(A/N: I think I should have uploaded this much earlier)
Build by Waifu Catalog - interactive
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Chapter 28
Paper Trail[ You as Serena Snape] -1 [32]
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Chapter 1
Starting World: Harry Potter [1970-1981 (The First Wizarding War)]
Starting budget 225
Intensity [6.25]
Legacy Difficulty 0
You as Serena Snape (Substitute) of S6 -20 [205]
Power Swap to Hiiragi Utena / Magia Baiser(T5) 0 [205]
Bindings
Company Stamp free [205]
Lures
Faerie Feast -10 [195]
Sticky Fingers -5 [190]
Home Perks
Pocket Space -5 [185]
Talents
Body Tune-Up -5 [180]
Performance -10 [170]
Soul -10 [160]
Athletic -5 [155]
Martial -10 [145]
Aesthetic -10 [135]
Added Potential x3 [You as Serena Snape has Magic (Harry Potter), Ancient Magic (Hogwarts Legacy), Parseltongue (Harry Potter)] -15 [120]
Template Stacking I x2 [You as Serena Snape has Lord Ruler/Rashek (Cosmere), Roy Mustang/Flame Alchemist (Fullmetal Alchemist)] -60 [60]
Defenses
Body -5 [55]
Stress x 2 - 10 [45]
Misc Perks
Universal Calibration -10 [35]
Sexual Calibration -2 [33]
Generic Waifu Perks
Power Swap free [33]
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Glossary:
Arianell - Formerly the Cloak of Death, empowered by Baiser's magic upon becoming a Schiavo, she gained a certain level of sentience, intelligence, and personality. She can move at will and shapeshift, and hates any clothing that tries to cover Serena to the point of burning the other clothes or consuming them. She is completely loyal to Serena and is able to forcibly move or drag her body to protect her. She consumed the cloak made of magic in the form of La Veritá.
As a Death Cloak, she can turn invisible to herself and everything inside it. As a Cloak of La Verità ( only when Serena is transformed), she is able to grow and become a large canopy hiding a large area, she can simply darken or even make everything inside her invisible.
Additionally, he is extremely resistant to both physical and magical attacks, and is able to regenerate by draining Serena's magic.
Ciara - Formerly Serena's Wand, Hawthorn and Dragon Heartstring, 26 centimeters, enhanced by Baiser's magic when becoming a Schiavo, she gained a certain level of sensitivity, intelligence and personality. She has the form of a 26 centimeters fairy, she is extremely vain so she likes to be praised, she hates any wand or magical tool that allows Serena to do magic. She is completely loyal to Serena.
As a wand, as long as Cia is touching Serena anywhere on her body, Serena is able to use her wand magic normally from any part of her body.
Cia is able to perform magic on her own by draining Serena's magic, but on a reduced scale.
Pocket Space : 1mx5m inventory
· Lots of metals in 1g beads for Serena to use her metal arts
· Ignition Cloth Gloves box with the circle of the flame alchemist
· Pensieve stolen from the athenaeum
· Various clothing
· Basilisk organs, including venom
· The Company's Phone
· Rashek's flute
· Right hand severed
Fullmetal Alchemist :
The Gate : The Gate of Alchemy (also called The Gate of Truth, The Portal, and more commonly The Gate) is a metaphysical and possibly metaphorical structure that appears within the Fullmetal Alchemist series. It is the source of alchemical knowledge and the entrance to God's domain.
Inside, pure knowledge about the world, the universe, alchemy, and everything else is forcefully introduced into the alchemist's mind as he begins to break down both physically and mentally, becoming part of the flow. However, the alchemist is only granted the amount of knowledge proportional to what is given as a "toll" through the Gate.
If an alchemist survives their passage through the Gate, they are sent back to the mortal plane without any of their left behind as payment. They can also perform alchemy without drawing transmutation circles. Instead, their limbs, when brought together, can serve as the outer circle for transmutation, with the alchemist's own body serving as the matrix.
The Truth : The Truth embodies the universe, serves as a deity and monad for it, and also represents the consciousnesses and awarenesses of living beings. The Truth is all things in the universe. Including all people, and thus the closest thing to the concept of "God" that appears in the series.
Viewing Human Transmutation as an unfair exchange according to the laws of equivalent exchange of Alchemy, Truth will lead the Alchemist to the Gate and forcibly take his most valuable attribute, or something of value that represents his anticipated relationship to the person he is trying to create or resurrect.
Since Truth is the person being judged, all punishments are ultimately what that person thinks is appropriate for his or her transgression.
Akogarete:
Trans-Magic : Allows the user to transform into a magical girl.
Frusta Dominazione : Magia Baiser's magic weapon, it is shaped like a riding crop and has a 4-pointed star on the tip. It is now a tail.
Schiavo : They are slaves, minions created by magic that can be controlled. They are created when an inanimate object, plants or animals are hit with Frusta Dominazione
La Verità : Next level transformation.
Ugliest Flower : corrupted transformation.
