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MC: Ōtsutsuki Kanshiki

Meta [+10 SP]

Someone Else: Choose a real person, they're the ones 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?: 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 [+60 SP+60 CP]

Hard: You gain less SP and CP from Scenarios and Drawbacks.

Higher (Tier 5): You have extra starting SP and CP.

Scenario & Setting [+20 SP+40, -23 CP]

AU Alternate Earth (My Hero Academia): Instead of arriving on Earth Bet you will arrive in an alternate earth of an alternate timeline. Pick any other world from the Alternate Earths.

UA Exam: You appear roughly around the time Midoriya Izuku would have taken UA Exam in canon timeline.

Isekai'd: It's an unknown phenomenon, but when certain people undergo immense stress they simply disappear. The chances of this seem to grow exponentially if they were hit by a truck.

It was only through the reveal of an Otherworld with a Teleportation Cheat that Humanity was able to learn that the people who disappeared were Isekai'd to one of the many fantasy worlds. Every Earth has its own Isekai world connected to it.

Reverse Isekai: It looks like the world-transferring phenomenon isn't exclusive to the people of Earth, as people from the many fantasy worlds are also being Isekai'd to Earth. A person's chance of being Isekai returning to earth is also greatly improved.

Both natives of the fantasy world coming to Earth and returnees of Earth who have learned the power of the fantasy world will have Shardless powers.

Pure Fantasy: It's not just any characters that will be appearing, it will be main characters from fictional settings you are familiar with.

Gender Bent: The genders of everyone can be swapped from their canon selves. Scion may now use a female avatar and identifies as such and Eden could have a male avatar. Everyone in Canon can be swapped with an alternate gender form. Taylor can be male and Lung female.

You can choose for this to only apply to some instead of everyone. You can be as specific or vague as you want, establish parameters or some mix of the two. You can choose to also apply this to their sexuality as well (so Legend would be attracted to women if made female), or allow it to remain unaltered. You can also choose for it to be entirely random or apply to everyone. You can choose for this to be a retroactive change or if it suddenly happens.

Powered World (x1) (Rule of Cool): Choose any power you purchased that costs 5 SP or less and this will be a natural ability every human in this setting possesses. This can be used to grant additional upgrades/fusions to a power, up to the cap of SP each power can give. Powers that are a result of a fusion have their requirement's SP budget combined.

You can have this be a retroactive change with humanity having always had this ability, or they can suddenly develop it upon your arrival. You can choose whether humans throughout the entire local multiverse possess the ability, whether they are or become aware that you are the reason for their powers, whether if there is an explanation for the ability or not, and if there is a reason you can choose what it is or leave it up entirely to chance,

You can choose for their versions to be weaker than your own, with certain weaknesses and/or restrictions, to come with stipulations and/or side effects, to manifest different expressions of a power, have each person develop differently from one another or all the same or some kind of mix of the previous options, or you can choose to leave it entirely up to chance, although you'll never be unhappy about the result.

Original Content Only: Purchasing this modifier ensures that any media your powers, companions, or objects of power (OOP) come from no longer exist in the world. The media they originate from may have simply never existed in this world, and if the media is too central to be removed, it will instead be replaced with a knock-off that somehow gets everything about your items wrong. This could involve inventing new weaknesses that don't apply to you or requiring an entirely different power source. As a result, no matter what you are, you will be something this world has never experienced before.

The effects of this Continuity Modifier can also be extended to your home universe.

Multiversal Impact: Every option selected in settings, excluding those under Alternate Earths and Original Settings, will alter not only the world you start on but also all worlds within the local multiverse.

College AU: By taking this mod you'll find that everyone from canon Worm to be about 10 years older, and that the events and scenarios have been adjusted to match. For example Taylor Hebert is 25 instead of 15 on January 3rd, 2011.

Alternatively you can be selective about who is older instead of having this apply to everyone. Maybe while Taylor is a young adult, Emma could still be a teenager like canon Worm for example. Though then you'd have to work out how an adult Taylor would trigger from being bullied by a teen. For example, maybe adult Taylor works at Winslow instead of triggering in college like she might've if she and Emma were the same age.

If you chose the twin reincarnation method, and chose for your twin to be older, then you will be aged to match.

Character [+5, -10 CP+5 SP]

Drop-In: Your body is remade for you, just as it was. You will have no identity on Earth Bet.

Handsome: 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. Additionally, you can no longer get acne.

Perks [-55 SP-69 CP]

Rapid Learning: Your ability to learn anything is greatly improved. You learn both theoretical and practical knowledge over 5 times faster than your base capability. This only affects you mentally, meaning while you can learn multiple martial arts, you may not be physically capable. This only works on mundane skills and your ability to use power effectively.

Blank: You become a blind spot for Thinkers.

Powers that predict the future cannot account for your actions; clairvoyants that peer into the past or watch over the present cannot search for you; people trying to conjure up information about you using only their power would find nothing.

Some powers will register your presence if their host can perceive you with their senses but they will be unable to gain further information, Gallant would be unable to sense your emotions, danger-sense would not warn their user of your actions, but they'd register your presence and show a neutral state.

This does not, however, stop someone from noticing that the future they were expecting has changed or the result and ripple effects of your actions altogether. It does not block direct observation either — in person or via technological means — and does not prevent a Thinker from building a model using this information.

Powers that work primarily through their user's senses can draw their own conclusions unimpeded. For example, if Tattletale sees you visibly getting upset at something she said, she would be able to tell that what she said had a negative effect on you.

