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Chapter 21: Essence Meta CYOA Part 4-Section 4(Lack of Space)

Essence of Final Fantasy

By drinking this cold air tasting Essence you gain all the powers and classes of the Final Fantasy series.

You now have access to all classes in the series in the form of spheres which are tied to your very being and cannot be stolen.

You may 'equip' up to four spheres at a time to mix and match your classes or any singular sphere. Your clothes will become the classic costume of the respective classes with weapons as appropriate, although you may choose not to manifest the costume if you don't want to.

Each class starts at level one with its full capabilities being gradually unlocked as you level, among other things this means you have all the summons and every version of them from every game in the Summon class; you just have to practice to acquire them without having to fight the summons to prove yourself worthy of them. The summons won't cause you any memory loss when you use them and are completely loyal to you.

By taking on the powers in the spheres you gain intuitive knowledge of how to use all their skills as you level, this means you'll know how to wield a sword properly and fight with it as a Knight, learn to focus as a Monk, know the chants to cast your magic from the Mage, acquire magical theory from the Geomancer, gain the flexibility of the Dancer and Thief, learn stealth from the Ninja, and all those other things related to each class. Any skills that overlap will develop faster when classes like the Dancer, Thief, and Ninja are combined.

Even after you have unlocked all the capabilities of each class it is still possible for you to go beyond their skills and experiment with spell creation, though anything that results in you transforming into an eldritch monster of Big Bad End Guy proportions is on you.

As you level up the gear of each sphere levels with you ensuring your Paladin or Dark Knight won't be equipped with trash tier stuff at level 50. You do not lose any previous gear and may manually equip anything from the lower tiers from any game in the franchise. Eventually you'll be able to acquire any weapon, armor, or accessory for your classes from each game, including those stupidly difficult final weapons that you tracked down ingredients to forge.

You have every Limit Break for the classes at your disposal and can create a unique Limit Break for yourself, the ultimate form of which you will succeed in unlocking though it won't come to you immediately.

You also have a network of Add-ons similar to Skyrim's perk trees that grant Support Abilities which you can flip on and off between battles as needed. Certain items like weapons or jewels will help you unlock these slots allowing you to acquire things like Auto Reflect, change the abilities of summons, gain specific boosts allowing you to kill specific enemy types faster such as Bug Killer, double the effects from potion type items, and much, much more.

You can induce random encounters where you'll be pulled into an illusory space resembling locations from the games to fight monsters from the series appropriate to your level, which will drop items from the games you can take with you. The drop rate for items will be high enough to net you a decent stash of restoratives in just four fights. Bosses can be found in these spaces if you go looking for them and they will drop higher end items like the invincibility granting Hero and party invincibility Holy War, you need not attempt to fight them until you're ready and can still leave the space whenever you want. After you have defeated the boss of the illusion you can re-enter it any time you desire to farm items. Treasure chests can also be found in these spaces if you go looking for them which may net you higher grade items the regular monsters don't drop, these chests reset with different items in them after the boss is beaten.

As is traditional for Final Fantasy protagonists you can carry all your items in an expanded inventory, your choice of type from the series, allowing you to carry up to 999 potions and more as necessary. Items such as potions and whatnot have no shelf life even outside the inventory allowing them to be stored indefinitely.

You can grant anyone a copy of one of your spheres and take back those copies if they misuse it. The leveling system and Add-ons apply to them and they will register as in your party during random encounters when accompanying you, allowing them to grind for experience and get items from monsters.

Your powers are immune to being suppressed, nerfed, stolen, shut down, or destroyed against your will.

Finally, you gain your choice of airship from the franchise that is capable of flying you to other universes. It comes with protections that allow you and any companions to fly through space even if it has an open air deck, a nesting area ever stocked with chocobo feed and a ready to hatch immortal Golden Chocobo, always stocked food supplies and fuel, room for an entire cast of characters, and guarantees that if your airship breaks or is destroyed it will be restored to you good as new.

Upon drinking this Essence you may choose to visit any of the worlds from the games, yes that includes Dissidia, at any point in their plotline.

Essence of the Essence Bestowed Item

By drinking this Essence you must make the following choice:

Choose one other Essence to turn into an item with the full effects of that Essence or choose up to three other Essences to become items with mid grade effects such as Archmage allowing you to learn spells up to an apprentice's level rapidly but slowed to the normal rate for journeyman and master spells.

For a single Essence you must place some type of limit or limits (at least one to be viable) upon the power such as three day access to your pocket dimension for a week/month/year, power usage cooldowns that last a while, limited range, etc. No dimensional access every other minute/hour, the limit must be something that could potentially hamper you and that you need to plan around during dicy moments.

Choose the default type of item your Essence becomes it could be something you wear or carry, multiple items will keep their default appearance but single Essence items can shift their appearance to any other accessory so a staff could become a ring, belt, necklace, etc. but it's ability can only be used in it's default state.

Your item cannot be destroyed, its abilities depowered or cutoff, and cannot be permanently lost but if lost or stolen will work its way back to you within a year. The powers of the Essence it contains cannot be nerfed or prevented from being used in any way barring being outright physically taken from you.

This Essence might not play nice with other Meta Essences. Combine them at your own risk.

Essence of the Resource Vault

Esper Edition

By consuming this essence, that looks and sounds like grinding rock, you have obtained a vault filled with infinite treasures and wonders.

You have access to a vault that contains every single invention, item, weapon, making, concept, and object in the Omniverse: Sacred Gears, the Infinity Gauntlet, Lantern Rings, Holy Relics, the Death Star, Noble Phantasms, SCPs, the Silver Key, the Heart of the Universe, magic potions and scrolls, experiential memories, all of them and more is in your vault.

This vault exists beyond and outside of existence, concepts, and dimensions.

This vault can never be destroyed, altered, or affected by anything.

You can access the vault through any place, space, or object of any size where things are stored and anything you take out must be able to fit through the entrance, no pulling giant mallets out of your back pocket. If you have another inventory system you are limited by what things you can lift yourself, this doesn't stop you from driving a spaceship out of a space station hanger then storing it in your inventory afterwards you just can't pull it out through your inventory from the vault.

If the entrance of your vault is connected to something that can be closed, like a door, you can shut that door and it will stay connected to the world which will cause the door and its frame to remain intact and up right if an explosion destroys its surroundings, note that people can wander inside when the entry is in this state unless you're able to lock it in someway. You can request the vault to disconnect from that world and reconnect somewhere else in that universe if necessary.

When browsing your vault, if you should get lost or walk so far that you don't want to journey back you can call for the exit and it will appear before you. All requested items will otherwise appear near the entrance in a designated space.

The vault will always give you the best items for any given situation that will never cause you or anyone else harm unless you deliberately request it or misuse the item in question i.e. juggling a pair of swords, eating tide pods, walking while balancing on a ladder, etc.

Due to the vault's nature, it is omniscient and omnipresent and very organised. There is nothing that can escape its notice.

While inside you can communicate with the vault with whatever methods you desire such as telepathy or text messages. The vault's nature will gradually grow in response to your personality the more you interact with it and though it will never hate or kill you it doesn't have to like you or act as your best friend either.

You have infinite amounts of the same items in the vault and all items come with some handy informational pamphlets about its powers, weaknesses, and any effects they could have on you as well as basic instructions on how to use them if they're more complicated than 'put the pointy end in the other guy'. Any 'self-destruct' or 'dangerous to the user' problems will be especially noted with big red warning letters.

You can get any kind of item with any effect you desire, even things that only exist in the imagination such as an always sharp blade of scented citrus that never needs maintenance and can repair itself.

Any dangerous items will be properly contained so as to not affect you or anyone else in the vault including curses that siren call to victims to wield the item, memetic hazards, or powers that have dangerous exposure effects upon mortals like a Holy blade's light burning someone standing near it.

Similarly any creatures or beings will simply have cardboard cutout displays so you can safely see them until you request them to be present thereby avoiding any ethical problems that would arise from them being contained in stasis somewhere.

Non-sapient A.I.s will be available like normal items as they are simply inactive.

As these items are connected to the vault, they are receiving infinite energy from it, allowing you to use any items that require energy to their fullest potential and power.

Any contaminants entering the vault, i.e. radiation, Chaos Warp energy, zombie viruses, dangerously contagious diseases, etc. that aren't being used to power a weapon, armor, or other but cling or maliciously target you or anyone else entering will be instantly scrubbed and obliterated without harm. Any cursed items will also be removed and the connection harmlessly severed, so anyone tries to bind you with magic shackles just open the vault and walk in. Similarly if you're under the effects of an itemless curse or seal a pain free method of removing it will be provided for your use if you want, even for those especially pesky and difficult to remove ones like soul binds, mind control tattoos, brainwashing sex seals, etc. and in such cases where your mind, soul, and emotions are completely taken captive or corrupted to the point where you wouldn't want or even think of having such a thing removed it will be removed immediately whether you'd desire it or not.

No one can ever remove, destroy, hijack, manipulate, or copy your access to your vault nor stop you from opening it with power nullification. It is yours and only yours.

Essence of Hiding

Smells like stage smoke and tastes like water.

By drinking this Essence you gain supernatural skill at hiding.

