Meta:
You
Gain: 5 SP
You are the one who the choices you choose apply to.
CYOA:
They played a CYOA, adapted to fit their perceptions (So, it didn't call their own reality a story, and if Worm didn't exist as a story in their reality, then the CYOA gave them the cliff notes of it.).
Shards, what are those Shards you speak of?:
Incompatible:Entities, what are those Entities you speak of?
Don't want to deal with Shards either but still want to enjoy the Worm-verse?
Powers don't come from Shards. All powers are shardless, even those under the Shard category. Trigger events are replaced by Awakenings, which work in similar ways but do not necessarily require a negative event.
However, through some even stranger twist of fate, Cauldron still exists. Doctor Mother has the power to create vials that grant powers. Eidolon still created and controls the Endbringers. With no Entity or Shards in charge, the rules are slightly different. Powers slowly grow in strength and versatility the more they are used. The world no longer exists on borrowed time, except the one imposed by human nature that is.
Difficulty:
Easy:
You gain more SP and CP from Scenarios, Perks, and Drawbacks.
Higher (Tier 5):
Gain: 100 SP
Gain: 100 CP
You have extra starting SP and CP.
Scenario & Setting:
June 24th, 2063
June 24th, 2063
Gain: 10 SP
Gain: 10 CP
You find yourself half a century after Gold Morning. Sorry, it seems I've gotten the wrong info; Wildbow is a post-cognitive, not a precognitive.
One Week Late:
Taken 40 times
Gain: 3 CP
Every purchase of this allows you to enter one week later than what your scenario said.
Arknights:
Gain: 20 CP
Origin of Powers: Originium, Ancient Technology
Major Threats: Reunion, Catastrophes, Originium, The Feranmuts, The Ursuz Empire, The Seaborn, The Collapsals
Major Powers: Babel, Blacksteel PMC, Rhodes Island Pharmaceuticals, Penguin Logistics, Rhine Lab, Columbia, Victoria, Rim Billiton, Leithanien, Kazimierz, Siracusa, Laterano, Yan, Ursuz Empire, Reunion
Notes: Terra is a harsh and unforgiving world to live in, laden with threats seen and unseen. Its landscape is plagued by Catastrophes—massive, supercharged natural disasters that necessitated the creation of nomadic cities, always moving to avoid ruin. In the wake of these Catastrophes lie vast deposits of Originium, an incredible mineral that fuels Terra's industries. However, Originium comes with deadly consequences, most notably Oripathy—a disease that slowly crystallizes those infected with no known cure, caused by either improper handling or overexposure.
Beyond the hazards of Originium, other ancient and formidable dangers also stalk Terra. The Feranmuts, living gods capable of warping space and time to their will, roam the lands, sometimes serving as guardians, sometimes walking as tyrants or destroyers. Despite their immense power, they remain vulnerable to being killed or "shattered." In the depths of oceans dwell the Seaborn, a hyper-adaptive species capable of devouring the world if disturbed or left unchecked. Finally, lurking in the frigid north and south are the Collapsals—interdimensional daemons infecting the mind and reality. These entities invade from the void in the Infy Icefield bordering the north of Sami and Ursus, bending the laws of physics and perception, posing a terrifying infohazard to anyone who knows of them.
Missions
To Be The Strongest:
You must confront and defeat the strongest being in your world. This being must not just be a powerful adversary, but a figure revered and feared by all, embodying the pinnacle of strength, wisdom, or influence.
If you fail, the consequences are severe. Your defeat will not be a private affair; it will be a public spectacle, with your humiliation laid bare for all to see. The world will know of your failure, and it will become a stain on your name, a mark of disgrace that could follow you for the rest of your life and even beyond.
However, if you succeed in defeating this being and earning their acknowledgment, your victory will echo across the land, drawing many to your cause—warriors, scholars, and leaders alike. These followers will join you not out of obligation, but out of a deep-seated respect and admiration. Their loyalty will be unwavering, absolute, and they will follow you into any battle, any challenge, without question.
Beyond the loyalty of your new allies, triumph brings another reward: the opportunity to enhance your powers. You will be granted the chance to either add a new ability to your repertoire or to remove a restriction that has previously hindered you.
Character:
Drop-In
Gain: 5 SP
Gain: 5 CP
Your body is remade for you, just as it was. You will have no identity on Earth Bet.
Male:
You are a biological male.
Masculine:
You identify as a masculine-presenting person. If you chose a female body, you may have Gender Dysphoria.
