Essence of the Wubba Lubba Dub-Dub (Rick & Morty)
- Consuming this Swirling Green Colored Essence will give you several boons.
●You gain the intelligence on par with Rick C-137 (TV Rick) & C-132 (Comic Rick) without all the depression & alcoholism
●Even if you jump to another body with insufficient faculties your intelligence won't be diminished.
●Your knowledge cannot be suppressed, copied, altered, nullified or affected negatively against your will & will not malfunction or have control loss of.
●You gain perfect/ infinite memory storage & processing power with instant recall, indexing creativity, learning capability & control over your thought process. In addition you will gain all necessary mental faculties to process and utilize these abilities while maintaining uninterrupted consciousness.
●Gain practically infinite trains of thought & ability to multitask.
●Access to all the technology & gadgets that any iteration of Rick has created. You can summon these items to your person from any location you're at. If destroyed, damaged, or lost they'll automatically be recreated when you next summon them. They're blackboxed so nobody but you can reverse engineer it, without your express permission.
○A FTL Ship capable of traveling anywhere in a given universe & comes with Omniversal travel.
○A Portal Gun with infinite energy capable of travelling anywhere in the Omniverse, that you desire.
○A flask of infinite alcohol of your choice.
○A replica of the Citadel.
●A collection of Pocket Mortys' of your choice to serve as your assistants. They're completely loyal, unable to rebel or work against you.
Essence of the Mithrilar - Galactic Civilizations
●You absorb the power of the three Mithrilar destroyed when they used the Telenanth, ascending to their level. The Mithrilar are creators of all life as we know it, within the local galaxy, as well as the creators of the Arnor & the Dread Lords the first of the races in the Milky Way.
○Your powers cannot be suppressed, copied, altered, nullified or affected negatively against your will & will not malfunction or have control loss of.
○A planetary population of Arnor & Dread Lords to serve as your servitors.
■They're completely loyal, unable to rebel, work or act out negatively against you.
●A planet of your own design, in a location of your choosing with enough resources to jumpstart your interstellar colonization effort.
○You can teleport to this planet from anywhere, at point you desire.
●Complete access to the Tech Tree regardless of which species it belong to from the entire series, (including DLC.) This includes the tech of the Armor & Dread Lords as well as Precursor tech such as the Terran Shield, the Bane, & the Telenanth.
●Once you've conducted the appropriate research & have the required amount of resources needed you can desired object instantly assembled in a location of your choosing.
●All the skills needed for creating & managing a successful space empire.
●Can optionally choose to max out the tech tree series wide, regardless of which species it belong to.
●Can optionally be dropped into the Galactic Civilizations setting. At the beginning of any of the three games. (Galactic Civilizations 1, 2, or 3.)
Index - Essence of the Secret Chiefs
- Consuming this Golden essence colored like the Dawn will give you several boons.
●The physical capacity of a Saint. Which includes superhuman physical strength, incredible speed, capable of channeling a larger amount of mana compared to normal magicians, and superhuman senses. Immune to the usual weakness such as those that resemble how the Son of God was killed (which include being stabbed, a crown of Thorns, and the crucifix), Saint Destroyer, & burning yourself out.
○Can designate up to 20 people as Saints.
○They have the usual weaknesses.
○Saints you make cannot hurt or plot against you in any way and you can instantly recall back those powers whenever you want.
●Understanding of all magical systems shown in the series. Such as having things with the same properties & powers of the original using Idol Theory.
○You have the potential to become a Magic god. If you go this route you'll be able to enter the regular universe without destroying it due to your power.
○Using Idol Theory you could theoretically perfectly recreate something like the Holy Right with time.
●Your powers can never be taken away, suppress, weaken, or copied in any way. Imagine Breaker won't be able to negate your abilities.
●You have full knowledge how these powers work & the best ways to use them and you won't be overwhelmed by the sheer number of powers you have.
●Genius level intellect surpassing that of Aleister Crowley.
●Expert Chess master & Manipulator
○You become very good at planning and strategizing. As well as an intuitive understanding of how to capitalize on victories and recover from defeats keeping your plan on track.