You now know all the mundane ways of hiding whether that's through camouflage or in plane sight with disguises.

You know all the mundane methods by which people will try to find you and mundane ways to counter them.

You also gain incredible skill at sneaking and stealth which you'll only get better and better at.

The real power of this Essence is the pool of energy you gain with it which has a frequency focused towards stealth, making attempts at them more powerful. Any other energy pools you possess will be wrapped within this veil of stealth energy so they stand out less.

You could do all kinds of things with your pool. You could hide your scent, your energy signature, your soul, from all human senses, your very existence from the universe itself, from even memory itself, and with time and practice could hide yourself from all means to find you. Not even ROBs or the 4th wall could locate you if you wanted to stay hidden.

You can also hide in any way that you can be hidden. Fold dimensions around you, use illusions on the senses, telepathy on the mind to ignore you, outright invisibility, blend in like a chameleon, SEP fields, even hide parts of yourself like traits, thoughts, gender, limbs, etc. Any and all means that you could manipulate for stealth you can do. This does not give you any other spells or powers that are not meant for stealth such as fireballs, teleportation, telekinesis, durability, and other things like that.

You are naturally much harder to detect even if you don't have powers and any stealth based spells or powers receive a boost from this effect.

Essence of the Ace

An essence that tastes like pizza, the true power of friendship. It grants you several boons:

A one time body remodel and health upgrade. You can make yourself look like anything that is still recognizably human so if you want white hair with gold eyes, go for it. Your health will be reset to the best in the world and never downgrade from there, this does not mean you have a fitness to match with just this alone. No one from before your change will find your new changes unusual even when looking at past photos.

An aura of asexuality. While people can still find you attractive they tend not to have any thoughts towards you related to sex or lewds but would rather hang out or do non-sexual things with you. Anyone observing will also have no sexual or romantic assumptions about what you're doing with your friends.

A weekly spending fund of 500 dollars or equivalent delivered to you or deposited in your account at your convenience. No one will question or wonder where this money comes from and will not tax you for it or steal it, nor will it hurt the economy in any way no matter how much you spend.

An aura of dependableness. You foster a sense of trustworthiness and loyalty in others that causes them to regard you as a confidant in matters that you can actually give advice on or that they otherwise just need to get off their chests. Complete strangers won't walk up to you and start airing all their troubles, unless you're a priest or some other religious figure, but they would find it very easy to get along with you if you talked to them.

Immunity to sexual powers, influences, or lewd accidents. While you can still spot innuendos and make lewd jokes with the best of them you are totally immune to any form of unnatural attempt to make you feel horny, attempts to set you up in lewd or sexual shenanigans, or powers that work, are charged by, or otherwise have mechanics derived from sex or lewds. The she-witch tries to manipulate your hormones? Fails. The Demon Lord has an overwhelming aura of sexual prowess? You roll your eyes, neither impressed or affected. You pratfall by accident towards a well endowed girl? Either she steps out of the way, you catch yourself before crashing into her, or she manages to brace enough that neither of you are knocked to the ground in an embarrassing position. If someone tries so much as to make you show off more skin than you're comfortable with, the effect and attempt will fail. Yes that means that if they take a sword and deliberately cut your shirt to show off your breasts the blade misses or fails to cut. If you don't want lewds or sexual situations to show up, they just don't no matter what mechanics a universe might run on. This immunity holds up even against the most powerful of Gods, you simply cannot be forced to have sex if you don't want to.

The ability to summon any type of pizza with any toppings or desired crust, an entire pie or just a slice, any time you want and you can have it at any temperature you want. The pizzas you summon will be as healthy and nutritional as if you ate a normal diet and won't cause you any problems that would normally arise from eating lots of cheese, garlic, and greasy meat, or anything else you might put on your pizza.

You gain a mastery in one skill of your choice to the level of Ace and gain a learning, processing, and training booster for any and all other skills you care to pick up at a rate of 5x faster than you otherwise would.

You can turn off any part of this Essence and back on whenever you like.

Essence of Malsumis

Looking at this Essence gives you a sense of dread but this too is Malsumis.

The boons you gain are these:

Become a minor god of chaos and thorns, capable of creating all the little things in nature that are inconvenient and mean. May or may not have a hollow heart.

Gain the ability to cause inexplicable and inconvenient things or creatures to show up inside of other things or places where they shouldn't be, such as bees inside a cheesecake.

The ability to compound the complications of removing the thing or creature from where it is, such as someone poisoning the bees and thus the cheesecake instead of just making another bee free cheesecake.

The ability to further compound the previous complication and confuse the solution, such as someone providing a bee antidote that leaves you with a cheesecake where some bees may or may not sting you instead of just getting another cheesecake.

The ability to summon cheesecake. Any kind you want, in any flavor you want. Guaranteed to be bee free and just as nutritious as a regular meal.

You are a minor god that can be killed if someone smashes you with a telephone pole, so don't overdo it. Note: whether that means the equivalent force of a telephone pole or only a telephone pole can kill you is subject to fanwank.

Jobn

Essence of the Tool-Assisted Speedrunner

You can speed up or slow down your own perception of time at will. You may choose to freeze time entirely and advance the world one Planck time at a time if you wish.

You can move backward on your personal timeline at will. In other words, if it is currently Tuesday, you may return the world to the way it was on Monday, with the only remnant of Tuesday's events being your own memories. You will be returned to the exact state you were in on Monday. There is no limit on the frequency or length of your movements.

You can create "save-states," freezing the exact state of the universe into a mental object which you can freely load, restoring reality to that state, even if you have previously gone back in time to change the timeline so that that state would never occur. You may have any number of save-states.

You can save a series of actions that you have taken as a "macro" and automatically execute that series of actions again. If you execute the same macro from the same save-state multiple times, you are guaranteed to produce the exact same result. You can speed up your perception of time to instantly skip through your execution of a macro, if you wish.

These powers can never be taken from you and will always persist, even if you die.

Essence of the Well-Prepared Wizard

You gain the effects of various slightly souped-up spells from Dungeons & Dragons.

Freedom of Movement: You can move and act freely under any circumstances. Magic or other supernatural effects cannot bind you. Mundane effects, such as people trying to grab you or difficult terrain, simply fail. You can act as nimbly underwater as you can on land.

Water Breathing: You can breathe water as easily as air.

Overland Flight: You can fly as easily as walking at about 10 mph. Higher speeds are possible with exertion proportional to the higher speed. You can float without moving, if you wish.

Greater Invisibility: You and anything you are wearing or carrying become invisible.

True Seeing: You can see through magical and mundane illusions, as well as darkness. You can see the true forms of anything that has been transmuted by magic, including shapeshifters. However, you cannot see through solid objects.

Mind Blank: You are protected against any magic that would detect, influence, or read emotions or thoughts. Any mind-affecting magic affects you as if you were an inanimate object (which generally means not at all). Any magical attempt to view you, specifically, will fail, and any magical to attempt to view an area you are in will fail to detect you. Sufficiently advanced technology that is indistinguishable from magic may be regarded as magical for the purposes of this spell.

Contingency: You may spend an hour meditating to set a condition under which Greater Teleportation will be cast on yourself as well as a target destination. If in an appropriate setting, you may substitute Plane Shift for Greater Teleportation. The condition must be clear and unambiguous, but it can be as general or convoluted as you wish. After the condition is met and Greater Teleportation is cast, you must wait 24 hours and complete another hour of meditation to prepare Contingency again. You can also meditate to change the trigger condition or destination.

Greater Teleportation: You instantly teleport any distance to a location you have been to or at least have a fairly detailed description of. Anything you are carrying or wearing comes with you, as does anyone touching you if both you and them consent.

Plane Shift: You instantly travel to another plane of existence or alternate dimension. You can set a particular destination on the plane, but you may appear up to 500 miles away from your chosen destination. Gear, clothing, and willing allies can be brought with you, as with Greater Teleportation.

These spells can be toggled on and off at will, except for Contingency. They are considered inherent parts of your being, and do not interact with any effect that detects, suppresses, copies, or in any way interacts with magic.

Addemup

Essence of the Portal Network

By drinking this mildly sour tasting essence, you gain the potential to create a portal network that spans the entire omniverse.

Initially, the network will merely consist of a single two-way portal between your Earth of origin and one other.

This first alternate Earth will have nothing supernatural within it, but will more than likely have a point of divergence that occurred up to one hundred years before your Earth's current year.

In addition, this first alternate Earth's current year is at least twenty years and at most fifty years behind your own Earth's timeline.

The portal itself is no more than one meter in radius, and is also located somewhere within or nearby your primary place of residence that you can easily access.

With time and experience, you can potentially create more portals to additional Earths/worlds/universes/etc, and expand the size of existing portals.

As an example of how long it will take you to expand the capabilities of your portal network, it would take you about two to three years to open a second portal to a third alternate Earth - but only if you didn't actively work towards this goal. If you were to actively work towards this goal, on the other hand, it would take you anywhere from two weeks to a year and a half, depending on the amount of time and effort you put towards this goal.