Handsome
Cost: 10 CP
You look like a very attractive male. If you're female, your face will look like that of a feminine man and you won't have any very obvious signs of being female. You won't be prone to getting acne.
18 to 24 years old
You have either completed college, just completed college, or are currently in college. You have finished the worst of puberty or completed it all together. You're also a legal adult. If you're 21 or older, you can legally drink alcohol. In Brockton Bay, you're eligible for joining the Protectorate rather than the Wards, though some other cities require you to be at least 22 rather than 18.
Skills:
Common Sense
Cost: 5 CP
You gain the common sense of this world, encompassing social norms, taboos, customs, and unspoken rules that govern daily interactions and societal behavior. This knowledge is redundant if you reincarnated, but may be useful for younger people or drop-ins. It ensures you can navigate social situations smoothly, avoid faux pas, and integrate more seamlessly into your new environment. This gives you understanding over etiquette, recognizing appropriate behavior in various contexts, or being aware of sensitive topics to avoid.
Perks:
Cosmetic Shapeshift
Cost: 5 CP
Required: Character-Insert, or Drop-In
Incompatible:Entity
Just once, you can change your appearance to anything you'd like, as long as it's within human limits. You can change your sex and age, along with any internal changes that these entail, but nothing more. You can not increase your muscle mass with this power, though you can redistribute it. Taking this alongside with Case 53 will allow you to fine tune your Case 53 mutations.
(This opens up Sex, Age, and Appearance in the Character tab if you do not already have access to it.)
Blank
Cost: 5 SP
Cost: 15 CP
Incompatible:Entity
With this, you've been rendered completely immune to being perceived by Thinker abilities. Your future and past cannot be observed, clairvoyants cannot detect you, danger senses cannot warn their users about you, and even models constructed by the user's knowledge yield no results. This is pervading enough that you cannot even be perceived by noticing the blind spots in their sight, such powers simply acting as if you didn't exist.You can, at will, allow selected thinker powers to perceive or set up parameters for which they work, such as when a specific person is using it or only when it is beneficial for you. You can rescind this allowance at will at any time.
Mental Barrier
Cost: 1 SP
Cost: 5 CP
Incompatible:Entity
You are immune to any powers that would directly affect your mind, emotions, or senses.
Indirect effects such as invisibility, pheromones, and drugs will still work on you. With your permission, you can allow powers to influence you.
Sanctity of The Mind
Cost: 1 SP
Cost: 3 CP
Required:Mental Barrier
You are absolutely protected from any and all things that would directly affect your mind, emotions, and senses. There is nothing that can influence your mind ranging from hypnotic technology to memetic hazards. This also applies to your digital mind should you have one. You are immune to viruses, subversion, and hacking. With your permission, you can allow things to influence you.
Trumped the Trump
Cost: 5 SP
Incompatible:No Powers
Incompatible:Entity
Any powers and internal power supplies you possess cannot be drained, suppressed, weakened, stolen, copied, altered, controlled, reproduced, or otherwise manipulated against your will. Unless you will it to be otherwise, Trump powers do not work on you. You could even block certain aspects of powers influencing you, either yours or theirs. Such as being given a power and not being Mastered through it. You can be Mastered into consenting to a Trump working on you if you haven't selected Mental Barrier, though.
Paragon powers can Trump this immunity under certain circumstances (specified in the power's description).
Who Wants to Live Forever?
Cost: 5 SP
Incompatible:No Powers
Your ability to age can be altered whenever you want. You can make yourself younger or older whenever you want. You can also fake age as if you were growing up normally, although you wouldn't suffer the normal effects of old age.
This doesn't increase toughness or physical ability aside from protecting you from the frailty of age.
Immortality Failsafe
Cost: 3 CP
Immortality - or even just an extremely long 'normal' lifespan - might sound amazing on paper, but it's not always all it's cracked up to be: Sure, getting to experience anything the world has to offer without fear of death might be fun at first, but there will come a time where you'll have tried it all; every activity done, every place visited, every skill learned, every type of person met.
Eventually, at some point, you just won't be able to get excited for or get any fulfillment from anything anymore - eventually, it'll wear anybody down: You'll be a walking husk numbed out of all feeling, wishing for that 'spark' of life that made everything so vibrant to come back to you.
