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Introduction:
Two beings spiral through the starry void. As they approach the chosen world, it is shattered and innumerable fragments sow the world and it is many iterations across the sea of possibilities. They find their cases in the minds of men, plant their roots in the desperate, flourish in the broken, giving their guests skills far beyond their own kind. But the price of this power is their rhythm, a passenger in their bodies who guides them towards education for their own gain.
The creatures are vast and ancient, the cycle of destruction which has continued uninterruptedly since time immemorial. But all the things that start, start, start, end. A single mistake, a tiny crack, the interference of another entity, and so the inertia of a millennial force is blocked with the death of one of the vast creatures.
But as far as the cycle may have stalled, his presence still looms. His partner still lives, however lost. The seeds of the next generation have been planted, ready to grow and continue the now defunct plan, trying to achieve a goal that can no longer be achieved. And so the Cycle is still looming, it is the shadow projected on the earth like the sword of Damocles ready to fall and condemned in a last world before it vanishes into the abyss.
This is where you enter. A stranger has fallen into the center of it all. While the world can live without interference, the cost would be enormous. To avoid this, you have been given power, a joker who has never been considered by the world and is destiny. A stranger who can change the course of fate.
But can you survive the trials you expect, in a world suffocated by the weight of the machinations of creations far above them? Can you save this world of fate that has happened to so many others?
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+ Difficulty:
The powers that are seen as suitable for the possibilities of determining the strength with which to choose to enter the world. It will also determine the potential force specified by the chosen power level.
• Easy mode:
You start with 20 bonus points in all categories (Character points and Shard points) and you enter a potential beyond measure, standing miles above the strongest of this world champion perhaps to offer. Few can stand against you, even the biggest threats on Bet are just obstacles to overcome rather than insurmountable compared to the insurmountable walls that your "peers" use.
• Standard mode:
You start without bonus points in all categories and have the potential for great strength, a strength not to be underestimated, but not so strong as to be untouchable. While you are far above your peers, the threats you face at the end of this journey are even greater.
• Hard Mode:
Start without bonus points and the benefits are limited to three, three disadvantages are mandatory. For those looking for challenges, to build their legends from scratch. All powers with a cost equal to or greater than 10 Shard points are blocked. While you may have the potential to be a powerful parahuman per se, you are far from invincible. In truth, you may never reach the summit required by your personal interests, but such is life.
• Skitter mode:
Start without bonus points and the benefits are blocked, five disadvantages are mandatory and the powers are now fully consistent with the context of this world. All powers that cost more than 5 Shard points are blocked
Life is not fair, the world is cruel, in this world we cannot exist innocent things like happy end of a story. But then again, you're here to change it. You can start with nothing, with the winds of luck that turning a blind eye, but nothing can be achieved without effort. If you want a happy ending, come out and create your own.
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SCENARIO: Earth-Bet will be very different depending on the date or history. While the time period is not that great, the world changes very quickly, as it is very full of action and great events. These are the scenarios at your disposal. Choose a scenario where you will appear. Depending on this scenario, the starting points and reactions will be different. Their amount is indicative of the difficulty they face in the chosen scenario.
• Gestation (+10 character points, +20 Shard points)
• Gold Morning (+10 character points, +10 Shard points)
• Golden Age (+15 character points, +15 points Shard)
• Worthless opponent (+20 character points, +10 fragment points)
• The cycle continues (+25 character points, +25 fragment points)
SPECIFIC ROUTE: depending on the route chosen previously, different additional options are available. Each path includes a specific set of choices that you can make. Go to the panel dedicated to your path and select the choices you deem desirable. other characters, like your followers or enemies, also have access to this section, if they use it when they work.
• Hero: Earn two followers for free.
• Bad: all the disadvantages give a plus point for every point.
• Vigilante: you no longer have slots for all your powers and purchases and you can buy as many as you want.
• Rogue - civilian identities no longer cost any points.
• Conspirator - the cauldron vials purchased by you now provide a second triggered version of powers.
• Endbringer - you are a specific section of the limited route
ORIGIN: While on Earth-Bet, the question of your origin remains unanswered. You are able to choose how you ended up in this world and what this arrangement necessarily implies for you. Choose one of the registration forms below. Depending on this choice, you will be allowed to somehow customize your new look and your "past" life, or to get some extra points to spend later. This choice could influence the subsequent advantages and disadvantages.
• Entrance:
- Insert
- Drop In (+3 character points, +3 Shard points)
• Genre:
- Male
- female
• Age:
- Teenager
- Adult
- Elder
CIVILLIAN IDENTITY: Most of the leaders live a double life. Just like them, you will have to separate your life like a human and a normal civilian. When you are in this setting, you are able to choose what your civil life will be like. Choose a Civillian6 Identity from the list below. You have to meet its restrictions. Alternatively, you can choose "No Identity" if you want to be a full-time cloak and don't worry about pretending to be a common cloak and don't worry about pretending you're a mundane civilian ehrn not in costume.
Dock Worker (-0 character points)
- Office Drone (-1 character points)
- CEO (-5 character points)
- PRT Agent (-5 character points)
- Lawyer (-3 character points)
- Journalist (-2 character points)
- Doctor (-3 character points)
- Teacher (-1 character points)
- Shopekeeper (-1 character points)
- Engineer (-2 character points)
- janitor (+1 character points)
- High school (-0 character points)
- Homeschooled (-2 character points)
- No identity (+2 character points)
COSTUME: to go out in costume, one would need that costume to start. A costume will define how other people will perceive you, at least initially. As a cloak, you have a few choices in this regard. You can choose any number of options on this list as long as you can afford to pay for them. Combine them in any way you think it makes sense. You can simply choose "budget" if you don't want to worry about the costumes.
- Budget (-0 character points)
- Cape (-2 character points)
- Body (-1 character points)
- Thematic (-3 character points)
- Armor (-5 character points)
- Custom (-4 character points)
SKILLS: In addition to having powers, you need to have some trivial skills to go with them and help where your powers don't work. Before you is a selection of these skills. Choose as many as you want, as long as you have enough points to buy them. If you already have one of these skills in real life, you don't have to choose here.
- Martial arts (-4 character points)
- First aid (-3 character points)
- Mark (-5 character points)
- Strategy (-5 character points)
- Tactic (-4 character points)
- Stealth (-3 character points)
- Mechanics (-2 character points)
- Hacking (-1 character points)
- Survey (-2 character points)
- Survival (-3 character points)
- Parkour (-2 character points)
- Banter (-1 character points)
SHARD: the source of all the powers of the world are fragmented fragments of the entities that have been freed in the world to look for hosts and improve themselves by gaining experience in fights, craving exchanges. you are able to use your powers by using a fragment attached to your brain from the whole dimension of the dofferen. unlike most other psrshumsnds, you are able to choose which type of fragment you will become the closest. Choose one of the following types of bonuses required and the cost in points.
- NATURAL ACTIVATOR, The Warrior Entity. [The source of your fragments is Scion himself. You triggered naturally, paying your powers with blood, tears and sweat. depending on your origin, you may have memories of a horrible stressful event in which your power was awakened. You wonder how to use all your powers on an instinctive level, without having to learn how they work first. They will start weaker than they were designated, but you will become more powerful over time as you gain more combat experience. Your fragments will unconsciously guide your actions and your personality to generate more conflict and violence, but it can also help you support if you are incapacitated. Your fragments have enough fuel to last for a century, even if you use it excessively.] (+3 Character points)
- DEAD SHARD, The Thinker Entity. [Your fragment was earned by eden, Scion's counterpart who was killed early by Cauldron. Powerful powers for a large sum of money, earn them by drinking a portion of the dead entity in a vial. Depending on your origin, you can now pay a few favors in Cayldron. since your fragment is dead, you don't get any instinctive knowledge on how to use your powers and you will have to find out manually. Due to the breaking of many limitations and certainties, your powers are unstable and can be powerful than they should have been, even if they cannot grow beyond that point. A dead Sardinian cannot influence you or assist you alone. Your shards will expire in less than a century if you don't use them sparingly.] (+3 Shard points)
- FOREIGN ELEMENT, The Outsider Entity. [Your fragment is a foreign element, earned by you by the third Entity by unknown means. It could be a vital fragment that has been exchanged with the first two entities, one that should not be distributed in the cycle and distributed by mistake. Alternatively, it may have been given to you directly by the third Entity for unknown reasons. However, your powers are far more powerful than described and can grow even further. Your fragment provides you with an instinctive knowledge of how to use them and can help you in a situation where you are unable and unable to continue fighting, but it does not influence your personality nor push you towards violence because it is not necessary for the fragment as such objective was not implemented internally. Your fragments have an enouhg power to serve you for a few centuries, regardless of how often they can use it.] (-3 character points, -3 Shard points)
PERK AND FLAW: Like every cloak it has different circumstances and still life. Each of them has different intrinsic advantages and flaws. You too have such an opportunity to customize your situation as you see fit the options from this panel. Choose any amount of pros and cons. While you are not limited in their number. You have to keep their principles in mind, as well as the unique conditions that most of them have. You shouldn't choose more drwabacks than you can manage.
