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Chapter 231 - Audience Update

Hey guys, it's been a while. Sorry I haven't been writing for a long while, but my life has been a bit crazy to say the least to not drone on about my current affairs too much. I have had another eye surgery. I had to take care of my mother who had some dental surgeries, and we moved again. Not to mention the amount of shifts, I have to work…

But now I'm finally starting to get time for myself I have decided to start A new snippet just to get myself back in a bit of a groove at least for a while.

Based Off This Essence:

Meta Essence of Charges:

By drinking this [ESSENCE] you gain the [FOLLOWING ABILITIES].

You gain one to five charges every [SET AMOUNT OF TIME OF YOUR CHOICE, NO LESS THAN ONE MONTH]

You can spend those charges through any abilities that manifest themselves as charges. Power Manipulator (Worm CYOA V1), the Inspired Inventor (Worm CYOA V1), the Empowering Charges (Essence Meta), or [ANY SIMILAR ABILITY].

Another benefit of this Essence is that you gain the power to harmonize any conflicting power or abilities.

Using light magic won't stop you from using dark magic, even at the same time. Being evil won't stop you from using good only abilities. This applies to everything you can do from magic, to super science, to simple training.. you always find a way no matter how impossible.

You gain any passive ability you might have from such an ability. For example, with Power Manipulation you could sense any powered individual, but to actively use it in any way you'd have to spend a charge.

This Essence (and anything derived from it yourself included) can't be erased, forcibly changed, or stolen. You are immune to negative body, soul, and mind manipulations and your powers can't be drained, suppressed, stolen, copied, pierced, bypassed, or altered without your completely willing participation. Even sentient sources of power cannot take their power back from you or hamper your progress. Your powers are your own. Whatever weakness your powers or abilities have are now non-existent. This will also apply to new powers or innate abilities. So, if you somehow get the powers of a Kryptonian, you won't have to worry about that dreaded green rock or red sunlight.

You gain Immunity to insanity and memetic hazards. Your mind is a bulwark of the highest order, it is impossible to affect it negatively in any manner. No matter what force is used against you or what stimuli you experience, you can never be driven insane, mentally broken, brainwashed, corrupted, controlled or otherwise inflicted with a permanent mental imbalance. 

You are not bound by fate, prophecy, karma, or anything else of such nature. Your destiny is your own, and no number of curses or prophecies can decide the course of your life. Additionally, you do not register to someone with foresight, clairvoyance, or other similar abilities any predictions that are made will be made without taking you into account, if you are targeted directly all that the observer will see is static.

You are immune to reality and time-warping effects, such as time loops, time locks, being retroactively erased in a paradox due to someone killing your mother when she's pregnant with you, etc. This doesn't mean that you can't willingly stay in a time loop or time lock, only that you can't be trapped in one, and that the effects of the paradox can't negatively affect you in any way.

Any technology you create is not able to be studied or recreated without your express permission along with protections that any artificial intelligence that you create will remain loyal and not evolve in a negative manner.

For Context Of Charge Based Powers:

Empowering Charges (Meta-Essence CYOA):

This power grants you the ability to spend a charge (or charges) which can be used to amplify every possible thing you possess. Your strength, Intelligence, Wisdom, Charisma, your powers, weapons, skills, perks and everything you possess that you can imagine. Each charge's enhancements can be considered to essentially double your abilities per charge (A two point bump in PRT rating of that power per charge). 

So a normal human can invest a decent amount of charges into physical attributes and become as strong as or perhaps even stronger than Captain America easily. You can enhance charisma, looks, voice, luck, wisdom and anything you can imagine. You can make your weapons sharper, durable/indestructible. The only limitation of this power is that you can't grant yourself powers. You can only enhance what you possess.

Inspired Inventor (Worm CYOA V1):

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 have the ability to control whether your designs are easily reproducible or completely blackboxed, or anything in between. You can also make it so that some can understand and study your tech while others cannot. You can both give and take away the ability to understand your tech should you want to, and this can be done anytime.

Power Manipulation (Worm CYOA V1):

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 gain a set amount of charges a day which let you create shardless powers like 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.

To the world, this process is instantaneous. But in your mind it can take as long as you need, as if you were physically doing it. You can similarly modify and enhance the powers of others. You can also change the nature of their power. You can store an infinite amount of powers inside you. You also have the ability to forcefully activate and control the powers of others. For example, you could make Superman activate his heat vision, and force him to aim wherever you want. This only works as long as you can physically see the target.

You have subconscious control over all of your stolen, copied, and created powers. This allows you to to use them as if you had completely mastered them and knew all their tricks. Although this won't give you any 'moves,' so training is still somewhat useful, even if to just come up with new ways to use them.

These powers (and other essences) can never be stolen, given away, blocked, drained, manipulated, corrupted, cloned, copied, or taken.

Treasure Vault (Worm CYOA V17):

You can now create Objects of Power with your charges, summoning them somewhere in your vicinity, such as in your hand or somewhere in your line of sight. You can manipulate and interact with them as you would powers. To summon/create an OoP, you have to use charges which you slowly accumulate. By default, a single charge is enough to summon/create an item worth 5SP. 

Your Objects of Power (OoP) are linked with your soul. With a thought, you can summon or store them instantly. You've also now got an instinctive grasp of how to wield or use each item—be it a sword, gun, or ship. Plus, your mind can direct and control OoP remotely. That ship needing a crew? Now a one-person show, commanded by your thoughts. In addition to fact that your items cannot be reproduced or turned against you.

You have a special connection to the Objects of Power (OoP) that you have claimed. If your OoPs are somehow destroyed or lost, then you can instantly summon it back, or materialize a new one. You can only do this once a week.

Each one of your OoPs are self-repairing growth items. You are also free to exempt some OoPs from this change.

The more you use an item, the better it gets at its intended purpose. A sword will become sharper and more durable, a ship will move faster, and a grimoire will continuously add new spells. The growth rate is always fast enough to ensure that whatever items you choose will remain extremely viable for you to use as your primary equipment at your current power level. This growth includes any supernatural abilities/properties of the chosen OoP.

Furthermore, your items can develop new and unique abilities upon being exposed to various phenomena. If you use a sword to judge criminals, it may gain a holy attribute and deal more damage to demons. If you travel through a magical blizzard, your grimoire could gain the ability to cast basic ice magic for you.

Consumable Objects of Power you purchase will now restock themselves when used after a period of time (in days) equal to the square of their SP cost.

This does not affect objects which already include a method of replenishment.

Finally, if you truly encounter a powerful item of the same type as one of your preferred OoPs, you can begin a process that will slowly merge them together. Initially, your chosen Objects Of Power will gain moderately weaker versions of the abilities contained within the other item. However, these abilities will develop as if they were constantly experiencing use. This lasts until your chosen OoP matches the merged object in power level. This can only work on objects of the same type: swords can only merge with swords, and spears can only merge with spears.

Tinker of Fiction (Worm CYOA V17 Version):

You gain the ability to build technology from fictional worlds. Worlds where the technology requires a specific energy source or materials will give you knowledge on how to make that material using what you have, or produce that energy with specially designed equipment. You fully understand the mechanics behind the technology and can iterate or build upon it as you feel like.

Technology trees are split into up to ten tiers depending on how much depth they offer. Worlds with multiple distinct technology trees need to be purchased individually (Endless Space would have a tree for each faction for example).

At specific intervals you gain one charge which can be used to either purchase a new random technology tree at first tier or raise the tier of an existing one. 

Each Node, as you purchase or upgrade a technology tree, you gain not only the technology but also the corresponding expertise tied to that tree. This expertise can range from intellectual, tactical, and strategic knowledge to cultural insights and practical skills, all integrated seamlessly into your mind and body. This power grants you a comprehensive understanding of the systems, philosophies, and techniques from the fictional universe where the technology originates, transforming you into both a creator and practitioner.

For example, unlocking a tier in Mass Effect's Human Tech tree might grant you Cerberus spy training or Alliance military tactics. Gaining access to Warhammer 40k's Adeptus Mechanicus tech would not only give you intricate knowledge of machine crafting but also a deep understanding of their Rites, Canticles, and Prayers, even those outside of pure technological worship. Similarly, unlocking the Endless Space Horatio faction's tech would provide insights into cloning and eugenics-based societal planning.

Brockton Bay's Marvelous Mage (Worm CYOA V17):

You're a prodigy in all forms of magic, with a large mana pool that grows over time, only needing a few hours of rest to completely recover, and unparalleled talent. You're immune to the usual drawbacks or corruption that magic users often face. At specific intervals you receive charges, which can be spent to enhance your magical expertise within a specific school or theme of magic. 

A single charge grants you proficiency in that field, equivalent to someone with your skill and talent spending several years dedicated to just studying that field. Progressing further follows a triangular number system for charge requirements: reaching level 2 requires an additional two charges, level 3 an additional three, level 4 an additional four, and so on. Each additional level represents nearly another decade of knowledge and study in that field of magic, significantly enhancing your understanding and capabilities.

Broader fields provide a more shallow generalized understanding with a single charge, while highly specific areas allow for rapid mastery of their deepest mysteries. Your specializations then stack and connect seamlessly, blending into a singular, integrated mastery of magic, powered by your new magic source.

By investing in Evocation, you can command fire and lightning with the precision and destructive force of an Archmage. Focusing on Ritual Crafting allows you to reshape matter, reinforce your body to be as unyielding as stone, or create living constructs from raw elements. Channeling power into Healing grants you the ability to mend broken bones in seconds, cure head trauma effortlessly, and understand anatomy on par with a medical-school graduate.

A branch of magical knowledge is considered full only when there is nothing left to learn about the subject, or when any more knowledge about that subject is so far from the original idea, that it should be considered something different. For example—eventually, the subject of lightning magic would start to delve into the knowledge of subatomic particles and their charges, which is really no longer lightning magic.

All mystical fields—such as rune-crafting, alchemy, warding, summoning, chronomancy, and even reality-warping—are viable for enhancement. Your potential is limited only by your imagination and how you choose to wield the arcane forces at your command.

Your mastery of magic is no longer limited to general mystical principles—you can now learn and wield any form of magic as it exists within its native universe. This allows you to invest charges into specific magical systems rather than just broad magical concepts.

With this enhancement, you can now study and practice Harry Potter's Witchcraft & Wizardry, the MCU's Sorcery, the Arcane Arts of the Elder Scrolls, the Thaumaturgy of the Dresden Files, or any other common magical system. Your knowledge will develop as if you were a natural magic user within that universe, gaining the same understanding and capabilities as an average practitioner.

Your connection to magic transcends normal limitations, allowing you to learn and wield even the rarest and most exclusive forms of magic. No longer are you bound by bloodlines, innate traits, divine selection, or unique circumstances—you can now invest charges into magics that would typically be restricted to a chosen few.

With this enhancement, you can master abilities such as Harry Potter's Metamorphmagus, Fate/Stay Night's True Magic, or even the Kekkei Genkai of Naruto. If it is considered magic within its universe, then no matter how exclusive, you can learn it as if you were naturally born with the potential. However, the rarer the magic, the more charges are required to gain even basic proficiency, ensuring that the most esoteric abilities demand greater investment.

I was thinking either an ASOIAF or DXD start but feel free to comment any suggestions.

(To those who want me to continue the son of iron snippet I am waiting for avengers doomsday before writing anymore for it.)

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