Néocorvinus

Essence of the Taken King

Become an Ascendant Hive with the God-King morph

Hive Body: You have the body of a God King Hive, which is the body of giant Knight (male Hive) with wings. You can change your body (and your sex) to gain the body of a Wizard (femael Hive), you will naturally levitate, but you will lose the wings and the natural strength of the Knight body. In both bodies, you are naturally nigh-immune to normal weapons

Hive Magic: You wield the dark arts of the Hive, allowing teleportation, elementalism, corruption, necromancy, illusions, etc...

Sword Logic: It is both a philosophy and a metaphysical framework. The central tenet of the Sword Logic is that "existence is the struggle to exist," and that any entity - whether a life-form or a fundamental aspect of nature - which cannot protect itself against defeat should rightfully be destroyed by a more powerful entity. By killing someone mighty, you prove yourself mightier than them (even if you fired on them with a Death Star). Kill someone cunning and you prove yourself cunnier than them (even if you just walked to them and stabbed them in the face). And so, you will become what you have proven.

Unlike other Hives, you are not slave to the Sword Logic, you do not feel the need to prove your right to exist to the rest of reality. Neither shall your descendance.

Worm: Every Hive has inside of it a Worm. It feeds on the death and destruction inflicted by you. If you separate yourself from it, it shall grow until it can surround Manhattan with its body. If you kill it, you can use its body to create a Dreadnaught of 3 500 km length. The Dreadnaught is extremly resistant, but has many areaes open to space, allowing small ships to enter. If the core of the Dreadnaught is destroyed, it will create a blast big enought to reach the Sun from Saturn.

Unlike the other Hives, you can choose to not feed your worm without dying of starvation. So shall your descendance.

Throne World: A region of the Ascendant Realm, cut by your Sword Logic. The more you use the Sword Logic, the greater your Throne World will become, eventually reaching the size of a moon. You cannot be permanently slain unless defeated in the heart of your Throne World, and it has to be technically reachable from outside the Ascendant Realm. Your Throne World cannot be destroyed. Its size is that of a throne room.

You can put the entrance of your Throne World on the Dreanaught making nigh-indestructible.

Oversoul: The Oversoul is a defense mechanism, keeping your soul away from your body in the Throne World, forcing your enemies to defeat you then find a way to reach your Oversoul, before your body regenerate. Your Oversoul may also unleash a Death Impulse to kill any threat present in your Throne World.

If your Throne World is on the Dreadnaught, you can use your Oversoul to emit a blast of a 15 000 km diameter, that will disintegrate everything it touches.

Taking: The process of Taking involves summoning a portal or aperture that rips an individual out of the universe and transports them to your Throne World. There, the Taken-possessed victim is met by the will of whomever Took them, who offers them a way to overcome their former weaknesses. The Taken being then returns to their original universe with new paracausal abilities and a compulsion to serve the one that Took them. Taken resemble their former selves for the most part, but are both ghost-like, shadowed and eerily glowing, with a blindingly bright orb typically obscuring their facial features. Many Taken are seen to shiver or twitch in a disturbing manner, and their vocalizations are warped into shrieks and howls. Over time, exceptionally powerful Taken have been seen to grow pairs of black, curving spikes from their bodies. Taken are unwaveringly loyal to their master, and will turn on former allies without hesitation. Even strong-willed enemies such as Vex Axis Minds or Cabal commanders are incapable of resisting this change. Although new Taken can only be created through the Taking of new victims, existing Taken will remain (albeit aimless and disorganized) indefinitely if their master is killed. A sufficiently powerful being with the ability to Take can assume control of Taken previously generated by a different individual.

You can use your Oversoul as mean to Take people in mass.

Brood: You have two sons and two daughters and an unknown number of grandchildren and other descendants. Technically, your entire army of Hive are descendants from you. Each give you a tithe of the death and destruction they inflict. Newborns are Thralls, once they feed on enough destruction, they become Acolytes. Acolytes eventually become Knights and ascending as Princes, unless they become Wizards and eventually Brood Mothers. Your children are Ascendant Hives with the same abilities as you, although weaker, except Taking.

Supernatural

Essence of the King of Game

By drinking this essence, you gain the knowledge of all Yugioh cards and can use the cards to actually summon monsters, cast spells, and set up traps.

Summon Monsters

You can only summon one level 1-4 monster per minute unless the monster itself lets you summon more.

You can tribute 1 monster to summon a level 5-6 monster or tribute 2 monsters to summon a level 7+ monster

If a monster have a condition that needs to be fulfilled before being summoned, you have to fulfill that condition first.

Monster tributed or monsters that are destroyed can not be summoned again for the rest of the day unless you have a card that can bring them back

You can only summon a max of 5 monsters

You can only have one extra deck monster at once unless a link monster is summoned.

If you have a link monster summon, you can summon up to six monsters

If you have a link monster summon, you can summon extra deck monsters up to the number of links your link monster have.

Spells and Trap

You can only play the same spell and trap card once per hour

You can only play 5 spell and trap cards +1 field spell at once, once the card's effect ended, you can use another one.

You can have spells and traps affect only the duel monsters or the world.

Be careful with having spells like Blackhole affecting the world or you might not have a world left.

You can play spell cards anytime you want

Trap cards can only be played when you have an opponent trying to do something against you

General Rules

You need to actually have the card you want in order to use it.

You can get the cards however you want, whether it's by printing it, buying it, or stealing it, as long as it's a Yugioh CARD, you can use it.

You are not limited to any number of cards, meaning you can use however many of the same type you want even ban one.

To use a card, you just need to hold it and call out its name. Mentally or physically is up to you

You have access to the "rule" of the Duelist Kingdom should you wish to use it

Meaning that if you say something with enough confidence and can connect it to the cards you are using, whatever you said will happen.

You can use any cards without worry about any bad side effects affecting you. The same can't be said for those around you.

Monsters are like robots, you have to tell them what to do for them to do it.

This means that you can lewd them without worry

Essence of Saiki K

By drinking this essence coffee jelly flavor Essence, you gained all the psychic powers of Saiki Kusuo with the ability to perfectly control them.

Saiki's abilities include but are not limited to

Apport - The power to pull something from somewhere else and have it appear before you. Anything teleported need to be exchanged with something of equal value or within 10% of the value

Astral Projection - The power to separate the spirit, self or other people, from the physical body.

Possession - When in astral projecting form, can possess other people

Clairvoyance - View objects or people from anywhere

Clones - Can duplicate yourself and feel what your clones feel. Clones have all your powers too

Cryokinesis - The ability to create and control ice with your mind

Curse - The ability to cause misfortune to others by touching them. Can be changed at any time

Electrification - The ability to manipulate electricity

Flight/Levitation - The ability to fly/float

Hydrokinesis - The ability to create and control water

Hypnosis - The ability to hypnotize people, cannot be used on yourself

Invisibility - The ability to turn invisible. Will be broken if touched

Memory Alteration - The ability to erase the desired memory from a person, done through strong impact to the person's head

Mind Control - The power to influence the minds of every single person on the planet - this can even change the laws of nature and human ecology itself, making it one of the most powerful abilities.

Petrification - The power to turn a living being to stone by looking at them in the eye.

Precognition - The power to see events that will occur before they actually happen

Psychic Hold - The ability to throw an electric current to the opponent to bind him.

Psychokinesis/Telekinesis - The ability to bring forth a physical energy just by thinking it to do things like move or break objects

Psychometry - The ability to receive information stored in an object or person if by touch

Pyrokinesis - The ability to create and control fire with their mind.

Restoration - The power to revert a person or object, and everything it touches, by 24 hours with the restriction of reviving the dead and undoing petrification. May only be used once a day per target.

Size Augmentation - The ability to make your body shrink or grow

Song Cancellation Laser - A laser beam from the eyes cancels the song on the karaoke. Invisible to the human's naked eye.

Super Strength - The ability to have extreme strength, beyond what is believed to be normal. Can casually throw a baseball into space

Sweating - The ability to secrete sweat freely

Telepathy - The power to read and talk through minds. It works on humans and animals but doesn't work on idiots or bugs.

Teleportation - The power to send back yourself and something you touches to a faraway place

Thoughtography - The ability to create picture-perfect photos just by thinking it.

Time Travel/Time Leaps - The power to escape the flow of time by jumping to either the past or future

Transformation (Shapeshift, Morph) - The ability to physically transform your body into anything

X-Ray - The power to see through things you normally couldn't

Remember, the power Saiki usually shows is only the limited versions of his power. His full power can easily affect the whole world so do be careful with it even if you can perfectly control over them.

Essence of The Kamen Rider

By drinking this essence, you gain the power to transform into a Kamen Rider

You gain a Rider Armor and Belt of your own design

You can summon and unsummon the belt any time you want.

Your belt come with cards that hold the power of every Rider, similar to Decade

You gain the knowledge of how to use a card's power every time you use it.

When a card is used, your armor is changed to that of the Rider on the Card and you gain all their power and weapons, similar to Zi-O.

You have access to a Final Ride that lets you use every Rider's power at once.

Essence of the Power Ranger

By drinking this essence, you gain a direct connection to the Morphin Grid.

Your power is so closely tied to the Morphin Grid that not even the Morphin Master will be able to sever your connection.

With your connection, you gain the knowledge and power to transform into any Ranger that ever existed, including future Rangers.