• Defects
- The nemesis / can't choose more than three / can be taken multiple times / gives you a parahuman with a bit of a grudge against you. design your nemesis by going through CYOA again. they must have the same scenario as you, we cannot choose your path, they can only be inserted, they cannot choose gifts. follower and nemesis options are not available for them. you have to spend all their points during the design. (+3 character points)
- Case 53 / you cannot choose more than three / can be taken multiple times / your powers are not compatible with one reason or another turn and change your body. the amount of changes depends on how many times you have taken this complication: taking it once will result in slight aesthetic changes, such as animal ears and the like, while taking everything it will turn you into something truly monstrous and inhuman. (+3 Shard )
- the worst day ever / I can't choose more than three / can be taken multiple times / these complications will activate on your first day with the bat from the ground and will last until the end of the day. instead influencing the events of the day. Taking it once will make it a serious case of bad luck, while taking all three of them almost looks like the whole world was out to kill you. (+2 character points, +1 Shard points)
- death of memory / can only be taken once / take this inconvenience, you will immediately forget your past life and your invented life and history will become your true if you are insrte. if you are a drop-in, select only full amnesia instead. however, you got a certain girl, you still have your knowledge of history intact and you can act on it. (+ 4 character points)
- unruly passenger / can only be taken once / requires natural ignition / the fragment that is connected to you is not satisfied with you and your actions. will look for a way to kill you and find another more suitable host. while this will make your survival extremely difficult for a while, you may be able to change the assessment of the fragment of yourself by thriving in conflict and through the creative use of its power. (+4 Shard points)
- blood from the psychic nose / can be taken on its own / continuous use of your powers is extremely difficult and will put your body and mind under stress. using your powers for too long and too much or attempting to push your limits will cause headaches and bleeding, or even cause you to pass out. (+3 Shard points)
-null emotions / can be taken alone / your powers affect your mental state, making you more distant and unemotional the longer you use it. ehile taking a break allows you to constantly return to your normal mental satete, going on without them would affect your supply, progressing into a complete mental disorder. (+2 Shard points)
-machine 9 / can be taken alone / this complication will draw the attention of the psychopathic slaughterhouse team 9, making you your potential recruit or a particularly desirable goal. in both cases, you are in a lot of suffering and a slow excruciating death unless you do something in these situations. (+ 4 character points, +2 Shard points)
- endringer target / can only be taken once / taking this disadvantage will turn you into a magnet for endbringers during their attacks. since giant monsters are practically unrepeatable and can rarely be kept on a good day, your survival is unlikely. on the other hand, you only have to survive their attack once, no longer pointing to the same target. (+ 3 character points, +4 fragment points)
- humble beginnings / can only be taken once / you will start without powers like a simple human being. We gained in the normal (and hard) way, which doesn't guarantee your survival until we acquired them. if you are a natural trigger, go through a serious trauma to activate them, while choosing a dead fragment look for contact with the cauldron and buy them. (+ 5 character points, +5 Shard points)
- Geas / I can't choose more than three / can be taken multiple times / You have been given a kind of psychological that cannot be removed in any way. This is frequent but only uncomfortable rather than dangerous or it is rare but exceptionally dangerous for you or others. (+ 1 character points, +1 fragment points)
- I haven't seen it coming / can only be taken once / Let's face it, most of what you know about Worm is probably based on hearsay or fandom. Well, fandoms can be wrong. Very wrong. With this disadvantage, many things you have taken on Worm, your head fees, most likely do not look like what you think. Maybe Piggot is not as willing to play ball as you thought, or maybe Skidmark is not so harmless, in the end you will pay the price if you make assumptions. (+ 1 character points, +1 Shard points)
Wanted / cannot choose more than three / can be taken multiple times / You have obtained the initiative or interest of a powerful or threatening group. This group is very reserved to grab you or put it under its control, making it a top priority in case they know you're in the area. For 1 point it is a local group, such as a gang or group of heroes assigned to the area (can only be taken twice). For 2 points it is a wide range or a big threat like the PRT or the slaughterhouse Nove, for 3 points it is a group of detailed fairy tales that are unlikely to escape their machinations such as Cauldron or Simurgh. (+ 1 character point, +1 fragment points)
-Cape Complications / can only be taken once / You have problems with your need to lead a double life. Perhaps you have particularly curious relatives or roommates who may discover your identity. Perhaps circumstances limit your timeout in costume such as work, dependents or social requirements. In the end there is a sort of difficulty that plagues your life, disguised or not, which makes your career at the head difficult. (+ 1 character points)
-One who knows too little / can be taken alone / can be taken alone with charisma / You are present that collects a lot of attention and fame, but unfortunately most of it is not entirely accurate. Many hypotheses are made about you even from those closest to you, inflating your legend and increasing your infamy. Whether you are aware of it or not is irrelevant as you are unable to guide these rumors and exploitation attempts often use more problems than you solve. The situations in which you find yourself and the voices around you while you are confused and problematic are still ultimately positive. This misunderstanding puts you in a very dangerous position that you are not able to quickly escape, the consequences of failure are great and even the maintenance of the charade that costs. (+ 1 character points, +1 Shard points)
• Benefits
- Follower / Impossible to choose more than three / can be taken multiple times / take this advantage we recommend a parahuman partner, a loyal friend and I will be by your side. Design your follower by examining the registered CYOA. Your follower must have the same path and the same scenario that you can, you can only enter, cannot choose any gift and cannot choose follower on the nemesis option for the themes. (- 3 Character points)
- Cauldron vial / You cannot choose more than three / can be taken multiple times / you will start one of the cauldron vials in your possession. superpowers in a bottlr - make yourself comfortable. 20 power points of your choice. these powers cannot be acquired by parahumans already triggered, so the vial can only be useful by giving you an unpowered person whom you deem worthy. (- 2 character points)
- Power slot / can be taken multiple times / under normal circumstances, you are limited to only having three powers simultaneously. taking this advantage allows you to increase this limited by one. (- 1 Shard point)
- the second trigger / can be taken multiple times / the condition must have a purchasing power / your fragment consolidated within you, eliminating some limits and gaining the other power. this advantage will allow you to upgrade your powers to its second alternative trigger version. it does not empower all your powers, but concerns only what you have chosen. you may remember your second event triggering a second of your origin. (- 4 character points, -2 fragment points)
- the convenience of the plot / can only be taken once / taking this advantage will ensure that the most thoughtful countess and the symurgy don't pay much attention to your actions, as there were already states of mind in their plans, unless you don't violate them directly. (- 1 Character Points) discover that you are stuck in an imaginary world, even using powers.
- secret den / can only be taken once / you are given access to a hiding place in a secret location. only you know where it is and how it happens. this secret den will contain everything you need for your line of work. its size and the number of people it can host depends on how large your owm team is. (- 2 character points)
- the voice in my head / can only be taken from one time / condition incompatible with the dead witch fragment. the connection to your brain using your fragment is strange and unique. this advantage is communicated in two ways between you and your fragment, which means that your power can speak to you directly, giving you advice among other things and vice versa. communicating with something like that won't be easy, though. (-2 Shard points)
-noctis cape / for one reason or another, your power has some side effects that are unrelated to its main purpose. you no longer need to sleep and instead reproduce the events of your past in a perfectly detailed way. in addition, you may remember the flashback of entities that cloaks see during trigger events and then immediately forget about regaining consciousness. (-1 Shard points)
- budding fragment / can only be taken once / incompatible dead witch fragment condition. acquiring this advantage will do so so that your fragment is only sprouted by another parahuman. Usually this means that you live in a family of cloaks with powers similar to yours, vasically giving you some supplements that you can't design yourself. useless if you are a drop-in. since retroactive benefit is not obtained. (- 2 Shard points)
- Blindspoot / can only be taken once / you are given protection from all possible future visual powers, making you substantially invisible in preconfigured simulations. this also includes immunity to the powers of the simurgh or to the countess' path to victory, although she may still find an alternative solution. (- 3 character points, -4 Shard points)
-Resources / cannot choose more than three / can be taken multiple times / For 1 point each you can have the following. Access to the real power of Batman: money, you have millions in your name and you will hardly lose everything, normally from how you spend it. So all the money can't buy everything, after all connections are important too, after all if you know the right people you can keep all the strings to dance away at anyone at your own pace. But then, who could forget the power of people, instead you have the support and support of people, even if you may not know your true face, they will fanatically support you. Or maybe you would like a little bit of each. (- 2 character points)
-Genius / cannot choose more than three / can be taken multiple times / You are a certified genius in almost all mental abilities, an expert in almost all subjects, hacking the pentagon is a normal Tuesday for you, in 20 languages and you invented others for bullshit and giggles. Hang your hat with the likes of Einstein, Tesla, Da Vinci and Feynman. For -2 you may not be able to make real tinkering technology but you are close enough, we see those CERN balls blocked blocked your requests for funds when you burn their suitcases with combustible lemons! Steam powered Mecha too, no reason you thought they were cool to make. For-3 you become a genius to the caliber of Tony Stark, if you work hard you can become Iron-Man of Worm, with all the toys and advantages involved. (- 2 character points)
- Heroic Resolve / can only be taken once / Your will is unbreakable. Keep a clear mind under duress, capable of continuing through a paralyzing and continuous pain even if it means carrying the crushing weight of the world on your shoulders. Any attempt to influence or control is ridiculed or ignored, as it finds no purchase on your impervious rating. You do not bend, you do not bow, you are an unstoppable force, that your body would be destroyed, however you would continue uninterrupted. In Skitter mode this advantage does not reliably protect against main power. (- 2 character points)
- Alt-power / required conditions the insertion / can be taken only once / this advantage gives you to replace your choice. you will take their place, gaining their body and starting position, but their power group is exchanged with your young people and the story will be retroactively adapted for that fairy. (- 1 character points, -1 Shard points)
- negentropy / redundant condition of perpetuity / can be taken alone / your fragment is a vertex of entities, the solution that tries to prove it all this time. it breaks the laws of thermodynamics and will exist for all eternity, completely ignoring entropy. if your powers are granted in a form of immortality, it will theoretically last forever. the source of your power will never run out. (- 5 character points, -5 Shard points)
-The Outsider / conditions required Drop In / You have been endowed with the power and knowledge of a character or race from a different series. Comics, anime, literature, as long as the character and his abilities are told, they are feasible. In terms of strength, although you may be strong but it's nothing exceptional by Earth Bet standards. If you choose a stronger character, his abilities will weaken accordingly. If the character's powers are connected to an external force, they work to function as needed, although some exploits may become impossible to use. (The character's abilities use the use of a technology that the character cannot produce on his own, you will be able to create and maintain the required technology. (- 10 character points, -10 Shard points)
GIFTS: along with your normal benefits and powers, also a special gift along the way. these "meta" gifts cannot be really useful to help in a fight, as they can really be used to help in a fight, since they are meant to help from the outside. choose one and only one of these gifts, unless your previous choices forbid you to take one in the first place. use the strongest theme you want, but remember not to break the fourth wall and stay in the character.