This fixes that issue; with this perk, you'll never lose that 'spark' again, allowing you to experience whatever the world has to offer as much as you want without ever growing dissatisfied or listless, each time feeling even as fresh and new as the first if you wish. This does not affect your personality, either, only making sure that you'll never be susceptible to ennui and listlessness unless you wish for it.
Fan Service
Cost: 5 CP
Incompatible:Entity
Required: Beautiful, Handsome, Androgynous, Victoria Dallon, Sarah Livsey/Lisa Wilbourn, Aisha Laborn, Hana, Dean Stansfield, Brian Laborn, Carlos, Colin Wallis, or Max Anders
You are Beautiful or Handsome. No, that is an understatement, even supermodels don't come close to your charms. Any wounds you receive will heal properly, and won't scar unless you want to, never tarnishing your looks, all the same. You won't gain muscle mass as you work out unless you want to, though you'll still get stronger, faster, and gain more stamina as you work out, it just won't be visible.
Smouldering
Cost: 5 CP
You will always experience dramatic moments where you smoulder—whether it's while admiring a breathtaking sunset or locking eyes with a formidable opponent. These moments also include simple poses made to highlight your good side. These intense, captivating moments are never unnoticed; there will always be someone nearby to witness and appreciate your presence.
Peaceful Vibes
Cost: 2 CP
Incompatible:Personality Conflict
People with the same goals, principles, or personality are more likely to mesh well together. Even if they were your enemies yesterday, you find it easier to befriend and work with them. Yesterday's enemies can be today's friends, against a common foe the both of you somehow work wonderfully together.
It's easier for people to set aside their differences and work together. You'll be more likely to work well together on a team. This even makes actions like Tinkering together easier.
You Have No Enemies
Cost: 7 CP
Before a fight with an intelligent being capable of communication begins. You will have a 5-second window to initiate dialogue with said opponent. Where both you and your opponent will be unable to attack or affect each other during said time.
After the 5-second pass, you will gain an increase in speed and defense for as long as you do not attack your opponent. (This includes physical, mental, and spiritual attacks.)
If your opponent is absolutely set on killing you, and their mind won't be changed through dialogue alone, then this perk does not activate.
Sneak attacks aimed at you also bypass this effect. However, after a failed sneak attack upon you, you can activate this perk if you did not launch a counter-attack.
You can turn this perk off if you desire.
Invictus
Cost: 10 CP
Your will is absolute, boundless, and unbreakable. Maybe it's your ideals, an all-consuming ambition, or maybe it's just a rock-solid certainty in how you see the world. You are patient beyond belief, even capable of spending countless hours doing mind-numbing tasks. Your willpower is endless and no matter how difficult the situation, even if you're torn in half, locked in a time loop of endless agony for thousands of years, or subjected to a fate worse than death, you'll be able to shrug it off. You will never be left drifting without a sense of purpose, and though you might change your goals and refine your ideals you always have the motivationto fuel turning them into a reality.
This will greatly bolster your sense of self in the face of adversity, and you'll be able to plant your feet when everyone else is giving up. Of course, you still have emotions and you can still be hurt emotionally, but you'll always be able to maintain your composure and keep your emotions from ruling your decision-making. Take care that you don't become so tunnel-visioned that you fail to see others as actual people with agency.
Altered History
Cost: 5 CP
Your character's history has been altered slightly.
Perhaps you are Taylor Herbert, the son of Danny Herbert, the Great Hero Eidolon. Maybe your mother survived instead of your father. Maybe you're Victoria Hebert, first daughter of Danny and Anna Hebert and beloved older sister of Taylor Hebert.
Maybe you grew up in a different city, maybe your occupation is different, maybe you have more family members, your older or younger etc.Maybe you had your powers for far longer, having triggered at home on a random Tuesday at the young age of 4 as Taylor rather than Taylor's normal age of 15, maybe your powers and perks came at different times, etc.
While you can't make any large changes to the setting or storyline with just this, any changes to your life and character are fair game.
If this is bought as a drop in, these changes affect your Meta (Target)'s history prior to the CYOA, allowing you to rewrite them as you wish as long as it doesn't alter the setting their going to greatly. This could even allow you to apply your purchases here to them retroactively.If bought as a Character Insert this allows you to apply it the character your Meta (Target) is inserting into, or their life previous to the CYOA, or some mix of both, allowing you to retroactively add their purchases to the target if you wish.
If bought as a Reincarnation, this allows you to do the same as Character Insert, the changes cannot greatly affect the overall setting by the time of your target's entry point.