Mistborn :
Cosmere : universe in which many of Brandon Sanderson's books take place.
Metal Arts : The Metal Arts are the three main manifestations of the Investiture on Scadrial, the world where the events of Mistborn take place. They consist of Allomancy, Feruchemy, and Hemalurgy. All three utilize certain alloys of metals, and each manifests specific abilities in the user (i.e. the metal is not the source of their power, but the metal is their focus). There are eight base metals, each with an alloy, for a total of sixteen metals. Additionally, there are God Metals and alloys of them.
Investiture : Magic. Or as close to magic as you can get in the Cosmere without going into too much detail.
Allomancy - One of the three Metal Arts, it allows a person to 'burn' metals they have previously ingested (they don't necessarily have to be in the stomach, as long as they are in the body they can be burned, for example piercings or spikes embedded in the body). Allomancy is a positive-ended magical system that relies on the power of 'preservation', meaning that Allomancy is not powered by the Allomancer's body, but by an outside force (for Serena, they are powered by the surrounding magic).
Mistborn : A person who can burn all metals (a person who can only burn one of the 16 metals is called Misting )
Feruchemy : One of the three Metal Arts, it allows the user to convert certain attributes into investiture (magic) and store it within the metal they are in physical contact with, then later retrieve it from the metal. Feruchemy is considered end-neutral, the investiture is not obtained from an outside source and the investiture is not permanently lost, but is instead powered by the Feruchemist's own body.
Typically when a Feruchemist is drawing from an attribute at the same rate it was stored, they can get out exactly what they put in, for example if they store 50% of their strength for an hour, they can draw from it and be at 150% of their strength for an hour.
However, if the Feruchemist uses more Strength, some of the Attribute is lost to facilitate the compression of the investiture. This means that a Feruchemist who stores 50% of his Strength for an hour could remain at 200% for 25 minutes, rather than a full half hour. The more a Feruchemist compresses Attribute, the more is lost. While a Feruchemist can only store Attributes at a reasonable rate, there is no upper limit to how much he can use at any given time.
The type of metal determines what attribute can be stored in it. Pieces of metal that have been charged by Feruchemists are referred to as metalminds in general, or more specifically as the type of metal with an "-mind" suffix added. The act of charging a metalmind is known as storing and the act of retrieving the stored attribute is known as tapping(decanting).
Full Feruchemist : A person who can store and use all 16 metals (a person who can only use one of the 16 metals is simply a Feruchemist)
Hemalurgy : One of the three Metal Arts, Hemalurgy is the transfer of attributes, it can transfer almost any type of investiture (magic). To perform Hemalurgy a metal spike must be inserted into an attachment point, such as the heart, of the donor (victim) to hemalurgically charge them . The spike, now containing a fragment of the stolen spiritual web (magic/soul), is then torn out and embedded into the recipient, stapling the ability directly into their soul in reduced amounts (it will never be as strong as the ability was before it was stolen).
Hemalurgy is negative in nature, as power is lost by stealing and giving it to someone else. Hemalurgy uses the power of Ruin to work.
Compounding : When one has both Allomantic and Feruchemical abilities in the same metal, they can store an attribute within a metalmind and then Allomantically burn the power. This provides a supercharged burst of the Feruchemical attribute, rather than the typical Allomantic ability. The withdrawn burst of power is at least ten times stronger than normal, but when burned the metalmind is lost.
To understand the mechanics of this ability, one must first understand the differences between Allomancy and Feruchemy. Allomancy is considered a positive-ending system, meaning that the power is drawn from an outside source—in this case, preservation (surrounding magic for Serena). Feruchemy is a neutral-ending system, where the power of the magic is drawn directly from the magic user: the amount of investiture(magic) drawn from a metalmind is equal to, and limited by, the amount of investiture(magic) that was stored in the first place.
When compounding is performed, the nature of the investiture (magic) already stored in the metal mind determines the form the magic takes, thus releasing the feruchemical attributes. However, because Allomancy is fueled by preservation (surrounding magic), the amount of investiture released is amplified. It is as if a device previously operated by hand is connected to an electrical wire to provide greater output power.
Savant : A savant is someone who has used an Investiture-related skill so much that it has changed their physiology; at least with Allomancy, Feruchemy.
Generally, savantism grants the Allomancer more blunt power and sometimes grants additional special effects. It is dangerous and damaging to the body. The Allomancer may become so dependent on or accustomed to the metal that when extinguished, he or she experiences severe withdrawal effects.
Shard - These are sixteen shards of the power of creation. Each is named after a specific characteristic or ideal that represents the Shard's primary purpose or motivation. Shards are the most powerful entities known in the Cosmere, and for all intents and purposes serve as the gods of the Cosmere. Most, if not all, of the Inverted Arts (magic systems of the Cosmere) are related to them.
