
capable of.
- 200CP - Demonic Energy (Free Demonkin) - For demons their power is directly
related to the amount of Demonic Energy you possess. You possess an amount
comparable to a normal Demonkin but the quality of your Demonic Energy is much
greater than any other, additionally you can train your Demonic Energy by using it
and letting it grow back more plentiful. With enough training and time you could
probably take the spot of one of the Great Demons.
- 200CP - Blood Magic (Free Direct Descendant) - The blood of Beriache, the Great
Demon of Predation runs strong in you granting you the ability to create and
manipulate blood using mana creating various effects. If you also are an Absolute
you have inherited Beriache’s Predation allowing you to copy the skills of anyone as
long as you consume some of their blood.
- 200CP - Natural Weapons (Free Half-Draconian) - You do not need weapons when
you are the weapon, whenever you want you can grow natural weapons whether
they be claws, teeth or something like hooves, whatever they are they are the
equivalent of a legendary weapon in strength but can be trained and can regenerate
after a day or two if they have somehow been broken. Each purchase of this gives
you one form of Natural Weapons.
- 300CP - Copycat (Free Doppelganger) - You possess a rare ability, you can at will
replicate any weapon you currently see or has intimate understanding of with just a
small expenditure of mana. The weapon will remain for a few hours to a few days
depending on how much mana was used in its creation.
- 300CP - Keen Intellect (Free Giant) - Your mind is a special thing, creativity beyond
measure, you’re able to design and build great technological marvels not currently
seen in this world like the Magic Machines meant to confront Dragons or God’s Circle
capable of changing the nature of magic power.
- 300CP - Evil Eye (Free Evil Eyes) - The Evil Eye ability is not exclusive just to the
Evil Eye species but can be gifted by the King of the Evil Eyes. However to build up
affinity with him either requires you to be the savior of their entire species or befriend
him by acting like an extreme chuunibyou for several months. Thankfully you can just
pay for this ability with CP instead. You have the choice to either choose a canon Evil
Eye or have the system choose one befitting your personality. You get another Evil
Eye ability every year.
- 300CP - Demonic Authority (Free Great Demon) - The Great Demons are a varied
bunch and all have dominion over a certain concept, for example Dantalian the Great
Demon of Knowledge or Berith the Great Demon of Lies. Choose a concept and
become the great demon that embodies it, gaining skills related to that concept using
demonic energy. Remember however that you’re still only a Great Demon, you’re not
omnipotent.
- 300CP - Sin Empowered Skills (Free Half-God) - The Seven Malignant Saints were
Half-Gods during the previous world, cursed by the Gods with a sin that became their
downfall. Each of those Half-Gods had an ability that could be passed down to
players deemed worthy. You now possess copies of all seven skills.
- 400CP - Justiciar Might (Free Archangel) - The Archangel Sariel was created to
keep an eye on humanity and condemn their sins, however she was banished from
Asgard when she switched her gaze to the gods and judged them for their sins. You
possess the same gaze, greatly enhancing you depending on how much your
opponent has sinned.
- 400CP - God's Blessing (Free Gods) - Gods usually possess the ability to grant
their followers blessings fitting for the God’s Domain. You are capable of granting any
powers or abilities you have gained during your jumps so far and up to 1000CP worth
of perks and powers (Undiscounted, Free → 50CP) to anyone. You are not limited to
how many blessings you can give out but others can only hold five blessings at once,
these blessings can be revoked at any time.
- 400CP - Dragon Words (Free Dragon) - Dragon Words is a way for Dragons to
improve their power by invoking the covenant, forcing them to keep their words
unless they massively weaken their usage of Dragon Words. The things you can do
with Dragon Words is tell the world a fact and it will oblige, it is however limited by
how much you have followed the covenant. Telling the world you can’t be cut is
normally fine but telling it you can’t be hurt is impossible unless you have saved up
alot.
Warrior Perks:
- 100CP - Matchless Heart Technique - Sword Energy is the main resource for melee
fighters of the highest level but its main downside is that it's only replenished while
attacking without skills. Matchless Heart Technique is meant to produce and
continuously circulate sword energy through your body meaning you have much
more resources to use.
- 100CP - Instant Reflexes - One of the most important attributes to have when
becoming a warrior is a good reaction time. Your reaction time is instant, always
being able to react to any attack no matter their speed. The only limiting factor for
your reflexes is if your body is fast enough to do something about it.
- 200CP - Complete Martial Mastery - This skill passively increases things like
damage, crit rate, crit damage, evasion rate, defense etc as well as making all your
martial skills scale with the level of this skill so you could for example improve your
martial arts by increasing this skill.
- 200CP - Adaptive Fighter - You might not be the strongest or most skilled fighter but
when you’re mid fight you might become them. Your learning ability in a fight allows
you to adapt to your opponents moves and find weak points to exploit, therefore the
longer the fight becomes the more skilled you will be against that opponent.
- 400CP - Hero King - The Hero of Heroes, a living myth. The Hero King has the
capability to grow into a Myth no matter your class and is in a position to discuss
peace for the world, giving an increased performance against transcendent beings
like Great Demons, Angels, Gods and Dragons. The Hero King also has access to
Fighting Energy, a mythical resource that as it increases during the course of a fight,
so does all your stats. Normally there can only be one Hero King per Era and a limit
to how much Fighting Energy you can accumulate but since you buy this with CP
those limitations will be removed. The Fighting Energy increase will instead be
logarithmic letting it increase without limit although at a slower pace past a certain
point, you will also be able to claim the Hero King Title in-game, thus increasing the
potency of this perk.
- 400CP - Combat Master - You are incredibly skilled in all types of weaponry and
even unarmed fighting. Your every slash is a master stroke, every kick is perfectly
balanced and every step is perfectly thought out and measured. You’re also
incredibly skilled in translating your skill in a certain weapon to another weapon or
even unarmed fighting like how Sword Saints don’t need a sword to use their sword
skills.
- 600CP - Mastery of Heart - Willpower is the heart trying to accomplish something
and you have become a master in controlling your willpower. Your willpower is
limitless and you are proficient in using Formless Will and any skill based on
willpower like Heart Sword, additionally you can infuse your attacks with your will
essentially create your own skills with varying effects.
- Capstone Boosted - Your mastery of combat and willpower has reached the peak,
you have learned every martial art, swordsmanship and other combat techniques that
exist in the setting, though this doesn’t explicitly mean your body is capable of
performing them since some techniques takes extreme tolls on your body or mind.
Archer Perks:
- 100CP - Quick Sight - Being able to hit a stationary target is often enough for most
people but it gets trickier once that target starts moving. This perk changes your
senses so that it is as easy to hit a fast moving target as a stationary one.
- 100CP - Stealthy Shot - One of the benefits of attacking at a distance is the
possibility to remain unseen. Now while you remain a good distance away it is
impossible for your targets to detect your presence, similarly any ranged attack you
make will be completely silent if you want to and people will have great difficulty
finding the source of those attacks.
- 200CP - Complete Ranged Mastery - This skill passively increases things like
damage, crit rate, crit damage, evasion rate, defense etc as well as making all your
ranged skills scale with the level of this skill so you could for example improve your
aim by increasing this skill.
- 200CP - Rapid Fire - Your arms really are something else with the speed at which
you fire a bow, several arrows every second while still maintaining accuracy is no
easy feat. In fact any ranged weapon in your hands has their firing speed multiplied
several times over even if it’s something like a gun where you just pull the trigger.