(Note: That any changes that would make sense with your other choices are fair game, including large setting changes. If you character insert as Victoria Dallon, but alter your history to have always had an Endbringer controlling power you bought here then you will have your history altered to reflect it as such.)
Reputable
Cost: 5 CP
Incompatible:Disreputable
You gain a reputation easily, a spark of appearance that makes you shine. Your accomplishments are often embellished by others or people just credit things happening to you. Anything you do will be amazing and astounding. Even in losing, you seem to lose gracefully and in winning you seem like an unsurmountable giant. The impression you give can change depending on how you want, you could be cool or cute, handsome or beautiful. The way you move, talk, and fight will always be astonishing, even if you didn't intend to.
This makes it easier to bluff your way out of a situation and gives you leverage in getting what you want. This can be toggled on and off.
A Pencil. A Fucking Pencil!
Cost: 5 CP
Required:Reputable
Incompatible:Disreputable
Required: Reincarnation, or Altered History
You've already built up an incredibly intimidating reputation for yourself, having spent years tearing apart enemies that everyone thought were unbeatable, those that manage to get away are usually crippled and doing whatever they can to avoid a second encounter. Most will not dare to go against you without it being absolutely necessary and armed to the teeth, and even then they'll triple-check to make sure. Even then they'll still feel like they're about to get their teeth kicked in.
Cover Story
Cost: 5 CP
Incompatible:Case 53
Incompatible:Unmasked
No matter what happens, you will keep your identity hidden even by using one minor cosmetic change. For example, putting on glasses or styling your hair differently.
'Plot' Armor
Cost: 5 CP
You're not unlucky. You won't get killed by accident, only by something someone did intentionally. Someone has to go out of their way to kill you if they want you dead. This power doesn't protect you from Endbringers (or any other truly overpowered or world-ending threats).
Theme Song
Cost: 1 SP
Cost: 2 CP
You gain a theme song or even multiple theme songs that can either come from an unknown source or your mind. You can even have a song for every emotion you're currently feeling. It can be any song or even an unknown song that fits the current situation. You're not limited by the number of songs you can possess and can even add more songs later on.
The songs you play can be selectively heard by whomever you choose. You can choose to switch your theme song whenever you wish. You can also choose to disable this if you no longer want to.
Just as Planned
Cost: 10 CP
The Fate or "Canon" of this world is molded by those much higher than yourself and unless intentionally acted against shall follow the same path. Unless you involve yourself directly in the events foretold by Wildbow everything shall follow the path he laid out more or less. You can breathe a sigh of relief knowing that a teenager will sacrifice her humanity to save the Multi-Verse because you decided to take the easy way out. Coward.
Homecoming
Cost: 5 SP
Incompatible:Entity
Now, even without a specifically geared power, you're capable of traveling to potentially any Universe, assuming you have a power that would make it possible (any teleportation, interdimensional travel, or similar power now works on memories from before you gained powers).
You can travel to other worlds by accessing the medium in which it is depicted, for example, a Harry Potter book for the Harry Potter universe, a Skyrim game for Skyrim, the One Piece anime for One Piece, etc.
Resume
Cost: 15 SP
Required:Homecoming
Now you can choose to re-enter any universe you have been to at the exact same time you left it using your power(s), which make you capable of traveling. This includes your original world as well, so you could return to the exact moment where you left even after spending years in another universe. This allows you to hop between multiple universes without losing time in any of them. If you have any other powers that allow you to interact with other universes without actually moving to them, they will count as if you were there when used.
Holding Back
Cost: 5 SP
Every single aspect of your powers, strength, and perks can be selectively toggled and dialed to the point they can be turned completely off. You can also select people and individuals who are not affected by your perks and powers, making it seem as if they're capable of withstanding reality-breaking attacks. You can scale your reality-ending destruction to be tuned down to cause mild concussions, granting you the ability to not overkill everything in existence. As long as you wish it, It's almost impossible to kill someone if you don't want to.
This does not work on drawbacks or on perks that rely on items like Wealthy.
Accentuate the Positive
Cost: 8 SP
Cost: 8 CP
You are now immune to the negative side effects of power sources from outside yourself, whether combat drugs, enchantments, items, divine blessings, curses, and anything that empowers you or that you wield in some manner.
This means that if a drug could enhance your strength 10 fold but reduced your life by half, you could take it as you please with no worry for the cost as it doesn't impact you.