- Metaconoscenza
- Relevance of the plot
- Interlude
- Second chance
- Fail-safe
- Reward
POWER: all power can be divided into 12 classifications according to nature and assistance. You are not limited to a single classification and you can order the powers among the various. All the powers of each of them. All powers have a second updated version, which you can get if you previously purchased a related benefit. If you purchased a second trigger once and not multiple times, you can only apply one of your powers instead of all. You cannot choose more than 3 powers unless you have paid an advantage or chosen a path that increases this limited.
• MOVER
- Jump (-1 Shard points) [You can jump up to 50 meters high. You will no longer take any damage from falling. Your speed when jumping is always the fastest potential you could have when you fall.
Second trigger. You can double jump, increasing your biggest potential jump to 100 meters high.]
- No Clip (-2 Shard points) [You are given the ability to walk through walls and other obstacles in your path. You are unable to walk through living things and force fields. Weapons and bullets hit you.
Second trigger. You can cross people, force fields and other similar barriers. You can let weapons and bullets go through you without damage if you focus hard enough]
- Remote transfer (-2 Shard points) [You can teleport any object you hold in your hand to any place you have ever gone to anywhere you have ever seen. You cannot use this power to transport living things or objects larger than you.
Second trigger. You don't have to keep an object you want to teleport. You can carry any item you've ever seen as long as you remember where it is]
- Flight (-3 Shard points) [You have the possibility to fly with the maximum possible speed or 120 km per hour. You don't get tired when you use its power. You cannot use your flight to leave the atmosphere and enter orbit.
Second trigger. The maximum possible speed is increased to 350 km per hour. You can fly into space and gain temporary subpower if you do, which prevents you from being damaged by it.]
- Beacon (-5 Shard points) [you can set points and teleport instantly at any time. These points will expire 24 hours after setting. You are not limited in their number and you can choose which one you want to use, but you get tired faster if there are too many.
Second trigger. Don't get tired anymore when too many points are active, their deadline limit is increased to 1 week]
- Blitz (-5 Shard points) [You are able to run in a straight line to an object in your line of sight at the speed of sound and then stop immediately once you are in front of your target. However, facing from one target to another in a rapid secession is very tiring.
Second trigger. You can ignore any obstacles that would prevent you from hitting the target in a straight line. You never tire of abusing this power.]
- Flashing (-7 Shard points) [You can teleport to any location in your sight or through accurate images of real world locations and live camera feeds. The items you are carrying and the people who are ruffling you will also be teleported. Impossible to teleport inside solid objects,
Second trigger. You can teleport within people and teleport them, but you will need to focus and concentrate to do it.]
- Summon (-7 Shard points) [You can teleport anyone who has already seen in person to your position. What you are trying to summon might try to resist your CSL, but you can force it on them if you keep trying long enough. Limited to 5 calls per day.
Second trigger. You are no longer limited in the amount of calls you can make every day, your call cannot be resisted.]
- Offscreen Travel (-10 Shard points) [As long as you are not observed by anyone in any way, you can teleport to any place where at the moment. Instinctively you know where you can teleport. The radius of action is 10 km.
Second trigger. You no longer have to be unnoticed to teleport, but you still have to remain unseen at your destination.]
- hyper Speed (-10 Shard points) [When activating this power, you will be able to do it so quickly, time will appear as if it were still. You can't punch with infinite power that can influence the world. It lasts 1 minute, the recovery time is 15 minutes.
Second trigger. This effect can last as long as you want without repercussions, but you still have a recovery time, which increases proportionally]
- Planewalk (-25 Shard points) [You are able to transport yourself and everything you are touching with another alternative Earth that you know or random if you wish. You can also enter the size of the pocket and the like if you know their existence.
Second trigger: you can find and insert private dimensions of Entitir and fragments, as well as worlds protected by interdimensional travel]
• SHAKER
- Pocket Room (-1 Shard points) [You have access to a private reduced size where you can store any object for an indefinite period of time without passing the time that influences them, You can instantly recall any object outside that pocket room every time you wish.
Second trigger. You can keep the living beung in your pocket if you have their consent. Just like your articles, they won't feel the time go by]
- Barrier (-2 Shard points) [You are able to instantly increase a defensive force field. It will block any physical attacks, but it only covers a small area around you and you cannot move while you are projecting the barrier.
Second trigger. Your barrier now covers not only you, but everything nearby in a sphere with a radius of 10 meters. You can move slowly with the barrier up.]
- Sound Control (-2 Shard points) [You have the possibility to control the sound waves within a radius of 50 meters. Although it is not possible to extract sound from nothing, it is possible to make existing waves disappear into nothing and control how and where they will spread.
Second trigger. You can increase the intensity of the sound and change its frequency.]
- Omnicombustion (-3 Shard points) [You can set fire to anything that is not living within your view, even if it is unable to burn normally, but in this case the target objects will not be consumed by the fire and the process will win 'last long.
Second trigger. You can control the spread of your fire and you can burn other living things, including humans.]
- Stark Winter (-5 Shard points) [You are able to turn water and even air into your view into solid ice in seconds. By using a little creativity in the way you spread the ice, you will be able to build things.
Second trigger. You can instantly transform huamns and other living things into ice by affecting the water and air inside their bodies.]
- Insomnia (-5 Shard points) [If someone falls asleep within 10 km, you will know it, including who they are and what they are dreaming about. You can prevent certain people from falling asleep or waking up from their drewam if you don't allow it.
Second trigger. People generally tend to want to fall asleep the closer they get the closer they get to you. You can manipulate their dreams and interact with them there]
- Time bubble (-7 Shard points) [You can slow down time within 10 square meters up to 10% of its normal speed. You will never be affected, even if you are in the area. This effect lasts forever, but you can only have one similar bubble at the same time.
Second trigger. You can also completely freeze time for anything in the area, but this effect will only last for 10 minutes.]
- Gravity check (-7 Shard points) [You can temporarily change the gravity in an area with a radius of 10 meters. You can change it in the range from 10% to 500% of the original power. You can also make the makean object have its own concentration of fire on a single target instead of an area.
Second trigger. You can specify the type of objects you want to hit with your gravitation. You can no longer be influenced by all the effects of gravity manipulation, including yours.]
- Infinite Treasury (-10 Shard points) [You can create any physical object that you can imagine from nothing, but you have to be able to understand, but you have to understand how it works to do it. The created items will last until you ban them back. you cannot have more than 1 ton of material at the same time.
Second trigger. It is no longer necessary to understand how the element works in order to create it, but it must still be something that already exists. ]
- Atmosphere control (-10 Shard points) [You are able to control the wind direction and air pressure whenever you want. This power also allows you to influence the local climate and climate and to arm the atmosphere against your enemies.
Second trigger. Your level of atmosphere control allows you to increase the climate anywhere in the world.]
- Ultimate Luck (-25 Shard points) [Unlike most luck-based powers, you are not only guided subtly towards the optimal future in your short-term decisions as during combat, but also influences reality on a large scale scale to ensure success in every possible scenario.
Second trigger. Your power can influence anywhere in the world to assist you. The only bad luck that can happen to you is what was a necessary requirement for good luck to come]
• BRUTO
- Peak condition (-1 Shard points) [Your body functions are always set to the maximum limit of the human condition. You are strong, agile and fast as professional athletes without the need to maintain this form through training and similar reactions.
Second trigger. You also have infinite resistance, which allows you to never get tired, as well as perfect control of the functions of your engine.]
- Vampirism (-2 Shard points) [Whenever you fight someone in the melee range, your body will slowly regenerate for all the damage you're doing to your opponent. However, fatal attacks won't cure you under precarious conditions.
