Essence Viewer
BrowseFavoritesPopularCommunity tags
Ko-fi
  • Browse
  • Favorites
  • Popular
Back to browse

Essence ofKing Of Chess

byGroWLiTHeTR

Views
0 views
Favorites
0 favorites

AI summary

Makes you the King of Chess, unbeatable at chess and any related game — even the personification of victory cannot beat you — losing only when you choose to. Around you sit the pieces: a Queen Piece as your closest partner in role rather than gender or romance, two Rook Pieces granting conceptual traits such as turning your home into a castle with bedrock doors, self-sustaining utilities and a fridge that conjures food, or lending immense strength and durability. Two Knight Pieces bind more permanently and only by mutual agreement, two Bishop Pieces are free spirits of knowledge, perspective and wisdom without personality or desire of their own, and Pawn Pieces work as a reward system for anyone who benefits you.

Generated précis — the sections below are the author's original text.

Description

A black and white Essence that tastes like lighthearted fun, quiet intelligence, and desire for victory.

Effects

8
  • The King: You are the King of Chess. As the King you are unbeatable at chess and any related or similar games, only losing when you wish to. Not even the personification of victory can win against you at chess. You can sense whenever death draws near you or your allies, waking up from your dreams in cold sweat or feeling chills go down your back, allowing you enough time to step out of the way of a surprise attack or send warning to your ally. Should you find that your demise is inevitable, such as getting captured or poisoned gradually, you will be able to send your mind and soul back in time, to pick a path that avoids your grim fate. The time you will be sent back to will be decided by the thing that killed you, getting killed by a bomb will send you to when you were outside the explosion's range, while dying to a planet destroying meteor would send you as far back as the womb, or even before that. Additionally any kingly abilities that allows you to govern, command, or control others comes far more easily to you and your voice is naturally strong and powerful, making your words far more likely to be heard even if you whisper them. Should you ever get bored to the level of questioning the point of living, you will be able to leave your currently life and reincarnate elsewhere, into a life that is full of new challenges and discoveries that is sure to engage you.

  • Queen Piece: What is a King without their Queen. However while the word Queen might suggest gender and a certain relationship, the Queen Piece doesn't necessarily mean the same thing. The Queen Piece is a role rather than a person. The one enjoying the benefits of the Queen Piece will be your most trusted aide, your secretary if you are a CEO, your copilot if you are a pilot, your manager if you are an actor, your first mate as a pirate, or even your wife if you consider her the pillar of your life. The one taking the role of Queen Piece will be hyper competent at all tasks in front of them, and will be capable of overcoming any task or toil they need to go through to aid you. They will find their skills growing to match any challenge in front of them, becoming smarter, stronger, tougher, near instantly intuit new skills out of thin air, and simply become better all around in your service. However if they let this power go to their head and abandon their role as your Queen Piece, then they will find these benefits diminishing the further they go against you. A Queen Piece who simply leaves your service amiably will find their capabilities returning to what they were before they entered your service, maybe a bit better due to the experience or worse due to age. A Queen Piece who attempts to literally backstab you will find their limbs, which were once softer than feather become heavier than multiple mountains. And the one who leaves your service and tries to compete with you in the business they learned in your service, they will find all the skills they learned as the Queen Piece will betray them, leading them astray rather than letting them become one of your rivals.

  • Rook Pieces: You have two Rook Pieces, and rather than roles these ones offer conceptual traits. The Rook Piece is your chariot, your vehicle towards your goals and ambitions, they can be anything, whether concepts like a shop or a material thing like a car.

  • You can assign a Rook Piece to your home to make it into a castle, making even the thinnest of doors as tough as bedrock, all utilities become self sustaining, with the fridge conjuring new food whenever something gets used up, and the house slowly ballooning in size into a proper castle. If you assign the Rook Piece into your carrier as a pianist without knowing anything about pianos then you will find your fingers unable to press the wrong keys at the wrong times, there being a forcefield preventing you from making a mistake, allowing you to learn how to play while being unable to make mistakes. If you assign a Rook Piece into your matrimony then you will find it immutable, protected from any and all who would wish your relationship harm, not the passing of time or any NTR bastards will be able to make a dent in your relationship.

  • You can also assign Rook Pieces to have incredible strength or durability, or simply enhance both to a lesser extent. How the Rook Pieces works depends on your desires, conscious or subconscious. The longer a Rook Piece is assigned to something the more Rook Piece's grip will grow. A butler with the Rook Piece might never forget a skill they learn, eventually taking on the role of your secretary, dietician, designer, and bodyguard alongside their regular butler duties. Unlike the Queen Piece, assigning the Rook Pieces to a person actually instills a degree of devotion towards you, however it isn't mind control, merely a slight push to make the positions clear, that you are the King and they are your Rooks.