○You are also skilled at improvising and thinking on your feet.
○You're skilled at manipulating people & gain a complete understanding of their mind, how they think, what motivates them, their core values and how they tick is revealed to you. Including ways to turn them from their lines of thought to yours.
○You are very good at subtlety and misdirection.
○Determining others' capabilities & how they'll be of use to you comes much easier to you.
○While your ability to feel emotions is not diminished, they rarely if ever cloud your judgment.
○You become more farsighted and better able to see the big picture while focusing on little details.
○You become a masterful actor, able to play any role and present any personality you choose. You will instantly be aware of anyone attempting to read your mind or sense your emotions and can immediately create false thoughts, feelings and even memories that will show any mental scan exactly what you want them to see.
○You become a master of the Hannibal lecture, you know how to remold them to your liking. You can break them with but a few words, you know how to tear down their ego, how to use cruel insults and sweet promises of relief to wear down even the most stubborn resistance.
●You'll also be able to use Imagine Breaker & World Rejector but while you're doing so you'll be unable to use powers with it. You also have the capability to unleashed their full potential with time.
●You'll also receive all blueprints from every artifact in the series from Ambrosia to True Gungir), & the complete Index Librorum Prohibitorum downloaded into your mind.
○103,000 magical grimoires
○These can never be taken away, suppress, erased, or copied in any way.
○Able to decipher & read these grimoires without harm or negative consequence.
○Recall all information from them FTT on the fly.
○Crafting the artifacts is up to you.
●Create magicians by teaching them various systems of magic.
○Magicians you make cannot hurt or plot against you in any way and you can instantly recall back those powers whenever you want.
●The ability to summoning & binding demons like Coronzon or Archangels. They're completely loyal, unable to rebel or work against you.
○You can choose to fuse with them granting you their abilities as well.
●A small faction of followers. Whether it be espers, magicians, scientist, etc. Loyal to your cause regardless of what it may be. They're completely loyal, unable to rebel or work against you.
Marvel - Essence of the Mad Titan
- Consuming this Purple Colored Essence will give you several boons.
●The knowledge, powers, skills, & abilities of every of iteration of Thanos from the entire Marvel Multiverse past & present.
○This include : Old King Thanos (Earth-TRN666), Cosmic Regulator Thanos (after absorbing everything), Ultimate Version (Earth-1610), Thanoseid (Earth-9602), etc. As well as those of his Thanosi.
○This doesn't include form that require external forces to maintain, such as: Heart of the Universe, Infinity Gauntlet, or Cosmic Cube versions.
●If you so desire you can have the body &/or physique of the Mad Titan. You can choose to change the color of your skin if purple not your color.
●You lack his hubris & madness that constantly results in his defeat & self-sabotage, unless chosen.
●As the Herald of Death allows you're able to kill anything even immortals. But, since the Herald of Death needs to be alive to accomplish this you're unable to ever die, even when the universe has been long dead you'll still be alive.
●You have full knowledge how these powers work & the best ways to use them and you won't be overwhelmed by the sheer number of powers you have.
●Your powers cannot be suppressed, copied, altered, nullified or affected negatively against your will & will not malfunction or have control loss of.
●Access to all the technology & gadgets that any iteration of Thanos has created. You can summon these items to your person from any location you're at. If destroyed, damaged, or lost they'll automatically be recreated when you next summon them. They're blackboxed so nobody but you can reverse engineer it, without your express permission.
○A Sanctuary class space station. Complete with AI, a holographic system that displays on the bridge a near-universal database (galactic history, technology, & civilizations) & a map of several 1000 nearby stars, & teleportation system that can send you anywhere in the universe. A force field that is so strong, it can withstand anything short of stellar energies and will also return the energy attack to the attackers. The ability to devastate planets via thermonuclear missiles or destroy stars via the "Star-Burster" ion cannon (which destabilizes a star, causing it to go supernova within hours). The ship has a hanger that can carry 100s of spacecraft, which are usually piloted by drones. It uses ionized plasma engines and is able to warp via either the subspace collapsar engine or thru the your own power.