Likewise if an item granted you the power to see the future at the cost of inevitable madness, feel free to use it as you please as your mind remains as sharp and crystal clear decades after as before you even touched the item.
Made a pact with a demon for the ability to manipulate light, the cost being your soul, weakness to holy objects, and an inability to use your powers or even walk on holy ground? Walk into a church, pray, utilize your light to create an interesting spectacle for the parishioners, and fret not for your soul is still your own.
This also comes with complete immunity to addiction.
The perk doesn't expand upon the power, nor does it add new abilities, it merely removes the complications that may arise from the power.
This allows you to benefit from all the positives of your powers, any negatives mechanics and complications wiped away or shifted to be non-detrimental, such as a demonic force's natural weakness and aversion to holy objects. It would not however add new aspects, it removes negative effects and factors, it doesn't create new beneficial ones.
Eliminate the Negative
Cost: 12 SP
Cost: 12 CP
You are now immune to the negative side effects of your self derived powers.
For example, magic that may have used your emotions and/or stamina to fuel its power now has a separate pool to draw upon so as to not leech off you.
Likewise any aspect of your abilities that affect your mental state, your body, your soul, and any other aspect of yourself in a negative manner is wiped away or shifted to a non-detriment.
Being a Kryptonian makes you weak to Green Kryptonite, your body becoming sick, your powers stripped from you, and dying if exposed long enough and/or to a high enough dosage? Now chuck that now useless rock as if it was some common quartz rock. Let those grunts think they have a chance because they've got their magic bullet only to laugh in their face as that bullet does nothing,
Your magic leaves you barely able to stand, fogs your mind, or scars your soul? No longer, fire as many spells as you wish while your health, body, mind, and soul remains unfazed, your magic instead draining a separate pool that replenishes over time.
Your bloodline grants you the power to enter a form that gives phenomenal cosmic power in exchange for giving up your humanity? Feel free to shift back and forth as you wish and enjoy the benefits of remaining who you were with all the pleasure of having all that power.
The perk doesn't expand upon the power, nor does it add new abilities, it merely removes the complications that may arise from the power.
This allows you to benefit from all the positives of your powers, any drawbacks, your powers, biological traits, or magic systems that may have held any negative complication or mechanics have been wiped away or shifted to be non-detrimental.What this means is that for something like Kryptonian it would remove the power's natural weakness to Kryptonite, but not its dependence on sunlight, nor would it grant new abilities to shore up perceived limitations. It removes negative effects and factors, it doesn't create new beneficial ones.
Platinum Kryptonite
Cost: 5 SP
Cost: 5 CP
Required:Accentuate the Positive
Required:Eliminate the Negative
Alongside eliminating any drawbacks your powers come with, you can turn them into strengths.
Whenever you encounter an effect that would naturally weaken or debilitate you as a result of the powers you possess, you are instead enhanced by the same margin.
For example, as a Kryptonian Green Kryptonite would amplify your power to put you as far away in strength from your normal form as you are to humans.This applies automatically, however you can choose for it to not take effect if you wish for any reason.
Comic Book Physics
Cost: 5 SP
Cost: 5 CP
In some universes, certain champions of justice travel through the atmosphere at superluminal speeds without igniting everything for miles and lift buildings even though they should crumble due to structural integrity, and now so can you.
Now, not only do you have any required secondary powers that your primary powers might require to be used without horrifying or destructive implications, but provided you have the powers for it, you can lift buildings without them falling apart, go at speeds in the multiple digits without destroying everything if you don't want to.You now have complete control of the amount of collateral damage your attacks can output such that a planet-busting punch will only affect your enemy, not the planet itself. It all just works.
Inner Harmony
Cost: 4 CP
Incompatible:Emotional
You have attained inner peace and balance, allowing you to remain calm and centered in any situation.
Charismatic Aura
Cost: 3 CP
You radiate charisma and magnetic charm, effortlessly drawing others towards you and influencing them positively.
Humanity
Cost: 10 CP
Incompatible:Inhumanity
No matter what powers you take, no matter what changes you undergo, you will remain human.
Whether this means you are Mentally Human, Biologically Human, Spiritually Human, Fundamentally Human, or all of the above is up to you, but regardless of your choice, you will never lose the benefits, abilities, or physical might of any alternative race you picked.