  • Knight Pieces: You have two Knight Pieces, and these two pieces grant roles that are a bit more permanent than the others. When you pick someone as your Knight Piece the decision must be mutual, the Knight Piece candidate must know the position they are being offered and accept the duty they are being bestowed. The Knight Piece is a hero, the Knight Piece is a lifelong loyal servant, the Knight Piece is the go-getter that does whatever you task them with, to a level that surprises you time and time again. To take up the mantle of the Knight Piece is to guard your values with one's life, to shoulder all your burdens regardless of their weight, and to serve you until their end. While someone with the Knight Piece is your servant it is also a position of respect, you cannot bestow it upon someone you do not feel any respect. When someone takes the Knight Piece they will find themselves incredibly lucky, to the point that one might call them 'plot guided', always being in the right place and time to have chance encounters that benefits them or their goals one way or other. When someone with the Knight Piece dies you will have the option to pick a new Knight Piece, and the new Knight Piece, when under large amount of stress, will be able to summon the strength and wisdom of the past Knights their Knight Pieces merged with, similar to the Avatar State. The Knight Piece will not be able to betray you in any way, the actions they take will always be in alignment with your values and code of conduct. The only way to dismiss a Knight Piece from service is through death.

  • Bishop Pieces: You have two Bishop Pieces, and they are the most free of all pieces. The Bishop Pieces are spirits of knowledge, perspective, and wisdom. They do not have any personality or desire beyond guiding you in your path and teaching you things. Whenever you need their guidance they will take over the bodies of the elderly, the teachers, or the wise men around you. You will always know when you are speaking to the spirits or to a normal human, and will feel it whenever they take someone over even far in the distance. The things the spirits tell you are filtered through the words of the ones they take over, a racist won't speak about inclusion and acceptance, nor will a mundane man will know anything about magic, so they might require you to journey to towards a proper host to learn the correct bit of wisdom. While wise and knowledgeable, the spirits are neither good nor evil. They are beings of perspective. Should you be evil and desire to continue being evil then they will guide you on being the best evil you can be. They will also teach whatever you are trying to learn far easier than those they possess normally could, even the best teacher would be enlightened by the guidance they offered while possessed. The Bishop Pieces are undetectable, even the strongest of gods won't be able to detect them possessing them. While they are the freest of your pieces, they are still your pieces, should you command them then they will listen.

  • Pawn Pieces: The Pawn Pieces are far different than the other pieces because rather than a role, a power, or anything else, they are a reward system. A Pawn Piece is someone, anyone, who benefits you with the actions they take. From the waiter who brings you food, to the kind stranger who gives you a free ride during the rain, to you yourself since you technically serve yourself all the time. Just like how easy it is to 'become' a Pawn Piece, it is just as easy for the Pawn Piece to stop working. Pawn Pieces only show their benefit when someone does something beneficial to you, something that you'd also accept as beneficial rather than their definition of beneficial. The benefit of a Pawn Piece is potential. To be specific, each time someone does something good for you, or in your name, or otherwise benefits you with their existence, they will find their potential for everything increasing. At first this potential will focus on bringing them to the average, the sick will get better in your service, the ill will find their disease weakening the more they benefit you, and the ones with missing limbs will see their stumps growing with each action they take in your name. Should a person be incapable of using magic in a world of magic then they will see their potential for magic, which was nonexistent before, start existing, and then keep growing until reaching the average level. Once the person is on an average level the Pawn Piece's reward system will focus on the actions they take to benefit you. If they are your worker then they will find their job becoming easier as their competency increases with the Pawn Piece's reward system. If they are a rich old man simply giving you money to become healthy again then the amount they need to give will increase each time because won't need money as much. There is also a matter of effort too, a poor person giving you all the cash in their wallet means more than a rich person doing the same. The reward system of the Pawn Piece cannot be cheated in any way, any attempts to do so, such as capturing you to torture you into healing them, will meet with their empathy increasing until they will be unable to hurt anyone. For most people the Pawn Piece's effect won't be noticeable, a minor boost to their immune system or similar, however regular and significant help will lead to noticeable results. Should your Pawn Pieces grow numerous enough to control the 'average', then the benefits of the Pawn Pieces will become exponential. You have control over how the Pawn Piece's rewarding works, such as turning off the rewarding of your enemies to prevent their bumbling against you making them more competent.

Categories
utilitysocialsupernaturalknowledgemagic
Traits
system interfacewealthcompanionsdurabilityenhanced intelligencesummoningcloning
Keywords
leadershipintelligencegender changeimmunitymind controlperfect memoryresurrectionstealthsoul manipulationbase of operationsauthoritygame mechanicsresources
Views
0 views
Favorites
0 favorites