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Chapter 25 - Meta Essence CYOA 25

Essence of All For One

 By consuming this colorless and hollow essence, you bring all abilities under the authority of your own ego.

•You are capable of stealing the quirks of others for yourself with but a single touch - that is, you're capable of stealing their 'individualities', their most iconic attributes and abilities. In return, you may also gift any of your quirks to another via physical contact, if you so choose.

•Discrete personality-based powers, generic cape superpowers, one-off mutant abilities, and their ilk will always count as "quirks". Within a wider context, other forms of distinguishing ability may also be subjugated to your command, such as a more static inherited bloodline or an ability to access a particular magic system.

•Transplanting a quirk by means of this essence never lessens it. Likewise, giving or taking a quirk by means of this essence never causes a donor or a recipient any direct damage; bodies, minds and souls will flawlessly adapt to fill in the gaps left behind stolen capabilities with lessened but healthy tissues, or integrate new capabilities without any risk of immune rejection or similar backlash.

•By dint of your absolute authority over quirks, you are always guaranteed to be their master, and not the other way around. Quirks in your possession may have unacceptable drawbacks to their use, or otherwise impose strange burdens, but you are categorically immune to any form of compulsion or mental influence bound up within your quirks, and you always remain in full control of the faculties they give you.

•There is no limit to the number of quirks you can possess at any one time, for they will interface harmoniously with each other in any eventuality short of gross morphological incompatibility - such as the combination of a quirk that transforms you into a living gravitational singularity with a quirk that renders you perfectly weightless. Even then, you may deactivate any quirks you don't want to use, shuffling them out for quirks you do want to engage.

•You may also use the aforementioned ability at any time, for any reason, to seal quirks away or retrieve them at will. Deactivated quirks are undetectable; you are treated for all intents and purposes as if you didn't have them, at least until you withdraw them from the slumber of your private 'storage' once again.

•When expressing multiple quirks simultaneously, strictly identical quirks will always 'overlap' with each other to no benefit, in much the same way that a swab of paint can't be mixed with itself to create something more. Similar but non-identical quirks may stack with each other, however - and especially so if their superficial similarities belie meaningful differences in form, function, or nature - creating a whole that's radically more than the sum of its parts.

•When giving quirks to others, you are capable of leaving shards of yourself within those boons if you so choose, rooting into the recipients of your generosity. These shards, though unconscious, will subtly influence their holders. At their weakest, they could simply render their hosts more agreeable to you; at their strongest, they could completely strip their hosts of autonomy and higher awareness, slaving them as vessels to your will.

•You are capable of targeting anyone who holds a shard of yourself in this way with any power you possess, regardless of distance or ordinary power vectors, as if they were directly by your side and vulnerable. You can use this ability to take quirks back, give orders, take a firmer hand, or punish disobedience as you so choose.

•Because of the aforementioned entanglement of your consciousness within your powers, anyone who succeeds in recreating your powers creates a full copy of yourself, latent within its new host as if it were a particularly independent shard. Such full copies of yourself may self-destruct if you choose, depriving their hosts of your powers and averting a dominance contest between two iterations of yourself, or they may progressively take their hosts over, infecting their hosts over time with your own personality, memories, and values.

•These shards will always take their hosts over if they're the only surviving copies of yourself, allowing any sufficiently functional copy of your powers to serve as a kind of phylactery.

Essence of One For All

 By consuming this torch-bright essence, you become the beginning or the inheritor of a legacy.

○You're capable of directly "stockpiling power" over time, impressing your own puissance upon a bottomless and intangible inner reserve. This isn't merely the ability to store accumulated energy, but the meta-ability to cultivate and safeguard a source of energy.

○This stockpiled power can be drawn upon to magnify the physical parameters of your body - including strength, speed, durability, and more. Because this power stockpile accumulates without any obvious limit, refutes decay, and applies holistically, it indirectly serves to allow your physique to be trained without limit, prevents your physique from being functionally crippled, and allows all aspects of your physique to be improved simultaneously.

○The rarefied aspect of your power stockpile lends even its basest expressions a degree of idealization, allowing the traits it enhances to be used in ways that shouldn't be physically possible. You could run and jump at superhuman speeds with blatantly physics-defying traction and leverage, create carefully and precisely shaped shockwaves with "brute force" alone, and flawlessly and seamlessly reinforce your body against the physical strain otherwise logically imposed by your own power.

○As this power stockpile grows and you grow better at channeling it, it may even grow to encompass other aspects of yourself, flowing to reinforce your quirks - that is, your 'individualities', your most iconic attributes and abilities. You will always be able to express your quirks with at least as much potency as the stockpile bestows upon your more ordinary aspects.

○Discrete personality-based powers, generic cape superpowers, one-off mutant abilities, and their ilk will always count as "quirks". Within a wider context, other forms of distinguishing ability may also be subsumed under the banner of the flame within you, such as a more static inherited bloodline or an ability to access a particular magic system.