Any special skills are also affected, being able to be fired off much faster and more
often than usual.
- 400CP - Multi-Shot - If you thought firing several arrows per second was crazy then
you’ve seen nothing yet. You are able to fire 10 arrows at once even when only
having one at hand, similarly all types of ammunition is fired 10 times at once when
you’re the one shooting. Any special skills are also affected, being fired 10 times at
once without consuming additional resources.
- 400CP - Empowered Ammunition - Arrow? Bullets?? Boooring, why don’t we spice
it up a little. This perk gives you the ability to empower your ammunition with anything
you’re capable of like elements, spells or technology. You will also be able to conjure
ammunition out of thin air so you will never need to reload.
- 600CP - Perfect Aim - You might think your aim is already good enough but it can
always be better. This perk grants the obvious perfect aim but also the ability to make
sure your shot will always hit. Make it curve around an object or phase through a
shield in order to make sure your shot hits but the cooldown for this skill will depend
on how difficult it was to make the shot hit.
- Capstone Boosted - Now you can hit truly absurd shots like make it pass through
time itself to hit before it was shot or multiply the shot so there is no area left to
dodge it. Additionally you now have access to any ranged weapon skill that exists
within the setting.
Magician Perks:
- 100CP - Body Made For Magic - Normally when you think of Mages you imagine
them as soft and squishy backliners capable of great firepower. Well that is true for
this world as well but when you reach the top of what magic is capable of you will find
your body might not be enough to keep up, the strain of casting great magic never
seen before is enough to shatter a normal body’s heart just from the strain of
channeling the mana alone. Well not anymore, you will find that as long as it involves
casting magic your body is capable of withstanding and healing from whatever magic
you cast no matter how straining it would normally be.
- 100CP - Many Paths Scholar - Most magicians in the world are only able to focus
on one type of magic like wind or fire magic. You however are capable of walking all
paths of magic learning anything magical despite whatever restrictions or conditions
are needed for it. Post-Jump this will be applicable to any system of magic you
encounter.
- 200CP - Complete Magic Mastery - This skill passively increases things like
damage, crit rate, crit damage, evasion rate, defense etc as well as making all your
magic skills scale with the level of this skill so you could for example improve your
mana manipulation by increasing this skill.
- 200CP - Instant Casting - Your manipulation of magic has reached the point where
you could cast magic using your will alone. No need for any chants or words,
gestures are also unnecessary for you. All you need is the mana and your will to form
it into spells. With some effort you could teach others this skill.
- 400CP - Master of Mana - Mana is the mystical force that is used to fuel spells and
skills. You are now a prodigy at manipulating this resource as easily as moving your
body, or perhaps even easier. Your mana increase rate - the amount of mana given
per each point in your intelligence stat - is 20 times as much as usual. You are also
able to siphon some of your opponents mana when attacking them and taking
surrounding mana into your body - up to 3 times your maximum amount - boosting
your spellcasting capabilities, removing your casting speed and doubling their
potency. This is however extremely taxing on your body so if you overuse it you may
permanently damage your magic circuits.
- 400CP - Polymorph - The special magic normally restricted to Dragons. This spell
allows you to instantly change your form to any type of living or nonliving being like
mice, undead or any humanoid race. This transformation is so quick you could
probably chain combos by transforming into different creatures.
- 600CP - Magical Improvisation - You might have a large repertoire of spells always
at the ready for most situations but it is difficult to be prepared for absolutely
anything, that's where this perk comes into play. You are now a master at crafting a
new spell in the thick of the moment to be able to handle your current situation. The
spell won’t be as good as if you had taken the time to properly create it but it will be
good enough for the moment.
- Capstone Boosted - Your brilliance when it comes to magic is without peer,
surpassing both Braham and Mumud in talent. If it is even relatively possible to
accomplish with magic then you could do it, crafting new spells, enchanting artifacts,
converting spells between different magic systems or even merge and revamp entire
systems of magic. If there is even a slim possibility of doing something with magic
then you will find the way.
Devout Perks:
- 100CP - Holy Power - Your body has become so good at channeling divine energies
that it has started producing it on its own. This gives a 50% boost to all types of
healing on both yourself and others.
- 100CP - Communion - You are attuned to other dimensions more than anyone else.
This allows you to more easily speak to the residents of those realms like the gods in
Asgard or the dead in hell. With some ingenuity you could probably project those you
commune with so others can listen in.
- 200CP - Blessed - You have been blessed by a greater deity with the ability to bless
others yourself. Any type of buff you can cast is doubled in both potency and duration
but it can also be cast on any number of individuals at no greater cost.
- 200CP - Penalty Immunity - What most beings in the world universally face is the
penalty of existing in a dimension that is not their home dimension. Great Demons
and the Gods of Asgard both face penalties when on the Surface and similarly beings
on the surface are weakened in Hell or Asgard.
- 400CP - Trinity - You have taken a page from the Angel’s book and discovered how
to form a Trinity with others. This allows you and your cooperators to both resist
debuffing effects from your environment and gives a boost in the type Trinity you and
your cooperators achieved like giving crafting buffs in a Trinity of Blacksmiths or
casting buffs in a Trinity of Mages. You can however only form one Trinity at a time.
- 400CP - Summoner - When serving a higher power it would suck if you didn’t gain
anything from it. Now you can borrow servants of the higher power you serve, you
could summon demonic monsters if you’re serving a Great Demon or summon
angels if you serve a God. Additionally when it is you doing the summoning all your
summons are incredibly enhanced compared to normal.
- 600CP - Conduit - You have become the perfect conduit for higher beings to
descend to the mortal realms. When a deity or similar chooses be mantled by you
they can exert their full power while in your body. You can at any point take control of
your body again but it’s not guaranteed that the deity will continue channeling their
power to you.
- Capstone Boosted - You're not only a conduit, you’re a battery. Whenever a higher
being channels themselves into you you steal some of their power unbeknownst to
them. Now this power itself won’t last for very long but the experience of using the
powers of others allows you to use them yourself but by using other sources of power
like mana.
Craftsman Perks:
- 100CP - Disassembly and Understanding - The best way to learn how to craft a
certain item is to first disassemble it. By taking it apart you perfectly understand how
to recreate it if you have suitable materials for the job. This works even for items that
are indestructible or where it doesn’t make sense like naturally occurring items or
items with weird properties. Your understanding allows you to combine what you
learned into another item and improve upon the original design.
- 100CP - Universal Wielder - Most crafting classes don’t possess any offensive or
defensive skills of any kind but in exchange they can equip any gear no matter the
requirements. No matter what happens you will be able to use any items even if they
can only be used by one specific person you can still use it perfectly fine.
- 200CP - Item Combination - This is a technique to combine two or more items to
increase their performance. The result is based on the quality of the items
themselves and their compatibility, for example two swords will show close to 100%
of the combined performance while a ring and a magic wand might show only around
50% performance. These combinations can either be temporary or permanent.
- 200CP - Integrative Crafting - When it comes to crafting not all things are
compatible with each other for example the breaths of the four guardian beasts.
Normally only one breath can be used on each piece of gear but when you do the
crafting you can combine all four in one piece. This also applies to other things like
combining technology and enchanting when normally one would destroy the other.
As long as it is related to crafting you can combine mutually exclusive sources as if
they were always meant to be used together.
