Cherreads

Chapter 221 - Lucy (Movie) Or Limitless?

Hey guys, sorry for the lack of uploads these days been going through a lot of stuff in real life mostly due to the move trying to get everything set up and everything fixed. You think an entirely new build would have less problems, but…. Construction that's all I'll say.

I've had the idea for another jump chain story/snippet however I'm struggling on whether or not I want my character to start in Limitless or Lucy.

So I want you guys to help me decide I'll give you some examples on what he would get and you guys decide… and I'll take your guys's decision under consideration.

Limitless Jump:

Origin: Loser

Age/Gender: 21/Male

Location: New York City

Time: The Day Eddie Would Take NZT For The First Time (March, 2011)

Perks:

Arts and Crafts (Free): You are one of the world's best crafters of dioramas, mobiles, clay figures, and other three-dimensional representations of objects. It also takes you far less time than it should to set them up. Even better, you have an instinctive sense of scale that allows you to be perfectly accurate when you want to be, say if you want the diorama to be legally admissible as evidence. Oh, and you have very little trouble getting your models displayed in galleries and museums when you make the effort. 

Stability (-100cp): Your life is going to change so quickly due to NZT and you may get whiplash from it. Not any more with this perk. You are much more adapted to rapid change and your mental state can take much more trauma before it breaks. 

Underestimated (-100cp): Who really expects much from a dweeb in a lab coat? With this perk, only those foes who understand the bigger picture will tend to do anything but look past you at first. You will be chronically underestimated by every enemy you meet. That is, until you show them your true capabilities.

Rising Star (-100cp): Those above you in any bureaucratic hierarchy will see you for you, and not just as another number. This means any achievements you have will get you promoted that much faster. For some reason, the same will not apply to any fuckups you happen to make.

Charisma Up The Wazoo (-200cp): You may not always be on the pill, but you certainly have a way with people. You are just a naturally charming guy/gal/etc. and people naturally gravitate to you when you make any effort to be sociable. 

Inconceivable Hacking Skills (-200cp): Quentin Walker, a genius tech researcher from CRAFT, once remarked that there are only a handful of minds on the planet that can hack his projects. Well jumper, you are now part of that handful even without having to use NZT. In addition this perk lets you just type really fast on a computer instead of having to actually hack, and almost any computer's security will crumble to your flailing fingers.

Wisdom (-200cp): NZT gives your average loser a kind of focus that is far too narrow and laser sharp. With a little perspective, a little breadth of view, perhaps you can avoid the kind of problems that come from ignoring the little things. You will probably find yourself better prepared and your actions having a greater efficiency at achieving the kind of outcomes that support your needs and values, whatever they may be.

Reactive Luck (-300cp): What is it with losers on NZT being the ones that take to it best? You have the kind of luck that will save your ass from the fire however many times you put it under one! Think of it like having that one friend who is omnipresent but will just watch you from the sidelines, cheering for you, but when the baseball bats and knives are pulled out comes in with a fucking shotgun... When you are down on your luck, where there seems to be no way out and your back is to the wall, you'll get a solution so potent that you'll be able to fix everything in one fell swoop! 

Capstone Booster - "The Devil's Luck": Remember how your luck was like a friend that would wait until the bats and knives are pulled? It is now in the fight with you, the moment the number of people fighting you matches your capabilities your friend will be there to aid you in crushing them. If they ever exceed you? May God save them, for the Devil sure isn't merciful. This isn't good luck, this is bad luck towards those that stand against you. Don't expect to be pulling levers and making money rain, but in a poker game there isn't anyone that will be getting better cards than you.

Marksmanship (-400cp): You are a crack shot with any firearm, being able snipe equal to the world record without NZT; with NZT you can nail any shot that is physically possible, though the time and care required is still proportional to the difficulty.

His Eyes Sparkled (-400cp): You may run into dead ends in your investigations now and then, and yet when you know that there is more to the case, your unstoppable determination will allow you to break open conspiracies of any complexity given enough time. In addition, you are now a human lie detector, with near perfect accuracy. Only the most extreme of liars can even hope to fool you.

Accentuate the Positive (-400cp): You now have an immunity to side effects of a certain kind. A super cool sword that takes over the body of its wielder? It's not getting even an inch inside of you. A demon making a pact with you for powers? Well, he is inside of your soul, but he's now stuck, only able to fuel your new abilities like a glorified battery. This perk only protects you against sources of power from outside of your body, including combat drugs, artifacts, enchantments, magical pacts, items and other things you wield by giving you only the beneficial parts and leaving the rest behind. This comes with complete immunity to addiction. 