Second trigger. As long as you are fighting, your strength and speed will slowly increase. This effect will not last after the battle ends.]
- Mountain (-2 Shard points) [Your body will not be damaged if you do not move and stand still. You can still be pushed by the strength of the imppsct, causing this effect to stop, but initially you will ignore the damage of the attack that made you move.
Second trigger. With a little concentration and concentration, you will no longer be moved by any external force that remains perfectly still.]
- Do You Even Lift (-3 Shard points) [You can lift any weight less than 5 tons with ease. You are as strong as you have to be to lift the object in question, but only while you are lifting it. Once dropped, you will be as weak as you were before.
Second trigger. The limit has increased to 10 tons. Also, when lifting objects, you get additional speed and durability.]
- Sharing Damage Sharing (-5 Shard points) [Whenever you take damage, it is instead shared among all people within 15 meters of you, including the attacker if it was inside you, you still suffer your share of damage , which will be smaller the more people around you.
Second trigger. Also, your attacker will always be hit with all the damage from his hit, no matter how far he was.]
- Personal force field (-5 Shard points) [You have an attacked passive force field that allows you to ignore any damage. However, the force field will shut down immediately after taking a hit, no matter how weak it was. It will reappear in 30 seconds.
Second trigger. Your force field no longer disappears if the force behind the shot was weaker than a bullet impact]
- Training Montage (-7 Shard points) [You quickly become stronger as you train. There is no limit to the strength you can get, as long as you continue to train and find a way to overcome your limits during this workout. This effect is temporary and will begin to wear out when you stop exercising.
Second trigger. The strength gained during training will not begin to disappear after stopping for at least a few days.]
- Rocky (-7 Shard points) [The more you get hit and hurt, the stronger you will become. This does not heal your wound, but you will be able to sustain longer while in this empowered state. This effect will disappear in 24 hours, leaving you weak and injured.
Second trigger. Your increase in strength is permanent, but you will still have to find a way to heal your wounds later]
- Regeneration (-10 Shard points) [You can heal almost all wounds in several minutes. As long as at least one of your bodyparts is intact you can regenerate your whole body. You no longer need to eat, drink or breathe.
Second trigger. Your wounds heal faster than people can use them with conventional means. You don't get old anymore.]
- Invulnerability (-10 Shard points) [You are able to make your body completely invulnerable to any type of attack by giving yourself infinite inertia for the duration of 10 minutes. you will not be able to turn on this power for the next 5 minutes after it is cast.
Second trigger. You can remain invulnerable for up to 24 hours and deactivate this state at will, but the recovery time will be increased proportionally]
- Broken Limiter (-25 Shard points) [You are invincible and invulnerable. You can absolutely ignore and shake off all physical attacks and most supernatural ones. You have immeasurable reflexes and strength, allowing in one punch.
Second trigger. In case you encounter something or someone who can resist your normal attacks, you can use a serious punch to wipe out anything.]
• SWITCH
- Immunity (-1 Shard points) [Your body is now immune to the effects of temperature and heat. Do not burn anymore and you will remain unharmed when you are in direct contact with the acid. This power also prevents you from getting sick of any disease and from being poisoned.
Second trigger. Your power now also makes you immune to the effects of electricity and any radiation.]
- Elasticity (-2 Shard points) [Your body is supernaturallt elastic and flexible, allowing you to stretch and expand it as you want. You are as hard as you want. You are hard to hurt from this effect, but it is still possible if your enemy applies enough force.
Second trigger: your body is now able to imitate rubber and its functions. You are invulnerable to many normal attacks and can bend your body to adapt to multiple shapes.]
- Trance (-2 Shard points) [When you fall asleep, you can separate yourself from your body and walk like a ghost until you wake up. You can't influence the world around you, but people won't be able to see you too.
Second trigger. You can fall into a trance at will. Your ghost can interact with the world around you and use other powers, but it becomes somewhat visible when it does,]
- Shrinkage (-3 Shard points) [It is possible to move to 1 cm and regrow at will, violating the law of the square cube. Your strength decreases proportionally, even all the objects you are wearing, including your clothes, are affected, but they do not work on the people you are touching.
Second trigger. You will remain as strong as originally in this restricted state. Reduce other people too, but they will grow again in 10 minutes alone.]
- Shroedinger (-5 Shard points) [You have the possibility to perform multiple actions simultaneously on a quantum level. You are limited to 10 actions at the same time and all must be blocked in the same single point in the space where you are.
Second trigger. You can also put yourself in a state of overlap, allowing you to find yourself simultaneously in many different places.]
- Mirror, mirror (-5 fragment points) [You are able to enter the 'mirror world' through any reflective surface. The changes you inflict on reflections will also appear in the real world. If the medium you used to enter the reflection is broken, you will reappear in the real world.
Second trigger. You can jump from one reflective surface to another without having to leave the "mirror world". You can also use uniform reflection in the eyes to access it. ]
- Time jump (-7 Shard points) [You can carry 5 minutes in the future or in the past. There you can interact with your future or past self. After 10 minutes, your alternate self will merge with you. If either one dies or dies so far, both of you will perish.
Second trigger. You automatically join if one of you dies and there is no 10 minute limit. But none of you will be able to use this power again until you join.]
- Machine Spirit (-7 Shard points) [You can take control of the machines by owning them and travel long distances via the Internet, if the machine you own is destroyed, you will return to your previous form completely unharmed.
Trigger Seceond. You are no longer limited to electronics and can own other untreated objects, but your control over them can vary. ]
- Komnenos (-10 Shard points) [You can instantly reverse any action or effect of power done to you or you back in nothing and instead send it back to a distant future - up to a month ahead in time. You can decide when to bring them back to reality and in what quantity.
Second trigger. The delayed negative noises that have been made to you will now be halved when reconnected. Minor and insignificant things can be completely lost in time if you wish.]
- Respawn (-10 Shard points) [You have 5 additional additives. Your lives will fill up every day after being spent. When you are killed, you will reappear in the nearest safe place immediately afterwards, naked and completely unharmed. Heals all wounds after death.
Second trigger. Your lost lives now recover every 6 hours of transition instead. Also revive with a copy of your clothes.]
- Perpetuance (-25 Shard points) [Your body has properties of a black hole, which allows you to control your mass and gravity, as well as influencing the flow of time near you, but you must consume matter or energy to use it. You have control over the intensity of your power.
Second trigger. You no longer have to consume anything to sustain your power, entropy has no control over you. You are now immortal.]
• MASTER
- Protocols (-1 Shard points) [You can set a master effect to perform any activity on autopilot if you create a mental script for it in advance. Any number of protocols can be set for any possible activity. The quality of the performances depends on the completeness of the script.
Second trigger. Your scripts will overwrite the main effects of other masters, allowing you to stop checking if you are dominated.]
- Mirror image (-2 Shard points) [You can create a couple of ghost copies of yourself, which will follow your mental orders. They look exactly like you but cannot influence the world around them. Ghosts disappear 5 minutes after creation.
Second trigger. Your ghosts will now be able to influence the world around them and will be able to use your other powers.]
- Technopathy (-2 Shard points) [You can control electrons from a distance within 100 meters of yourself through thought. It doesn't work on tinkertech. You can also cause the spontaneous breakdown of technology without visible damage.
Second trigger. Your power can now be used on technology created by tinkering. The range is extended to 1 km.]
- Lawgiver (-3 Shard points) [You can set restrictions for people who will follow. Laws must be simple and short. If your laws lead to the death of any type or other orders from you, they will be opposed. You cannot have more than one restriction per person.
Second trigger. You can set any number of laws per person, but you still cannot limit them to obey you.]
- Suzerain (-5 Shard points) [If you make eye contact with someone, you will be able to transform this person into your absolutely faithful servant, even if he still has his will. This effect is permanent and cannot be broken. You can only have one servant at a time.
Second trigger. There is no need to make eye contact, just see your lens everywhere, even a photo is enough.]
- Animate Constructs (-5 Shard points) [You can form objects inamiti to your sight in automations that will follow your mental commands. They are humanoid and cannot be bigger than a car. They will fall apart in a minute if not at your sight. It cannot be more than 10.
Second trigger. It is no longer necessary to keep a constant observation of your car in order not to fall apart. You no longer have a limit to how many you can do with it. ]
- Stand (-7 Shard points) [You can summon a projection that has its own powers. You have 10 points to spend on his powers, he cannot have Master, tinker, Thinker and Trump powers. It will have a more or less humanoid appearance that is set to be summoned first.
Second Trigger: Your projection will have the version of the powers of Second Trigger.]
- Destiny Weaver (-7 Shard points) [You can see all the vague potential futures of people in your line of sight for 12 hours and choose which of these futures will happen by subtly influencing their decisions in points of divergence. Your actons are not included or seen.
Second trigger. You can use this power on yourself, you are no longer your blind spot for your power.]
- Replica (-10 Shard points) [You can create your own permament clones that will follow your verbal commands. You can't create more than one clone per week, you can't have more than ten. Clones have all your powers, but they cannot replicate.
According to Trigge. You are no longer limited to the total amount of clones you can create.]
- Enthrallment (-10 Shard points) [You can have complete control over whoever is within 10 meters of you. Your control will last as long as you don't want it or until your slap is knocked unconscious. You cannot take control of more than 7 people.