- 400CP - Raw-Material Generation - One of the major deciding factors in all kinds of
crafting is the material you’re working with and getting out to gather it or buying it can
be a bore or in case of rarer stuff - outright impossible. This perk allows you to
convert mana to any type of crafting material like metal, hide, plants… you get the
idea. The rarity and inherent power of the material will decide how costly it will be for
you to create it. While still in Satisfy you will be limited to in-game materials but
post-jump you will be able to conjure any material from any world - even those you
haven’t visited. This perk will also allow you to combine several materials into one,
keeping only the positive aspects and discarding the negatives, this even works for
materials with no compatibility like plants and metal. You could also create materials
through scientific means if summoning them from thin air isn’t your thing.
- 400CP - Conceptual Creation - When you have reached the peak of any crafting
type you could imbue your creations with your will. Armor created with the will to
keep someone safe will have greatly enhanced defense and skills related to keeping
the wielder safe. Food created with the will of making one full could make a single
bite as filling as a three course meal and have that fullness last twice as long.
Depending on what you want your creations to do will influence what it is capable of.
- 600CP - The Ultimate Crafting Skill - In the world of Satisfy there exist a multitude
of different types of crafting such as blacksmithing, tailoring, jewelry crafting, cooking
etc. However having separate mastery skills for every type of crafting you do gets
bothersome if you want to do more than one thing. This perk creates a single crafting
skill encompassing all types of crafting you encounter, if you level up your cooking
skill you will find your blacksmithing skill getting the same boost. Your mastery skill
will start at the beginner level and will increase in tier as you gain experience and
create better and better crafts. Like normal craftsmen you have access to the
production button, making your body craft automatically, the result will be slightly
lower quality but will be finished much faster. This perk will also create minor crafting
skills like those seen by Grid and other craftsmen.
- Capstone Boosted - Your crafting can grow beyond the limits of legends and
myths into something truly divine, at which point you would even be able to recreate
any fiat backed item you possess (if you have suitable materials of course). You will
find that you have no trouble handling any material due to their properties, like
dragon scales normally being too hard to smelt. Normally this new crafting skill would
replace any other crafting skills you gain from classes or similar but now instead
these crafting skills will stack. Additionally now you possess every crafting technique
and skill from this setting and you will find that you are able to apply all your crafting
buffs on already finished items by simply touching them and focusing.
Other Perks:
- 100CP - A Certain Charisma - There’s something about you, might be your
presence, your looks, something about your personality or maybe all three! Like the
Vampire Duke Marie Rose you can wrap anyone around your fingers.
- 100CP - The Jack - Most people specialize in one thing, maybe two or three. You
however have gained proficiency in every type of skill, equivalent to an intermediate
mastery. Whether it’s swordsmanship, magic, crafting or anything else you have
gained at a minimum intermediate mastery in that skill.
- 200CP - Musical Master - Many people turn to Satisfy because they are limited in
the real world by their bodies such that they cannot pursue their hobbies. Many
musicians have risen in this way since in Satisfy there are no true limits. You have
risen above the human limit in producing music, your body able to play music in ways
impossible for normal humans. This also influences your voice and mind making your
voice perfect for your music and your mind capable of writing new songs with ease.
- 200CP - Genius Strategist - You’re a tremendously skilled tactician able to foresee
moves years, possibly decades into the future. Anything that has to do with planning,
distribution of resources or political maneuvering you can do beyond the level of the
very best in those fields.
- 400CP - Administrative Prowess - Just because Satisfy is a game does not mean it
has real-world problems - paperwork. Thankfully for you your skill in management is
transcendent, not only can you manage your own work in the fraction of the time
anyone else could but you also boost everyone below you in the chain making the
whole machine work much better and faster overall.
- 400CP - My Successor - Most important people in history left behind items that
could help train a successor to their skills. You have the same capabilities of being
able to create books or other items that contain some of your knowledge. Unlike
others you can have multiple successors and don’t need to have passed on to have
successors. This also makes you an expert in training others in your skills, even
being able to teach skills you only know in theory, like how the Spear Saint Kirinus
taught Sword Saint Kraugel swordsmanship.
- 600CP - Your Mother Is Disappointed In You - Well not in you, but it is a great way
to rile up your opponent. Your mouth is so foul that you can insult a god or dragon
and they will choose to focus on you instead of the actual threat, this works no matter
how powerful your opponent is but be careful and think about the consequences first
before you insult their mother.
- Capstone Boosted - Your skill at talking has made you into the greatest
buffer/debuffer the world has ever seen. Compliment or encourage your allies and
you will find their power soaring dramatically. Same is true for mocking or swearing at
an enemy, sapping away their will to live and weakening their bodies.
Items:
Here is the Item section, you get a 400CP stipend that can only be spent in this section. You
can import any similar items into those bought here.
100CP - Random Elixir - Like the other elixirs but can increase any stat, even those that
you can’t invest stat points in like [Good Luck] or [Dexterity], you can’t however choose what
stat is increased. You gain both 100 elixirs to start with along with a recipe for how to make
more.
100CP - Master Key - Most blacksmiths will have their greatest creations be some
legendary weapon or armor but not the Legendary Blacksmith Grid. His greatest creation
unknowingly to him is a set of lockpicks that can literally unlock any lock in the world, even
those that are supposed to be impenetrable like the Prison of Eternity. Don’t tell Grid this is
his greatest creation however, he will not believe you.
200CP - Dantalion’s Knowledge Essence - Like the Knowledge Fragment but of much
higher tier. When used you will gain a skill from a former Legend, skills you already possess
won’t appear. Normally this essence will only be usable once per person but this will be an
exception. When used you will get a new one after one month has passed.
200CP - Skill Enhancement Scrolls - Most skills in Satisfy are able to level up, increasing
its effect. These scrolls forcibly levels up a skill of your choosing so you don’t have to go
through the grind to do it yourself. These scrolls can’t however evolve your skills since those
usually have a hidden condition. You will get 5 of these scrolls every week.
200CP - Old Weapon - This weapon looks old but despite its age it looks to be powerful and
in great condition. The biggest characteristic of this weapon however is that it speaks to you
- literally it speaks. Inside this weapon is the soul of an old Legend whose only purpose now
is to groom a successor, teaching them all their skills and techniques. Despite this Item
being called Old Weapon it doesn’t need to be a weapon, it can be a sheath for your
weapon, a piece of armor or an accessory like a ring.
200CP - Recipe Book - This is a small book containing blueprints for every type of item or
product in the world that you are currently capable of creating. It will update itself as you
grow in capabilities as well as in future jumps where it will contain blueprints for items in that
world. The book also has a special property where it helps you design a blueprint for any
items that is possible and also doesn’t exist yet, these creatable blueprints have charges and
you gain 10 charges every year.
300CP - Specialized Rune - Runes are items that are permanently linked to a character, as
such they cannot be unequipped or given away. Not that you would ever want to do such a
thing since these things are excellent ways to grow stronger. Each time you defeat an enemy
that could be classified as a “boss monster” this rune will absorb a part of their power either
giving you a skill somewhat based on the being you defeated or something like a passive
resistance toward a damage type. Normally these runes have a limited amount of slots for
powers however yours has no limit to the amount you can gain.