●Army of Loyal Soldiers: Outriders, robotic drones, anyone whose worked for Thanos in the past that wasn't a Black Order member. They're willing to do anything you order & unable to rebel or work against you.
Marvel - Essence of the Parliament of Doom
- Consuming this Metallic Green Colored Essence will give you several boons.
●The knowledge, powers, skills, & abilities of every iteration of Doom from the entire Marvel Multiverse past & present.
○This includes: Doom from Old King Thor timeline (Earth-14412), Galactus Doom (Earth-TRN667), Ultimate Version (Earth-1610), Doctor Doomsday (Earth-9602), Doom from the movies, cartoons, etc.
○This doesn't include forms that require external forces to maintain, such as: Infinity Gauntlet, or God Emperor Doom (who requires the Molecule Man) versions.
●The Incredible Will of Doom, this allows you to endure incredibly amounts of pain, resist mind control, telepathy, confront eldritch & cosmic gods without fear & dominate the minds of others.
●You lack his hubris that constantly results in his defeat & self-sabotage, unless chosen.
●A very strong affinity of science & magic in addition to immense knowledge on occult.
●Your face will never get disfigured or damaged regardless of what happens to you. You could take blast to face from supernovas, eldritch energy, cosmic blast, or antimatter & your face will remain immaculate, your body will still take damage though.
●The body &/or physique of Dr Doom, (before his disfigurement,) being able to kill a lion with a single punch. If you so desire.
●You have full knowledge how these powers work & the best ways to use them and you won't be overwhelmed by the sheer number of powers you have.
●Your powers cannot be suppressed, copied, altered, nullified or affected negatively against your will & will not malfunction or have control loss of.
●Access to all the technology & gadgets that any iteration of Doom has created. You can summon these items to your person from any location you're at. If destroyed, damaged, or lost they'll automatically be recreated when you next summon them. They're blackboxed so nobody but you can reverse engineer it, without your express permission.
○A Power Siphon, that possess the ability to drain the powers & energy of beings & bestow them upon the user. You gain any powers stolen by Doom in the past.
○Army of Doombots. They are designed with psionic disguising circuitry that is capable of fooling low level telepaths into accepting them as the real you. Their advanced A.I. program makes them believe themselves to be the real you, except when they are in your presence or another Doombot. They there to replace you whenever you cannot be present at a situation, or whenever you do not want to risk your life. You're capable of channeling your powers through them.
■They're completely loyal, unable to rebel or work against you. Any attempt to reprogram them will cause them to self-destruct instead.
●Every set of armor worn by Doom, as well as suit that has the combined abilities of every armor that he has worn.
●Access to a small country the size of France in a sealed pocket dimension, accessible via portal or teleportation (this is accomplished by willing it,) to only you & those you allow. It's populated by followers loyal to your cause & willing to do anything to see it completed.
○Only you & those you designate can access this dimension & you can revoke access at any point in time.
Sid Meier's Alpha Centauri - Essence of the Firaxians
●You become the faction leader of the Firaxians, a secret faction that snuck aboard the Unity Spaceship before Earth's destruction with knowledge of Singularity Mechanics. Due to the lack of information, no one really has any opinion about them, meaning you start with a blank slate & fresh start. Regardless you receive the following.
○All the skills needed for creating & managing a successful planetary government.
○A contingent of followers loyal to your cause & willing to do anything to see it completed.
●Complete access to the Tech Tree, including the ones from the Alien Crossfire expansion as well as the Progenitor factions.
●A complete replica of the UNS Unity, a STL spaceship that ferried human from the doomed Earth to Chiron. It still stocked with the supplies that the colonist need to colonize the new world. You can summon it or its cargo to your location from anywhere. If destroyed or lost they'll simply be recreated next time you try to summon it.
●A complete replica of Chiron in a sealed pocket dimension, accessible via portal or teleportation (this is accomplished by willing it,) to only you & those you allow.