You can, at will, allow selected thinker powers to perceive you and can rescind this allowance at will at any time.

Mental Barrier: You become immune to powers that directly affect your mind, emotions, or senses. This also protects against perception filters, hypnotic tinker-tech, body control or possession, and all forms of memetic hazards.

However, physical effects like drugs, pheromones, or parasites will still affect you. Tinker-tech drugs or viruses will have their effects reduced but not completely negated.

This protection adapts to the form you take. If you are a mechanical or digital life form, the protection would extend to cover viruses, hacking, and other forms of subversion or reprogramming.

With your permission, you can allow powers to influence you.

Trumped the Trump: 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).

Immortality Failsafe: This perk eliminates any issues that may arise from an infinite, or just extremely long, lifespan. You can experience everything the world has to offer, visit every place, meet every type of person, learn every skill, and then do it all over again, each time feeling just as fresh and new as the first if you so desire.

This does not affect your personality, only making sure that you'll never be susceptible to boredom, ennui, and listlessness unless you wish for it.

Invictus: 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 motivation to 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.

Natural Leader: People tend to look to you for guidance and leadership. You have an easy time recruiting people, and for some reason, they tend to be pretty loyal. People with powers might take a bit more convincing, mostly because they know their value.

Thematic: Your powers take on a certain theme. Teleportation now melds with the shadows if you have a dark theme, and Tinker abilities can decorate swords without negatively impacting performance. This doesn't weaken or strengthen any of your powers, but it does make it more thematically accurate to whatever you choose.

You can choose to follow or switch your theme whenever you wish. And rebranding yourself comes to you easier.

Manton Protected: The inside of your body is protected against influences that attempt to target it. For example, a telekinetic cannot crush your heart inside of your chest.

You also gain some measure of resistance to esoteric attacks like instant death or erasure. This is not complete immunity and will still hurt you, severely, but you will at least have a chance to survive.

Ripple Effect Proof Memory: When the timeline changes and you suddenly gain a new history, you remember both the new timeline and the old timeline, with the memories helpfully 'separated' so you don't get them confused while, optionally, still experiencing the full emotional impact. This works whether the new timeline is caused by a 'Groundhog Day' style timeloop, a Save and Load system, a time machine, a wish that rewrites history, or something weirder.

If you want, you can choose to emotionally distance yourself from the memories of the old timeline (such as if in the old timeline you got tortured by Skynet or something) or the new timeline (such as if you got kidnapped adopted by your nemesis as a kid and then abused trained to become a loyal enforcer), making them as impactful as a story you read instead of something you experienced firsthand, and if needed can reverse this at will.

Note: This doesn't do a thing if someone just mind controls you into believing that something happened in the past, such as you being their childhood friend, it's only if history actually changes. If you want immunity to that, get Mental Barrier or something.

Ripple Effect Proof Body (Required: Manton Protected):

Your resistance to supernatural attempts to influence has gained a new dimension, allowing you to resist time travel-based alterations. Now, if someone changes the past in such a way that your body is altered, you can reject the change. For example, if the new timeline resulted in you losing an eye, you can choose to reject that change and regain your binocular vision. Like before, bring the change back if needed.

This has a limit, though; the more powerful the being / force that created this new timeline is, the less you can resist the changes. If the person who did it is weaker or as strong as you, you can reject the physical changes just fine. If they are more than double but less than an order of magnitude stronger than you, you can reject crippling changes like a missing limb or a slave seal tattoo, but cosmetic changes like a new haircut or mundane tattoos can't be rejected. If they are more than a hundred times stronger than you, then lethal changes can be rejected, but crippling changes like loss of limbs can't be. If they are more than a thousand times stronger than you, just accept your fate.

If you have Golden Perks as well, you can reject any retroactive changes to your body, no matter how much stronger the source is compared to you.

Note: This only works with time travel or other retroactive reality shifts. If someone just uses their power to change your hair color or something without altering the past (and Manton Protected didn't already stop it), you can't use this to reverse it.

Homecoming: Any teleportation or similar power you possess now allows you to travel to other universes. You can travel to any universe you have previously been to, including your home universe, as well as target universes based on any knowledge you possess, such as memories you had prior to gaining powers, awareness of a setting through some form of media, etc.

If you have no such ability, you can still 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, etc.

Countdown: Once you have defeated Zion or any equivalent enemy in threat (not necessarily power) to whatever universe you're in any self-targeted drawbacks you have chosen will be removed. (Examples: Monologue, Trouble Magnet, etc.) This specifically targets the side effects, limitations, and other adverse consequences associated with the selected drawbacks.

It is important to note that certain drawbacks may require the achievement of specific goals for their complete removal. In such cases, the associated drawbacks will persist until the designated objective has been successfully accomplished. (Examples: CUI Summer Camp, Endbringer Target, etc.)

This perk will also activate after 25 years even if you don't defeat Zion or an equivalent enemy.

(This perk does not apply to drawbacks that involve environmental changes or the acclimation drawback).

Protection Against Evil (Required: Golden Perks):

The strength of your drawbacks have been weakened, now they aren't as absolute. For example, Fairy Goddess will make it that while Glaistig Uaine will not have ever entered Birdcage, and may have an inclination for "collecting" your power, she will not actively hunt you down. Instead, her interest in you will be more passive, akin to a curiosity rather than an obsession.