300CP - Magic Machine - The Magic Machines are large ancient artifacts made by the
Ancient Giants to oppose the gods inevitably leading to the Giant’s extinction. Later on
Magic Machines are mainly used by the last remaining Giants to protect the world from
Dragons. They are essentially magic mechas equipped with either God Killing weapons or
Dragon Killing weapons (your choice) as well as being coated in Moon Night Iron, a metal
which inhibits status. Normally Magic Machines aren’t usable by humans without limiting
their functions but since you pay for this with CP this limit will be removed for your Machine.
If the machine is destroyed you will find a new one in your warehouse after a week.
300CP - Magic Power Ejection Machines - These are small machines flying around in the
air ejecting thin mists of mana into the air around you, what this does is allow you to feel
through the mana giving you a type of surrounding artificial sense only limited by your
personal reaction times when it comes to detection.
300CP - Workshop - This is a workshop for every type of crafting you could think of, it
contains all types of facilities that you could ever need, all at the highest possible quality as
well as tools needed to use the facilities and create items. This workshop can be an add-on
to any of your residences or your warehouse.
400CP - Personal Statue - This is a statue of yourself that when prayed to will grant a buff
to the one that prays to it. The buff will last for 1 month and its effects will be dependent on
your build, if you’re a mage it will boost people’s magic for example. The statue also grants
you permanent stat buffs depending on how many have prayed to it, it is capable of leveling
based on prayers first needing 5000 of them to reach level 2 and double the amount for all
subsequent levels. The higher the level of the statue the better buffs both you and those
praying will receive.
400CP - Dragon Pill - The Dragon Pill is a miraculous medicine, a mythical elixir, made from
a dragon's heart. It is proof of human efforts that a Dragon can be killed. As an elixir that
even the Gods covet, it will never be obtainable again. When completely taken, the pill
makes it possible to completely transcend the limits of the own class. It will expand your
mana core with an enormous influx of mana. If your core is untrained you will have to suffer
through unimaginable pain to fully embody the pill. If you manage to fully embody the pill
your mana core will expand to the 4th stage - the highest possible - massively increasing
your mana amount.
400CP - Miracle Field - The 25th Great Demon Dantalion possesses a book that records
both the past and the future, all types of magic, martial arts and crafting skills that have been
and will be are recorded here and can be reproduced even if you don’t fulfill the prerequisites
to learn it, though the speed this is learned is dependent on individual talent. Where
Dantalion’s Miracle Field falters though is that it is unable to record anything above Dantalion
himself in power. This version of Miracle Field however holds no such limitation, all types of
skills are recorded in this book no matter their power and in future jumps the book will
update to include all there is from those worlds as well though if you choose to pay double
we can pre-fill the book with knowledge of all spells, skills and techniques from ALL worlds,
even those that do not exist as jumps. The only limitation is that any perk or similar to
instantly learn from books won’t work on Miracle Field and anyone else trying to read it won't
be able to understand the words.
400CP - Memphis Egg - The Memphis is the most majestic and greatest beast from hell. It
looks like a cute cat with horns and wings but don’t let that cute exterior fool you, this is a
fierce beast capable of temporarily stealing the stats of enemies and able to poison those
they scratch. It is a cat however so expect it to only help you if it feels like it.
600CP - God Hands - These are sentient items modeled after your own hands. They are
indestructible, capable of flying on their own, making intelligent decisions based on your
own, wielding weapons and other items, they can even activate item buffs for you.. However
the greatest part of these hands is the fact that they’re modeled after your own, meaning
they possess 30% percent of your total stats and they can perform anything you can do with
your own hands like sword skills, martial arts and casting magic, still however at 30%
efficiency and they consume your resources. You start with only one God Hand but get
another one once a month with no upper limit, however if you are a blacksmith you can craft
more if your skill is good enough, you could probably make hands for others as well.
600CP - Refractive Treasure - The Refractive Dragon is one of the highest concepts in
Satisfy, a concept created through the fear of the end of the world. Having this treasure on
your person can make you completely undetectable to everything allowing you to hide from
beings like dragons and gods, infiltrate places like Hell and Asgard and survive the end of
the world. When you reveal yourself or interact with another creature this undetectability will
end and go on a 1 day cooldown.
600CP - Martial God’s Secret Technique - The Martial God Chiyou, the strongest god in
the worldview of Satisfy. This book allows his insight to see your fighting prowess for what it
truly is, boosting your strengths and lessening your weaknesses, merging old skills and
creating new ones fitting for you. Using this skill book will completely improve your build on
all fronts without changing the essence of what you are.
600CP - Dragon Egg - Dragons are the apex predator in all environments. Born fully
cognizant and knowledgeable of the world. There is a reason no one has ever tamed a
dragon and that is because dragons are beings that don’t need anyone and are capable of
living near the top from the moment they are born. Perhaps you will be different, you could
probably show this dragon hatchling that sometimes company is better than living a solitary
life.
Varies - Class Change Book - A consumable book that can be used to change class. The
cost for these books is the same as the classes you can purchase earlier in the jump plus an
additional 100 extra CP but the difference is that the class gained with this book is always
tailor made for the individual consuming the book and each person can only use one book
ever. You get one new book of your chosen rank once per jump or every 10 years whichever
happens first.
100CP - Personalized Equipment - Equipment is the main gear you use, meaning a full
armor set and a weapon fitting for you but it doesn’t include any accessories or underwear.
When you buy this you get 1000 Equipment Points for the Equipment Section below. This
option can only be bought once.
100CP - Better Equipment - This purchase buys you 200 more Equipment Points. Can be
purchased multiple times.
Equipment:
The equipment you get here will all be tailored to your build and are easily modified with
whatever crafting skills or materials you have gotten during your jumps so it won’t become
irrelevant as you grow stronger.
But before we begin you perhaps want to purchase this:
50EP - Import - Perhaps you have some gear you don’t want to part with, maybe it
has nice effects or a sentimental value. Either way this option allows you to import one type
of either a weapon or armor, if you have purchased Additional Gear further below you can
import accessories like rings, amulets or underwear, the same is true for if you have
purchased Utility Gear where you can import things like pickaxes, smithing hammers or
tailoring needles. Can be purchased multiple times.
Free - Human Craftsman - The free option. One of the best blacksmiths humanity
has produced. Your gear will be well made for their rating but will be limited to Unique tier.
50EP - Dwarven Craftsman - Known for being great smiths. They specialize in
making Ego gear, equipment with artificial souls; giving you Ego Equipment(200CP) for free.
Otherwise the gear is only slightly better than the ones made by Human Craftsmen and is
still limited to Unique rating.
200EP - Overgeared God Grid - The Overgeared God is considered the creator of
all things, not specializing in one type of crafting therefore he can combine blacksmithing
and tailoring to make something truly great.
250EP - Blacksmith God Hexetia - The Overgeared God may be the creator of all
things but that is still ranked lower than the God of Blacksmiths when it comes to smithing.
When it comes to smithing anything he produces will be the best however he can’t do any
tailoring so if you need any of that; for the sake of you purchasing this let's say he had his
friend the Overgeared God help him out on that front.
Free - You - What you thought this option would cost you anything just because it’s
last? You’re doing all the work yourself so why would we charge for it? Anyway now you
have here all the parts needed to put your new equipment together, hope for your sake that
you actually know some crafting. If you imported gear into your equipment then that gear has
been dismantled even if it is indestructible, now you just need to put it together again.
After that is to determine what rating will your new equipment be? Rating in general affects
the general quality of your gear, its stats as well as the quality and quantity of additional
effects the gear has.