Preservation - A Shard , Preservation seeks to provide stability and preserve the world and its inhabitants in their current state. It values the status quo, regardless of whether or not the people living beneath it are happy, and supports those who seek to maintain it. It has a distinct difficulty acting in destructive ways; it causes the Vessel near-physical pain upon injuring or killing, even if doing so would likely preserve more than the act itself would destroy. Preservation is not only concerned with the stability and stagnation of the world, but also operates on a psychological level.
Ruin - A shard , Ruin is the embodiment of entropy and decay; he seeks change, so that everything may age and die. He is not inherently evil, as without change there can be no life, but his destructive actions are often contrary to life existing peacefully. Ruin is not only concerned with entropy and the decay of the world, but also operates on a psychological level.
Vessel : A sentient creature that a Fragment controls in order to function properly, the Vessel is the core of the being through which power flows, acting as a focus or center for the Fragment's omnipresent power.
Ati : Ruin Vessel
Leras : Preservation Vessel
God Metals : They are the solid manifestation of a fragment
Atium : god metal of ruin
Lerasium : god metal of preservation
Malatium : alloy of atium and gold
Metals (duration during Allomantic burning is per 1 gram of the metal):
Iron
· Allomancy: Attracts nearby metals relative to the Allomancer's weight. - 20 minutes
· Feruchemy: stores physical weight
· Hemalurgy: steals force
Steel
· Allomancy: Pushes nearby metals relative to the Allomancer's weight - 20 minutes
· Feruchemy: Stores Speed Physics
· Hemalurgy: Steals allomantic physical powers
Pewter
· Allomancy: Increases physical abilities - 5 minutes
· Feruchemy: stores force physics
· Hemalurgy: steals feruchemical physical powers
Tin
· Allomancy: heightens senses - 1 hour
· Feruchemy: stores the senses
· Hemalurgy: steals the senses
Duralumin
· Allomancy: Enhances current burning of metal, instantly consumes any metals that are burning releasing a massive burst of power from those metals (also enhances other investitures(magics)) – instant
· Feruchemy: stores connection
· Hemalurgy: steals connection and identity
Nicrosil
· Allomancy: Enhances the current burning of another person's metal, instantly consuming any metals that are burning releasing a massive burst of power from those metals (also enhances other investitures(magics)) – instant
· Feruchemy: stores investiture ( magic )
· Hemalurgy: steals investiture
Aluminium
· Allomancy: Removes internal Allomantic reserves (cleanses all consumed metals without generating any effect) ( can be used for other investiture effects) – instant
· Feruchemy: stores identity
· Hemalurgy: Removes all powers while stuck
Chromium
· Allomancy: Removes allomantic reserves from target (cleanses all consumed metals from another person without generating any effect) (can be used for other investiture(magic) effects) – instant
· Feruchemy: stores fortune
· Hemalurgy: steals destiny
Brass
· Allomancy: dampens (calms) the emotions of others - 20 minutes
· Feruchemy: stores Warmth
· Hemalurgy: steals cognitive feruchemical powers
Zinc
· Allomancy: Ignite (disturb) others' emotions - 20 minutes
· Feruchemy: stores mental speed
· Hemalurgy: steals strength emotional
Bronze
· Allomancy: Can hear pulses of investiture (magic) (such as the beats of a drum) - 30 minutes
· Feruchemy: stores Wakefulness
· Hemalurgy: steals allomantic mental powers
Copper
· Allomancy: Creates 'copper clouds' that can hide Allomantic pulses (or other types of investiture(magic)) - 40 minutes
· Feruchemy: stores memories
· Hemalurgy: steals mental strength, memory and intelligence
Cadmium
· Allomancy: Creates bubbles that slow down time - 30 minutes
· Feruchemy: stores breath ( respiration )
· Hemalurgy: Steals temporary allomantic powers
Bendalloy
· Allomancy: Creates bubbles that accelerate time - 5 minutes
· Feruchemy: stores energy (food)
· Hemalurgy: Steals spiritual feruchemical powers
Electrum
· Allomancy: Reveals possible futures to the Allomancer several seconds into the future in shadow forms that only the oracle can see. - 10 minutes
· Feruchemy: stores determination
· Hemalurgy: Steals allomantic enhancement powers
Gold
· Allomancy: Reveals the Allomancer's alternate past by showing different versions of what would have happened if they made other decisions. - 10 minutes
· Feruchemy: stores health
· Hemalurgy: Steal hybrid feruchemical powers
God metals :
Atium
· Allomancy: Reveals possible futures of everyone else several seconds into the future in shadow forms that only the oracle can see (also expands the user's mind to be able to accept and process all information) - 30 seconds (atium and electrum alloy)
· Feruchemy: stores youth (alloy atium and electrum)
· Hemalurgy: Steals any power (depending on where the spike is stuck). Must be refined.
Lerasium
· Allomancy: Turns one into a mistborn or increases their allomantic power – instant
· Feruchemy: -
· Hemalurgy: Steal all skills
Malatium
· Allomancy: Seeing another person's past - 1 minute
· Feruchemy: -
· Hemalurgy: -