Serendipitous Luck: The universe conspires in your favor, no matter what you seek to achieve or overcome. Good luck follows you at every turn, increasing the likelihood of success and decreasing the likelihood of failure in all your endeavors, no matter how challenging they may be. Luck smiles upon you always. This might not help you win the lottery, or find your soulmate but it can be felt in almost every aspect of your life.

Charismatic Aura: You radiate charisma and magnetic charm, effortlessly drawing others towards you and influencing them positively.

Golden Perks: Your Perks have evolved, making them an order of magnitude stronger. For example, if before, a Perk protected your mind from most of the attacks, it would now protect it from everything. Should a Perk not be able to go a tier higher, it would develop beneficial side effects that expand the scope of what it can do.

I Don't Get It: Gaze your eyes, tune your ears.

Witness the snap of sanity, the scream of existence unraveling.

Feel it, hear it, understand... absolutely nothing.

They say that looking upon an eldritch horror can make you mentally snap, and the void staring back will have you cease all brain functions... Well, you can safely say that's a load of crap. When you looked at Cthulhu, you just saw a bipedal squid, and when you looked into the void, you didn't see anything.

I Get It Now... But Not Really...? (Required: Invictus, or Well-Adjusted):

Now, instead of being unbothered by everything because you are unable to comprehend it, you are unbothered by everything because even though you get everything, you just simply don't get what about it bothers others.

Sure, Cthulhu looks all scary, and its appearance is definitely a bit unique, and quite a bit impossible; however, you really don't get why that can be mind-shattering.

Foreigner: Unlike native inhabitants of any world you travel to, you are unbound by any of its inherent concepts, rules, or restrictions.

Abilities or phenomena that would impose upon you the setting's concept of death, for example, will fail to affect you at all; and should you possess any powers that would otherwise come with inherent downsides due to interaction with the world's metaphysics, they will be free of those drawbacks.

Benefits and positive effects, if you wish, still apply as normal and can even be carried to other worlds.

You can also bestow the same benefits upon anyone or anything else, from objects and living beings to powers and power systems, allowing them to retain full functionality even in settings with completely different metaphysics.

Drawbacks [+121 SP+137 CP]

Case 53: Your appearance(s) becomes non-human, whether this new look is based on your selected powers or not is up to you.

The Appearance section in the Character section becomes available if it wasn't already. The choice you make in this section steers the appearance of your new form and determines how aesthetically pleasing it will be. It does not mean you will necessarily look more human but how monstrous or close to the uncanny valley your form gets.

Average would place you in the same category as Newter, obviously non-human but not overly uncanny, while The Handsome and Beautiful choices means your form will be considered pleasing to look at, it could be that you look human but your skin is covered in mesmerizing patterns or that you are a lumbering six-legged beast with sleek curves and elegant horns.

On the other hand, Ugly and Hideous would place you on the opposite side of the spectrum, where your features have elements that trigger primal reactions of fear or disgust in humans, such as the appearance of rotting flesh or proportions that are disturbing.

Unconscious Geas (x1) (Don't reveal the source of your meta-knowledge): 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.

"Odd": Your outsider nature can be felt, and you get all the wrong kinds of attention. Expect to be treated poorly.

Narcissism: You have an overinflated sense of your own worth, your new favorite pastime is making sure that you look your absolute best at all times.

Battle Junkie: You find yourself caught in the grips of a fierce and addictive passion for battle. As a Battle Junkie, you are driven by an insatiable desire to engage in combat, constantly seeking out new challenges and victories. However, be warned, for the art of combat comes a massive dopamine hit comparable to hard drugs, be careful not to be addicted to violence.

No Such Thing as Absolutes: The Perks Blank, Trumped the Trump, Mental Barrier, and All-Seeing Precognition are no longer absolute or completely invincible.

Your Perks can be sidestepped, and some other powers may be able to overcome them. However, these Perks still possess a high level of effectiveness in most situations, although their efficacy against higher-tier opponents may be reduced. For example, Contessa may not be able to path you, but she can simulate you like she does for Eidolon.

If you take either Only A Sith Deals in Absolutes or Countdown, then its effects are only partially negated:

For Only A Sith Deals in Absolutes, powers will still be absolutes even if they wouldn't be otherwise, whereas your Perks will still be normal or even weakened to be no longer absolute. Additionally, you don't get to choose if your absolute power wins against another absolute power in any case; it just usually wins.

For Countdown, rather than completely removing your drawbacks when its requirements are met, it would merely reduce them to a more manageable level, with them completely disappearing after time and/or effort, with all your Drawbacks (including this one) being removed after at maximum 10 years.

Monologue: You tend to monologue. It's nothing overpowering, but if you don't actively go out of your way to not monologue, you're probably going to monologue after you feel you've won.

Morsel: Good news—everyone wants a piece of you. Bad news—this is meant quite literally.

Anything, from your blood to your flesh and everything else, is now tailored to be perfect for those that consume it. A vampire will find your blood tastier than that of any other human; a ghoul will find the flesh of others tasteless and bland after having a piece of you. And if you have Shardless or Esoteric Knowledge, this effect extends to any supernatural energies you possess for those who may feast on them.

While this will not affect those who do not appreciate the taste of human blood or flesh in the first place, those who do, like cannibals, ghouls, vampires, zombies, etc., will now instinctually understand that you are the best meal they will ever come across. How they react depends on their moral disposition, as well as their relation to you.