Drawbacks:
Conscious Geas
Taken 5 times(you love soda,be a good person,you can't tell anyone your from another world,don't tell anyone their fictional and you can not say the word hell and must replacewith heaven)
Gain: 6 SP
Gain: 12 CP
Regardless if you're immune to Master/Stranger powers or not, you have a Geas on you. A Geas is a compulsion you must obey, being commonly irresistible to break.
You are aware of your Geas and are not affected mentally by it, but if you try to resist the Geas you won't be able to. It may make your body move on its own if you try to disobey. If your chosen Geas were to 'be a good person', you would find yourself forced to do things you felt a good person would doThe more specific the Geas, the more debilitating, impossible, and painful it is to resist.
If the Geas is extremely general, such as to be a 'good person', you could get away with being an asshole or even petty theft with only some heartburn, but if it was something on the line of 'not stealing', then if you tried to steal you'd find yourself paralyzed and feeling as if hundreds of red-hot needles were before forced into every nerve on your body..
Unconscious Geas
Taken 2 times(you can't turn off the power harem Protagonist and you also don't remember taking it)
Gain: 12 SP
Gain: 6 CP
Regardless if you're immune to Master/Stranger powers or not, you have a Geas on you. A Geas is a compulsion you must obey, being commonly irresistible to break.
You are unaware of your Geas, and their effects are entirely mental. If your chosen Geas was to 'be a good person', you would find yourself genuinely trying to be a good person. And this is NOT caused by your Shard if you have one.To be clear, you forget you chose this Perk even if you remember all your other choices. The more general the Geas is, the less it affects your personality: if your Geas were to 'be good', you'd find yourself a significantly better person, or at least trying to be a significantly better person, yet you might still occasionally do something you know isn't good because of selfishness, revenge, or some other reason and not be relatively reluctant, meanwhile, if your geas was more specific like to 'not steal', you'd obsessively hate the idea of stealing and likely couldn't do it even if it would stop the Entity from ending all worlds.
Shard:
Shardless
Cost: 10 SP
Cost: 10 CP
Your powers do not come from a Shard but from another source like your genetics, soul, and the like. You can only select powers from the Shardless category. Some Perks and Drawbacks may be restricted.
You have at least a basic and instinctive understanding of your powers nature and how to use them, if not necessarily all the different ways they can be used creatively.
Note that all Shardless powers inherently have compatibility with powers of any kind. Shardless powers are also inherently negentropic and whiteboxed.
You can choose whether all your powers are distinct or facets of a greater whole, in either case, they will be able to affect each other and/or synergize together unless explicitly stated. Over time, the synergies can change or reinforce depending on how your powers grow.
Essence of a Shard (Normal)
Cost: 5 SP
You can pick powers from the Tier 1 section.
Powers:
(Stranger/Master) Harem Protagonist
Cost: 10 SP
You become a Harem Protagonist, gaining a "magnetic aura" towards those who could plausibly hold mutual romantic interest with you, subtly causing chance encounters and progressively influencing emotions in your favor with each one, particularly in the case of parahumans. This even goes as far as to Trump powers, causing Thinker powers to conclude this power's influence is the result of coincidence and preventing parahumans affected by this power from unintentionally harming you with their powers.
Be warned that this does not come with an "off" switch and parahumans by nature are unstable.
Color Mage (Re:Zero)
Cost: 10 SP
You have gained a gate, an invisible portal-like apparatus that exists in every living thing. This allows mana to pass through the body and be stored in the Od, the life energy that dwells inside of all living beings which is synonymous with the soul. Unlike others of the world your gate will never break and your Od's capacity to store mana will continuously grow with use.
Magic of the world of Re:Zero is separated into six elements, Fire, Earth, Wind, Water, Yang and Yin. Each element covers an array of effects, both the straight manipulation of their elements, Yin covering light while Yang controls darkness, and also more esoteric or symbolic effects associated with those natures, such as fire covering temperature, Water covering life and healing, Wind functioning outside of the bodies of living things, and Earth functioning inside of the bodies of living things. There is also some overlap between elements, with both Water and Fire magic being capable of involving the usage of Ice.
You possess a powerful affinity for one of these six elements, enough to be considered a Color Mage, the strongest mage of an element in the country. While a normal Water Affinity magician could heal most wounds of others, a Blue Color Mage could resurrect themselves from death once or twice a day at the same time as they heal several crews of badly wounded soldiers back to their optimal condition. Another example of high level magic would be a Black Color Magic using Yin magic to conjure black holes or banish people to other dimensions.