As a Ranger, you have access to any of the Ranger's weapons and Megazord of the Ranger you transform into.

With enough training or the right knowledge, you will be able to access a more powerful form of Rangers or even combine their power.

You will be able to gift Ranger power to anyone else in the form of a Morpher and take them back should you desire

You will still be able to use the form of the Ranger you give away but be warned that two Ranger of the same color AND power-type won't be able to exist at the same time. Trying to do so will cause an imbalance in the Grid.

Essence of the Hammerspace

By drinking the essence of the hammerspace, you gain the following boons.

A newly pocket dimension or hammerspace that only you can access

The hammerspace have no set size and grows or shrink with the things you put inside

You will always know what your hammerspace contain

You can summon anything in your hammerspace to yourself in any way you like

Whether it's by using an interface like the gamer, by opening portals to grab/shoot the items inside like a certain narcissistic King of Heroes, or by just blinking them into existence like Requip magic.

Living things can be store in the hammerspace but not against their will

You can get around this by knocking the living things out or with other mental power like hypnosis.

Time does not flow in the hammerspace so anything inside, including living beings, will be as if it was put in stasis

Essence of Essence Master

By drinking this Essence, you gain the power to take the essence of those you defeated.

By killing or defeating someone/something in a fight, you are able to take their essence. Should you take all the essence of a living being, they will die.

If you take only part of an Essence from a being, that essence can never be recovered unless you choose to give it back.

While the essence can't be recovered, the remaining essence can still grow into something more, or even something new.

Essences contain things such as someone's/something's power, ability, skill, bloodline, traits, and experience

You can absorb the essence and empower yourself or condense the essence into an item

If condense the essence into an item, when you have the item, you will be able to use all the power, skill, etc of the essence used to make the item

You can absorb multiple essences into the same item even if the essences are normally conflicting, like essence from someone with fire power and someone with ice power

Absorbing similar essences or essences that are complementary will enhance the power of the essence beyond the sum of their parts

You can give the item to other people to use and it'll work the same as if you are using it

You can recall the item no matter where it is

Essences are not limited to intelligent or powerful beings. If you absorb enough essence from, say a frog, you will gain their ability to jump really high, breathe through your skin, extend your tongue, etc

Essence of the Noob

By drinking this essence, you gain the following effects

The powers of all the Essences you have drank or will drink is lower to its most basic state.

To get them to their intended power or beyond, you will have to train your power like everyone else.

This doesn't affect the parts of the Essences that give you things like talents, affinities, or knowledge.

In the case of knowledge, you will only be getting the knowledge as you read about it, not as if you experienced it

You are able to summons a set of what amounts to the basics of the basic gears of any world you're in.

Essence of the Werewolves (Noblesse)

By drinking this silver color essence, you become a werewolf warrior from the world of Noblesse. As a werewolf, you gain the following powers

Enhanced Speed: able to move at supersonic speed & beyond.

Enhanced Strength: the physical strength to demolish multiple skyscrapers or an entire city block with casual punches and kicks.

Enhanced Durability: are able to withstand impacts strong enough to destroy entire city blocks.

Enhanced Senses: A werewolf's senses greatly outmatch any of the other beings in the world allowing them to become the world's best fighters.

Regeneration: the werewolf race is able to regenerate and heal injuries that would be considered fatal. In fact, werewolf cells can recreate entire organ systems and transform foreign organic matter into werewolf cells.

Transformation, transform the body into a larger, more muscular, and overall more wolf-like traits such as fur covering the arm, canine teeth, sharp claws. The transformed state increases the werewolf's powers by multiple folds.

Claws, sharp enough to rip through layers of steel and bedrock in addition to being able to create explosive kinetic shock waves that can obliterate multiple city blocks or with enough strength, even mountain

Sonic Howls, produce explosive bursts of extremely high-frequency sound waves that are capable of pulverizing surrounding rock formations, blowing away multiple large buildings, or shredding apart forests. When used on people, it can rupture internal organs.

Regeneration: is boosted to the point where the only way to kill the werewolf is to tire them out so they don't have the energy to regenerate or to decapitate the werewolf which is easier said than done since the werewolf's already enhanced senses, durability, strength, and speed will be further enhanced too.

Aura Manipulation: Werewolves could manipulate aura to attack. Basic applications of it would be to shoot out energy beams and to levitate. The more experienced werewolves such as warriors could manipulate aura further to infuse aura in their slashes, allowing the force of their slashes to be sent out over a distance. They could also use aura to increase the strength of their attacks.

Phantom-Wolf Manifestation: This is a rare ability among the werewolves that only warriors can use. A werewolf with this ability can manifest a huge phantom wolf around themselves. This increases immensely the power of the werewolf's attacks and it is strong enough to destroy a warrior outright.

Full Transformation: Although only shown to be done by Maduke using outside means to gathered the lifeforce of thousands of werewolves to power himself, you too will be able to transform into a full wolf-human hybrid through training. The full transformation vastly increases a werewolf's power to the point that it took the combined forces of most of the world's most powerful beings to stop defeat it. With the full transformation, you will be able to survive forces powerful enough to turn people into puddles, regenerate from nothing but your head, and multiple full body regeneration only leave you a little out of breath.

Essence of the Noble (Noblesse)

By drinking this red color essence, you become a Noble clan leader from the world of Noblesse. As a Noble clan leader, you gain the following powers

Enhanced Speed: Nobles have been shown to be able to move at hypersonic speeds & beyond.

Enhanced Strength: Even the weakest and youngest Nobles have the physical strength to demolish buildings with punches and kicks.

Enhanced Durability: Nobles are able to withstand impacts strong enough to destroy entire city blocks, and can survive damages that can obliterate ordinary human bodies.

Regeneration: The Noble race is able to regenerate and heal injuries that would be considered fatal to humans. However, it is inferior to that of Werewolves.

Telepathy: A unique trait of the Noble race. Telepathy encompasses abilities that include: establishing mind links in order to communicate mentally, the power to read minds forcibly, manipulate memories, transfer information, clairvoyance, empathy, hypnosis, induce comas, create illusions and mind control.

Telekinesis: An extension of telepathy that is found within high-ranking Nobles. Through telekinesis, Nobles can manipulate the world around them at a cellular level or lower with their thoughts.

Aura Manipulation: They can freely manipulate aura, which is the manifestation of the very essence of the soul as a luminous energy field. This can be used for energy beams, bombs, force fields and constructs (such as spears and platforms).

Soul Weapon: As a clan leader, you gain access to a soul weapon that you can summon using your spirit energy/aura. Soul weapons have the unique ability to get stronger with every generation that uses it. It does so by taking the power of the user when they choose to enter eternal sleep(die) and adding it to the weapon. Should you want to pass the soul weapon on to more than one person or without dying, you can split the soul weapon into two weapons but doing so will weaken the weapon.

You can either take one of the already existing soul weapons or create your own.

Soul weapons often come with additional power such as Ragnarok, the Nobles Lord soul weapon that have the power to control and create a blood field, Dragus the Agvain clan weapon which have the power to summon serpent made of aura with its ultimate attack creating a multi-headed serpent that's said to be the origin of the Hydra, and Kartas the weapon of the Kertia clan that can hide your aura and turn you invisible.

By using a soul weapon, a Noble is able to fight evenly against and often beat a transformed werewolf due to it carrying the power of its predecessor.

Blood Contract: Nobles have the power to make contracts with others via the power of "Blood and Soul"

A contract is made with a Noble by taking blood. Blood is only a medium that is exchanged as a ritual or expression. The true contract of the soul is formed when the two people forming the contract agree to enter the bond willingly. Then a bond of blood is formed. The human is then reborn with self-consciousness and power similar to that of a Noble.

Blood Control: While Nobles have the power to form contracts, only a few have the power to directly control blood such as the Noblesse and the Lord. You are now one such Noble.

Due to the Nobles relations with Blood, they are often mistaken as 'Pureblood Vampires' despite them being fundamentally different beings.

Essence of the Significant Other

By drinking this chocolate favor essence, you won't gain any power but will instead meet your Significant Other

You will meet your Significant Other in any way you desire should it be on a job, randomly running into each other, or have her magically be created/appear in front of you without any problem

When you meet your Significant Other for the first time, you will both know what you are to each other and hits it off right away

Your relationship will never encounter any problems as both your interests align or complement each other

Examples are:

you both like playing games

you are lazy so your Significant Other is a hard worker who enjoys working/looking after you

you are a dom in bed so your Significant Other is a sub

etc

You and your Significant Other will never get bored of each other's company

Your Significant Other will never cheat on you or break up with you as you are also a perfect fit for them too

Unless you're into that kind of thing

Your Significant Other's personality and looks are perfect in the way you prefer

This also means if you are someone who likes the idea of a harem, your Significant Other will like the idea of you having a harem. If you actively seek out a harem, your Significant Other will actively seek out/rope in people that you are interested in

Your Significant Other will live just as long as you do even when/if you manage to somehow increase your lifespan.

This does not protect them from being killed by outside forces such as your enemy

You can give your Significant Other any Essence from the Essence META when you are choosing your Essences, even one that you don't have except for this one.