Capstone Boosted- Eliminate the Negative- Now the immunity to side effects can affect internal things. Magic that may have drawn on your emotions to fuel its power now has a separate pool. Any drawbacks your powers, biological traits or magic systems may have held have been wiped away. 

Font of Inspiration (-400cp): What good is super intelligence if you can't think of anything to do with it? With this perk, you are now constantly filled with epiphanies and inspiration, always giving you something to study or do. Can be toggled on and off, if you just want to relax. This perk also renders you immune to boredom, which can also be toggled on and off if, for some reason, you want to be bored. 

Master Chemist (-600cp): Your knowledge of chemistry is matched only by Apocryphon, the mysterious scientist who wants to give the world a 'dose of truth'. You can mass produce the unproducible, creating chemical serums that improve the human body far beyond the limits of biology. So long as you can analyze it, you can tweak it, find cheaper alternatives for it, re-engineer it to the point of unrecognizability, get any of the bugs out or add your own. This perk is most effective with chemistry but it also boosts your skill with potion making, and all other alchemical pursuits. 

Capstone Booster - "Renaissance Man": You aren't just a world-class chemist, you are a one-man marvel of scientific achievement for all of humanity's branches of science. You have an expertise in astronomy, biology, computer science, engineering, geology, logic, meteorology, medicine, physics, psychology, sociology, and more! Your ability to reverse engineer other tools of science is just pure magic! Finally, any discoveries you make, or knowledge you have will continue to work in other universes, no matter how divergent physics and other metaphysics are.

Smart Immunity (-600cp): You've had one hit of NZT in the past week, and it seems like you'll never come down. Well, you actually won't, not if you don't want to, that is. You may choose for up to 10 drugs, magical spells, buffs, or similar time-limited boosts that are affecting you to last indefinitely without any of their unwanted side effects. Additionally, you may choose to end any effect (not just the ones maintained by this perk) whenever you want, either through conscious choice or automatically (it is called Smart Immunity for a reason) if you somehow can't but would have if you could. If you already have 10 effects being maintained by this and want to add another, you'll have to allow one of the effects you're maintaining to lapse. You may also extend the duration of any temporary effect by a factor of ten, based on its full duration when applied, but these effects keep their side effects. When you drop an effect from its slot it will continue with any of its original duration it has left. Additionally you may reapply any effect that you have lost if the time since you lost it isn't greater than twice (after adding the potential 10* extension) the duration it offers. Capstone Booster.

FBI Training (-600cp): You now have the comprehensive education of an FBI Agent, with the skills to be the best. You have many talents: a great investigator, a brilliant interrogator, a great shot with both pistol and rifle, a highly-trained unarmed combattant (lethal and non-lethal), an expert at urban parkour, and are brilliant at navigating the political hierarchies and satisfying any bureaucratic standards. You're effortlessly meticulous, never forgetting to dot an i or cross a t, naturally, but never get bogged down with the rules when direct action is required. You could easily fill any position in any department of the government.

Capstone Booster -"Overachiever": You are a master of motion. All it takes is watching someone else perform any martial, gymnastic or dance technique once and, assuming you possess the right 'equipment' (limbs, flexibility, ki, chakra, mystic eyes of shonen power, etc), you'll be able to replicate it near-flawlessly from memory. Mastering it might take a couple of repetitions, but the basics will be in your grasp instantly. Furthermore, you know the actual limits of your body, from strength to speed to durability, allowing you to maximize your efforts while minimizing the damage you take from those efforts. If you're willing to damage yourself, you could easily use 100% of your full muscular strength, though it would still damage you severely. You gain an instinctive understanding of the physics of motion, to the point that if you ever had to drop off the side of a building, you'd know just how to grab the ledges of windows to slow your fall and enable you to reach to the ground with the minimum amount of damage. You can apply those same principles to any other form of motion, for example gunplay: you'd be able to move like a Grammaton Cleric from Equilibrium at the least. Add in actual training towards a goal, and there are few limits to what you can accomplish.

Capstone Upgrades:

Devil's Luck + Overachiever = Ares' Blessing: Guided strikes, all of your movements are more fluid when fighting. It is like the enemies are moving to be hit just the perfect way, like they are throwing themselves at you to be punished without realizing it. To them, you drift through their blows, weaving around bullets, and dodging everything they can bring to bear. As another benefit, you are immune to death spells, instant kill effects from whatever source.