Second trigger. You can have any number of people under your control simultaneously.]
- Bringing End (-25 Shard points) [You have control of the permament on your personalized Endbringer. It will follow your mental or vocal orders from anywhere in the world and has a will of its own, it can act semi-independently. Switch to the Endbringer Paath panel to design it.
Second trigger. Also take control of all the Endbrungers that exist right now. You can no longer suffer the defect of Endbringer Target.]
• TINKER
- MacGyver (-1 Shard points) [You are able to build various multipurpose gadgets with improvised materials. The things you create in this way can have a variety of purposes for any type of technology, as the technology will always be quite low.
Second trigger. You are thinking that you attempted to copy the effects of other tinkering into your improvised gadgets, even if the results will never be even half of the deceptive ones.]
- Repair (-2 Shard points) [Your specialization is focused on the repair of broken electronics and their correct maintenance. This also includes creations from other tinkers, but you will never be able to rebuild them, just work with what you have.
Second trigger. You can improve and update existing technology, including tinkertech, even if you still can't cancel it yourself]
- Radar (-2 Shard points) [Detailed information is provided on the design of various futuristic detection and observation devices. With the help of your technology you may even be able to monitor the situation anywhere in the world without needing to be these.
Second trigger. Your detection systems will be able to see through most foreign effects easier and more effectively than anything else.]
- Small Arms (-3 Shard points) [You specialize in the construction of various firearms that barely exceed a few decades in the modern era. Your future tech weapons will still use kinetic ammo instead of energy-based ones or so.
Second trigger: you can create weapons from the future future, which includes railway guns, lasers and similar futuristic things.]
- Increase (-5 Shard points) [Your specialization is focused on the increase and the realization of different updates for human bodies. You are able to replace limbs and most thr organs with cybernetic implants.
Second trigger. Your level of empowerment allows you to escape the boundaries of the flesh and transfer intolerances to human consciousness.]
- Armored Warfare (-5 Shard points) [you have several different designs in your mind for a multitude of types of armored fighting vehicles, which you can build. This includes tanks, self-propelled artillery and so on.
Second trigger. The designs in your mind are of futuristic origin, they have been at the forefront of the current level of technology for at least 40 years.]
- Fortification (-7 Shard points) [Your specialization gives you an idea of building buildings from simple houses to entire high-tech impregnable fortresses.
Second trigger. You know how to best incorporate the work of other tinkers into your fortresses and how to protect them from other leaders.]
- Robotics (-7 Shard points) [You are tuned to create projects for androids, mecha and other various types of robots, as well as giving the possibility to implement them in reality. Constructs can be programmed to function autonomously for some time.
Second trigger. You are able to create a real AIS, but that will have a very limited scope and cannot be included in any other area besides robots.]
- Genetics (-10 Shard points) [Your specialization is based on genetic engineering - by manipulating the genome of any organ, which allows you to do a multitude of things, including cloning, creating mutants or people who modify genetically.
Second trigger. Your level of bioengineering allows you to create completely new life forms out of nothing apparently.]
- Nanomachines (-10 Shard points) [You specialize in the construction and programming of microscopy machines. Depending on what you want from them, they will have different purposes and applications.
Second trigger. You can create a gray sticky substance - a swarm of nanites that consume everything that will have your total control.]
- Wavelength (-25 Shard points) [Obtain the specialization of the original HEro, the first tinker, which is based on manipulations of the wavelength, similar to the power used by the entities. This has very large applications and your power has very few limitations.
Second Trigger. You can really replicate any other tinkering work as long as you adapt the design to your wavelength specialization.]
• BLASTER
- Infinite Ammo (-1 Shard points) [Whenever you run out of ammo for any ranged weapon you are using, you will instead launch a transparent ghost version of it. His is infinite and effective as it was original.
Second trigger. The pPhantom ammunition used by you will attempt to reach your target on your own, working as homing missiles.]
- Boomerang (-2 Shard points) [If you throw an object, it will always return to your hands. The thrown object will continue to accelerate slowly when flying backward. You can always eat it easily without hurting yourself. It will keep flying back and forth if you don't eat it,
Secondary trigger: you can set a trajectory that will follow the element. Can move in a curved line to avoid obstacles,]
- Get Over Here (-2 Shard points) [You can throw chains out of nowhere that will draw your target towards you or simply hold them. These chains generally work automatically, you just have to orient them in the general direction of your goal.
Second trigger The chains cannot be broken with brute force. will always have enough strength to hold anyone, no matter how strong they can be.]
- Bullet Hell (-3 Shard points) [Mark any person or object. As long as you can see your target, the light rays will be created in a spherical radius of 10 meters from them and will shoot in their general direction. You can check how destructive they will be,
Second trigger. it is no longer necessary to see the target for the rays to automatically shoot at them, it will continue to happen until you choose another target or cancel their sign,]
- Chain Lightning (-5 Shard points) [You can summon and throw a lightning bolt that will spread from target to target, up to 10 people per shot. The strength of this nolt will weaken with each target that passes and its total strength depends on you.
Second trigger. The strength of your lightning now increases with each target instead of weakening. There is no limit in potential targets per hit, as long as they are still close]
- Reference point search system (-5 Shard points) [You can mark people within your line of sight and see their contours even through the walls. When you have at least one target marked in the fireballs that move behind them in their direction.
Second trigger. You can decide when to start releasing your fireballs and they will reach their goals by avoiding and dodging any obstacles in their path.]
- Voodoo (-7 Shard points) [Using clay figures, paintings or just someone's photos, you can influence what it looks like by interacting with it. The severity of the injuries you can face depends on the accuracy of the items used. Your target must be within 10 km of you.
Second trigger. You can do more things by using items for your target, such as puppets, inflicting minor curses of bad luck, and so on. You no longer have a distance limit.]
- Temporal Blast (-7 Shard points) [ ypu csn beams of light that will reach their goal in the past and retroactively injure them in the present. You have to target where your opponent was previously to hit him: the more in the past, the less damage you dealt.
Second trigger. You will do kow if your beam reaches its target. The amount of damage dealt no longer depends on the weather and is instead decided entirely by you.]
- Sting (-10 Shard points) [You gain the power that ENTITIES use when fighting with themselves - you can create and shoot a bullet that can go through all possible dimensions simultaneously, possibly interrupting the work of fragments and some powers.
Second trigger. Your bullet will fly at the speed of sound once released. You can have it ignore specific objects or dimensions and go to a specific point.]
- Telekinesis (-10 Shard points) [You are able to mentally tie, move and apply the starting pressure to the object within your line of sight. You cannot use it on living beings or objects with a mass greater than 10 tons.
Second trigger: you can use your skill to influence living things and manipulate objects with a mass of up to 100 tons.]
- Causality Reversal (-25 Shard points) [You can create and launch a projectile, which will be able to reverse cause and effect. As long as it is cast, it will always reach and punch its target, regardless of roughness, It cannot be deogened or blocked in any way
Second trigger. Your bullet is guaranteed to kill its target by destroying their hearts, even killing endbringers and entiteis, targeting their core and their true bodies.]
• THOUGHT
- X-Ray Vision (-1 Shard points) [You are able to see through obstacles. This power can work selectively, as it allows you to decide which specific object you want to see. It turns on and off at will.
Second trigger. You can switch infrared X-ray vision, heat vision and so on at will and back]
- Expertise (-2 Shard points) [Immediately obtain the skills necessary to use any object in your hand or use a machine. However, you will immediately lose the skills purchased if you stay in touch with the item for which they are required.
Second trigger. Your power is enhanced to the degree of omnipresence: you no longer lose your skills and you don't need an object entirely]
- Presence (-2 Shard points) [Your power gives you a superhuman awareness of the environment. You will be instinctively aware of any significant action that occurs within a 35 meter radius of you.
According to Tarigger. Your ranger has increased to 1km and you can increase your level of awareness at will.]
- True or false (-3 fragment points) [You can ask your power a "yes or no" question that any non-thinker may not answer. the question must have a clear answer and cannot be used to predict the future. You are limited to 5 questions per day.
Second trigger. You no longer have a limit on the amount of questions you can ask each day. Unclear questions will be answered if they lean towards yes or no.]
- Perfect Mind (-5 Shard points) [You are able to remember and recover many events in an inhuman way well after tiny degrees of experience. New knowledge can be acquired and processed at a much faster rate. Also you can speed up your thinking at will.
Second trigger. Your power now further improves your general intelligence level. You are a true genius.]
- Retrospective (-5 Shard points) [Allows you to see a vision of any event, place or person in the past, but when using it you must have the object of your vision in your view. The more you look into the past, the more difficult it will be to concentrate.
Second trigger. It is no longer necessary to personally see a place or person whose past you want to see.]
- Glimpse (-7 Shard points) [You can see up to 5 seconds in the future. Allows you to predict your actions during "what if" scenarios. It will passively activate itself in the event of death or injury. Timp doesn't go into reality while you use it.
Second trigger. Your field of vision has increased to 5 minutes in the future.]
- Rear view (-7 Shard points) [Get an instinctive knowledge of what consequences, in the short or long term, you will have your actions, but only after they have already been done. Also you can know which events led to your current situation.
Second trigger. Your power now also works on other people's actions, including actions and events you haven't directly witnessed.]