Free - Normal Equipment - The average rating of equipment most players and
NPCs have access to. Normal gear usually only has one additional effect of low quality if it
has it at all. It has good stats for its rating and it will also update itself to stay relevant for
your current build.
50EP - Rare Equipment - Slightly better than normal equipment and has a decent
chance of dropping in a dungeon or raid. Rare gear usually has one or two additional effects
of low to medium quality. It has good stats for its rating and it will also update itself to stay
relevant for your current build.
100EP - Epic Equipment - This tier of gear is considered the average rating
amongst high rankers in Satisfy. Epic gear usually has two or three additional effects of
medium to high quality. It has good stats for its rating and it will also update itself to stay
relevant for your current build.
150EP - Unique Equipment - This is the limit of what ordinary craftsmen can
achieve, greater gear can only be crafted by Legends and Myths. Unique gear usually has
three or four additional effects of high quality. It has good stats for its rating and it will also
update itself to stay relevant for your level and current build.
300EP - Only One - The highest rating so far seen by any gear within Satisfy. The
stats are only somewhat higher than the best Myth rated gear but what makes Only One
gear special is that it’s specially made for only one individual. Gives you a discount for
[Intent] down below.
Next is the materials your new equipment will be made of, you can choose up to 3 additional
materials at a discount however the first material will be the base everything is built around.
Free - Black Iron - Black Iron is stronger than steel and only half its weight. It is
considered a quite strong high-grade material though it doesn’t have any inherent abilities.
50EP - Blue Orichalcum - Blue Orichalcum is normally a quite ordinary strong metal
showing no special effects. However when it is used in dark places it gets strengthened
considerably.
50EP - Black Mithril - Black Mithril has the ability to absorb any property well giving
it great results no matter what element is conducted through it.
100EP - Adamantium - This metal is naturally found on Asgard. Due to its origin it is
bathed with divine energies making it a great conduit for “clean” energies. Other than that it
has great base stats when used regularly in equipment.
200EP - Greed - A new metal created by Legendary Blacksmith Grid and Legendary
Great Magician Braham based upon Pavranium and other metals. The metal itself doesn't
have any innate attributes, making it perfectly neutral and being able to be imbued with any
element. Greed retains its quality of moving by itself despite the ego of Empress Maribel
having passed on. It is also a material with infinite durability meaning it cannot be broken.
300EP - Dragon Parts - Made from parts like scales, fangs, bones or horns; dragon
parts are among the highest quality of materials. Armor made of it will replicate the innate
abilities of dragons, granting you Absolute Defense; making any attack below a certain level
below you deal only one damage. Weapons will show great power against strong beings like
Great Demons, Archangels, Gods and Dragons.
400EP - Moon Night Iron - This rare metal is special in that it completely ignores
your opponents status. When used in a weapon; no matter the target they will be hit. It will
completely ignore effects such as defense, evasion, counterattacks, reflection and damage
reduction. However the metal in itself has a quite low attack stat and ignoring status will have
a cooldown of several minutes. When used in armor it will block your opponent's status from
affecting you. It is also a material with infinite durability meaning it cannot be broken.
500EP - Divine Stone - The greatest mineral of Asgard. This mineral makes up the
majority of the weaponry and armory of the Gods in Asgard. Weapons and Armor made with
this metal have amazing base stats and boosting effects but usually don’t have many
additional effects. It is also a material with infinite durability meaning it cannot be broken.
600EP - Dragon Parts of an Old Dragon - Like normal Dragon Parts but better. Old
Dragons have existed since the beginning and their bodies are unnaturally powerful, one
fang from the Evil Dragon Bunhelier was enough for the Overgeared God to create a sword
on par or exceeding what the Blacksmithing God Hexetia can make with Divine Stone. It is
also a material with infinite durability meaning it cannot be broken.
50EP - Import Material - Want your gear to be made of some material from other
Jumps? Then this is the purchase for you, as long as you have the material you want for
your gear at hand you can import it for your equipment. This option can be purchased how
many times you like for different materials and won’t count towards the material limit. If you
bought [Raw-Material Generation] you can choose any materials from any worlds.
Lastly is some additional miscellaneous options to spice your gear up, choose how many
you want from this section.
50EP - Additional Gear - So you know how i said earlier that you won’t get any
accessories or underwear with your equipment? Well with this upgrade you will be fully
decked out in stat boosting underwear, rings, earrings and a necklace that fits and
compliments your build in the best possible way. These will be of the same quality as your
other gear and made in materials of the same quality.
50EP - Utility Gear - Fighting isn’t everything in Jumpchain, sometimes you want to
be a crafter or a miner or maybe an apothecary? Whatever it is you want you will get
additional gear for whatever profession(s) you want to pursue. Additionally your armor
pieces will boost your chosen professions when wearing them.
100EP - Ego Equipment - The dwarves of Talima consider gear without an Ego as
worthless junk, there is just something special about a piece of gear with its own soul. What
an Ego item can do for you is forcibly move you out of the way, fight for itself without you
holding it or for greater Ego’s of a Myth-Rated item; dominate lesser gear, forcibly removing
them from your opponents.
100EP - Additional Weapons - Usually you only get one weapon but if you buy this
you get an additional 5 weapons per purchase. You can choose what weapons you will
receive or choose something like a staff if you're a mage instead. You can import weapons
for each new weapon. Can be bought multiple times.
200EP - Growth Rated Equipment - Your equipment will grow with you as you use it
and develop extra effects fitting for your build. It is capable of growing beyond Only One
rating and the lower its initial rating is the more powerful it will become once it catches up in
rating.
200EP - Training Gear - Your gear possesses some unusual qualities, they can
activate restrictions on you that allows you to pursue greater power in the long run. Things
like a blindfold, weights, restricting chains and handcuffs that gives you a boost to exp as
well as permanent boosts to stats when training at the cost of severely weakening you while
using it. You can disable this whenever you want to make your gear go back to normal.
300EP - Auspicious Breaths - The Auspicious Beast are the four forgotten gods of
the East Continent. They include the Red Phoenix, the Black Turtle, the White Tiger and the
Blue Dragon. These gods produce Breaths, powerful crafting materials granting resistance to
its element, boosting that element of its wielder and granting skills from the gods
themselves. Normally a piece of gear can only contain one breath, since the gods clash with
each other; so will their breaths. However you paid for this so every piece of gear has a
combination of all breaths imbued into them.
300CP - Intent - During the crafting process your gear was flooded with the intent of
yourself and the maker(s) giving your gear fraudulent abilities similar to those of the Fire
Dragon Armor, the Broken Sword or the Purified Halos except the abilities will be based on
you and be perfect just for you. Free for those who bought [Mental World].
300EP - Shapechanger - Weapons are made to cover the weakness of their wielder
and no other weapon can do this better than one that can automatically change shape to
best accommodate your weapons trajectory. For example with swords: be a katana when
drawing it, a greatsword in an overhead slash and a longsword when stabbing. Your
weapon(s) can additionally transform into any other type of weapon like swords, spears,
staves, bows, knuckle dusters etc. If you imported multiple items the effect of those items
apply in every form.
600EP - Doubled Equipment Slots - Normally you can only wear one piece of gear
per equipment slot, makes sense really that you can wear a helmet and crown at the same
time, except that you can. You now get double the amount of gear that occupies the same
equipment slots but the gear are never the same like the helmet and crown example. You
can switch between your gear for which one is visible and not.