Cold Heart: Your empathy is muffled, with your emotional intelligence hampered, making it harder to see things from the perspective of others; on top of it all, any emotional response or general sentimentality is indirectly dulled, coming as aloof or wooden to other people.

Eh, I Can Take You: You have a dangerous habit of underestimating the threat certain people pose, and this always ends up biting you in the ass.

Major players are exempt from this. Instead, this drawback triggers whenever you go against lesser foes or threats.

Expect a lot of humiliation to come your way that could have been avoided. Be careful not to get yourself killed.

Trouble Magnet: You tend to attract trouble or, more likely, trouble tends to find you.

Even if you live a normal life, you will occasionally be involved in minor events that spice up your routine. These predicaments will rarely, if ever, completely disturb your life or put you in serious danger and your involvement in them will generally match your principles and morals. In most cases, the problems can be resolved without the use of violence on your part.

For example, the local police could ask you to assist with a mysterious murder if you're known as a detective if not a P.I., additionally, your neighbors want help investigating the strange happenings around the block if you are heroically aligned or known as a helpful person. You might also uncover conspiracies or cabals by accident, like the school principal committing fraud or local Thinkers manipulating property prices.

Wild Wasteland: The frequency, scope, and general ... oddness of the events you become involved with all increase.

For example, you might find yourself at the center of an underground war between the Mafia and Yakuzas after you befriend the heiress to one of their clans at school, or you might get dragged into a long trip to uncover the dark secrets of the Golden Idol you received from a long lost acquaintance, or you might even discover that Medhall Corporation is working on a bioweapon to turn people into zombies.

The sky is very much not the limit and those adventures might get dangerous but never outside of your ability to solve — or at least survive — with your current skill set, powers, and allies.

Mr. Regular: Wow, you really must be a glutton for the strange, weird, and adventurous, aren't you? Well, you now have that in abundance.

You are going to see everything the Multiverse has to offer if you live that long, from the Reapers invading, Darkseid attacking whatever world you currently live in, to a rowdy and destructive group of mages crashing in your house, and Justice League randomly appearing in your current world, et cetera. You will never lack for any form of excitement.

This in essence makes your life a massive multi-crossover, where you will meet several characters not limited to franchises you know regardless of your current world, they will find you, and they will involve you in their nonsense, so I hope you're ready.

Note: If you take this and Child of Fate, you are in for a hell of a time.

A Little While Longer (x1): Your ability to traverse the Multiverse has been disabled and all forms of methods to get out of your initial world will fail. You must wait sometime before a successful jump to another universe is made.

It takes 1 year for the soul anchor to fade. Taking this option repeatedly multiplies it by 10 for a maximum of a billion years.

I Will Fix Her: You attract unstable people of the gender you are attracted to. It's very easy for you to become a target of a yandere, be invited to a party of a goth girl only to realize she plans to sacrifice you to the dark powers, or get hit on by a best guy you ever met, but then get acquainted with his other 9 personalities.

Acclimation: Your powers start 50% weaker and grow over time to 200% of their base power.

Normally they will grow to 100% in 6 months and 200% in 12 months. The more you use your powers creatively the faster they will grow.

In the context of powers with multiple numerical values (i.e. number of charges and strength of charges), the product of all the values doubles. This means either one parameter doubles, two parameters increase by 1.4, three by 1.25, etc. (the n-th root of 2 for n parameters). For frequencies, they are multiplied by the inverse. (2x becomes 1/2, and so on). You can choose which parameters are affected.

This drawback progresses in "real" time, this means time as experienced in the same reference frame as everyone else in the solar system. Anomalies like localized temporal distortions, pocket dimensions, and the likes do not affect the growth in either direction. In summary: this drawback cannot be cheesed with time travel of any kind.

Temporal rewind effects like (Thinker) Time Loop and Return by Death from Re:Zero reset your growth to where it was at the last checkpoint. True time travel, where you physically move from one point in space-time to another, does not change your progress.

Starting From Nothing: Acclimation is modified to make your powers start at 0% instead of 50%. This does not affect the time necessary to grow.

No more, No less: Acclimation no longer grows past 100% strength.

Not faster, Not slower: Acclimation cannot be made quicker through training.

Train As Hard As You Can: Your powers no longer grow passively over time, the only way for you to regain the rest of your power is through training, creative power usage and live combat.

If you took choices such as Jet Lag, Snail's Pace, or Snails Are Quicker Than You, then the effectiveness of your training drops, requiring more effort and time to reach 100% or 200%. In the case of Snail's Pace and Snails Are Quicker Than You, your rate of growth is also unable to exceed their minimum time.

If you took Start From Nothing, then you start with the barest minimum instead of 0%, just so tat you can start training.

Arbitrary Limitations (One Power) (x1) (Homecoming, you have no control over what your new world will be but your teleportation powers work to anywhere in any world): You or your Shard have placed limitations on one of your powers, perks, or objects. When restrictions are imposed on some aspects, others can be improved to compensate. This drawback affects one power per selection, up to 10.

For example, the power can only be used under certain circumstances but the effect is increased, the range is reduced in exchange for potency, the number of choices is limited but they can be improved over time, etc.

Starterless: Powers that would give starting items and/or companions no longer do so. For example; Witchcraft & Wizardry (Harry Potter) will no longer include a wand, and House of the Dragon (ASOIAF) will no longer provide a weapon and dragon.