Items:

Infinite Rubik's Cubes (Free): Rubik's Cube is a classic 3D puzzle that has a somewhat underserved reputation for difficulty; in reality, solving one is a moderately difficult to learn party trick. But perhaps you can still make use of these, which each have a minor aura that may influence the unjaded to think you are intelligent, especially if you can solve two at a time. This is a very minor effect. 

The Complete Series And A Little More (Free): You get a copy of the movie, the TV show, and as many additional seasons of the show as you would have wanted. Optionally these are actually footage from a dimension that Jump-chan abused her powers to record into, with content from multiple angles that has been cut and shifted and all around manipulated to give the best visual effect and then she added the music, similarly dimensionally pirated, but hey, at least she decided to share them with you, right? 

NZT-48 (Free All Versions): You have some pills of NZT-48. This amazing pill lets you easily master many abilities related to the brain, including perfect recall, increased learning speed (fast enough to master the piano in three days), peak human charisma, peak human dexterity and reflexes, hypercompetence, superhuman instincts, peak human sensory absorption, instant analysis, and nigh-unshakable confidence. Unfortunately, the things you learn while using NZT are typically not fully available to you once it wears off. 

For free, you receive a replenishing supply, and the formula for, a version that has a few minor, minor side effects during withdrawal or even with continued usage: memory loss, extreme paranoia, blurred vision, hearing difficulties, psychosis, missing time, skin lesions, Creutzfeldt-Jakob disease, and Limp Dick Syndrome. So yeah, there is a trade-off for genius in a pill. 

For 200 CP, you can get a replenishing supply of, and the formula for, an injectable substance based on a cyclical enzyme system, partially developed by Piper Baird, that temporarily makes one immune to the side effects… in case you want to control the distribution of NZT. You also have access to a version that grants permanent immunity. If you do not purchase this option, the in-jump version of this cyclical enzyme system will not work in future jumps. The enzymes are free if you have the capstone booster and Master Chemist. 

For 300 CP, you have a replenishing supply of, and the formula for, a version of NZT-48 that has no side effects. If you do not purchase this option, you will be unable to upgrade the base version to remove the side effects. 

This version is free for those who purchase the capstone booster SMART Immunity. For each of these formulas, you may choose to have them work for others or not in future worlds, enabling mass production. However, if they work, others will be able to reverse engineer them so pick your poison. If you choose for them not to work for others, you'll have to oversee the production personally, but the compounds will be immune to analysis.

NZT-48 works to even greater effect if the user is already of exceptional intelligence. In addition, NZT seems to accumulate inside the body and leave some of its effects behind, but this takes years for this to show itself.

With the base pill, there should be one mother of a hangover that will leave you feverish and weak.

Only the cyclical enzyme and the upgraded pills purchases can prevent this.

Epic Music Collection (-100cp): You have every record that Brian Finch has ever owned in his life. It also comes with an equally sized collection of music you would love, and a record player. Any drugs you hide in them are guaranteed to be unfindable except by you or someone you tell where to look for them.

Paper Degrees (-100cp): Any Associates, Bachelors, Masters, and Doctorate degrees you have will be printed and displayed in these very nice frames. Putting them in a room makes you almost radiate intelligence.

Weapons Cache (-200cp): You have a series of untraceable weapons caches located around the world. Each will be where you need them, when you need them, and will be unfindable until you access them; after this they may be found by others but will not be traced back to you unless you are literally caught accessing one.

CRAFT Files (-200cp): You have copies of files from all the leading minds of CRAFT, complete with their knowledge. These can never be stolen or corrupted, and each jump you can receive additional files from the premier scientists of the jump. 

Lucy Jump:

Origin: Bystander

Age/Gender: 21/Male

Location: Taipei (Learn Chinese For Free)

Time: You arrive there a week before the incidents of the movie

Perks:

Clarity - Free:

You can stay mentally focused and rational under virtually any circumstances. You rapidly overcome trauma and stress, never letting yourself get bogged down by the baggage of the past even as you still retain the lessons you needed to learn from it. You still feel emotions normally if you choose to, but from now on you never get emotionally compromised.

You also have a really, really good pain threshold. It's like your nervous system doesn't even feel it, it just processes an impersonal awareness of how much damage you're taking.