Companions:
50/200CP - Import - For 50cp you can import one companion or pay 200cp to import a set of
eight companions. The imported companions get the same options that you do and gain
800cp to purchase Archetypes, Races, Classes, Perks and Items for this Jump. They benefit
from discounts and freebies and can take any drawbacks that affect only them. Unless
changed by the options the body the companions are inserted or reborn are nearly identical
to their previous appearance.
Free/100CP - Canon Companion - Any canon character that you can convince to follow
you and is still alive until the end of the Jump would automatically become your companion
for Free. For 100cp you can choose any canon characters that exist or are alive in the
setting during the time you are dropped/inserted and this would guarantee that you would
meet that canon character in your first month and throughout the duration of the Jump on
your own terms. They gain 400CP that they can spend in this Jump after it is over.
300CP - Custom NPC - This is not really allowed so don’t tell the devs, but we’ll give you
the opportunity to customize your own NPC, for a price of course. You get to decide their
gender, appearance and personality. They get 1000CP to spend for Archetypes, Races,
Classes, Perks and Items. They benefit from discounts and freebies and can take any
drawbacks that affect only them. This can be bought multiple times. Your NPC can
alternately be a pet like a Wyvern or Memphis.
Drawbacks:
If not stated otherwise all these drawbacks last for 10 years. There is no drawback limit for
this jump either.
0CP - Supplement Mode (Toggle) - Want the stuff without going through the jump? Just
slap it onto another jump and skip the story completely. If you want to use this jump as a
Supplement you won’t be able to transfer points between the jump and supplement. Some
drawbacks that are world dependent won’t be available as well unless you fanwank and
translate it for the local world.
0CP - Crossover Mode (Toggle) - Maybe you don’t want to skip the story completely but
want to spice it up with something new. Merge this jump with another jump and the world will
be an amalgamation between the two, hopefully the other world is something of a mmo or
fantasy world otherwise things will get really weird really fast. You will be able to transfer
points between the jump at a 1:2 ratio but won’t be limited in the drawbacks you can take.
0CP - Self-Insert - This allows you to insert yourself into any character at any point in their
story, however any supernatural power won’t come with, only the perks you buy in this jump
and those you had before.
0CP - Pre-Canon - Perhaps you want to start during Pagma’s age or during a previous
iteration of the world? Maybe before Satisfy was launched and make an investment?
Whatever it is you can choose to start anytime before the main canon but you must still stay
the full 10 years after canon starts. Additionally you can have any drawbacks start taking
effect later on instead of the moment you start but you must still spend at least 10 years with
your drawbacks.
50% of Original Price - Extended Drawbacks - All the drawbacks here last only 10 years
unless stated differently, so if you stay longer than the standard 10 years you can use this
drawback to have all other drawbacks last however long you want. If the drawback you want
to extend grants you 200CP, extending it will grant you 100CP for an additional 10 years.
You cannot purchase this if you won’t stay for the extended time.
100CP - Standard Time Extension - You know how it works at this point. Every purchase of
this extends your time in this jump by five subjective years and can be purchased an
unlimited amount of times. Any non-time-extension drawbacks only last for 10 years unless
extended.
100CP - Misunderstandings - Fate tends to lead you into situations where people easily
misunderstand you. People will often mistake you for someone else or believe you to be the
mastermind behind some plot when in reality you’re unaware there is one to begin with.
Expect to be put in many confusing and sometimes embarrassing situations.
100CP - Sub-Par Capsule - When you started Satisfy you were on a bit of a budget so you
bought the cheapest capsule available. Most people won’t notice a difference between even
the worst capsule and reality but for those with better reaction times it will definitely feel off,
your movements will be slightly sluggish and you will have a small latency to whatever you
do.
100CP - A Ladies Man - During the course of the jump you will encounter a dozen of
beautiful ladies who all want to pursue a relationship with you. Sounds great so far yeah?
Well these ladies are all strong willed and won’t take no for an answer and if you were to turn
even one of them away it would make you feel like a horrible person. While they aren’t
averse to a harem they would be greatly hurt if you were to neglect them… if only there was
an easier way of managing a harem? If there is any special character you want included
amongst these ladies you can choose them now otherwise they will be chosen at random.
You can take them on as companions or followers after the jump if you desire.
100CP - No Self-Esteem - Somehow you have been convinced that you’re somehow
inadequate and thinking everyone else is out of your league. That beautiful girl clinging onto
your arm with heart-shaped pupils? Probably just a physical person with wack contact
lenses. This only changes how you perceive yourself so you could be the most handsome
person on earth and still that cashier you met this afternoon is way out of your league. If
combined with A Ladies Man expect to have many frustrated beauties around you. Can be
overcome with therapy or by building up your confidence.
100CP - Animal Lover - Those cute fluff balls are irresistible, like Nyangmong you love
animals of all types so much that you would enslave yourself to others just so you could pet
a particularly cute one. If you were in a situation forced to fight any cute animals you would
feel as if your heart would break.
100CP - Early Start - Hold your horses, this isn’t the kind of early start you’re thinking of. No
you still start at the same time as usual but now you will start the jump earlier into your life,
your birth specifically. Yes now you will start the jump as a baby, mostly defenseless and
reliant on others, any type of perk or powers to age you up won’t work and you will age as is
normal for your race.
100CP - You Guessed It. Bandits. - This seems to be a thing in many fantasy novels
nowadays, whenever you step out of civilized areas you will most probably be attacked by a
gang of bandits wanting to either rob or kidnap you. These bandits aren’t that strong but
there seems to be no end to them no matter how many you arrest or kill there will always be
more of them.
200CP - Greedy - Like the MC Grid(Greed) your heart seeks material wealths. Every time
before accepting a quest or request you will ponder if the reward is worth it or not, every time
someone asks you a favor you will try to extort them for all they own. Doesn't matter if
they’re a stranger or close friend, your greed will come first. You can overcome this
drawback by simply satiating your greed but expect to drain a fairly large country of all they
own before feeling it’s enough.
200CP - No Talent - You have no talent in the art of fighting, your movements are clumsy,
your accuracy is off and your planning leaves much to be desired. You can still improve
yourself by hard work but you need to put in much more effort than those considered
talented. This disables all perks that can help your talent until you have improved yourself
enough.
200CP - The Chuunibyou Disease - Holy shit this is cringe, can you please stop talking like
that? You talk and act in such a way that all intelligent species will cringe just listening to you,
there is a reason the Evil Eyes were cast out of hell after all since every single one of them
are chuunis. Thankfully you can restrain yourself if the situation calls for it but you won’t be
happy doing it.
200CP - Arrogance of the Strong - Like many strong people in this world you tend to
overestimate your own abilities and underestimate your opponents purely based on titles or
somesuch. You can overcome this by getting the tar beaten out of you by a far superior
opponent however… if you survive that is.
200CP - It’s Just a Game (Player required) - Instead of jumping to the world of Satisfy you
instead jump into the version of earth where Satisfy is a VR game. You still get to keep all
your out-of-jump powers but they only work on earth and you have no way of influencing
Satisfy with them. You still have to play Satisfy but only your in-jump purchases will be
available.
200CP - Hilariously Bad - Choose one relatively common skill, you're now extremely bad at
it so much so that it has a comedic effect. For example fishing, now not only will you not get
any bites but the fish will take your bait as well or cooking, not only will it be burnt but it also
will somehow be still alive. Whatever skill it is, people will laugh at your expense.