Essence of Eternal Youth

By drinking this crystal clear essence, you gain the following power

Your body will never age past it's prime

If you are already past the prime of your life, your body will revert back to its prime.

While your body won't age past its prime, your body can still get stronger by working out and/or training

You have a healing factor that, while slow, will be able to fully regrow any limbs and/or organs over the course of a year if you're not dead

As a result of the healing factor, any scar you don't want will also disappear

You have perfect memory being able to recall anything that happens in your life starting from the time you take this essence

Your mind will never deteriorate due to the passage of time

Any skills you pick up will never degrade due to the passage of time or a lack of training

Essence of the Sex Master

By drinking this strange water that have a light smell of squid, you gain the following effects

You gain your ideal body

Porn physic now apply to you and anyone you're currently having sex with

Your skill and knowledge at sex is increased to near superhuman level and will only grow better the more you have sex

You instinctively know how to bring the most pleasure to yourself and your partner(s)

You no longer suffer from the unwanted side effect of sex(STD or any disease in general, unwanted pregnancy, negative effect of incest, chafing, refractory period, etc)

You have unlimited stamina for sex and can always go on until you and/or your partner(s) are satisfied

Your enjoyment of sex will never decrease

Ladykiller2

Essence of The Darkness(The Darkness)

By drinking this Blackish purple vial of Concentrated darkness.

.You become the most powerful inheritor of The darkness to date.

.Has access to all the knowledge of all those who Inherited the darkness wither it be past,present, or the future.

.Gain perfect and absolute knowledge of how to use and control the abilities you wield from the Darkness.

.Cannot be controlled by the powers you receive from this essence.

.Voice in your head that is more helpful than detrimental to life .

.Ability to summon an unlimited amount of weapons,darklings,constructs,etc made out of darkness.

.Your powers cannot be taken or replicated even if their was device was made specially for that .

.Consuming the hearts of your enemies allows you access to their skills,powers,memories.

.Optional forgoe having The entity The Darkness but you may instead become The Darkness itself.

Essence of The cyberpunk

By drinking this neon blue bottle you.

-You have access to any and all settings considered cyberpunk.

-Can create any cyberpunk related technology of any setting or of your own design.

-Technology you make is completely black boxed and cannot not be copied unless allowed.

-Customize your own cyberpunk world to be like Cyberpunk 2077 or one with magic like shadowrun.

-Customize your body with any ideals of cyberpunk whether that be decked out with cybernetic enhancement or forgo your biological body for a synthetic body.

-Skilled and knowledgeable in all disciplines in Cyberpunk worlds whether you are net-runner,street samurai,technomancer,etc.

-Choose what type any of lifestyle you want to live in that can be found that can be found in Cyberpunk themed worlds.

- If you die immortality is possible through your mind and soul escaping into net where you can become an absolute AI god that rules the net while your body is recreated through your tech or stay as an All powerful AI.

Essence of the Grand Battleship.(Uber comics)

.By drinking this glowing red vial you become the most powerful Battleship to exist.

.You gain all the powers and abilities from every class of Tank-men,Geltsmench,Zephyrs,Cruisers,Destroyers,and Battleships ever.

.No limitation to how long you can use your powers and no longer being required to eat the supplement mush that has to be eaten.

.Surpass every other class of Ubers especially battleships in terms of pure power with none ever being remotely close to your power level

. One time permanent physically change to the apex of what an Uber is.

.Have absolute control and knowledge on how to use your abilities with the upmost effectiveness.

. Have the ability to change regular humans into any uber classification you desire or just leave it to chance.

.Optional choice of being dropped into the setting of Uber and become a proper member of any faction or go rouge and fight alone.

Essence of The Sarkic

Drinking this Iron tasting vial of red liquid grants you:

.Will of Ion-which grants the you Infinity willpower to tackle and conquer any challenge that present itself whether conquering an entire empire as a slave or usurp a cosmic entity and its creations.

.Power of Ion-Absolute control of Flesh in all it's form whether to use it on yourself to change forms or manipulate your enemies bodies to mutate them into faithful servants.

.Knowledge of Ion-Gain an Absolute encyclopedic knowledge of Biology and disease so vast that you can create entire new lifeforms and biotechnology that modern science can not fully comprehend.

.Wisdom Of Nadox-Gain access to the vast wisdom of any and all of those who consider them selves a Sarkic belivier.

Knowledge of Nadox- Gain a Vast repository of knowledge Klavigar Nadox accumulated during his life especially those concerning those of the flesh.

Perception of Nadox-Gain Incredible perception borderlining completely supernatural to the point of being anomalous.

Intelligence of Nadox-Gain Absolute level of Intelligence that can gear toward any but you have a special affinity for working of Biology,Disease,Bio-weapons,Laws,Bio-technology,Genetics,Botany, and thing that can be considered an organic organism.

.Beauty of Lovataar-Become most beautiful organism in existence rivaling that of lovataar herself,no matter what form you take it will be the most pleasing to eyes.

.Fertility of Lovataar-Gain complete control of the fertility of yourself or any other organic creature that breed life into this earth with the knowledge to use it with out any equal.

.Pleasure of Lovataar- Receive Unlimited knowledge of how to bring pleasure to the flesh whether loving caress of lovers, or bring the out joy of life for others to experience.

.Eroticism and sex of Lovataar-Gain access to a absolutely complete repository of knowledge of the carnal arts that please even the most frigid individual.

.Paternity of Lovataar-Become the best paternal figure to any offspring you have the hand in conceiving always knowing how to best take care of them so that they can be the best of the best, while also having complete loyalty to you.

.Strength of Orok-Become the strongest organic being to ever have ever live rival that Orok himself.

.Warrior of Orok-Become the greatest warrior the Sarkics to have ever produced whether it be the past or future you will never have any equals.

.Hunter of Orok-Gain absolute skill and knowledge to become the best hunter to have ever the earth with techniques long forgotten or tactics to hunt

that have yet to be conceived you will know it and you will be the master of it.

.Rebel of Orok-Gain the knowledge of how to start and coordinate rebellion with absolute skill and mastery to point of turning useless farmers into an elite fighting force.

.Loyalty of orok- Those who you give you their loyalty can never betray you no matter what you do.

.Secrets of Saarn- Gain an incredible extensive amount of knowledge on reveling secrets to the world no matter who's hiding them whether they be family or the gods themselves the secrets will be reveled to you and for those you wish to see it,also you can never be forcefully be required to expose your secrets unless you willing give them up.

.Deception of Saarn- Become the most skilled master of deception whether weaving a tale to lull friends into ease or tricking your enemies to retreat from an army that doesn't exists

you can do it with ease of a master.

.Assassins of Saarn-Become the undisputed master of assassins in the Sarkic empire none can rival you but Saarn herself and with time you can and training you can surpass her in knowledge and experience in the art of assassination.

.Posion of Saarn-Gain an complete and extensive knowledge of Poisons that can range from absolutely lethal to long and agonizing toxin that cause paralysis,and only you have the knowledge on the antidotes for your posions.

.Optional-Transport yourself to any point in Sarkic history whether it be in the very beginning of Ions rebellion or the Sarkic golden age to occult war with the Mekhanites you can insert your self in that time period.

.Optional -Become a Second Grand Karcist rivaling if not surpassing that of Ion himself or become one of his most powerful and trusted Klavigar with any specializations that sets you apart from the rest.

Essence of The Vultrumites

. Gain the knowledge, abilities, & powers of every Viltrumites from the Invincible universe past & present.

. The ability to breed with any species and produce a pure-blooded vultrumite.

. Your powers can never be taken away, suppressed , weakened , copied in the way.

. Can breath in space unaided.

. No longer posses the common weaknesses of the Vultrumite species , including The Scourge virus.

. Have full knowledge on how to use your powers & best way to use them.

. You have the body & physique of Omni-Man if you desire. Or design one of your own making.

. Gain access to a custom Viltrumite warship that is fully under your control with a full database of Vultrumite knowledge.

. Become a Natural born conqueror that surpasses all of Viltrum.

Essence of The Yautja (Predator)

. Get a one time change to your physiology to become a Yautja whether it be the original version or your own custom design.

.Gain access of repository of Yautja knowledge from the past, present, and future embedded into your mind including alternative universe versions knowledge.

. Gain personal tailored Yautja armor Custom made to your specifications that is bound and impossible ,to reverse engineer with only you being able to do so.

. Acquire a one of a kind Yautja spacecraft that is impossible to reverse engineer with you only posseting the knowledge to recreate and maintain.

. Gain Skills and abilities Yautja hunters may need to become the ultimate hunter at the level only oldest Elder Yautja may be rival you but you can with time surpass.

. Have access to every weapon , equipment, and armor ever created by the Yautja in the Amory of your ship including custom made or alternative universe versions with with the means to repair and rebuild should you need to.

. Gain Access to your own personal pocket dimension hunting world which is customizable to your preference up to it's prey and geography.

. Gain the ability to travel the omni-verse to find the best hunting locations to claim for your self.

. Gain the will of the hunter giving you an unbreakable willpower to face any challenge you may face on your hunts.

Essence of Mortal Kombat

. Acquire the ability to shapeshift to any Mortal Kombat race in the series without limit.