Magic is usually accompanied by incantations, usually two word phrases which dictate the strength and the spell in question. The basic incantations for each element are as follows; Goa for fire, Huma for water, Fura for wind, Dona for earth, Shamak for Yin, and Jiwald for Yang. The effects of Spells can be increased or altered by adding El, Ul, or Al, scaling in strength in that order. However, incantations aren't a definitive mark of strength, as even a simple Goa can burn down entire cities with enough power.A side benefit of this magic is that practitioners unconsciously flow their mana through their body, which provides them noticeably superhuman physical capabilities.
Divine Protection (Re:Zero)
Cost: 40 SP
The possessor of this extraordinary ability has the power to acquire any Divine Protection they desire in specific situations and retain them permanently. These Divine Protections are granted by an entity known as Od Laguna (The World), which can even create new Divine Protections that have never existed before. However, there is a chance of miscommunication, leading to the recipient not receiving the intended Divine Protection accurately. This ability is independent of any other inherent powers and allows the user to erase Divine Protections if desired.Divine Protections are unique blessings bestowed upon individuals at birth by the world, though most people lack them. Certain races possess inherent Divine Protections, granting special abilities. The ratio of holders varies. These blessings encompass a wide range of effects, like reading the wind or emotions, enhancing physical abilities, or providing elemental protection and much more. They can evolve and differ slightly among users with the same Protection. Certain magical methods can temporarily remove them. If two Protections clash, they nullify each other.
Fusions & Upgrades:
Great Spirit (Re:Zero)
Cost: 25 SP
Required:Color Mage (Re:Zero)
No more are you just a mere mortal. You have become a Great Spirit. An immortal being composed of mana that has become the absolute master of your chosen element. You now no longer age nor do you need sustenance as the ambient mana you absorb from your environment sustains you. Your form is malleable like clay and you're the sculptor.
Your magic of your chosen element has been augmented to heights no other could hope to challenge. If you were a master of Fire magic capable of burning down cities, now you have enough capability to burn the whole world.As a Spirit you have also gained the ability to make contracts with others. This allows you to set conditions between two or more parties that will turn them into a Spirit users, allowing them to use you as a Gate to cast magic of your element.
You also become the Great Spirit of every extra element selected from Additional Element.
Add on:
Od Laguna
Required:Divine Protection (Re:Zero)
Od Laguna is a seemingly infinite mass of mana that serves as the soul of the world. It has the power to recycle the souls of the dead, generate the natural resources the world needs to survive, create spirits, and randomly grant Divine Protections to people at birth.
Through your ascension in becoming one of these spirits, and by somehow forging a connection with Od Laguna, you have merged with it. Since Od Laguna is a mass of mana with no will of its own, you have effectively become Od Laguna. You possess complete control over the creation of Divine Protections, and because you are the one crafting them, there is no risk of miscommunication with yourself. You are also able to bestow Divine Protections upon others of your choosing.
While your mana capacity did not increase immediately, your new nature allows you to generate mana internally, whereas before, you had to rely on drawing it from the atmosphere. Now, you are almost always at your maximum capacity, and if you wish, you can expel excess mana into the environment, saturating the area with it. Doing so can cause environmental changes depending on the element you are channeling, such as triggering a freeze or blizzard, accelerating plant growth, or purifying and generating water and other natural resources.
Strongest Sword Saint (Re:Zero)
Cost: 15 SP
Required:Color Mage (Re:Zero)
Required:Divine Protection (Re:Zero)
You have risen to a level of prowess rivaling Reinhard Van Astrea, the greatest Sword Saint ever known. Your swordsmanship is nothing short of inhuman. Your capacity to absorb mana from the atmosphere has surged dramatically, allowing mana to circulate through your body without causing harm. Even without your Divine Protections, you're swift enough to cross a city in under thirty seconds, resilient enough to survive being thrown from Earth to the Moon,and strong enough to endure a return jump from the Moon back to Earth. Because of your gate's increased strength in absorbing mana everyone within the vicinity are unable to cast spells through usage of external mana, as all mana from the atmosphere diverts to you.
You have also gained access to the Swordplay of the Astrea family, which enables you to draw immense amounts of mana into any weapon and release it in a single, devastating swing. With an ordinary iron sword, you could unleash enough energy to demolish a house. Be warned: most mundane and even several supernatural weapons or objects would be reduced to dust by the sheer volume of mana you infuse into the blade.