200CP - Hunted by Eclipse - The assassin organization where the most skilled assassin -
Lantier - of each era is the leader of. Someone put in a bounty for you - dead. No matter how
many assassins they lose they won’t stop trying to kill you whether it be in head-on battle,
poisoning your food or killing you in your sleep. Only way to stop the assassinations is to
either kill all assassins, get rid of the bounty or usurp the organization by killing the current
Lantier.
200CP - Weakness to Blank - This is fairly straightforward. Choose a type of damage like
fire, magic, projectiles, slashing or a status condition like sleep, paralyzing or petrification.
This damage or status type is twice as dangerous to you dealing more damage than it
otherwise would have, increases risk of succumbing to a status effect and disables any
immunity you have towards it. Can be bought multiple times to get different weaknesses. If
two weaknesses overlap like fire and magic in case of a fireball spell that spell will deal four
times the damage.
300CP - Past Trauma - Like the MC you have gone through an event that has left you
traumatized, bitter and untrusting toward whatever traumatized you. You get to choose
whatever happens to you as long as it leaves a mental scar behind, perhaps you were
bullied as a child or ridiculed by your crush in your teenage years; you choose.
300CP - If You Die In Game You Die In Real Life - Remember this world is a game,
meaning that when you die you can respawn; well not anymore. If you die, you're dead, it's
as simple as that. Only way you can keep on in the world of the living is if you are
resurrected by someone else.
+200CP - Only One Life - This Drawback disables all types of ressurection you and
your companions have available to you, so if you die once you will fail your chain. So
essentially it’s like the average jump.
300CP - Mana Starved - Your mana regeneration is now 1/100th of what it was previously.
This does not affect your total mana pool but only the speed at which it recovers naturally.
Ingesting something like mana potions also only gives 1/100th of what it would normally
give.
300CP - Mana Dependency - You might think having an abysmal mana regen is fine,
especially if you don’t use mana. Not with this drawback, now everything consumes mana.
Every single skill, perk and power consumes some amount of mana depending on the power
in question. This also applies for passive effects, those are draining mana at a constant rate
when they're active, thankfully you can toggle on and off those passive effects whenever you
want. This drawback can be applied on individual perks/skills/powers for flavor.
300CP - Lost Sense - Like the blind swordsman Cabelon you have lost either your sense of
sight, hearing, smell, touch or taste. Whether you lost that sense in an accident or was born
without it is up to you. Don’t worry though if you have powers like an Evil Eye you will still be
able to use despite having lost eyesight, any sense based power or perk will be able to work
with other senses though you will have to put in the work to convert it. Can be bought
multiple times for multiple senses.
300CP - Egotistical Items - All of your items have been imbued with an ego, how their
personality will become is dependent on the item for example weapons might be aggressive
and books might be gluttonous. However their personalities become they all have one thing
in common and that is that they mainly care about themselves so depending on how you
have treated them and will treat them they might choose to stop aiding you or just leave
entirely. This is only active on permanent handheld items so consumables and properties are
not affected. You may choose which items retain their ego post-jump.
300CP - Horrible Aim - Wow that wasn’t even close. Are your eyes working properly? Or
maybe it's just your arms are too shaky to properly aim? Whatever it is I hope you won't be
pursuing any archetype requiring you to have aim since you would be a greater danger to
yourself and your allies than your enemies if you were.
400CP - Monster Attractor - Something about you is very attractive… to monstrous beasts.
Something in your smell like pheromones or the smell of blood makes any monsters near
you go crazy in wanting to eat you. Any intelligent monster can thankfully suppress this
desire if they want to but the more instinctual beasts won’t have anything limiting them.
400CP - Limiter - When you first get into the jump all your powers, perks and other
enhancements get reset to 0, they don’t disappear they just get dialed back to pretty much
nothing. Over the course of your adventure your out-of-jump abilities will slowly return at
10% per year leaving you at full power after 10 years. How your powers return is up to you,
either all of your abilities will slowly ramp up in strength or some of them return at full
strength in intervals or a combination of both taking your favorite powers and perks first and
letting the rest grow during the jump. If you don’t want to lose all your powers you can lose
half or a quarter instead for half or a quarter CP gain. Can be taken multiple times but each
purchase halves the regain rate and doubles your stay. Works additively with and is counted
before Standard Time Extension. Can be taken for individual perks but for no CP gain.
400CP - Build It Yourself - Did you think you would get your items fully assembled?
Remember this jump is heavily crafting oriented so it’s only fitting that we dismantle all your
items so that you can craft them yourself! You will get a mental blueprint for how to build your
items as well as all the materials needed to build them inside a special inventory only for
these materials. For simplicity’s sake this only affects items smaller than a car but if you want
an extra 200CP ALL items even properties are included. If you don’t want to lose all your
items you can lose half or a quarter instead for half or a quarter CP gain. At least these
dismantled items can now benefit from your crafting skill and you may even be able to alter
and combine blueprints or mass-produce items if you have suitable materials. Can be taken
for individual items but for no CP gain.
400CP - Undergeared - One of the greatest strengths of this world is the gear you can
acquire, however you will not be able to benefit from this. All your items will be sealed during
the duration of this jump and you will be unable to use equipment greater than Normal in
rating.
400CP - Self-Sacrificing - Like all the NPCs in Satisfy you have picked up the habit of
sacrificing yourself for your new friends even if most of them only face an XP penalty and
then resurrect you will still think it’s better if you were to die even if it meant permanent
death. Now this won’t make you suicidal but if out of options you will be the first to sacrifice
yourself so the others can live.
400CP - Sickly Body - Like the Legendary Great Magician Mumud your body is sickly and
weak. Unlike him you at least won’t die because of the condition of your body… at least if
you don’t strain yourself beyond your limit. Any type of workout to strengthen your body will
have limited effect and could probably do you in if you trained too hard.
400CP - Useless Magician - There seems to be something wrong with your mana core but
we don’t know what. Whatever it is it’s making you unable to shape your mana to form spells
barring you from being a magician. You can still use indirect uses of magic at least like runes
or enchanting just not any of that casting stuff as long as it’s using mana.
600CP - Meathead - Instead of simply being unable to form mana into spells you’re simply
to stupid to make any of this magic stuff work for you. Any type of magic you try your hand in
will simply fail because you’re to stupid to understand the theory behind it. If combined with
Magically Inept this will make any attempt at magic catastrophic and probably explosive.
600CP - No Combat For You - So you’ve chosen the path of supporting others like crafting
stuff or administration. This makes you unable to use any type of weapons, magic or skills in
combat, you can not equip any gear meant for combat meaning that if in a life or death
situation you would be limited to your fists or maybe your support stuff if they're somehow
better than your fists. This makes you practically unable to defend yourself meaning others
must do the fighting for you.
600CP - Driving Blind - All the plot points of Overgeared are erased from your memories.
You will still remember the individual characters, your build and about the system itself, just
not what the future holds. Now why is this drawback so highly prized? Because so much of
the plot is possible only through sheer dumb luck, many catastrophic events have been
averted by certain characters just being in the right place at the right time and thus
replicating it will be very difficult if not impossible without prior knowledge.
