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DC: The Walker

🇦🇺The_Abstract
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Synopsis

Power Index

The title is pretty self-explanatory, I'll just be using this as an auxiliary thing to come back to when or if I forget to incorporate what is here in later chapters. :)

- [Multiversal Magic] -

You can choose the magical abilities and systems that you have used to travel the multiverse. All the options that grant travel are capable of travelling to at the very least any setting within the world list, and likely more.

- [Magic Powers] -

You can choose magical powers that aren't necessarily tied to other magic systems, and don't warrant a whole section to themselves.

- [Combinations & Upgrades] -

Here you can purchase combinations and upgrades that generally include non-canon combinations and upgrades to the powers you've picked.

- [Perks] -

Various bonuses that can help you out. These tend to not be powers in and of themselves, but mundane sorts of skills or benefits related to your powers in some manner.

- [Drawbacks] -

Drawbacks you can inflict on yourself for points. Any of them that relies on a persistent effect to work will wear off after 20 years. Something like a missing eye won't wear off after that time, however.

- [Difficulty] -

Normal

Gain: 0 Magic

Gain: 0 Points

- [World: DC] -

Gain: 35 Magic

Gain: 35 Points

You appear in some version of DC's multiverse. The commonalities tend to be superheroes such as Superman, Batman etc. and heroic groups such as the Justice League who tend to face world ending threats. These worlds also have quite a bit of magic and a wealth of powerful supernatural beings.

- [Multiversal Magic] -

Elder Blood (The Witcher)

Cost: 10 Magic

You possess the Elder Blood, a magical bloodline that grants you the ability to travel to other worlds and have vast magical power.

- [Magic Powers] -

Navigation

Cost: 6 Points

Your ability to navigate using your Multiversal Magic, especially in conjunction with your magics here is nigh on perfect. You will always find yourself at the specific world you are looking for when you travel. This is temporarily superseded by Turbulence.

Homo Magi (DC Comics)

Cost: 5 Magic

You become a Homo Magi, a race that can naturally, directly use magic, such that the very first word out of a baby Homo Magi's mouth may have been a spell. You gain enough mastery to cast a few basic spells to do things like set fires or clean. You start as someone with general but basic knowledge of Magic.

Spell Expertise

Real Magician

Cost: 3 Magic

You have gone beyond mere tricks and can pull off incredible things such as energy blasts, transmutation, and teleportation.

- [Unique Abilities] -

Demon Blood

Cost: 3 Magic

Injected Demon Blood which reduces the cost of magic use, slows ageing, painfully heals others who receive it in a transfusion, heals you without that same pain, kills those who drink it, and noticeably moves beneath your skin when evil is near. 

Magic Conduit

Cost: 35 Magic

You are a conduit for magic like Merlin or Timothy Hunter, having the potential to become one of the strongest Magicians.

- [Perks] -

Clarity

Cost: 3 Points

Your mind has been enhanced to be more perceptive and focused. Your thoughts are clearer and sharper, and you can view things without bias.

Archive

Cost: 3 Points

Your memory has been enhanced to be functionally perfect. You won't forget anything important, although perhaps some minute details may escape you.

Mind Fortress

Cost: 6 Points

Your mind is a fortress. Successfully attacking it with hostile effects is practically impossible and anything that manages to get through will be functionally useless.

Shrouded

Cost: 6 Points

Attempts to divine information about you tend to fail. This effect is not absolute, but it can spoof most common of types of divination.

Identity

Cost: 2 Points

Wherever you end up, you have an identity for yourself set up. This will not pass a detailed and persistent observation, but it should allow you to have the basic documentation you need.

History

Cost: 2 Points

Required: Identity

You have a history in your chosen world, not just a paper-thin disguise. You are actually someone who lived there and knew people.

Soul Shield

Cost: 6 Points

Your soul has special resistance against forms of corruption or soul-based attacks. This probably won't block direct attacks, but it should be able to block passive effects.

Eye Catching

Cost: 2 Points

Incompatible: Bizarre

There is something about you that catches the eye and calls attention. Usually, positive attention though it depends on the circumstances. You are a clearly unique person.

Body Modification

Cost: 0 Points

You have the ability to modify your body however you please, but only once. You can give yourself a peak physique, perfect looks or whatever it is you want. This includes altering your biological sex and removing illnesses or physical disabilities.

Fighting Talent

Cost: 3 Points

You are innately very talented at fighting in all forms, but especially at learning how to use your magics to fight, even in conjunction with mundane fighting styles. You start off with high levels of skill in your chosen magics but will have to use your talent to learn fighting skills otherwise.

Tooth and Nail

Cost: 3 Points

You thrive when things are at their worst. The worse the circumstances and situation, the better you are at pretty much everything. Your instincts are infallible when it comes getting yourself and others out of something alive, and the more of a disadvantage you're at the quicker, cleverer, and more skilled you are. Being trapped in a dead end with no escape, almost dead from blood loss, exhausted, alone, and with the entirety of an enemy's forces bearing down on you just means you're at your most dangerous. This doesn't make you invincible; you just thrive under pressure when other people break.

Adaptation

Cost: 15 Points

You have the ability to adapt to the magic of whatever world you go to. It takes time for this adaptation to take place, generally in the range of 3-6 months and it is dependent on a variety of factors such as the complexity of the magic, how common it is, and it's strength. If that world has multiple magic systems, then you adapt to them simultaneously. You can choose to reject magic systems you don't want.

Conversion

Cost: 5 Points

You can now convert one type of magical energy into another at will. This extends to things as simple as elemental alignments to entirely different types of energy. You have to be able to wield any type of magical energies that you convert.

Limitless

Cost: 8 Points

You can now break the hard limits of the function of a system with enough research and exposure to esoteric elements within that system. It will not be by any means easy but there will be few horizons beyond your reach now. This does not however have an effect on the mechanism of how the magic system is wielded.

Savant Syndrome

Cost: 15 Points

You are now a Savant at wielding magic. Magic is something that will intuitively make sense to you on levels that will make you easily on par with the most intelligent of geniuses, though only in Magical Fields. Everything just comes easier to you, and you can just... figure things out with magic sometimes. You can on the fly come up with magical formulae and spells to solve your problems.

- [Drawbacks] -

Reviled

Gain: 5 Points

You are regarded with suspicion and disdain by society. Your reputation will lead people to suspect you of doing something nefarious. Law enforcement will not arrest you solely based off of suspicion, but they won't be pleasant.

Rough Start

Gain: 6 Points

Your first day in your new world is rough. Maybe you run into hostile forces, maybe everyone who you meet just dislikes you, and maybe you get the attention of dangerous enemies. You won't get much rest or time to think here.

May You Live in Interesting Times

Gain: 5 Points

A quiet life is not for you. You will often find yourself embroiled in some adventure or mystery. They won't necessarily be enough to uproot your life, but they will be persistent.

Pipsqueak

Gain: 5 Points

You are de-aged to 8-12 years old. People will be less likely to believe you and will often write you off as just a kid, and you'll have to go through puberty again.

Arcane Mark

Gain: 8 Points

Your magics will mark you with their nature, mentally and physically. Necromancers may become pale and cold to the touch and have a morbid (though not necessarily pessimistic) mindsight. A pyromancer might be hotheaded or energetic with fire for hair or eyes that glow like embers.