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ABILITIES

Ability Name:Veil of the Unwritten

Description:The user exists outside the threads of destiny. Prophecies, fate-binding powers, and divinations fail to reveal their presence — their figure is absent from visions, their name erased from scriptures, their future unwritten.

No force that manipulates destiny can directly alter, predict, or control them. To fate itself, the user is a blank page.

Limitations / Weakness:While fate cannot see them, it can sense disturbances caused by their actions. To compensate, it weaves surrounding actors (chosen heroes, fated villains, destined encounters) toward the user. Through these "lenses," fate tries to observe and influence indirectly, creating inevitable meetings with important figures.

The user cannot erase their consequences. Their choices ripple outward, and fate adapts by nudging others into alignment with or against them.

The ability does not prevent non-fate based foresight (e.g., raw omniscience, deduction, or magical surveillance).

Practical Effects:Immune to fate-binding curses, prophetic inevitabilities, or "you were destined to die here" type abilities.

Completely absent from prophecy, destiny readings, or divine visions. (The seer sees only static, gaps, or distortion where the user should be.)

Causes unusual attraction of fate's chosen — main characters, "plot-important" people, or destiny-bound artifacts often cross paths with the user.

If the user kills a "fated" person, fate immediately re-adjusts, trying to redirect events around the user instead.

Skill Name: Passage

Type: Active

Description:

A divine-tier ability that lets the user tear through the veil of reality and travel to other worlds. Normally, the user can only enter worlds that are equal to or weaker than themselves in fundamental strength. However, there exists a rare chance—a mere 10% probability—that the passage opens to a stronger world.

Mechanics:

Standard Operation: The user may target and transport themselves to a world whose overall power level is equal to or below their own.

The cost of energy is proportional to the strength of the destination.

Chance of Stronger World Travel (10%): Every activation carries a small but fixed chance (10%) of piercing into a world that is above the user's current strength.

Causal Independence: The user enters the new world without being bound to its causality or history. This means there is no past him in the world to erase. If someone reverses time of the world, mc gonna come back the same Time he gets transported to the world the first time so the time reverser can only make preparations for him.

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