Pretty Face - 100 CP:

You're not just one of these but you certainly do have one of these, and everything else that goes along with it. You're a solid 9 out of 10 at minimum… and that's with no chance to freshen up and after having just crawled through a garbage dump. If you put any effort into it at all, you could turn entire roomfuls of heads just about anywhere. 

Uninvolved - 100 CP:

Even if you aren't, you have a pretty good chance of convincing others you are. Something about you just makes attention slide off of you. Be it cops or criminals, they're all too likely to write you off as a harmless nobody, unless you do something to change this perception. 

Intentions Sense - 100 CP:

A lot of people get screwed over because they trust the wrong person. Fortunately, for you this problem should be all but impossible. You've got impeccable instincts when it comes to people, being able to suss out just about anyone's intentions and motivations with just a conversation. Even just meeting them gives you a good "gut feeling" as to whether they mean you ill or not. 

This is just skill, mind you, so people who are really good at hiding their motives will take rather more time and effort. But rest assured, you could do it to the best conmen in the world, with practice. 

Good Police Work - 100 CP:

Can go surprisingly far. Well, unless it's competing against omnicompetent technopaths, anyway. You have the experience of a trained policeman, with all the skill and knowledge entailed. 

You know how to keep your patience on stakeouts, how to maintain your nerve in a firefight, are a crack shot with many weapons, and also have all the rest of the things it would take to be the main character of a police procedural. 

A Real Scientist - 100 CP:

You are one. You're an extraordinarily well-educated, experienced scientist in several major streams of science, with a top-notch intellect, your IQ just a shade or two beyond 200. You know your way around labs, and all the proper steps needed to document any given phenomena and turn it into useful scientific findings.

Scary in a Suit - 100 CP:

You are. Something about you gives off an air of utter menace, making you look like someone everyone should be really, really scared of. Maybe it's a wild look in your eyes, or maybe it's the way you keep fondling a knife. 

Whatever it is, you find it trivial to inspire not just fear, but pants-shitting dread in people, with little to no effort. You may toggle this on and off.

Gang Lord - 200 CP:

It's not easy being a Mob Boss, you know. Good thing you have this. This perk gives you all the perks needed to be a massively successful, consummate Crime Boss. From the basics of rising through the ranks with treachery and murder, to some pretty basic but effective brawling and fighting skills, it teaches you everything up to the hows of setting up networks of informants and bribed cops. 

You know how to set up smuggling routes, how to talk the right way to other gang leaders, how to attract the kind of talent you need in your gang to your side, how to launder cash, how to make sure your underlings aren't cooking the books, and all the other essentials. Simply put, you have everything it takes to be the next great kingpin of crime, and in spades.

Remarkably Little Supervision - 200 CP:

Really, it's shocking. Whenever you're in an organization, you find yourself treated as the proverbial 'golden boy' of the department. Paperwork, proper procedure, all can be as little as suggestions to you, if you play your cards right. 

Simply put, you're highly favored and supported by your superiors in any kind of hierarchical organization. Your actions are virtually never questioned unless they're outright against the rules, and that only if you get caught in a way that can't be explained away. On any active case or mission you have little to no oversight or supervision, being free to take things as you will, so long as you get results. And often if you don't, too.

Endless Credibility - 200 CP:

More than one scientist has been laughed out of academia because of weird pet projects. Not something that can happen to you. You find that no matter how silly or weird the sciences you believe in, you continue to be taken seriously by just about everyone around you, so long as whatever you're saying hasn't been conclusively, unquestionably debunked. 

Even then you get the benefit of the doubt in every way possible, and it only affects you temporarily and regarding only that subject. Trying to insist there's a ninth planet up there would get your astronomy papers rejected for a while, but no one would question your skills with Nuclear Physics.

Positive Reactions - 200 CP:

All these weird sciences and chemicals they're cooking up these days, who knows what might happen to someone who ingests them willy-nilly? Or gets them sewn up inside them by nefarious gang lords, anyway. Not that you need to worry about any of that anymore. With this perk, you find your body changed, utterly transformed… in one specific manner. 

No matter what kind of poison, chemical, magical potion or nanite cocktail you inject, the worst that can happen to you now is that it doesn't affect you at all. Far more likely is that you'll find yourself getting some kind of benefit out of it, and not necessarily small ones, either. Venom could give you some powers similar to the source it comes from, and chemicals might just affect you similarly. Of course, any given procedure that kills 99% of the people that go through it is bound to place you in the 1%, and you always achieve the best possible results from any procedures meant to do good.