- False telepathy (-10 Shard points) [You can guess the thoughts and even the subconscious intentions of the people around you with 99% accuracy. Since this power works by precognition, your only vulnerability is blind spots. It does not require focusing, it works completely automatically.
Second trigger Your range is no longer limited to your view and can be increased up to the entire city if you concentrate enough.]
- Save and reload (-10 Shard points) [Power based on precognition that allows you to "save" at any time and then to "reload" it whenever you wish. Receive an automatic save every 24 hours since your last save, overwriting it. Power will stop working if a blind spot is encountered.
Second trigger. You have 3 different save slots instead of just 1. You can decide which slot will overwrite your autosave]
- Path to Victory (-25 Shard points) [Precognite power that allows you to see the steps you need to take to be successful in a certain task and perform to be successful in a certain task and perform them perfectly. You will know every step and why tske is needed. You can recall routes as a way to instantly get information.
Second trigger. Endbringer, Entity and trigger events are no longer your blind spots and can be included or targeted in your paths. ]
• STRIKER
- Shock and Awe (-1 Shard points) [You can cause disorientation and short-term shock when you are in direct contact with someone. The stronger the attack you are targeting your victim, the greater the effect.
Second trigger. Your punches are able to electrocute your opponents. Depending on the amount of force in your shot, it can cause death.]
- Revenant Blade (-2 Shard points) [you can summon a transparent weapon of your choice. You are not limited in the amount of things you can summon, but any weapon you have projected will disappear after a few minutes.
Second trigger. Attacks made by these weapons can circumvent armor and other defenses if you wish.]
- Vector Push (-2 Shard points) [You can push objects and people you touch in any direction you want with the maximum speed they can move on their own or the fastest you can make them move.
Second trigger. Punching objects amplifies this effect. You can change the direction of the touched targets as they move.]
- Quality Assurance (-3 Shard points) [any object you touch will become indestructible and indestructible as long as you stay in direct contact with it. The moment you no longer touch it this effect turns off.
Second trigger. This effect will continue to last for a few hours even after you are no longer in direct contact with the object.]
- Overwriting time (-5 Shard points) [With a touch. you can transport your target's mind from the future 24 hours to the present. It won't work if they die in the future. It is not possible to work on the same target again for 24 hours. You can't use this effect on yourself.
Second trigger. Now this power works at will and can also overwrite bodies of your targets. You can decide how far you want to go in the future.]
- Paralysis (-5 Shard points) [You can paralyze whoever touches. A short touch paralyzes only a bodypart, while prolonged exposure does so to the whole body. This effect can last up to an hour. It does not work on targets with an unconventional nervous system.
Second trigger. Your paralysis lasts until you fall asleep or lose consciousness. You can remove the effects of paralysis by touching the target again.]
- Accelerated decay (-7 fragment points) [At will, you can accelerate the decay of any non-living object you touch. The speed of this process depends on the mass and size of the target: a phone takes a few seconds to turn into dust, while a building can take up to an hour.
Second trigger. You can target living things and speed up their aging, but the process will be ten times slower.]
- Surgery (-7 Shard points) [By touching the wound of someone or anyone else, it will be possible to transfer it with a second touch. If you don't do it in 1 hour after the first touch, the wound is transferred from the "cache" to you instead of dead bodies.
Second trigger. The time limit has increased to 24 hours. You can keep as many lesions in your "cache" as you want, sort and decide which ones will be transferred.]
- Combo (-10 Shard points) [Your melee attacks become stronger in geometric progression the longer you attack the same target without stopping. You must continue hitting your enemy with pauses no longer than 5 seconds between attacks to use this power.
Second trigger. The combo never resets. You can fight against the same opponent years later, and you will continue where you left off the last time you fought.]
- Body Swap (-10 Shard points) [You can exchange bodies with anyone you touch for 24 hours and you cannot use this power during this period. If you change with a cloak, you can use their powers, but yours don't stay in your old body and aren't transferred.
Second trigger. Body swapping is now permament. if you switch from one cloak body to another, their powers remain there, only your initials are transferred.]
- Death Perception (-25 Shard points) [You can see the lines of death on everything around you, including people, fragments and even Entities. You can cut them regardless of a clean cut along the line or even conceptual of the egg.
Second trigger. You can also see the lines of death on abstract concepts.]
• CHANGE
- Cosmetic Shapeshift (-1 Shard points) [Your appearance is shifted towards what you would consider attractive and beautiful. It doesn't affect your gender. It is a one-time change. It is not necessary to keep this form, as you will always be fine.
Second trigger. You can customize your look however you want once a day, including gender change, but you will never be able to copy someone else's appearance.]
- Razor Hand (-2 Shard points) [At will, you can turn your hands into absurdly sharp claws, which can easily cut even through metal or stone walls without ever being damaged by their impact.
Second trigger. Your claws are now able to cut things on a molecular level, allowing you to influence any material.]
- Stone Skin (-2 Shard points) [You can transform your skin into a tate that resembles a combination of stone and metal, which has enough strength to protect you from bullets. You will move twice as slowly while in this state.
Second trigger. Your whole id has turned into this state instead of just your skin. You never slowed down.]
- Elemental (-3 Shard points) [You can transform yourself into a being of pure fire, water, air on any combination of them, acquiring their properties and associated skills. In addition, you will be greatly enhanced by the chosen item.
Second trigger. You can transform into any material that is close to you and also get its attributes. You and also get its attributes. You can walk through the chosen element or material.]
- Animorph (-5 Shard points) [You can transform into any type of animal that is bigger than a mouse and smaller than an elephant. You will keep your other powers in these forms and you can return to your normal human form at will.
Second trigger. You can transform into any living thing that is not a microorganism. It is not necessary to become human to change animal form.]
- Survival (-5 Shard points) [You can force your body to adapt to any lesion you receive, even usually fatal. Your organs won't regenerate, but you can rearrange yourself so that you can survive without them for an indefinite period of time.
Second trigger. You will remain conscious even if your body is truly dead. you can walk and keep it working your body isn't damaged enough to stop it.]
- Consumption (-7 Shard points) [You can create various enhancements for your body by consuming other non-living organic matter. You are what you eat, so you can get the attributes of the things you consume. You can't eat Endbringers.
Second trigger. You can now consume inorganic matter to obtain its properties, but your other two limitations are still in place.]
- Mist Shift (-7 Shard points) [You can transform yourself only some specific parts of your body into black semi-solid misty substance. You can condense it into clothing, armor or melee weapons. enemies cannot cut through the fog if you completely transform into it.
Second trigger. Even clothes and objects in your hands can turn into fog. When you come back, you can turn any misty equipment into real things, if you've gained enough mass for it.]
- Infection (-10 Shard points) [You can decompose into a sticky substance stain that can contaminate other living beings and hide inside them without them being aware of it. You can take control of their motor functions and consume them slowly to heal yourself.
Second trigger. You can infect multiple targets at once and mutate them to make them stronger. As long as at least part of your sticky substance survives, you can reform it by feeding it.]
- Living Forest (-10 Shard points) [You are able to transform yourself into a gigantic black forest that covers most of the city. you will control every plant in it and spawn monsters to protect yourself. When you go back, the forest and its inhabitants will immediately disappear.
Second trigger. When you return to your human form, the most powerful and its monsters will remain. You can use it to further spread your forest.]
- Final module (-25 Shard points) [You can transform into an Endbringer-likr module at will. Switch to the Endbringer Paht panel to deselect this module. You are limited to one power and you cannot have any inconvenience. Your normal powers don't work in this form.
Second trigger. Your final form is now a true Endbringer. You are no longer limited to just the powers and you can take the inconvenience.]
• TRUMP
- power Sight (-1 Shard points) [You will be able to see the powers of other Parahumans and know what they are capable of, even if they themselves do not really know the true extent of their powers.
Second trigger. You can communicate with the fragments you see, influence them and unconsciously tune in to them.]
- Exchange (-2 Shard points) [You can exchange the powers of two other parahumans in your line of sight for 1 hour. Continuously exchanging the same power between multiple people increases the time limit.
Second trigger. The effects of your power swap are now permanent.]
- Copycat (-2 Shard points) [You always have a perfect copy of a power of a parahuman who is standing closest to you and is 5 meters from you or closer. You will lose this copied power immediately when its source leaves your beam.
Second trigger. Don't lose the copied power right away, it will remain under your control for an hour after its remaining origin beam.]
- Power Hub (-3 Shard points) [You can get weaker versions of powers of any parahuman within 100 meters as long as their sources remain within it. Acquired skills only work at 25% of their power and you need to understand how to use them.
Second trigger. Your range has increased to 1km and you will gain instinctive knowledge of how to use the acquired powers.]
- Counter (-5 Shard points) [You can reflect the effects of any power that you see coming or notice that is used against you. You have control over how you will reflect it, so you can use it to empower your allies or return it to its source, depending on your power.
Second trigger. You can decide how to redirect your powers beforehand. Once used, they will be activated automatically.]
- Fluctuation of power (-5 Shard points) [You can fluctuate the powers of other people when they are within a radius of 100 meters. You can power them up or debuff them in the range of 50% to 250% of their original power.