Shard [-10 SP-10 CP]

Shardless: 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.

Powers [-187 SP]

Thinker (Papert's Principle): Your ability to manage and apply your existing knowledge more effectively has been boosted. Rather than just learning new skills, your mind finds ways to optimize how you use what you already know, leading to faster growth and greater efficiency in all areas of life. It allows you to structure and reorganize your thoughts, ideas, and experiences into more effective systems.

You are able to intuitively recognize patterns and improve mental processes that were previously disjointed or underutilized. Whether it's reorganizing knowledge for better retention, finding new connections between concepts, or creating streamlined approaches to problems, your mind constantly refines itself. This power doesn't just make you smarter, it helps you maximize your mental potential by finding the best ways to organize and apply what you already know, accelerating your development and making you more capable over time.

Thinker (Flow State): You are always in the flow state, a zone of focus and clarity where your mind and body operate in extreme conjunction. Whether you're solving problems, competing, or performing in a celebration, you're always functioning at the peak of your natural abilities. Distractions fade away, hesitation disappears, and every action will feel exact, precise.

You won't surpass your physical or mental limits, but you'll always perform at 100% of what you're truly capable of, and no less. In any situation, you're at your best. However, this does NOT make you better at your given talents; you're simply doing your best, so you will have to train to become the best.

Locked In (Required: Thinker (Papert's Principle)):

At will, for ninety minutes a day, you can "Lock In". When Locked In, the boost from Flow State is expanded to include your powers and more abstract and physical capabilities, such as learning speed and strength.

Additionally, all of your attributes that have been boosted by Flow State and Locked In are improved by 20%.

You can spread out the activation period, like Locking In for ten minutes and using the rest later, with no limit to how much you can spread it over the day.

Note: Locking In still doesn't improve any of your abilities beyond your own maximum capabilities beyond the 20% boost, so you won't be able to lift the most a human can lift in optimal conditions; you will be able to lift as much as you can in your current state within optimal conditions.

Unbreakable Fortitude: You have become immune to the effects of whatever environment you're in. Regardless of where you currently are—be it scorching deserts, frozen wastelands, deep-sea depths, or atmospheric heights—you find yourself capable of surviving comfortably.

You also take less damage from all sources by a moderate amount. Magic, physical, esoteric, psychic, reality-warping, and even instant death attacks will be diminished, resulting in them being less effective than they would normally be. Finally, any hostile endeavor to alter your being would prove more arduous, and if such an attempt were to succeed, you would gradually revert back to your original form over time.

Oni: You are an Oni of legend, a being born from the age of gods and storms. Your body towers above humankind, for even the smallest Oni at full maturity stands a full head taller than the tallest of men. Your body is carved from strength itself, powerful, broad, and impossible to weaken. No matter what you eat or how you live, your body never grows heavy or frail. From your forehead rise your horns, smooth and strong, curving upward like the roots of the mountains. They are the same color as your skin, blending seamlessly into your flesh as if they have always been a part of you.

Your strength is that of the earth itself. With focused effort, you can shatter boulders, bend iron, and uproot ancient trees. The longer you live, the greater your might becomes, your muscles growing and senses sharpening.

Your body heals a hundred times faster than a man's. Even if you are struck down, your flesh can knit itself whole again with enough time. Severed limbs can be regrown, and as long as a spark of life remains within you, your body will rebuild itself. You are ageless, untouched by sickness or the frailty that burdens humankind.

Beneath your skin lies a quiet magic, a natural illusion that hides your true form from mortal minds. Those who look upon you see your true size, yet their thoughts smooth away the strangeness of it. To them, you appear striking and beautiful, touched by an otherworldly charm that softens fear and draws their gaze without their knowing why.

You can smell the sins of another, and to you, the wicked have the sweetest scent. Evil clings to them like spice and smoke; the more corruption a soul bears, the richer and more tempting the aroma becomes. It is the perfume of sin, warm, heavy, and alluring, like meat roasting over flame.

This scent awakens your hunger. Your stomach is the sacred engine of your being, the source of your boundless vitality. All meat is a delight to your tongue, and every bite feeds the power burning within you. When you feast, your body surges with strength. Your muscles tighten as if newly forged, your skin glows faintly with heat, and your vision sharpens until you can see the heartbeat of the world. Though the rush fades with time, a trace of it always remains, slowly building your might across centuries. The rawer the meat and the greater the sin of the one consumed, the greater the effect.

Fate Breaker: You. Have. Risen! Through great internal struggle, you have surpassed the chains of fate. The slings and arrows of misfortune no longer find purchase upon your being, leaving your fortunes untarnished and unfettered. To those who observe you, it will appear as if you are walking on the very clouds themselves—impossibly and preternaturally lucky in all of your actions and pursuits.

Chakra (Naruto): Chakra is the life energy that is produced by every individual to some degree, composed of physical and spiritual energy. Physical energy is collected from every cell of the body and can be increased through training, stimulants, and exercise. Spiritual energy is derived from the mind's consciousness and can be increased through studying, meditation, and experience. Chakra is normally not visible unless it is highly concentrated or manifested in large amounts.

You've become capable of using Chakra on the same level as an Academy Graduate, with the knowledge of basic Ninjutsu, Genjutsu, and Taijutsu.

You can use Chakra to reinforce yourself to become stronger, faster and more resistant. You gain an Elemental Affinity of your choice with a C-rank technique in that elemental affinity, and knowledge in how Jutsu is made through experience in Chakra Molding and familiarity with Chakra theory. With study and experience, you can use all 5 elemental affinities.

Ōtsutsuki (Naruto): As an Ōtsutsuki, you are part of a clan of extraterrestrial parasites that consume energy and genetic information from Chakra Fruits, which are cultivated by the God Trees.

Chakra is a supernatural energy that the Ōtsutsuki possess, allowing them to perform incredible feats such as interstellar flight and concealment from others of their kind. With greater control and skill, they can use chakra to perform various applications.

As a Ōtsutsuki, you possess a seed that has the potential to grow into a god tree. However, you can't access higher abilities like the Rinnegan because you haven't consumed a Chakra Fruit yet. You can cultivate the God Tree to grow a Chakra Fruit, which, when devoured, grants god-like power and immortality. Each Chakra Fruit contains unique genetic material and energy from the planet where it was grown. endowing unique abilities and transforming into an improved version of yourself, ultimately leading you to reach godhood and become divine.

To extend their lives, the Ōtsutsuki have developed the Kāma seal, which overwrites the host DNA, transforming it into an Ōtsutsuki. If the Ōtsutsuki is slain, their soul transfers to the Kāma until they regenerate and reincarnate into the vessel. While the vessel is in control, it gains a fragment of the Ōtsutsuki's power and abilities. However, a suitable recipient is required; otherwise, the vessel will not survive the implantation of the Kāma.

(It is important to note that once the seed is sown, you cannot replant it until it has finished consuming all the energy and genetic material on the planet.)

Rule of Cool: Ever wanted to do something really cool, but then you realize how impractical it would be? Like using a super long bladed whip sword, wielding 3 swords (1 in each hand and 1 in your mouth), juggle throwing multiple spinning sword axe boomerangs. Get this power and practicality will be a thing of the past! With this power probability, logic and physics will bend in favor of you doing cool shit. Doing cool shit will be slightly more effective than doing things the "normal way". For example, if a screaming enemy is charging you from the back and you are armed with a throwing knife, it would be more effective to nonchalantly throw the knife at your enemy without turning around to aim, than it would be to actually turn around and aim.

Whatever you do you will look absolutely amazing doing it. The way you move, talk and fight will make you look like a natural badass. Especially the way you fight. Your moves will be super flashy and awesome to behold. Alternatively, they could look more gritty and be cool through pure brutal efficiency.

Rinnegan (Naruto): The Eyes of God are yours now. The Rinnegan's name might sound overly grandiose, but be assured, it is not. You have these eyes now, along with all the powers that come with them.

These take the form of multiple 'paths', each with its own abilities. You can use all of these powers in one body if you want, but you can also use multiple bodies, one for each path. Each path has its own theme as well as two passive effects that are always active. These things stack where it would matter and augment any such affinities, control, or reserves you already possess.

First of all you have the Deva Path, which grants you control over the physical world and its fundamental forces. You will start out with instinctive control over gravity but as you practice, more and more of the physical world will fall under your purview. This path's passive buffs are exceptional affinities in all five normal elements and the ability to freely mix whatever elements you can manipulate.

The second path is the Asura Path. This path gives you dominion over your own body, allowing you to manipulate and transmute it in whatever way you desire. You can create metal, transmute your body into a cyborg and back, or even heal yourself freely. Whatever is generated from your body can transmit your chakra, even when it is no longer connected to your body. This path's first passive buff is an incredibly powerful body and vitality granting exceptional Yang chakra, and a monstrous chakra capacity, either half the size of the Jūbi's or double your own, whatever is greater.

The Human Path grants you dominion over the mind and souls of people, including your own. You can manipulate them and interact with them directly, so much so that you could even extract their memories from them with just a touch. This path's passive buffs are an increased mental acuity granting exceptional Yin Chakra, and extremely fine control over your chakra.

The Animal Path, the fourth path, grants you access to summoning. Any being that you personally defeat and/or kill can be summoned by you. However, you are not limited to this and will, over time, learn to summon anything and everything, such as summoning the souls and bodies of people who have long since died, or even creating portals to summon yourself elsewhere. This path's passive buff is that any trials or requirements to get summons are smoothed over due to this, and the ability to summon anything that is considered "yours" to your person at any time.

The Preta Path allows you to absorb anything and everything from your surroundings, even from other people or techniques headed at you. You can not only absorb this, but convert it to chakra so you can add it to your own reserves, even to the extent of increasing your overall pool to a reduced extent. This path's passive buffs is an innate ability to analyze and break down the structure and knowledge of anything you absorb, and an incredibly adaptive chakra system allowing you to replicate the properties and characteristics of whatever you absorb.

The Naraka Path grants dominion over the metaphysical and the underlying fundamentals of reality. You'll start off with instinctive control over life and death, allowing at the start to repair the bodies of living things or even, at an immense chakra cost, resurrect the dead. This path will require the usage of other paths to channel its abilities through, but over time will allow you to use it just through this. This path's passive buffs are an instinctive understanding of reality, and the ability to directly interact with the forces you've gained control over.

These eyes operate without expending any energy, and suffer from no strain or fatigue from prolonged and uninterrupted use, wield them as you wish.

Knowledge is Power: You gain the ability to treat your powers as an entirely human derived skill. While you still have the requisites needed for a power, this allows you to train your skill onto others if you wish and they in turn will "learn" the power and eventually develop the necessary requisites for the power themselves. The rate at which others learn depends on the skill of a student and your skills as a teacher. Thankfully you also are now granted complete understanding of your own powers. This also works in reverse allowing you to "learn" other powers with enough study and practice and if you can find someone willing to train you, they can also teach you their abilities at a highly accelerated rate than you would have by studying on your own. You may choose what skills you wish to teach to another, and only those you choose can develop your skill by studying you. However there is a risk as those you teach will be able to propagate their powers in the same way and you have no control over who and what they teach with this power once they already learn what you have taught them. No longer do you have to lament at those who are born lucky, now hard work and study can get you even further.

Universal Aptitude: Your Universal Aptitude allows you to comprehend any skill, practice, or discipline, in the universe no matter its complexity. From the simplicity of juggling to the depths of ancient magic, and even extending to reality-bending or cosmic manipulations, there is no limit to what you can learn. This ability enables you to master concepts that appear mutually exclusive, showcasing your extraordinary ability to absorb and understand even the most esoteric subjects.

This aptitude ensures you can achieve a novice level of proficiency with ease across any field. As long as you have teaching materials or examples of the practice/skill you can easily grasp the basics in no time. However, progressing beyond this initial stage demands more than this natural talent alone; it does not offer any shortcuts to advanced expertise.

Additionally, while your aptitude spans all subjects, it doesn't grant you the specific energies, physical conditions, or capabilities needed to fully utilize these powers. Even if you have an aptitude for it you can't use the practice or skill if you don't have the requirements to use it. For instance, understanding the principles of shard powers is one thing, but wielding them without the requisite shard biology is impossible. Your aptitude is tied to the rules of the universe you inhabit, your power's foundation is rooted in the norms of the world you first appear in. To extend its reach, you must reside in a new universe for at least 6 months, after which your aptitude will adapt to encompass everything within that realm as well.

The journey to harness your full potential rests solely in your hands.

Promethean Ichor: Your heart has crystallized itself, becoming indestructible and eternal. No longer is it mere blood being pumped throughout your body. Through your veins runs your life force condensed into an impossible form, the Prima Materia, an iridescent golden ichor. You have surpassed the realm of men, breaching into a new level of existence. 

Due to your heart's transformation, your ichor constantly seeps into your mind and body, enhancing it, improving all aspects of yourself, and granting you endless mental and physical stamina, allowing you to function at your best indefinitely. You are able to direct your life force through your heart, allowing you to improve yourself at the cellular level. Nothing is impossible with enough experience and dedicated life force. Your mutations will be manageable and never will negatively impact each other.

Your human imperfections will be burnt away, allowing you to progress beyond human limits with enough dedication to your actions. Igniting your heart's power fills you with divine inspiration as you burn away your imperfections, enabling you to improve through means of regression to perfection. Finding balance will come with time, knowing when it is best to start with a fresh slate and proper comprehension. Every time you regress you set yourself up for a better future learning faster depending on how many times you've burnt out the impurities of your actions.

Your life force lets you heal from scrapes and wounds instantly, while regrowing fingers in minutes, and arms and legs in hours. You will never have to worry about old age, for you have undergone an ascension, putting you among the immortal ones for as long as your heart beats true. Your healing is perfect, always restoring you to your best.

Whenever you do not actively wish to keep your ichor outside your body, the Prima Materia will shift into liquid lead, unconnected to your existence.

Forged In The Trials of Combat: Your power now grows rapidly whenever you engage in combat. The harder you push your limits, the faster your fighting capabilities develop in both potency and mastery.

In battle, connections form in your mind more quickly. Techniques you have just learned, even unfamiliar ones, swiftly become second nature. As you seek ways to counter your opponent, new uses for your existing power will emerge, with inspiration and epiphanies rushing into your mind.

With this power, a friendly sparring session can be more effective than a week of regular training. A life-or-death struggle, where death is almost certain, would enhance both the potency and mastery of your power, as well as your battle IQ, equivalent to a year of intense training.

The Honored One: From the moment you entered the world, the definition of power was forever redefined.

Your rise to be the strongest is almost inevitable, with the only thing capable of stopping you is if you slack off on your training, or an early demise. This power is accomplished through incredibly fast and virtually unstoppable growth, for you are him. You are the exception, the coincidence, the thing that shouldn't happen yet it does. Yet, one day, your ascent will slow as you encounter three profound hurdles on your path to being the strongest. Each hurdle will challenge you more than you would expect, but overcoming one will grant you a surge in power and accelerate your growth even further, with each hurdle being more potent then the last.

First hurdle: The Depth of Resolve

What will you sacrifice for power? How much are you willing to sacrifice to be the strongest? Perhaps family, or a bit of your sanity? Sometimes the desire of power demands an obscene amount of sacrifice. Will you meet its demands and make the sacrifices that must be made, or will you demand freedom of choice?

Second hurdle: The Acceptance of Self

Every individual is unique, and uniqueness brings flaws. You must embody your true self to the highest degree, otherwise what is the point in existing? If you are a hypocrite, you must accept your hypocrisy and revel in it. If you are a warrior, then you must bathe in blood and stand above the corpses of your enemies. You must accept every single aspect of yourself, or change your true self until you embody the ideals you desire.

Third hurdle: The Pinnacle of Strength

"Throughout Heaven and Earth, I alone am the honored one."