Increased Brain Usage - 400 CP:

Well, let's be honest. This is why we're here, so let's get on with it. You have the powers that come with the utilization of an additional brain capacity. All the powers that Lucy developed over the course of the film.

For 400 CP, your brain now operates at 50% capacity, having been stabilised at that level. This gives you a flawless memory, complete with unlimited storage and perfect indexing and recall, along with some very powerful Telekinesis, Technopathy, and an analytical and deductive capacity that borders on outright precognition. Your actions are controlled by your thoughts with total precision and execute as quickly as your physiology allows, and your mental reaction time is effectively instantaneous. Your raw intelligence outmatches all the geniuses in the world, possibly even put together, and will only improve from here.

You also learn new skills near-instantly, mastering in hours if not minutes what would take others months and years, and only getting better from there. Furthermore, once you've learned something it stays learned regardless of the passage of time or disuse. You also avoid any 'downsides' that might otherwise come with super-intelligence; no super-boredom, no inability to

relate to mundane concerns, no hyper-autism, nothing like that.

Comprehend the Incomprehensible - 400 CP:

The day comes in many a scientist's life when they are faced with knowledge that Man Wasn't Meant to Know. Many are left broken by it. While how well you may make use of such knowledge if and when you come across it, you find that that, at least, can never happen to you. 

No matter how strange, otherworldly, supernatural or just weird a phenomenon you encounter, your wits and your analysis capabilities remain perfectly intact at all times. Not only is it impossible for your sanity to be broken, you can't even be slowed down, be it a woman downloading the literal history of Existence onto a flash drive or a face-to-face with Azathoth. You remain calm and unaffected, and your brain continues to work at the same pace as ever. 

Indeed, you find that after a few such experiences you have some considerable talent in this. Patterns reveal themselves to you where others can only scream in horror at the sight, and while they may often be really small, you always come away with some practical, useful insights from such experiences.

A Killing Instinct - 400 CP:

One might think that with college students turning into Goddesses, there would need to be changes in how people operate. One would be wrong, at least when it comes to you. You find that you have a talent for murder, a skill and gift for dealing death that defies belief. Simply speaking, you can kill anything. No matter what it may be, regardless of whether it's immortal, immaterial or omnipresent, you can trust that you will, with time and effort, find a way to kill it off. It won't be easy, of course, but it's always, always possible for you now.

But that's not all. Apart from making it possible for you to kill everything, this perk also enhances your actual skill and talent at doing so. You find that you can do this to ordinary people almost easier than breathing, every bullet finding a vital spot and every move in a fight striking home lethally. Of course, if you want to take your target alive then you can do that with equal precision… so long as your attack actually has a potentially non-lethal mode, that is. It's a bit difficult to stun someone with a flamethrower.

Even against the immortals, while you don't get instant kills on them every strike from you is still far more damaging than it should be.

Favor Of Power - 400 CP:

When someone becomes godlike out of nowhere, there's no telling what they might do. They could go berserk, or start hating the people they liked before! They won't hate you, though. You have a way about you, of getting close to those more powerful than you.

No matter how alien their mentality or how different they might be, no one more powerful than you finds you annoying unless you deliberately make yourself so. Indeed, most of the time you find that they tend to like you and at least tolerate you.

Depending on just how 'human-like' they remain, they may even decide to favor you and shower you with gifts and powers that it's up to them to give, but even those who don't will, at the very least, act to keep you alive and relatively safe. Unless you piss them off, of course.

Items:

Liquidity - Free:

Money. 100,000 dollars, to be exact, in any currency of your choice. You get them in a secret, traceless account you can access from anywhere at all, which no one else can even know exists unless you tell them. This stipend is paid annually. Likewise, you can deposit the value of any currency or valuables you possess into this account at any time, along with currency conversion services. 

If necessary, any funds moved through this account are provided with an unremarkable but entirely valid paper trail including applicable taxes and fees. You get the same amount in whatever currencies are used locally in all future jumps. 

Account - 100 CP:

One of the ways that police tend to find careless criminals is by noting influxes of sourceless money and similar stuff. The evils of the IRS know no bounds.

With this, however, you won't have any trouble, no matter how much money you're moving around. This account is entirely private and traceless, allowing you to store any amount of money completely tax-free.

Its contents are transferred between settings and may be withdrawn in whatever form of currency you like.