Equipment & Items:
Future Device
Cost: 10 CP
You receive a (7cm)^3 Cube made of a Malleable Crystalline substance, possessing all the functionalities of today's mundane technology at high end specs, including smartphones, PCs, game consoles, remote controls, and more. It can seamlessly operate any application without encountering compatibility issues, allowing you to browse through the app selection on DragonStore while listening to iTunes and downloading Bloodborne from the Playstore.This cube offers extensive customization options, with the only limitation being its single-piece structure and total volume. You can mold it into various forms such as a smartphone, notebook, video game console, tablet, or any other desired shape. Every surface of the device functions like a touchscreen, an OLED screen for display and incorporates all sensors typically found in household devices such as Light (Cameras, Fingerprint), Sound (Microphones) or Temp/Heat.
Security Software
Cost: 4 CP
Required: Future Device, Smartphone, Laptop, or Desktop
Required: Smartphone, Laptop, Desktop, Future Device
Now all your electronic devices come with pre-installed premium-quality security software. This provides absolute protection from any and all attempts to gain information from your device or any other tampering by anyone other than yourself and those you allow to.
This software can be easily copied to a new device, miraculously never taking any memory.
Media
Cost: 3 CP
Required: Future Device, Smartphone, Laptop, or Desktop
You have a copy of all of your home dimension's media, except Worm and Ward. This includes everything from Shakespeare to Eminem, Mozart to Breakin' 2: Electric Boogaloo. This is all stored on your Cellphone, Laptop, or Desktop, and somehow takes up none of your device's memory. It is organized in a convenient manner.
Comprehensive Media
Cost: 2 CP
Required: Media, or Emulator
Your device no longer just contains what is, but what will and would have been too. Your chosen media types have been expanded, and 'completed'. Your media has its content completely finished to the theoretical end even if the authors and creators had abandoned it. This does not guarantee a satisfactory ending, however.
Wikipedia
Cost: 3 CP
Required: Future Device, Smartphone, Laptop, or Desktop
You gain a copy of the internet's vast collection of knowledge. This includes everything from scientific theories, dictionaries, languages, and online tutorial videos. This is all stored on your Cellphone, Laptop, or Desktop, and somehow takes up none of your device's memory. It is organized in a convenient manner.
Artificial Intelligence
Cost: 8 CP
Required: Future Device, Smartphone, Laptop, or Desktop
You have an artificial intelligence created by Andrew Richter, the creator of Dragon. Unfortunately it isn't sapient like Dragon, as she was the only prototype AI created to emulate human consciousness Richter created before his death, but it is still an incredibly powerful and versatile AI.
Interdimensional Cable
Cost: 5 CP
All your devices gain an app that can create connection across the multiverse. It can connect anywhere, even alternate universes. Includes a lifetime of unlimited calls, texts, and an internet plan. However, you are limited to only those worlds that you have personally visited.
Bagel
Cost: 1 CP
You gain a monthly supply of bagels. They can be of any kind you want and delivered to any commonly accepted address. You can have chocolate bagels, normal bagels, blueberry bagels, or any kind of edible bagel you want.
Audio Player
Cost: 1 CP
You get an Audio Player and a pair of Headphones of any design you want.
The player has an intuitive software, infinite capacity for storing music, and comes with every single song or other recorded music piece from your home universe already pre-downloaded.
Companions:
A2 (NieR)
Cost: 15 CP
Hero Name: None
Alignment: Chaotic Good
Gender: Female
Sex: Android, but visually Female
Age: 4
Power: A2 is an android made for comb[A]t. She is an expert in several martial weapons, can lift several tons, has incredible speed and reflex to the point of outrunning missiles and parry bullets, is incredibly durable, and due to being a android, has no need for rest.
Appearance: Beautiful
Civilian Identity: Fugitive
Quality of Life: Bad
Jeff (Marvel)
Cost: 7 CP
Hero Name: Jeff the Land Shark
Alignment: Good Boy
Gender: Male
Sex: Male
Age: Young
Power: Jeff is a genetically altered shark fit to live on land. As a shark, he has their tough but also smooth skin, their sharp teeth, their gills, and their strong tail. He has been modified to also have legs and be able to breathe while on land. Jeff also has minor hydrokinetic abilities with the ability to manipulate a minor amount of nearby water and can instinctually manipulate the moisture in the air to form water, but this is tiring. Lastly, he also has the ability to use his water to selectively heal others.
Appearance: Adorable
Civilian Identity: None
Quality of Life: Good