You do not chase for power, power chases you. Your strength is true, not because it towers above others, but because it stands unshaken by doubt. Arrogance isn't what you possess—it's in knowing who you are, even when the world trembles in rejection. Yet now comes the ultimate question: What does it mean to be the strongest? In isolation, when there is no audience to witness, no foe to vanquish, and no accolades to earn, what does it mean to be the strongest?

Pioneer of the Stars (Type-Moon): A unique Skill granted to those who served as turning points in humanity's history. It bestows the ability to transform what's deemed "impossible" into a possibility—"events that can be realized."

Strictly speaking, this power does not directly produce results on its own. But rather, lets you break through the perceived limits of whatever you set your focus on, enabling you to glimpse a future where the impossible becomes attainable. Even conceptual impossibility isn't exempt; as the Skill opens a path for you to escape inevitability itself, creating a chance—however slim—for success in any endeavor, so long as you have the will and put in the effort to pursue it.

With enough dedication, this Skill allows for feats such as attaining immense magical prowess despite having access to limited magical energy, or bringing knowledge that should lie far outside the reaches of humanity down to a level anyone can understand, etc.

Fusions & Upgrades [-29 SP]

Equilibrium: "A sound soul dwells within a sound mind and a sound body."

A common challenge for any aspiring hero, villain, warrior, or mage is that while they may possess a powerful body capable of withstanding or healing from any blow, curse, or injury, their soul remains vulnerable to attacks. Alternatively, your soul might be exceptionally resilient, able to ignore or heal from most damage, but a well-placed arrow to the neck could still kill you as easily as a regular human. Or perhaps you possess both a strong body and soul, yet your mind remains vulnerable to illusions or manipulation.

But with you, your mind, body, and soul have achieved Equilibrium.

Now, your regeneration, endurance, resistances, and even immortality (if you possess it) are perfectly balanced across all three aspects. If your body can regenerate a missing limb in seconds, your soul can repair any damage to itself just as quickly. Similarly, if you have a resilient soul that can resist or heal from harm, your body will respond in kind, regenerating or resisting damage just as effectively. Your mind, in turn, becomes more resistant to control and can swiftly recover from hostile telepathic attacks.

For example, if your body is resistant to curses, poisons, or forces that erode it, your soul will be equally resistant to those that target it, and your mind will either ignore or rapidly fight off attempts at manipulation while recovering from attempts to destroy it.

This state of Equilibrium does not grant you any new abilities on its own, but it ensures that any powers you already possess or acquire will apply equally to your body, mind, and soul.

Pure Soul: Somehow, in some way, you have become a Pure Soul. Your soul has ascended to the highest quality in existence, radiating an essence of unmatched purity and perfection.

You possess the highest level of talent in soul arts, allowing you to effortlessly master techniques such as Kidō from Bleach or Aura from RWBY.

Your purity causes beings of all alignments to view you favorably, fostering goodwill and acceptance wherever you go.

The purity of your soul is so great that even the most corrupt and negative influences cannot permanently mar the perfection that is your soul. Any imperfections are naturally purified over time. With the strength of your soul also granting resistance to soul-based attacks, causing weaker ones to fail entirely.

Lastly, those who can see souls perceive yours as the most beautiful in existence, an awe-inspiring sight that sets you apart from all others.

Uzumaki (Naruto): It seems you possess the blood of the Uzumaki, a now decimated but once proud and enigmatic clan descended from Asura himself. The Uzumaki were provided incredible abilities through their bloodline of which you have also inherited, but you are no mere member of the clan. Instead, you're a paragon of the Uzumaki, their equivalent of Hashirama to the Senju, or Madara to the Uchiha.

You now possess a much more powerful body and life force, granting you effective immortality and regeneration on par with Madara's after he absorbed the Jūbi, and your chakra capacity and quality has been increased by a factor of 12.

Your chakra has also gained certain properties alongside it—now a lot more dense, you can manifest your pure chakra as constructs and you can now channel any unique properties your chakra possesses. You start off with the skill and mastery of utilizing your chakra constructs as chains but are by no means limited to it.

Alongside the potency of your chakra, the Uzumaki were known to possess unique qualities within their chakra, such as Karin's healing, Kushina's ability to absorb and bind, and more. You can freely modify your chakra properties such as absorbing others chakra or being poisonous at will. You can learn over time to hold multiple chakra properties at once but are only capable of imbuing it with one property to start with.

And now, finally, the Uzumaki's greatest skill, the one ability which caused other nations fear them so that they banded together to destroy them—Fuinjutsu. Seals are a unique conundrum in the Shinobi World, do they merely store things or can they do everything just in written form? For you, it is very much the latter; you are now capable of, with time, research, and practice, doing anything with seals. You have the innate ability to understand the nature and language of seals, able to decipher, read, and write in it as easily as breathing. You start off knowing how to replicate any effect you can produce, whether through your body, powers, chakra or anything else but you can do so much more. You can do anything you put a modicum of effort to.

Substance (x1): Each purchase of this upgrade increases your metaphysical weight, your importance to reality as a whole, by one order of magnitude. This improves your resistance to conceptual and absolute effects, as well reality warping, and grants you a heavier hand in influencing things such as fate. Attacks that rely on their own metaphysical properties are proportionally less effective on you, and your own abilities that rely on the same are strengthened.

Greater beings will see this and treat you accordingly, and in realms or planes where reality is less stable, or more susceptible to influence, you will be able to act with greater impunity.

Point Conversion

+65 SP-130 CP

Code

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