Top-Notch Wardrobe - 100 CP:

Clothes! A lot of them, and very fancy ones too! You have a full wardrobe full of everything from costumes to clothes in the latest fashion across the world, enough for as many people as you need to outfit. 

Qualifications - 100 CP:

It can be hard to convince them to let you work in a lab if you don't have laminated cardboard telling them they should! Fortunately, you do now. Whatever your level of knowledge in any given field, you have all the paperwork and degrees needed to prove it. This is more than just the physical degrees too. 

All your documentation is duly backstopped, and people might even remember you from your classes, if you take that route. Basically any degree you could have gotten with your current knowledge, you'll find you already have. If you choose to. You can use this selectively, I mean. 

This carries over to all forms of knowledge in future jumps too, be they science, philosophy or even things like Magic or whatnot. 

Lab - 200 CP:

A space to work! This is a state-of-the-art, top-of-the-line laboratory with all the latest tools and facilities you can imagine. Electron Microscopes, a supply of rare materials, possibly even a particle accelerator! Probably not, though. 

See, the way this place works is that the more you specialise the better everything in here gets. Making it something like 'biology' would have all the absolute latest equipment, extensive collections of samples from wide ranging species, live animals for tests, and all that. Choosing to make it 'medicine' , though, as a much more specialised subset, would make everything limited to that field, but borderline sci-fi in how good the stuff is. 

Post jump it can appear in any location of your choosing, or become a warehouse attachment.

Travel Papers - 200 CP:

It can be hard getting the right product to the right people if the so-called 'authorities' keep interfering. These can help with that! You have a never-ending supply of top-notch passports, IDs, licenses, manifests and all the other fiddly pieces of paper that convince officialdom what something is.

They're all forgeries, of course, but very, very good ones. Not only can you move yourselves using them, you can move anything or anyone you like! Each of the fakes is exemplary in it's thoroughness, but you have an endless supply of new ones just in case they keep getting burned.

Living Space - 200 CP:

A fancy, 10-room penthouse apartment in the hottest part of town, filled with the latest toys and decorated like the palace of a prince. Seriously, the luxury's obscene . Any utilities, rent, and taxes are covered, and basic household supplies restock themselves every week. 

You can have it be a big house or even a mansion, though the luxury and fanciness decreases as size increases.

Station Armory - 400 CP:

Oh ho ho. What's an ordinary police station doing with this kind of stuff? Maybe you got some of it on busts. But this is a vast, magnificent collection of firepower attached to one of your properties. Just about every firearm in use anywhere in the world, along with SWAT gear, tear gas, riot gear, Night Vision goggles, and all the other shiny toys. Not quite enough to topple a small country, but you could get very close!In future jumps new gear is added to match what would be potentially available in a police armory or evidence room of the setting if necessary. Any items that were already available are still available, of course. The room remains full no matter how much you take out of it.

Black Supercomputer - 400 CP:

Everyone needs one, really. Or they should have one anyway. Unlimited storage and borderline unlimited processing power, omni-compatible I/O jacks, indestructible, immune to malware, and with crystal-clear wi-fi wherever you go, it also has the most intuitive, perfect UI imaginable and an operating system that's magically compatible with pretty much anything you could install. You could even install an AI into the operating system if you had one available, although this item does not come with one.

It's conveniently portable and morphs into any computing device you wish with just a thought. Mainframe workstation, pro gaming desktop, laptop, tablet, smartphone, smartwatch, whatever. Either way its functionalities remain the same even if the exact details of the UI might differ from form to form. If it's lost or left behind, you can summon it to you with a thought. In future worlds the internet connection remains, but only to the current jump's internet equivalent.

Lastly, it comes with a limited perception filter that guarantees that no one will notice any of the special features of your device unless you wish them to, although they will still be able to see that it's there.

Little Blue Packets - 700 CP:

Ah, drugs. They make everything better! Well, not really, but you could argue the point with these ones. This is a batch of the same chemical cocktail that gave Lucy her powers, now available for you, for the low, low price of 700 CP.

These are somewhat different than the ones she and her fellow couriers had, though. Being somewhat more concentrated, you have four packets that, taken together, can get one person to 99% brain capacity, while each packet can get one person to 50%.

You get a fresh set of packets in every future jump.

Oh, and of course, you also get the recipe for the version you buy and the ones costing less than it, suitable for industrial mass production out of commonly available chemicals!

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