Second trigger. You can also focus on a specific person in your range and completely disable their powers or triple their production at the cost of not affecting anyone else. ]
- Unhard Shard Works unlimited (-7 Shard points) [Each time you watch someone else use a power, you get only one copy. You will lose this copy when you use it. Since you are limited to what you see, you cannot gain powers that cannot be seen directly because of their physical lack.
SECOND trigger. Your copies of the witnessed powers are now permament. You just have to see a power used once to get it.]
- Adaptation (-7 Shard points) [You will gain total immunity to any power that was used to you once. This does not work with purely cognitive powers, addressed to you indirectly or that influence you in a positive way. It doesn't influence you in a positive way. It doesn't affect your other powers.
Second trigger. You no longer need to be influenced by the powers to gain immunity, so you are immune to most of them from the star.]
- Paramount (-10 Shard points) [You can give yourself any non Trump power from this list which costs 6 points or less. It is possible to switch at will with another, but it is necessary to wait at least 15 minutes after having eliminated the previous power.
Second trigger. You can give yourself versions of Second Trigger's powers.]
- Kingmaker (-10 Shard points) [Yoy can bestow non-winning powers from this list to other people and remove them at will. You cannot empower more than 5 people at the same time and you only have 7 points to spend per person. You cannot empower yourself or other Parahumans.
Second trigger. You can give the version of Secon Trigger's powers to your goals. Which now includes other parahumans, but still not yourself. ]
- Shard Administration (-25 Shard points) [You can add or remove restrictions to any existing power, as well as change the way they function completely, as well as change the way they function fully, as long as it's still tied to the original purpose of the fragment . You can't change your powers or use them to create more.
Second trigger. You can also command the fragments to detach, destroy or distribute them to the people of your choice, to induce trigger events.]
• UNKNOWN
- Fale Death (-1 Shard points) [Acrimating this power will make everyone who knows that you are dead believe. It will continue to function until they see direct evidence that you are actually alive. Lying down and pretending to be dead is trivial.
Second trigger. Even after seeing you alive after simulating death, other people will initially still refuse to believe it and not act on it.]
- Recordless (-2 Shard points) [This power means that you can no longer appear on the camera or be recorded in any way. leave notrace on any electronic device. You look like an indiscernible blurred figure on photos and the like.
Second trigger. In addition to all the other effects, you no longer leave fingerprints or other real physical traces.]
- Who Was Phone (-2 Shard points) [You can impersonate any other person when talking on the phone or when using any other method of communication over long distances. You will know who you are impersonating, but you cannot use it to get specific information about them.
Second trigger. Ignore any electronic identification method when impersonating someone, making the caller ID useless and so on.]
- Fresh Identity (-3 Shard points) [Nobody will be able to recognize you once you have activated this power. People will not be able to connect with the person they remembered before naming yourself, whatever name ends. It won't work if you use it correctly.
Second trigger. You can mentally create multiple identities for yourself and no one will be able to connect them together.]
- Terra Incognita (-5 Shard points) [You can confuse and make people lose by targeting an area with a radius of yp at 1 km, which will cause anyone who enters it to forget the layout and direction of the area , making it appear foreign and unknown. This effect lasts for 24 hours.
Second trigger. You can make specific people forget the position rather than anyone who enters it. the potential radius has increased up to 10 km.]
- Crowd Blending (-5 Shard points) [When you are in the crowd of at least 10 people, your facial features and other physical attributes will seem to overthrow others as a combination of those of the people in the crowd. You won't draw attention to yourself while you're there.
Second trigger. You can create an illusory crowd of people who adapt to where you are.]
- Cloak (-7 Shard points) [You can become invisible as long as you are not observed, but this effect stops when you start interacting directly with other people, like attacking them or trying to communicate.
Second trigger. You no longer have to be unnoticed to make yourself invisible. This effect no longer stops if you don't want to.]
- Bluff (-7 Shard points) [People will always initially believe anything you say, but once a few hours have passed they will notice that you were bluffing. The more extravagant your story is, the faster this effect will break.
Second trigger. If your bluff makes sense, the effect will last until the enchanted prince finds direct evidence that contradicts him.]
- Masquarade (-10 Shard points) [You can choose any person in your view and appear to everyone like everyone else. This effect will stop immediately once you have signed up as. You can come back at will.
Second trigger. You gain cape powers when you impersonate them. Now you just need a photo or a recording of your target to use this power.]
- Oblivion (-10 Shard points) [You can temporarily erase a specific memory of a person with whom you are making eye contact, but this does not give you the opportunity to search for memories in their mind, so you are limited to what you know for yourself .
Second trigger. Clearing memory is no longer temporary and you can give people complete amnesia if you wish.]
- Observer (-25 Shard points) [You no longer exist in reality and you cannot be seen or attacked by anyone, including Endbringer, Entity and fragments. But you can still manifest an enviable ghost that can interact with the world anywhere on the planet.
second trigger. You can make your ghost visible to everyone or to specific people at will. You can create illusions about the use of any power.]
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SPECIFIC ROUTE: depending on the route chosen previously, different additional options are available. Each path includes a specific set of choices that you can make. Go to the panel dedicated to your path and select the choices you deem desirable. other characters, like your followers or enemies, also have access to this section, if they use it when they work.
{HERO
• Team: Choose a heroic team from the list below to join and fight alongside. Not available in the golden morning scenario.
- The Protectorate (you will join a local protectorate team, a government-sponsored superhero organization. For this reason you will be closely monitored by the PRT and will have to comply with the striet rules.)
- The Wards (The protectorate division for underage superheroes. They work similarly to the protectorate, but have some additional protections and duties)
- New Wave (Faniky-related team of superheroes who have decided to unmask and operate openly without separating their civil and chief identities. You must be related to blood to be a member of them)
- The Guild (Canada-based superhero team that focuses on international threats. They have high standards and their members can pursue the programs on their own.)
- Haven (independent and somewhat obscure group of Christian geros from the Bible Belt. The least powerful team in existence on this list, but there are no requirements to join thrm.)
- Other (for some additional costs, you may be able to choose a team not from this list or train your team just for you and your followers.)
• Advantages: choose one and only the following advantages. They are all free, but you can't get more than one.)
- FanClub (You will become a fan favorite and you will get your fan club. Your fan club will earn. It will be big enough and you will obscure all the other local heroes, even if you are not leading positions all over the world)
- Team Leader (You will be officially recognized as the leader of the local hero team. Even if its members are not your followers, they will be obliged to follow your example and do as you say)
- Safe identity (friends in high places or your superiors in the PRT department will provide you with a different, safer civillian identity for your age for free, if you are a Drop-In.)
- Company (This advantage will allow friendship to sprout even between the opposite sides. Your followers will now have a closer and friendlier relationship with you and may have a different path from yours (performed for Endbringer))
{villain
• GANG: choose one of the evil gangs in Brockton Bay to join and engage in criminal acts. Not available in the God Morning scenario.
-ABB (the main Asian gang that dominates the shrieks of Brockton Bay. Despite having very few royal cloaks, they are considered a threat equal to other gangs because of their power.)
-Empire 88 (Great band of white supremacites. There are a large number of parahumans in their ranks and they are one of the oldest factions in the city.)
- Undersiders (Gang of underprivileged teenagers who focuses on successful tactics, anonymously supported by a powerful behind the scenes sponsor. Considered small and weak.)
- Merchants (a small group of drug dealers and drug addicts. They control a territory, but only because nobody else wants it or doesn't care about them.)
- Faultine's Crew (Group of supervillains forgive. While these mercenaries will accept almost any job, they tend to be on the side that is against the law)
- Other (You can operate alone or form your own gang if you wish. Unlike similar "heroic" criminals, it is more attractive in this sense)
• Benefits: you can buy an advantage to help you determine your state's criminal. take as many as you want, as long as you can pay for thrm.
- Mooks [A number of helpless people promise their loyalty specifically for you, even if you are not the leader of your own gang. Their abilities and personalities can range in the range from innocent homeless orphans to experienced gangsters. It will be up to you to provide them and make sure they stay true] (- 2 character points)
-Money [You will have a large amount of money that has been given to you from the beginning. This Starting Capital 'will be large enough to allow you to fully support your own gang (or at least initially) for a while, or to live in relative luxury for the rest of your life] (- 3 Character points)
- Connections [You will have your network of contacts in high places, and even in the PRT and in the government itself. This will allow you to throw practically anything away if you play your cards right, but don't rely on this too much too often] (-4 Character points)
• FLAWS: you can perform a draawback if you do not have a stitch, even if it is not necessary. Do not take more than one form from this list.
-Dissonable [No matter if this is true or not, everyone will think that you have somehow broken unwritten relationships, making you a total outlaw among other outlaws too. This dishonor among thieves can be perceived as a valid reason for any other gang in the city that you unite against you, if you are strong enough to present a threat] (+ 2 character points, +2 fragment points)
- Birdcaged [You will be inserted into the Birdcage. The inescapablr prison for supervillains who are old enough not to be able to remain free. You can still explode if you think you are capable enough, or you can simply wait until Gold Morning occurs and you are given amnestically. Drop the soap] (+ 4 character points, +4 fragment points)
- Kill Order [Somehow, your crimes were so despicable and not tolerable that even the bird cage isn't good enough for you. A killing order is issued against you and every honest boss is now forced to use lethal force when he meets you. With countless head hunters after you when the whole world turns against you, how you will float] (+ 6 character points, +6 Shard points)}
{VIGILANT
• Wanted: Since you are an independent vigilante, you will be a constant pain for both heroes and villains. Choose which one will direct you the most.