600CP - Natural Progression - There are no freebies here, all your perks, powers or
whatever else has been taken from you, now you need to work hard in order to gain what
you have lost. The way you go about this is up to you, maybe you go on adventures, defeat
powerful enemies or perform magic rituals in order to regain your power, whatever way you
choose the difficulty will be determined by the power of the perk you want to recover and you
will know exactly what you need to do. If you don’t want to lose all your powers you can lose
half or a quarter instead for half or a quarter CP gain. If you have also taken the drawback
Limiter your powers will start at the lowest power level and the timer for your stay in this
world will start once you have regained all your perks and powers meaning you need to
recover all your powers and stay an additional 10/20/40 years. As an additional boon for
taking this drawback you will be able to share the perks and powers you offer with others, for
example taking others on adventures to recover your perks or using the rituals for your perks
on others as well. Can be taken for individual perks but for no CP gain.
600CP - Myth Predators - These predators are old beings growing their strength by feasting
on the accomplishments of others. There’s a reason why human gods are not widespread
despite the fantastical feats humans are capable of and that's these beings hunting them
down and eating their divinity. These Myth Predators know what your worth is and will only
waste the resources they think you’re worth, this means they will only go for you directly if
you will be a substantial meal for them so they will mostly send servants for you or in the
case that you’re quite weak they will wait for your divinity to fatten up. They won’t however
hunt you down when you’re in settlements, they seem to value their anonymity to the world
at large.
600CP - Cursed Sin - Like the Great Demon of Predation Beriache or the Seven Malignant
Saints you have been cursed by the heavenly gods with one of the seven deadly sins. How
this sin is implemented is up to you but it must be as detrimental as the sin of sloth forcing
you to sleep 23 hours every day. You can get an additional curse for another sin for half CP
gain. Optionally you can get a watered down sin curse for a CP gain of 200CP total, the sin
must be equivalent to being forced to sleep at least half the day.
600CP - On Your Own - Now you are completely alone for now. This makes all of your
companions and followers unable to follow you into the jump and you cannot choose to
create your own NPC as well. Likewise the egg items in the item section won’t hatch until
your next jump. Your only company will be the ones you meet during the jump.
800CP - Chained - Your being has become so closely entwined with your chosen patron that
your fate will be the same as theirs. This gives your deity power over you forcing you to be
their agent on the surface to accomplish their goals. You will also be forced to protect them
in case they’re in danger since if they were to die then so are you.
800CP - Enemy of the World - Like Baal’s Contractor you are universally hated in every
country of the world. You won’t be attacked on sight… probably, but at the very least people
won’t help you. This can be overcome by great effort of showing people your sincerity but
expect a lot of uphill work. Unlike Baal’s Contractor however you won’t even have allies
amongst the enemies of humanity, the Great Demons and Gods of Asgard alike both hate
your guts, they won’t attack you without reason however since they will find you to be
beneath them. Only imported companions and followers are immune to this effect so at least
you aren’t completely alone.
800CP - The Greatest Troll of All Time - Like Braham you too have an unfortunate effect
where even how meticulously you plan or how brilliantly you deduce you will overlook some
small part that will probably lead you and your companions to death. Like convincing your
comrades that you can kill one of the strongest dragons or going to kidnap an angel and
unwittingly releasing a god you too will make many stupid mistakes that will make others
question whether you’re trolling or just being plain stupid.
800CP - No Cheaters Allowed - Morpheus, the AI controlling the server of Satisfy has
detected your presence and thinks your powers don't fit into the worldview, thus disabling all
your previously bought perks, powers and items as well as access to your warehouse. Be
grateful that the AI let you stay in this jump at all but anyway no need to worry, he doesn't
hold any power outside this jump meaning you get everything back once you leave the jump.
Incompatible with “It’s Just a Game”.
1000CP - The Strongest - You are stuck in this jump until you have killed or beat all the
Great Demons, Archangels, Gods and Dragons; proving you’re the strongest in this world.
Even if you’re strong enough to effortlessly kill all these beings you still need to find them,
which might prove troublesome since some gods go entirely missing for decades at a time…
you might stay here for a while. If one of your targets gets killed or imprisoned you must
instead beat the one who beat them. If used in supplement mode these enemies are the top
powers of your jump, you will still know who you need to target.
Ending:
Stay: Did you really like this place that much? Well if you have decided to stay here take this
+1000CP and get ready for the rest of your life here.
Go Home: Perhaps your time traveling different worlds has made you homesick or made
you realize that life at home wasn’t that bad. Go home with all the abilities and items that you
have gathered over your journey and enjoy your life to the fullest.
Keep Going: This is what I expected you to choose. No way you can let your journey end
here, hopefully your experiences here will help you out in future worlds.
Notes:
Here I will try to explain some concepts shown in the series, anything I miss or is too lazy to
cover will probably be available on the Overgeared Wiki that is quite thorough on information
and is kept up to date for both the Manhwa and Novel.
Stats: Normally a person only has access to four different stats: Strength determining
physical power; Agility determining speed; Stamina determining health and Intelligence
determining magic power. Players gain 10 stat points every level up at default and can only
distribute them amongst the 4 stats even if they unlocked other stats. Players can unlock
new stats by changing classes, completing quests or getting an achievement. Some
examples are Dexterity for blacksmiths determining their quality, Good Luck affecting
enhancement and loot or Super Sensitivity giving greater reactions/precognition to Sword
Saints.
Titles: Titles are rewards given for doing something great like being the first player to
establish a kingdom, being the first to draw an accurate painting of a god or finishing a
difficult quest. Most titles give something like a stat boost or skill fitting for the title. There is
no limit to how many titles one can acquire nor how many can be active at the same time,
they can however be lost for example if you have an undefeated title and lose then you
would lose the title and its effects.
Classes: Everyone in Satisfy possesses a class, most people have normal rated classes and
players start the game with one normal rated class. Higher rated classes give better skills,
quests and often stat growth. Normal rated classes can however catch up by advancing their
class every 100 levels, branching into a subclass. This new subclass specializes in them and
gives skills unique to that class. All classes gain a higher stat coefficient every 100 levels
(how much magic power each point in intelligence gives) meaning there’s a vast power
difference between a level 299 player and a level 300 player.
Legends: People who have achieved great feats in the eyes of the public. They mostly grow
by growing their feats and becoming more famous to the public. All legends have a
immortality skill where if they hit 0 hp they become immortal for 5 seconds, this skill has a
24h cooldown. A legend can be achieved by being greatly idolized all over the world or by
inheriting the class from a former legend becoming their successor.
Duke Titles: There are currently five known Duke Titles that belong to current and former
legends. The known ones are as follows:
● Duke of Fire: This Duke Title originally belonged to the Legendary Blacksmith Pagma
and later to Pagma’s Successor Grid. It is the embodiment of a hero but will turn you
demonic unless tempered by virtue.
● Duke of Wisdom: Good for magicians since it allows you to counter magic.
● Duke of Pressure: Unknown effect but was used by Sword Saint Muller so it’s
probably useful for swordsmanship.
● Duke of virtue: Can be used to counter demonic power and “borrow” power from
those you’ve helped
● Duke of Amplification: Allows you to multiply skill damage but increases resource
consumption and cooldown proportionally.
Ratings: The rating of craftsmen goes like this: Beginner - Intermediate - Advanced -
Craftsman - Legend - Myth, which is essentially the same as the rating of classes and items
which are: Normal - Rare - Epic - Unique - Legendary - Myth.