○Only you & those you designate can access this dimension & you can revoke access at any point in time.
○The planet will still have the hazardous conditions that make it toxic to ordinary humans, although you & your followers aren't affected by this.
○You have complete control of the planets lifeforms. They're unable to rebel, work or act out negatively against you.
○You can replace the Planet Mind with a copy of your own conciseness if you desire, making you the undisputed ruler of Chiron. Or simply kickstart the Ascent to Transcendence.
●Once you've conducted the appropriate research & have the required amount of resources needed you can desired object instantly assembled in a location of your choosing.
●Can optionally choose to max out the tech tree & acquire all Secret Projects. Complete with resources & requirements to build it all.
●Can optionally be dropped into the setting, after the Unity arrives at Chiron before the Captain is killed.
Essence of the Beastmaster
By consuming the essence of the Beastmaster, you gain several boons:
○You become immune to all forms of venom. You gain a resistance to plant-based or inorganic poisons, though while usually not fatal or lasting you still suffer symptoms of poisoning. Diseases and parasites entering your body become inert until your body naturally expels them.
○Wild animals and monsters will not see you as a threat and only attack if rabid or attacked by you first. Creatures of human intellect like Sphinxes or dragons capable of human speech can make the conscious choice to attack you, but will instinctively have a positive impression of you.
○You gain an instinctive knowledge of the characteristics of every beast you encounter, including their requirements for habitat and food, how to best approach them, and how to treat any injuries or illnesses they might have.
○Any beast or monster you approach with the intent of taming them will rapidly grow to trust you so long as you don't mistreat them. You will form a mental bond with any creature you're taming that lets you sense the needs and thoughts of the creature, with the speed of the bond's growth determined by the creature's intelligence, aka the smarter it is the longer it'll take to fully tame the creature. Once the bond is complete the now tamed creature can be summoned to your side or dismissed either back where it came from or into a storage-dimension at will. Should a tamed creature die it will instead appear inside the storage-dimension and can be summoned after a waiting-period determined by the power of the creature. Creatures with a completed bond will be completely loyal to you and you will be able to share their senses at will. You can have an unlimited number of Bonds. Humanoid creatures without sapience such as primates or monsters such as goblins or orcs can be tamed so long as their intellect is insufficient to develop language or a culture. You can only form a bond with Monstergirls that are at least 50% nonhuman, so a centaur, lamia, arachne or mermaid would be tameable while a dwarf, elf, satyr, or human would not be.
○You can train animals or monsters, even those you haven't tamed so long as they cannot leave mid-training, in a fraction of the time it would normally require, and can train them beyond their normal limits, like teaching a monkey martial arts or a carrier-pidgeon how to read maps and fly to specific locations pointed out on that map. Things you trained a creature to do will never be forgotten.
○If you have tamed a member of a certain species you can make requests of untamed creatures of the same species. They aren't forced to comply, but if the request is something they can understand and that doesn't go against their nature or self-preservation-instincts the creature will usually comply. You can also give commands to larger groups of untamed creatues at once, and a group might comply when an individual would not. Asking a single rat to attack a grown human will be met with refusal, a swarm of hundreds of rats however will attack as requested.
○You can freely induce or suppress a tamed creature's mating-period. A creature born from two tamed creatures will automatically be born fully tamed. When breeding two tamed creatures you will see what traits the offspring could have and can freely manipulate them to give the offspring the desired traits, though you cannot add traits that the parent-creatures didn't have, so while you could breed, say, a lion bigger and stronger than it's parents, you cannot give it wings or gills. You could repopulate a species so long as you have a single breeding-pair and will never have to worry about inbreeding. You can mate two normally incompatible creatures to design new species, though the pregnancy-period for such cross-breeding will be between 1,5-10 times longer, depending on how drastic the difference between the parent-species is.
○Tamed creatures can survive in climates they normally wouldn't and can survive without food, though they will suffer. You can convert an area of up to 200 cubic meters into a habitat for your tamed creature with a climate and environment most suited for that creature. The shape of the habitat is up to you, it can be a cube, sphere, or completely irregular shape. It takes multiple days to set up an environment, and once you dismiss it the area will return to its original state within a few hours. Habitats are stationary, once created they can't be moved and the habitat's shape cannot be altered. You can have one habitat for each tamed creature, but you cannot create an environment unless you have a tamed creature that thrives in that type of environment. Also, if you have a tamed creature or are in the process of taming a creature that's native to environments hostile to you, such as the open ocean, arctic or volcanic wastelands, or even space, you will be able to survive in that space as well as the creature itself can. Note that this doesn't grant you the creature's abilities, so while you could for example survive in space, deep underwater or even in magma, your ability of locomotion remains unchanged. So you can't fly even if you tame a creature that literally spends its entire life airborne, though you will be able to endure cold and thin air much better.
Essence of the Manipulator
By consuming the Essence of the Manipulator, you gain several boons:
•You gain conscious control over your charisma. You can switch between being the most fascinating person in any room to having so faint a presence only the most attentive people will even notice you're there. You can also apply your charisma selectively, becoming a dazzling presence in the eyes of your targets while others would be unable to describe your appearance if questioned, and decide how they perceive you, if you seem charming or intimidating to others. You can also make your charisma fade in the minds of others, so that while they listened to you with rapt attention, over the span of the next few days they will forget the impression you left on them until they forget you completely. This however doesn't mean your words fade from their memory if you don't want them to, instead they'll merely forget that the ideas you planted in their mind weren't their own.
•You become a masterful actor, able to play any role and present any personality you choose. You will instantly be aware of anyone attempting to read your mind or sense your emotions and can immediately create false thoughts, feelings and even memories that will show any mental scan exactly what you want them to see. You also gain great oratory skills both for simple conversation as well as in speeches before immeasurable crows.
•When observing someone you will within minutes gain a complete understanding of their mind, how they think, what motivates them and how they tick is revealed to you. You can read people like books, their deepest secrets and most hidden thoughts may as well be written on their foreheads. Their subconscious thoughts and biases are revealed with but a glance. This also works on large crowds, though to a lessened extent when the crowd as a singular entity is targeted.
•Any person you focus on, you know how to remold them to your liking. You can break them with but a few words, you know how to tear down their ego, how to use cruel insults and sweet promises of relief to wear down even the most stubbern resistance. You can also uplift them, give them the greatest confidence in the bleakest circumstances. You can make the most stubborn and bullheaded man see reason, or turn the most open-minded and accepting person into a close-minded bigot. You turn people into simpering slaves completely dependant on you or manipulate them freely without them even being aware that you exist.
•You can also manipulate crowds of people on a larger scale, with only minimally less fine-control. You could lead a hopelessly-outnumbered force into a heroic charge without a single man breaking ranks, as well as demoralize a force with an overwhelming advantage to the point of making a well-armed army of thousands to take flight when charged by children wielding sticks. You can fan the population of a utopian society into complete revolt, or make the population of the most tyrannical dictatorship adore the boot that crushes them. Social engineering on all levels is child's play, you could start a political movement or even a religion and turn it into a universal belief, no matter how drastic or ridiculous. You can turn a noble caste consumed by greed and hedonism to altruism and selflessness, convert a group of radical feminists into a patriarchal faith preaching that a woman's reason for existence is to please men, or simply make the act of wearing a plate of cooked spaghetti as a hat into the latest fashion-trend. The time needed to mold others to your will depends on the extent of your change, from a few moments to encourage someone to act on their impulses, a few minutes to rally a group of men into an action they believe correct but lacked the courage to go through with, to a few days to completely reshape their world-view into something that goes against everything they were before.
Essence of the Puppeteer
By consuming the Essence of the Puppeteer, you gain several boons:
●You gain a instinctive knowledge of mechanics, gadgets, and certain arcane arts. You can construct puppets from a variety of materials, from ordinary wood and metal over flesh to materials not normally usable, such as water or fire, and the puppets you build will be far stronger and resilient than their base-materials would suggest. Puppets can be created near-instantly from malleable substances like water, fire or clay, though such instant-puppets are comparably simple, their only special ability aside from maintaining the traits of their base-material being that they can use their malleable nature to change their forms.