-Antihero [You will focus more on discovering corruption in the ranks of heroes and fighting against their system] (+ 1 character points, +3 Shard points)
-Ambivalent [You will attack heroes and criminals indiscriminately, making you want to be dead or alive for all target parts] (+ 4 character points, +4 fragment points)
-Antivillain [You will devote your full attention to the trailers that uproot the bad guys that uproot the bad guys that plague your city by any means possible] (+ 3 character points, +1 Shard points)
• Equipment: normally guns and other types of firearms are a no for most items. However, you could also go all the way.
- Sniper rifle [A high level sniper rifle and all the necessary equipment for its use and maintenance. You are pretty sure this is highly illggico, but it hardly matters in a world where a casual spectator could incinerate you with a simple touch of + fingers] (- 3 Character points)
- Blade [futuristic sword made of high quality steel. It could be useful at close range, as it will cut most defenses and not randomly break] (-1 character points)
-Bombs [A few dozen of various types of self-made bombs, plus a detailed manual on how to make more of them. If you follow the instructions step by step, you probably won't blow yourself up, but you should be careful anyway] (-2 Character points)
- Tinkertech [A group of various tinkertech devices for many different purposes, including simple ray guns, detectors, radars, picks, grenades and so on] (- 4 character points)
- Invisible dress [Costume and equipment suitable for infiltrations and action at night. Tailored for you. Easy to maintain, can be turned on and off very quickly] (-2 character points)
- Tool belt [A tool belt with climbing devices such as hooks, ropes and other things, although you can channel almost anything that has nothing to do with it for quick and easy access in the heat of battle] (- 1 Character Points)
- Supply line [a series of contacts and agreement documents with various people related to the black market. This will allow you to purchase new weapons, equipment and supplies for every cheap price] (- 4 Character points)
- PRT information [You acquired a copy of a (previously) secure PRT database with a variety of interesting information, including analysis of most Parahumans, patrol regulations for heroes, their heroes, their speakers and many other things] (-5 character points)}
{ROGUE
• WORK: your powers are likely to be your main source of income. Choose how to use them to generate money.
-Product Sales [You will make the most obvious choice and try to sell anything affected or created by your powers. Assuming your powers allow this to happen in the first place, this will surely become a constant source of income. This only leaves the problems of marketing and finding the right buyer for you]
-Public Display [If your powers are impressive and flashy enough, you can turn them into your livelihood by putting them in public dispute. You will act as a local celebrity and perform live shows in front of crowds of people. It will take a little creativity, as people won't like to see the same trick over and over.]
- Bodyguard duty [Bordering on real mercenary work, you will sell your services to serve as a bodyguard for anyone who needs it. Most of the time tou will be put against powerless people, but at the right price and with the right incentive you could end up facing other parahumans]
- Trivial assistance [You can decide to completely ignore your superpowers and insteqd dedicate yourself to your trivial work, where you will use them secretly to improve your working conditions or level of performance. You must be a boring and scruffy person. Are you given superpowers and is this what you decide to do with them? Really ?]
• BENEFITS: There are some advantages of being an independent thief. Pick as many as you want as long as you can afford them.
- Thriving business [You are not a new face in this whole regal business scene. In fact, you've been there for quite a while. You don't have to worry about marketing your powers and abilities, as everyone already knows you] (- 3 Character points)
-Actof Neutrality [Normally, most thieves will find themselves under the pressure of the heroes or their evil counterparts to join both sides. With this advantage you don't have to worry about me, as they will recognize your independence] (-3 Character points)
- Corporation [This advantage means that all the other thieves in the area are not actually your competitors, but they reciprocate your allies and colleagues in business. You will work with thieves from all over the country] (-3 character points)
- Subordinates [Gives you some powerless subordinates to handle boring and trivial tasks for you. Keep in mind that you still have to pay them for their services, so don't go too far] (-3 character points)}
{conspirator
• Powers: normally reserved for vials of the cauldron, you or other characters you can choose them only if you have a dead fragment.
Extra:
- gate of babylon (users of this power are able to extract spade and other weapons from the golden portals behind them with any speed up to the speed of sound. among all possible powers in the world, used always pulled out of the gate, also if you don't know all the things stored there.
- hypothesis. blind spots, including endbringers and entities, which means that modular scenarios are possible to see and predict the scion's actions, including the theoretical paths to victory it could take.
- resurrection (those who have this particular power are capable of resurrecting dead parahumans at will. This process is instantaneous and requires no effort. It only works on human parani, but can be used to check whether the target is dead or not, it doesn't work on its own user, if you die, you really die.
- time travel (you can put the whole world back in time, even if you cannot reach beyond the year 1980. this is the real time travel and it will also affect all the parallel lands. absolutely everyone and everything. only you and the people specifics of your choice you will be physically transported to the past, however, a difference of them, you will always instantly replace your past self with the current one.)
- khepri (you are able to take absolute control over everyone within a 5 meter radius of you. while this doesn't seem like much, in combination with the ability to open the portals to any place on any problem (that the cauldron managed) can Allow you to take control of everyone Multitasking skills are included in the package, moreover, your mind does not degrade from using this power like the original user did.)
• BENEFITS: these advantages will determine how much control you have over the cauldron resources. you can choose any number.
- Garden of Eden [You are allowed to attend the making of the cauldron vials. You have no limit on the amount of csuldron vial benefits you can take for yourself] (- 4 Character points)
- Boogeyman [You will gain a reputation of fear and mystery, making sure that those few who are somewhat aware of the existence of csuldron are cautious and afraid of you] (-1 Character points)
- Door Me [You will no longer have to negotiate the use of the portals for yourself and have unlimited access to the foors to other worlds from the beginning] (- 2 Character points)
- Infinite credit [You will be given an unlimited amount of money to make at your leisure. You don't have to participate in reports on how much was spent and why] (- 2 character points)
- Undercover [You will be put to work undercover as an important player, a hero, one of the bad guys or even a director of the PRT. This does not allow you to access the benefits of other Paths] (- 3 Character points)
- Pathfinder [Contssa trusts you or she finds your advice valuable. However, it allows you to occasionally call a favor from its path to victory for unselected tasks] (- 5 character points)}
{ENDBRINGER
• Powers: expensive selection of power groups for endbringers only, they cost nothing, but you can only peek at two.
- precognition (ability that perceives all temporal possibilities in the future. While you can see as long as you want, this ability will get entities as its innate blind spot).
- telekinesis (ability to use telekinetic force which is powerful enough to lift enough to work at the molecular level. can be used to lift one's user and directly crush living targets)
Megastructure
- power-mimic (this feature is provided to its user to temporarily notify the powers of any other parahumans. he can work on multiple targets simultaneously, on those that are not immediately present and those that are not even alive anymore)
- time (ability to bend time in any way you want by speeding up or slowing it down in circular fields for immense quantities up to a real short-range timr journey)
- gravity (gravity manipulation skill that can make it completely non-existent or make it impossible or control excessively high pressure on its targets. it can be strong enough to affect the flow of time in small quantities)
- illusions (ability to manipulate everyone's perception at the sight of its user and make things or even difficult to see and totally inconceivable)
- mind control (the power to control the means of all neighbors in a variety of ways, ranging from frighteningly controlled control over the target's body to the subtle influence of their thought process, changing personality)
- summoning (the ability that summons a variety of worldly creatures to fight for you. Mini-summons won't last long, but they can have their own powers)
- sand box (energy that influences the landscape around its user, the reconstruction of the total area in a few minutes to set traps, defensive fortifications and so on)
- energy (ability to manipulate all types of energy, redirect it in different ways and express it through the redemption of lightning)
- elementalism (this ability allows you to take absolute control of any natural phenomenon or an element such as waater or fire, and to amplify it with gratitude for use in combat)
• appearance: defined of your endbringer costum, ultimately, it is up to you to decide.
- humanoid
- beast
- monstrous.
• size: the size of the story endbringer, you are given an option to choose how big yours is.
- 5 meters
- from 5 to 15 meters
- from 15 to 40 meters.
• defects: each of these defects selects to select another option from the power list. you are not limited in the amount of inconvenience to take.
- sibling rivalry (you are intrinsically considered enemy by other endbringer, who will see you as a valid target for their periodic attacks)
- all at once (all non-active endbringer all non-active endbringer that are not present at the moment are now active, bringing them to a total number of twenty.)
- worthy opponent (limit your free will, forcing yourself to make periodic attacks like the other enddringers yourself. You are, however, free to do what you want in periods between them)
- inactive periods (after each battle you finish, no matter how pathetic or short it was, you will be forced to spend a period of time in dormancy, unable to do anything)}
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Status
First name:
Difficulty level:
Scenario:
Path:
Origin:
Gender:
Age:
Civil identity:
Costume:
Gift:
Skills:
SHARD:
Disadvantages:
Advantages:
Powers:
• MOVER
• SHAKER
• BRUTE
• BREAKER
• MASTER
• TINKER
• BLASTER
• THINKER
• STRIKER
• CHANGER
• TRUMP
• STRANGER
Specific extras for the chosen route: