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

Essence of theSkybreaker

byTheGoldenBeast

Views
0 views
Favorites
0 favorites

AI summary

Makes you completely imperceptible to Thinker abilities, removes every limit on your power's growth — doubling your slots and charges at baseline — gives you an absolute unbreakable will untouched by distress, suffering or difficulty, and lends you something that reaches into others' hearts so your mere presence lifts spirits and restores hope, making leadership nearly trivial. You receive five charges a day to raise your tinker ability within a chosen theme, where one charge makes you roughly a Tinker 4-5 and each further charge compounds, and another five daily charges to create shardless powers of your own design at a similar starting rating, which you can sense and manipulate wherever their holders are and which remain yours until transferred. You can nullify, enhance, modify, copy and steal others' powers, transfer them between people and stack several onto one target, sense parahumans and powers across a wide area, spend charges to boost anything you hold, fill five slots with any powers you wish, and — being attuned not merely to the multiverse but to the entire omniverse — reach all universes, timelines, dimensions, multiverses, hyperverses, planes, voids and overvoids.

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

Description

By consuming the Essence of the Sky Breaker, you gain the following boons:

Effects

12
  • Knowledge is power, and that means that an opponent who knows what your every move will be is an unbelievable threat. By taking this you are completely immune to being perceived by Thinker abilities. Your future and past cannot be observed, clairvoyants cannot detect you, and even danger senses cannot warn their users of an incoming attack from you. This is pervading enough that you cannot even be perceived by noticing blind spots in their sight, such powers simply acting as if you didn't exist.

  • The factors that kept your powers growth and ability in check are completely done away with. At a base this doubles the number of slots and charges you have available. Your power growth skyrockets, with your power doubling in strength every year if you do nothing but live a normal life. Actually fighting on a regular basis drops this down to half a year. Each such interval also increases the number of slots and charges your power provides by one. Your powers refuse to be kept in check, rendering you immune to trumps who would try to effect your abilities.

  • Your will is absolute, boundless, and unbreakable. Factors such as distress, suffering, and difficulty mean nothing to you. You are capable of undergoing any disaster without batting an eye, ignoring any amount of pain, remaining mentally untouched by even the most terrible events, and even the most fearsome odds will not give you pause. Abilities that would effect your mind or control you are useless, you shrug them off as nothing more then an irritant. You will never break, never bow, and even come a thousand apocalypses you will stand as tall and resolute as ever. Being torn in half, locked into a time loop of endless agony for thousands of years, or facing the most hopeless odds are nothing to you.

  • Something about you reaches directly into the hearts and souls of others. Even if you don't lead them, just your presence seems to lift their spirits and restore their hope. You'll find it nearly trivial to recruit others and sway them to your cause. Wherever you go people see you and find new purpose and courage. The broken will rise above their suffering to go on, hopeless defenders will rally to defy the odds, and even the most inhuman of your enemies will be shaken with a sense of terrified awe at your presence. This perk is effectively the same as Invictus, but applying to the people you lead or fight beside. As long as you stand they will never stop fighting, and should you fall your memory will drive them to greatness and heroism that has only existed in the imagination.

  • Each day you have five charges which can be spent to improve your tinker abilities within a specific area or theme. A single charge would make you a good tinker within an area, roughly Tinker 4-5. Each additional charge after this doubles your abilities (around a two point bump in rating), with no limits to how many times you can spend a charge on a certain area. As a tinker you have superhuman scientific knowledge, understanding, and skill at applying it, able to make or do things that modern science would consider impossible within your theme. Spend a charge on Augmentation and start crafting cybernetics out of scrap. Spend some on medicine and cure cancer in an hour. Should your different themes overlap then they stack, building off of each other and integrating perfectly. All fields of knowledge are viable for this. Spending charges on martial arts would let you design and teach unbelievable fighting styles, and a political science tinker could design forms of government that function better then anything we have today. As long as you have time and resources, there isn't anything you couldn't do.

  • You can nullify, enhance, modify, copy, and even steal the powers of others. Transferring powers from one person to another is trivial, even stacking multiple onto a single target.

  • You also have five charges a day which let you create shardless powers likes yours, whose nature are fully under your control. A single charge can result in a power that would be rated around 4-5, with more charges increasing its power, versatility, pushing or removing limits, and adding more functions.

  • You can manipulate and sense created powers regardless of the location of anyone you have given them to.

  • You also have an ability to sense parahumans and powers within a large area. Created powers are yours until you transfer them to someone else. Charges can be spent to boost any of your powers, including others bought here. Changes can be reversed at will, and you can deconstruct powers you have created, but you do not recover any charges from doing so.

  • The deciding factor of any parahuman struggle is the nature of the powers involved. Fortunately you have access to all of them. You have five slots, each of which can contain any power you wish, and may be swapped out at will. If you do not direct them consciously then your power will automatically provide abilities that aid you in surviving and achieving your goals, adapting to whatever circumstances you are facing. It's ability to predict your needs and wants is absolutely preternatural, the powers it chooses often perfect for changes in the situation that haven't happened yet. Only the most extraordinary or intense of circumstances could force it to swap out a slot more then once every few minutes. You have a perfect understanding of all these powers, down to the tiniest nuance and quirk. This means you will never be confused, disoriented, or even slowed down from a switch, and know how to use them perfectly. The strength of these is capped at a certain point, but even at their weakest they never fall beneath an 8 on the PRT scale, with powers rated 9-10 being the norm. Considering that powers of this level are enough to require redrawing maps this should hardly be a problem for you.

  • You are attuned to not only the very essence of the multiverse, but the entire omniverse itself. All universes, timelines, dimensions, multiverses, hyperverses, planes of existence, voids, and overvoids are now within the reach of your new senses. You find you are able to manipulate them to your will, and even travel between them. What you can accomplish with this is limited only by your creativity, imagination, and experience. Drawing in alternate versions of people to fight under your control, copying powers from alternate selves or fictional characters, fixing a destroyed neighborhood by overlapping a pristine version on it. These and any imaginable manipulation of space and time (time travel included) are within your reach. The entirety of infinity is at your fingertips.

  • The boons granted to you by this Essence cannot be drained, suppressed, weakened, stolen, copied, altered, or otherwise manipulated against your will in any way shape or form. You may extend this protection to any other Essence or Essences in your possession.

Categories
utilitycombatsupernaturalcreationsurvival
Traits
craftingimmunitytime manipulationdimensional traveldurabilitypsychic powersskill masterysuperhuman physique
Keywords
superhuman strengthtechnologygame mechanicscombat skillauraplant controlsoul manipulation
Views
0 views
Favorites
0 favorites