○You are capable of passing all of the benefits of this essence on to another - that is, the accumulated power stockpile, the ability to stockpile yet more power, the ability to choose another successor, and so on - by whatever method you find most fitting. You could pass this power on via a genetic transfusion, leave it as a literal inheritance in your last will and testament, or hurl it through the cosmos to exalt any hero who meets your standards.

○As if to safeguard your power to choose, you can never transfer the benefits of this essence against your sincere will, and any influence that would compromise your judgement in this regard is flawlessly rejected. You may even have some uncanny resistance to mind control in general, shrugging off strictures with an outsized will.

○Anyone who recieves this power stockpile in the future may draw out an echo of any quirk that the stockpile was able to grow to augment in a previous wielder, and wield all of those echoes as their own. Conversely, anyone who holds the power stockpile and passes it on will retain an echo of all of the benefits it gave them, for a time proportional to the strength of the stockpile at the time they released it.

○Instead of fully passing this essence on to another, to see their newly inherited powers side-by-side with the echo you'll briefly retain, you may instead keep the nucleus of this power for yourself and pass the echo on to them. There is, technically, no limit to how many echoes you can pass on, save that they'll all still burn out in due time - a stockpile of a given size may only be able to emanate and sustain so many echoes at once.

○You may leave an echo of your very self within the stockpile when and if you pass it on. This echo of your spirit will only be aware as it and you would want it to be, but it will be able to flawlessly weather the ages, tap into the knowledge of its successors, and give advice and counsel, as wanted or needed, to anyone who holds the stockpile. Your successors may also make the same choice when it comes time for them to pass the stockpile on.

○As a one-time choice when you, personally, first take this essence, you may discover that you're not the first to hold it, and that this essence was actually the means by which your predecessor decided to pass their abilities on. The magnitude of the stockpile you've inherited, and any quirks it might hold, are up to you to discover.

Essence of the False Loop

●You become the unquestioned master of the Sovereign Gate, a mystical doorway which you can summon and unsummon anytime and anywhere you choose. The Gate itself has the power to take a snapshot of you and the world around you, and to recreate that snapshot in an accessible pocket dimension within itself. There are no limits to the number of snapshots you can take and store, although the Gate's pocket reality can only recreate one snapshot at a time.

●Likewise, you have the power to project your soul into your body within the gate, and to return to your body in the outside world whenever you like. Time within the pocket dimension can be arbitrarily accelerated, and you may command the Gate to destroy its contents and revert to a memorized snapshot at will, effectively allowing you to experience a 'time loop'. This reversion mechanism will never interfere with your soul, and bodily harm or reversion will never impact your body outside of the gate.

●The Gate passively accumulates power over time, and it draws on that accumulated supply of power in order to fuel its abilities. Once you've started using the Gate, it will continue running until it runs out of power and has to recharge from scratch. The Gate consumes more power when recreating larger volumes of space and triggering reversions more frequently, although time acceleration and timeline duration is a nonissue.

●The Gate will automatically trigger its reversion function whenever you would otherwise die within the pocket world, or else 'fails safely' in the case of power loss, ejecting you back into your body in the outside world. You're always aware of how much power the Gate has remaining, and subsequently, how much longer a 'time loop' can run for.

●In addition to your mastery over the Gate, you possess a similar authority over five other artifacts of power, allowing you to summon, banish, and control them at will.

●The first treasure, the Crown, acts to most as a mystical power battery with almost bottomless capacity. Mana and similar energies can be inserted into the crown, stored, and withdrawn as if it was a natural extension of one's own reserves. In your hands as the master of the Gate, the Crown can also be used to bring other souls with you into the Gate, release them back into their bodies in the outside world, and otherwise exempt souls from the reversion mechanism of the time loop.

●The second treasure, the Orb, acts to most as a mystical storage space with almost bottomless capacity. It has enough volume to store a small palace's worth of treasure - or even a literal palace, if you add life support. In your hands as the Master of the Gate, you'll find that the contents of the orb persist between loops, and that it also contains a data storage space where you can archive as many memories and as much information as you so choose.

●The third treasure, the Dagger, acts to most as a blade capable of touching the spiritual and cutting the immaterial. It can be used to kill spirits or damage souls. However, in your hands as the master of the Gate, the Dagger can also be used to edit the templates stored within it, cutting people and entities out of a snapshot such that they're no longer recreated and restored to life when the reversion mechanism is triggered.

●The fourth treasure, the Ring, acts to most as a ring which grants spiritual sight. Those who wear it will discover that their eyes are opened to the soul, and their spiritual sensitivity will be increased in all respects no matter how attuned they already are. In your hands as the master of the Gate, the Ring can also be used to mark objects, locations, and souls in such a way that you can always sense their locations relative to yourself.

●The fifth treasure, the Stave, acts to most as a staff capable of effecting teleportation. In addition to marking locations as the Ring does, it allows its wielder to teleport to any mark at their will. Marks left by the Stave and the Ring persist between reversions.

●One month of time spent outside the Gate grants it enough power to recreate an Earth-sized planet and its celestial spheres once. The Gate begins with enough power to do so one thousand times in a row.