●When manually crafting a puppet you can construct and install numerous devices and weapons into the puppet, even when the devices would normally be too large or bulky to fit into the puppet's frame. Any installed device will not hinder the puppet's mobility in any way and be effectively weightless inside the puppet. Any weapon can be withdrawn from the puppet's body so long as the opening it's drawn from is large enough to withdraw the object from, in other words if the puppet pulls a sword out the opening must be large enough that the handguard can freely pass through.
●When touching a puppet you can by channeling your own energy into it upgrade its capabilities, making it stronger, faster, and more resilient. This process can be repeated without limited, though the process is exhausting for you and the stronger the puppet is the more energy it takes to further upgrade it. Channeling energy into a damaged puppet can also repair it as long as it hasn't been completely destroyed, though depending on the puppet additional materials may be needed. This process can also be used on instant-, corpse- and living puppets, the latter two can be repaired without additional materials in return for a greated cost in energy.
●Any spells or special abilities you have you can convert into an array that you can inscribe on a puppet, letting the puppet instantly activate that spell or ability. Note that this will still drain you as if you had performed the ability yourself, however you can store energy inside the puppet, letting it activate its arrays by drawing from the stored energy rather than yours. As these arrays need to be inscribed manually, instant-puppets cannot use arrays unless you personally modify the puppet.
●You can control puppets remotely and telepathically. Movement of fingers to guide it is unnecessary, though it can improve fine-control. A puppet not actively controlled will shift into an inert state, though you can program it to act automatically in specific circumstances, like dodging an attack, though it will react mechanically and only exactly as programmed if pre-set conditions are met, hence you need to be very specific in your programming if you want any level of successful autonomous action. No matter how many inputs are given you cannot turn a puppet sentient, though a puppet with decades worth of programming may seem so to an outside observer.
●You can turn a fresh or well-preserved corpse into a puppet you can control. A corpse-puppet retains all special abilities the person or creature had in life in addition to any device or array you install into it. You can also activate a form of auto-pilot in the corpse-puppet that makes it move and fight with the same level of skill, however the auto-pilot will not be able to operate any devices or arrays added to the puppet that body didn't have in life. You can activate them by command and the puppet's autopilot will compensate as best it can, however most activations will reduce the effectiveness of the autopilot's combat-performance.
●With careful preparation you can turn a living creature into a living puppet. You can add weapons, devices and even extremities to this puppet to turn the puppet into a frankenstein-esque creature or a complete abomination, though as the puppet is still a living creature care must be taken that the vital functions are not compromised during modification. Alternatively you can choose to leave the body unchanged, though when empowering it with your energy you're able to cause slow cosmetic changes to the puppet. Transforming a living being into a living puppet destroys their conscience, though you can choose to preserve the mental faculties and memories of the subject, creating a puppet that can act independantly and even re-integrate into their past life, though a change in personality will be noticed by others as the puppet no longer has a true sense of self and will only strive to fulfill your orders, a biological robot rather than a follower or subordinate.
●You have a pocket-dimension in which you can instantly store any of your puppets and summon them at will. You can also keep materials, devices and tools in this dimension, though no living objects. Objects stored in your pocket-dimension do not degrade, and you can channel your energy into any stored puppets to upgrade or repair them as if you were touching them.
●You can at will possess any of your puppets, controlling them as if they were your own body and activating any mechanisms or arrays installed by instinct. Puppet-bodies do not possess a sense of pain, though you will have a sense of touch and be able to tell when the puppet has sustained damage. If the puppet you're possessing is destroyed, you can possess any other puppet outside of your pocket-dimension. Should there be no puppets outside of your pocket-dimension or you choose to, you will instead appear unharmed in a location of your choice that's within 100m of the destroyed puppet. While you are possessing a puppet your real body will be moved into your storage-dimension, it will neither age nor require sustenance of any kind whilst in the storage-dimension.