Power Manipulator and his multiverse

Chapter : Powers and Perks From CYOA & Others



Powers:

Power Manipulator: Cost 3 points:

Some of the rarest and most valued Parahuman's are those who can affect the powers of others. People who nullify allow enemy Parahuman's to be subdued as easily as an unpowered human being, those who boost others powers giving their allies a much needed edge over the opposition. Some even have the ability to copy or steal powers temporarily. You can do all this and more, and only your personal desires can stop such effects from being permanent. You can nullify, enhance, modify, copy, and even steal the powers of others (whether this takes the shard along with them is up to you). Transferring powers from one person to another is trivial, even stacking multiple onto a single target. You also have five charges a day which let you create shard-less powers likes yours, whose nature are fully under your control. A single charge can result in a power that would be rated around 4-5, with more charges increasing its power, versatility, pushing or removing limits, and adding more functions. You can manipulate and sense created powers regardless of the location of anyone you have given them to. You also have an ability to sense Parahuman's and powers within a large area. Created powers are yours until you transfer them to someone else. Charges can be spent to boost any of your powers, including others bought here. Changes can be reversed at will, and you can deconstruct powers you have created, but you do not recover any charges from doing so.

Shaper: Cost 3:

You are a master of biology and life in all its forms and functions. You are capable of complete control and manipulation of all organic material within a massive area, and also sense and understand every detail about it down to the atomic level. Your power is able to generate biomass to fuel its uses, meaning you are not limited to whatever material is on hand. Shifting the nature and function of biomass takes only a thought, with it automatically conforming to what you desire and what you will it to be and do. This power extends to your own body as well. You and special creatures you design can function as the nexuses of a hive mind. This allows you to function consciously even if you lose your entire nervous system, and as long as some organisms and biomass remain a part of this, you are capable of reassembling yourself. If Panacea, Nilbog, Kerrigan, or Alex Mercer could do it, then you can do it better and faster. Nilbog has left the world in fear of powers the likes of this. Should the full scope of your abilities become apparent, you will quickly be labeled an S-Class threat of a global nature. To be honest they wouldn't be entirely wrong in that assessment. The only limit to the range of your hive mind is that organisms must be within reach of a nexus. Otherwise distance is meaningless. You are incapable of being severed from it and always retain absolute control.

 Kaleidoscope: Cost 3:

You are attuned to not only the fabric of space and time, but the very essence of the multiverse itself. All worlds, timelines, and possibilities are now within reach of your new senses, and you find yourself able to manipulate them to your will, and even travel between them. What you can accomplish with this is limited only to your creativity, imagination, and experience. Drawing in alternate versions of people to fight under your control, copying powers from alternate selves or fictional characters, fixing a destroyed neighborhood by overlapping a pristine version on it. These and any imaginable manipulation of space and time (time travel included) are within your reach, and it isn't limited to the Wormverse. The entirety of infinity is at your fingertips. If you wanted to you could just walk on home right now and leave Earth Bet to its fate. But where is the fun in that.

Perks: 

Blank: Cost 1:

Knowledge is power, and that means that an opponent who knows what your every move will be is an unbelievable threat. By taking this you are completely immune to being perceived by Thinker abilities. Your future and past cannot be observed, clairvoyants cannot detect you, and even danger senses cannot warn their users of an incoming attack from you. This is pervading enough that you cannot even be perceived by noticing blind spots in their sight, such powers simply acting as if you didn't exist. This applies only to uses of such powers that are hostile to you. Other thinker abilities that do not rely on directly perceiving you with the power itself are unaffected. Enhanced senses pick you up just as easily, Tattletale can still read you like an open book, and Coll is still able to perceive you in his split timelines.

Shattered Limiter: Cost 1:

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

Invictus: Cost 1:

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

Media to reality: Using TVSeries/Movies/Anime/Mange, you can bring out things to reality.

Charges: 5

Weaknesses:

1- What you bring out will be the same as what was shown in the media. No more than that.

2- What you bring out will not be under you control unless it's specifically stated in the description of said item. 

3- Some items are bound to someone else, so if you want you can bring them out but you can't use them, unless you bring it out before the item is bound to anyone, or you kill the previous owner and then bind it to yourself. 

4- Some items have prerequisites you need to have to use, unless you have them you can't use them. Ex: Excalibur need you to be chosen by it, so unless you have something that allows you to wield it, you can't use it. A Space ring from a Xianxia world which needs Qi to be accessed, or an item that needs you to be at a strong enough level physically to use it.

Contract: Something all being do, whether they are aware of it or not, now you can make absolute contracts with the power to do anything with others and what's written in the contract will happen and will be followed.

Charges: 5 with weaknesses

Weakness

1- The power of the contract is absolute and must be followed by both parties.

2- Once one party complete their side of the contract the other side must/will be compelled to completed their side of the contract as well, whether they like it or not.

3- Unless specifically stated in the contract you can't break the contract, the contract is binding.


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