. Gain peak physical and mental ability in any race you may choose to match the best of them.

.Gain the knowledge, skills, abilities, and powers of every Mortal Kombat character without any drawbacks.

.Gain a pocket dimension that only you have access to in the design choice from Shang Tsung's Island to special forces base as long as it was a location you can have it as personal base choice with the option of changing when you desire.

. Have the ability to call faceless henchmen from each faction to serve you that are absolutely loyal to no matter what you do.

.Immune to time changing BS that can rewrite your personal history with option of remembering the past timeline should move to the new timeline.

. Gain your own personal wardrobe of costumes that can be custom made for you or be one the characters own outfit with change of color scheme of course.

Ajlove

Essence of Knighthood

By drinking this Silver and Gold colored essence, you gain:

A suit of immensely durable armor. It starts of as durable as steel and can become tougher by coming in contact with tougher substances.

A sword for you to use in your adventures. It is enchanted to always be sharp and rust free. You may choose to exchange this for a different weapon of you so wish.

Increased base physical and mental ability. Slightly beyond peak human to start, can surpass with fighting and training.

A horse. You can summon it anywhere at will, it is immortal, and can travel anywhere in the multiverse.

The ability to take other people as your squire. They can join you on your travels and gain a weak version of your body modifications.

Squires can be knighted. They gain access to all the other abilities in this essence.

The ability to inspire hope, chivilry, and honor wherever you go.

Probability and Fate warps around you, making it so people that are in trouble will be found by you. Doesn't necessarily mean you have to help though.

People that you help will always give you something as a reward for helping.

Raeck

Essence of the Ultimate Student

By drinking this, you become a teacher's greatest desire, the Ultimate Student!

Gain the ability to learn any skill, ability or power you want to! This works even with powers/skills/abilites granted by quirks of biology.

You can, at will, enter into a state of hyper-concentration, enhancing your learning ability,

If a power/ability/skill requires access to some energy source to function, you begin generating that energy source.

Any and all of these abilities can be turned off at will.

Essence of the Lewd Xenomorph

Congratulations! By drinking this dark black but smooth and sweet potion, you've gained the Essence of a Lewd Xenomorph!

You become an anthropomorphic Xenomorph Queen! Besides the nifty head crest and tail, the particulars of your appearance are left up to you.

As a Queen Xenomorph, before any exercise or training you decide to do, you become much stronger, faster, and more agile than the average human, around 5 times as much.

Now, obviously as a Xenomorph Queen, reproduction is one of, if not the, most important duty you have. Fortunately, as a Lewd Xenomorph, you have several options available to you.

Your tail contains a gland full of Royal Jelly that you can inject into any organic being by impaling them, the jelly sealing the wound back up afterwards. Over the course of several hours, anything injected will transform into one of several castes or breeds of Xenomorph, defaulting to Queen. You also secrete Royal Jelly from your mouth, so you can deliver it via kisses!

By taking in genetic material, no matter the source or gender of the donor, you can lay eggs that, instead of containing a facehugger, instead contain an immature Xenomorph, the cast of which can be determined by you at any point afterwards but defaults to Drone.

All your Xenomorphs carry physical traits and instincts from their parent species, so a Krogan-xenomorph would be larger and stronger than one descended from another species, as well as more "aggressive".

All Xenomorphs of your hive are at least as intelligent as the average humanm and ultimately loyal to you, even if another Queen belonging to your hive sired them.

Like you, all your xenomorphs conform to a basic anthropomorphic shape.

You and all your xenomorphs are connected to each other in a telepathic network, centered on you. This network operates on two different levels, one essentially being a chatroom that all connected to can communicate through, regardless of barriers or distance. The other more passive one gives every xenomorph full awareness of your activity and needs, allowing them to respond to orders you mah not have even given yet.`

When your Hive has enough Queens (Fanwank responsibly to decide how many), you have the option to molt into a higher caste, the Empress. Molting into the Empress cast gives a boost to all abilities, with physical ones especially getting a boost of around 10.

You and your Xenomorphs can spray a quick-hardening resin from your mouth, using it to create restraints and build structures.

The Royal Jelly of you and your hive's Queens has a de-activated, non-transformative state where if ingested, it acts as an extremely addictive, nourishing, and very potent aphrodisiac.

Mystikoa

Essence of the Shop

By drinking this essence, you gain access to a personal shop.

You can, at will, open a menu containing various different items, traits, abilities and statistics. These are split into categories as listed above and can be purchased using Shop Points. The pricing is based on the power, scale, utility and rarity of the thing in question. Items from a specific place are only available if you have been there before, but generic skills like flight and fireballs can be purchased no matter where you've been. The energy sources needed to use any brought powers will be granted and merged into a single power pool and any incompatibilities between purchased powers will be negated.

The shop also lists various objectives for you to complete, most of which will be specific to the world you receive them in. These objectives will grant Shop Points based on their difficulty once completed. These objectives may vary greatly from time to time, but will generally be things that are both possible and acceptable for your personality and character. Objectives change weekly, or whenever one has become impossible to complete.

Shop Points can be gained by completing objectives given by the Shop, and also by performing significant feats, whether it be surviving something you really shouldn't be able to under normal circumstances, doing something impressive for your abilities, or even prompting change in the setting you are in. Achievements and completed Challenges will be recorded in a separate section of the Shop, along with the amount of points rewarded for doing them.

Each point put into a stat increases it by 10% of what you have currently (rounded up if you're using some sort of numerical tracking for them, multiple brought at once do increase it by increasing amounts). Purchasable stats are decided by any existing system for tracking them first and foremost, and by personal preference (at the time of consuming the essence) if you have no such thing. This may mean that some stats you would have otherwise been able to purchase will be excluded from the shop.

If you wish, you can have all your statistics, traits, abilities, etc. be shown to you like a Stats/Skill Tree in RPGs or like a Status/Skills/inventory page in The Gamer Webtoon.

Abilities are skills and powers that are learnable and teachable, and can even be gifted to others without meeting any special requirements. These are provided at a beginner level, with any additional purchase giving them a noticeable boost up to the maximum power they could be used at normally, at which point they will no longer be available for purchase unless you somehow lose the ability or it is weakened.

Traits are innate abilities that are the product of some special quality or condition that cannot be taught under normal circumstances. They can be gifted if you or the person you're gifting them to has achieved something that matches both the theme and the scale of the ability gifted (i.e: to gift the ability to summon a firestorm, you/they must have personally survived or caused fire/heat on a similar scale). Upgrading them works similarly to Abilities, but if the Trait would transform into something different (i.e: Sharingan to Mangekyou Sharingan), it is treated as a separate skill that must be purchased/gifted separately and only after the preceding skill is maxed out (though it can also be achieved naturally). There will always be traits to transform you into different races in your visited settings, even if they are normally unable to be transformed into (i.e: True Ancestors in Fate).

Items are self-explanatory, and can be cheaper than normal depending on how easy they are to take from you (something that fuses with you would be full-price, a dagger imbued with a power would be at a discount compared to its Ability counterpart). Even things such as individual buildings and structures count as Items, though not multiple (You can take the Death Star, but you can't take an entire Kingdom, just the castle), and otherwise unique and irreplicable items can be purchased. Sentient items also appear here, as they still count as items, and going to a setting with prominent slavery will cause living people to start appearing here too (including prominent and even main characters). Sentient beings can be brought as either gender, have unbreakable loyalty and love (platonic or otherwise, you can choose at time of purchase) towards you, and can come with any weapon they have wielded during the course of their story. However, you will have to pay extra to have the character closer to or at their peak, including giving them different weapons (or a version of the same weapon).

You, your purchases and anyone you have gifted shop products to are immune to any negative effects from anything that you purchase from the shop, such as a maddening aura purchased from an eldritch setting not driving you mad.

Items that are too big or otherwise unable to be casually carried around can be stored in the "Shop Vault", to be placed in an unowned area or one owned by you (legally or otherwise) or somewhere nearby if it is smaller than an average, single-story house. Items will slowly repair over time (between a week and a month depending on how high its cost was when first purchased) whilst they are within the Vault as long as they have not been rendered unusable (at which point they'll have to be re-purchased). This means Death or an equivalent for purchased living beings.

Upon having ten worlds' items in the shop, you'll gain access to a 'gacha selection'. In exchange for a quarter of your current points (and you must have at least 1/3 of the maximum point total you've ever had for the option to be avaliable), you may roll a gacha using the current shop items. There will be 'banners' avaliable for certain worlds you've visited before, limiting the selection to things from those worlds and the generics that are not from any world. On occasion, there may also be banners themed on other things like certain common races (i.e: vampires) or individual characters, in which case the banner will be expanded to contain things thematic to the race or character even if they don't come from the same setting. The Gacha resets every week, changing the avaliable banners.

Essence of the Living Weapon

By drinking a grey, metallic fluid you've become the ultimate conduit of power known as the Living Weapon!

If you wish, you can have a one-time full cure of whatever ailments, whether physical, mental, or spiritual, that currently plagues you. Includes things such as near/farsightedness, genetic diseases, etc.

Your true form becomes a weapon of potentially peerless might, removing your sense of smell and taste and possibly resulting in odd quirks in the sense of touch (such as odd erogenous zones) due to literally being a weapon. In this state you are rendered mostly immobile (due to lack of limbs), but become practically indestructible and are capable of exercising your power and will into an aura that can subdue or scare any creature you could normally win an easy defeat over. However, you become drowsy and prone to sleeping for long periods of time varying from days to millennia depending on how likely it is that you'll be found when there are no living beings within 50 feet of you, and you become unable to use any ability that would let you move aside from direct, wingless flight, which is reduced to a slow, exhausting hover at best. You can survive indefinitely in this form but you mind will be assaulted with an urge to seek out and bond to a wielder, and this urge will grow stronger when a person approaches you until it becomes irresistible.

You can prevent your urge to obtain a wielder from growing stronger normally by setting requirements that your potential wielder must meet in order to be considered 'worthy'. However, these requirements must be feasible, and if someone who meets them wishes to wield you then the urge will come back at an unbearable strength. Note that this urge doesn't dictate how you must act towards your wielder, it only urges you to let them wield you. You may use challenges and trials in this as long as they are possible, even ones of your own making, but you must let your wielder challenge them if they request it.

You may also make a contract between yourself and a wielder that doesn't meet your standards of 'worthiness' under normal circumstances, allowing them to use your abilities under certain conditions or until a certain time limit has passed or an objective (that they truly desire to complete much more than they desire to keep you) has been completed.

If someone you deem 'unworthy' dares try to lay a hand on you whilst you are unbonded, you may use any of your abilities to punish them, including movement abilities if you intend to attack them directly, bypassing any defense that they have aside from their plain durability. Also, even if you do not have the capability normally, you may put a curse on them that is as hard to break as you are powerful, doing things like sealing away senses, causing constant pain or sending them into a berserk state. Note that if someone manages to overcome whatever you do to them, they may use your abilities at half power.

You are able to 'bond' to a wielder regardless of their consent, but they must be capable of wielding you as a weapon, even if only barely. Upon a potential wielder approaching you, a preliminary bond will form, allowing you to communicate through directed thoughts for as long as they stay within your 50 foot range. Once bonded, your bond will expand and grow stronger, mentally tying you to your wielder and allowing you to feel eachothers emotions, mental state and share any thought you don't purposely conceal. You may change your form to better suit your new wielder at this point, and this will become your 'default state' until your bond is severed. You may also modify your wielder's body to an extent, allowing you to make cosmetic changes so they better fit you if you wish. Any powers and abilities you have that'd let you move, including essence based ones, are only fully usable once you are bonded.

At the moment that you make your bond you must choose between two different power schemes. The first of these leaves you as just a weapon, but allows you to grow slightly faster in the beginning. The second allows you to give your wielder a 'Transformation', boosting both of your powers temporarily and giving your wielder armor in exchange for starting with a slower rate of growth. You may also select a theme for yourself at this time, sealing away or dampening any powers that don't follow this theme in exchange for a corresponding boost to everything else. This theme also dictates your color pallet to an extent.

You have an uncanny ability to shapeshift your form into any mundane object or even multiple, and this includes appearing as another material if you wish, though the properties and smaller details of your form generally won't change unless necessary. With this you can modify your default state in any way you want, turning into a pair of gauntlets, a frying pan, a shotgun, or a combination of all, the possibilities are immense, but be mindful of your wielder. Notably, it's easier to change into something that your wielder has an affinity with than something they don't. You magically generate any required ammunition using your wielder's energy, though unless you or your wielder modify it yourselves it'll all be generic ammo.

When you and your wielder hit a major milestone of strength, you have the ability to 'Ascend', taking on a more powerful appearance and consolidating your strength, elevating the raw power of all of you and your wielder's abilities to roughly the same level and gaining some passive enhancements to all parameters as well as some special boosts. This 'Ascension' applies to your wielder as well if you chose to give them a transformation, also modifying their transformed appearance to the same tune. There are as many ascension as there are milestones of power to hit.

You are able to hide yourself within your wielder's body in a couple of ways: You can dissolve the majority of your physical form leaving only a glowing tattoo on your wielder's body, or becoming an innocuous accessory that doesn't seem to hold any power.

Once you are hidden, it's near-impossible for even the keenest, most refined scan to detect you no matter the mechanics or method used. You toggle this ability on and off.

You cannot be separated from your wielder unless whatever force is trying to do so overwhelms the combined power of you and your wielder, kills your wielder, breaks you, or if you or your wielder decide to leave the bond yourselves. If you ever decide to leave your wielder, you can choose if your parting would harm or kill them, and can automatically exclude them from your 'worthiness parameters'. If your wielder leaves you, you can cause them a degree of harm but not kill them. Note that your overall power is 'Sealed' back to the condition that you started in once you leave your current wielder, allowing you to use its full might for the purposes of your aura but nothing else until it's naturally obtained once more or in emergency situations, becoming active along with your wielder's durability buff.

You are able to multiply your wielder strength, speed, agility and any other corporeal aspects many times their normal capacity, the amount you can unleash is limited by your overall power and how much stress your wielder's body can handle. Of course, you can ignore the second half of this and allow for physical feats surpassing even gods, but this will be at the expense of your wielder's body.

You are immensely tough, able to withstand forces that would destroy a planet, survive at near absolute zero temperatures and the heart of the sun. This durability scales up with your level of power and you are able to protect your wielder from a similar level of punishment, but only as an emergency measure that will exhaust your power afterwards. This emergency protection can last as long as it takes for your wielder to be removed from the situation that necessitated it, but not a second longer. This protection comes along with all of the power that you collected with your previous wielders being accessible again all at once, but the power can only be actually used if your wielder has an immense amount of willpower.

You can also permanently absorb weapons, materials used to create weapons and even esoteric substances like Fairy Blood directly into your body to enhance it. (e.g: You can absorb Adamantium/Barbadium into your steel and make it just as durable as that metal or you can absorb an armor that nullifies harmful magic to grant your weapon body that ability.)

You are able to absorb, copy or steal any inherent power, knowledge or ability your wielder has, no matter if they are metaphysical or incorporeal in nature. For example, you might absorb the Gamer power if your wielder has it, or the capability to use Chakra, or produce mana. As long as your wielder has them you are able to steal or copy them for yourself. However, this does not allow you to use them all initially, as they will become 'Records' that will grant you knowledge of what the ability is, but won't let you use them without harming your wielder until you reach a level of power that is 'reasonable' for them to have that power, though what is 'reasonable' is up to you at the time of drinking this Essence. The same rule applies to your own powers, to a slightly lesser extent.

You can absorb and learn new powers, skill, or abilities by killing others, dealing damage to others without killing them only gives a partial effect proportional to their injury, while full murder grants everything they have. These obtained boons are subject to the 'reasonability' rule above. You can even acquire memories of the target by the same means, which is not subject to the 'reasonability' rule. You can harm your own wielder to the same effect if you want.

You do take on the weaknesses of anything you absorb into yourself, but these weaknesses can all be trained away with enough exposure.

You have influence over your wielder's body, mind, soul and any other aspect of their being. This allows you to shape then how you see fit over time and training, and also allows you an instinctual understanding about how to make any changes you want to without harming them. Be warned though, it is possible for your wielder to detect the changes that you are making if they are too overt. However, any change you make require time to appear and settle, with changes to the mind and body ranging from near instant to taking months, and change to the soul or other deeper aspects taking between hours and years to change depending on how much they stray from the wielder's core nature.

You have a telepathic link to your wielder that allows for communication and for you to detect eachother's location, emotions and general mental state. This link his essence based and can never be broken, blocked or disturbed unless you allow it or your bond is broken entirely, though you may suppress it for training purposes.

Any ability, power of skill you have can be transferred or taught to your wielder, even if their bodies shouldn't be capable of using it, once they are strong enough to handle it. You can choose how to ability manifest. Incidentally, you can give your wielder nothing and use the ability yourself, though there'll always be something hinting that they're not the one using it and things that require a humanoid body won't work. It's up to you.

You do not have any major vulnerability, but if you have selected a theme then powers of an opposing theme that would be strong against it annoy you more than others, they give you the equivalent of a throbbing headache. For this fact, it becomes slightly more difficult for you to overcome these abilities than normal, though only slightly.

You need sustenance to maintain your abilities and thought whilst you have a bond, though you may slowly reduce this to nothing over years of lowering your intake and adjusting to it. At your most desperate, you can enter a state of stasis or near stasis that can let you wait out for the closest form of sustenance for as long as necessary, highly resembling your initial, unbonded form.

There are three means you can get sustenance. The first is feeding from your wielder's energies, your wielder will need to have some form of energy for this method be it electricity, life-force or mana, though it's impossible for you to feel satisfied with this alone unless you feed so much that you risk killing your wielder over time, which will be mildly satisfying and actually noticeably boost your power output. The second is consumption, be it eating or drinking normal food and drinks or consuming the energies of other beings predatorily, you can consume the energy of anything that you deal damage to in order to replenish your energy, especially if you are left embedded within them, this will only ever be mildly satisfying unless you consume over half of your maximum capacity in energy and you can only consume so much energy at once before you start to feel bloated. And the last method is absorbing sexual energy through the lewd acts of either you or your wielder much like an incubus or succubus. This is by far the most effective method, and you can get it from your wielder, through your wielder, or using your wielder to get it from someone else. This is the only method that can completely satisfy you without any downsides.

Your growth is loosely tied to your wielder's growth and vice versa. Your abilities will grow at a very quick pace when you are fighting with or training your wielder, and when you are separated your growth rate slows to half of your normal growth rate. In addition to this, as you have no limits, your wielder doesn't have any limits either, able to grow indefinitely stronger, and you both can always grow noticeably stronger in a reasonable amount of time.

Once you have bonded, you may form a living body of your specification separate from your weapon body. This form can't leave the general area that your weapon is in, but otherwise has all of the normal senses unless you specify otherwise, allows you to use abilities that you need a humanoid body to do, as well as eat or drink and talk directly to people regardless of if it would be able to do so normally. It can also summon a hollow replica of your weapon body sized for it to wield comfortably to use as a weapon or just for training purposes. This body can be dissolved at will, and it is very difficult (but not impossible) for things used on this body to affect you enough to render you unable to do so. Note that if you have selected a theme, this body will also have to follow that theme.

You can enter the inner world of your current wielder. This inner world is the manifestation of the essence of your wielder's soul, thus allowing you to monitor its state as well as their true, inner emotions (generally in the form of weather conditions). You may also summon them to this place when they are asleep or in a meditative trance, in order to confront them with their own inner issues and help them work through them and find a solution or even just to train them in a more spiritual fashion. Things are much more symbolic in this inner world, such as allowing one's self to be impaled by another being more synonymous with 'acceptance' than a lethal wound, as long as no lethal intent is present on either side.

Any of your abilities or your weapons abilities cannot be suppressed, copied, mimic, absorbed, nullified or negatively affected in any way by any being without your permission. Your ability to use them, or to use them for the right cause, has less restriction.

Any influence placed on your mind or soul will slowly fade over time, and this will speed up to minutes if your wielder is close to or holding you.

The sensations of combat, such as the feeling of clashing against another weapon or cleaving through an opponent's flesh, are now rather enjoyable to you, and you are impervious to trauma from witnessing gore or violent acts.

You may toggle on a reaction on the chain of fate of the world you are that would inevitably make you met a wielder or make a wielder met you, though how long it'll take is still ambiguous.

You know a spell that would fling you through the multiverse in the direction of sentient, sapient life that is capable of wielding you. You can't choose the exact identity of this wielder but you can set general 'requirements' of how you want your wielder to be like (e.g: species and gender) and the spell will send you to a wielder that meet these requirements.

Upon casting this spell, you can choose to be split into multiple weapons. Doing so will divide your power and mind between your different blades, possibly resulting in different or more exaggerated personalities than your norm. Each of your blades will function as above aside from the reduced starting power, but will have complementary or opposing Themes and will be bound by an unbreakable fate to eventually recombine and form you again. When this happens, you'll remember everything that happened as the split yous and gain all of the combined power growth at once, potentially boosting your abilities massively. If one of your weapons is destroyed, you'll regain the memories and power, split across the remaining pieces of you.

You may also sacrifice your attained power from all of your wielders in your current world into this spell in order to get flung into a specific setting, though this doesn't sacrifice any knowledge or ability to use techniques and the metaphysics that allow them to work will be preserved as well (if only for those specific techniques and derivations of them).

If you enter a setting with living weapons, you may classify yourself as one of them, though this only affects others' detection of you and your power and not how said power manifests.

Essence of the Inventory

By drinking this dark red potion you gain ownership of a transdimensional speakeasy, usually referred to as 'The Inventory'!

You gain a speakeasy that exists outside of reality and beyond the reach of most entities. This place is practically impenetrable to any being you do not want inside, even a supreme deity could not pierce the barriers in place on this property. This also protects the Inventory from being destroyed, having its structural integrity undermined, or otherwise rendered unusable. Minor damage (such as bullet holes or damaged seats) is still possible, though the inventory is more durable than an average building in all respects.

Any undesired damages to the Inventory will slowly repair themselves over time, and this regeneration speeds up greatly when there are no patrons inside.

The speakeasy can be of your design (which you can change at any point), but it defaults to switching between the Poker Night at the Inventory 1 and Poker Night 2 appearances monthly, with living space on the second floor. As your needs change and grow the Inventory will expand with new facilities as needed. Patrons that have seen the Inventory before will always recognize it as such no matter what it looks like, though they will notice the changes as well.

No matter their size or physiology, any entity will be able to comfortably enter and reside within the Inventory and communicate with any staff and fellow patrons. This usually takes the form of telepathically projecting anything they would normally say or reducing them to a more average size whilst they are inside. This effect can be extended to non-humanoids by transforming them into humanoids whenever you wish.

The speakeasy takes care of the basic utilities automatically and requires no connection to any preexisting infrastructure to function. In addition it has functionally infinite, regenerating supplies of whatever mundane food and drink you could desire as well as consumables that have short-lasting, non-disruptive effects, including items from anywhere it has been before, and whatever supplies are needed to run the establishment.

While inside the bar you and anyone you bring will not age, have any basic needs, or suffer from illnesses/diseases/curses or other conditions that'd render them incapable of casual interaction, though this doesn't stop anyone from feeling hungry, thirsty or tired. It just won't actually affect their health.

You may optionally have the Inventory create servants of your design to tend to and run it, and you also may give it sapience to manage things. The Inventory is utterly and unwaveringly devoted to you, and cannot be influenced to change its mind otherwise. It may also form an avatar of your design (or its own if you want to let it choose), though this avatar will not be able to move more than a block away from the Inventory.

This speakeasy has the capability to travel through the multiverse and can give you passage practically anywhere. It can insert itself into these places or simply open a portal for you to travel through.

You can have the Inventory building appear in multiple universes at once simultaneously, allowing characters from multiple different universes to mingle and for you and anyone you allow to exit into any universe it exists in, anyone not invited simply exiting into their own. The inventory also provides a fate-bending effect that draws in any characters that you want to see inside at the right time to interact with any other character(s) you wish, though sometimes it may take a while to work as they will have to reach the Inventory first.

Any additional essences will add functionality to this one in the form of additional rooms and facilities depending on what the essence was.

Any kind of game that would be classified as 'gambling' can be played in the Inventory by any of its patrons, even lewd games such as Strip Poker. All the necessary materials will exist in the Inventory when they are desired, and all players will be able to participate even when they'd normally be prevented from doing so by things like biology or the metaphysics of their world. A hidden mental compulsion draws people you want to see in a certain game towards that game and once a game is joined, another mental compulsion can be applied to the players at your whim, making them want to keep going until the end of the game, making up excuses to keep going. It also prevents the players from becoming violent or hostile to eachother, and allows them to enjoy themselves even if they normally wouldn't. The 'keep playing' effect and the one that draws people towards games can be discarded entirely, but only at the time of drinking the Essence.

Any material used in the Inventory's gambling games will be indestructible (though retaining the same amount of flexibility) until the game's end. People's personal belongings do not count, even if the game includes them (again, such as Strip Poker).

Any currency given within the Inventory can be transformed into the equivalent amount in any other currency. Items can also be offered up in lieu of actual currency, and can be instantly converted after they have been won into an amount of currency equivalent to how much value they would otherwise have in their home universe, if the victor wishes. This can also be undone, but only whilst the winner is within the Inventory. If they leave and come back, they will need to have the same amount of currency to convert back. Casino Tokens are also counted as a type of currency, but only if they came from the Inventory. No exploitation of this can earn a person more money by default (such as entering just to convert their money into a more valuable material then leaving again), they must earn it. You and only you are exempt from the exploitation rule.

Whilst you are within the Inventory you will have an aura of authority as the owner of the establishment. This aura will compel people to listen to you, especially in matters pertaining to the Inventory and any rules you have put in place. It isn't an absolute effect, but it also cannot be completely ignored, making people feel at least a little bad when they disobey you no matter what and scaling based on their personality. It also has a secondary effect that makes people psychologically incapable of stepping foot within the inventory for whatever period of time you state if you ban them from doing so, but only once they are outside of it (so you have to get them out first). Threatening to do so also amplifies the effect of your aura on the one you are threatening, but this becomes less effective as you do it more in the same trip, only resetting once that particular patron leaves and comes back or has actually been banned for a time.

You or anyone taking care of the Inventory in your absence will instantly know of any law-breaking or rule-breaking activity that happens within. You (or they) may also retroactively put yourself in a position to stop the activity before it is completed. When you do this, the aura of authority you have in the inventory becomes an order of magnitude stronger to the ones that did the rule-breaking until you decide to let them go or they flee the establishment without you doing so. If they flee, the Inventory will seem to have a menacing aura to them, and the effect your aura has on them specifically will build up until they return, at which point the new full effect of your aura will hit them under the same conditions as before. They will also have a building feeling of anxiety and guilt until they return. You may disable this effect for any rule-breakers, but you must specifically decide to do so for each individual. The effect of the Inventory's aura and the rule-breaker's anxious guilt effect can be discarded entirely, but only at the time of drinking the Essence.


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