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Chapter 168 - Essence of the Trace

With this essence, you are now able to randomly "trace" things from both fiction and non-fiction worlds. There are two limitation to this ability.

*The first limitation is that these things can be anything so as long as it has volume and that volume does not exceed 2,500 cubic meters.

*The second limitation is that these things come in the form of RNG, where the quality and strength of the traces are decided by a dice roll.

*The first dice roll will determine the world that the trace is from. You must choose 10 or more worlds. They can be anything and will be numbered. These numbers will be randomly chosen. You can add more worlds later on.

*You can only roll 3 traces once a week. You must consciously will it to happen. If you decide not to roll for whatever reason, your ability roll traces will stack, so if you do not roll for a month, you can roll 15 traces the following week.

*Traces are separated by stars, going from 1 star to 5 stars. In the dice roll, 1 ~ 50 is a 1-star, 51 ~ 75 is a 2-star, 76 ~ 89 is a 3 star, 90 ~ 95 is a 4-star, and a 96 ~ 100 is a 5-star. These stars represent the power and importance of the trace in that world. The star also affects the available volume of the Trace (20%, 40%, 60%, 80%, and 100% respectively of the given 2,500 cubic meters).

*A 1-star trace would be the average civilian, and mooks that populate the world. They are the people that would never make any changes and largely go unnoticed by society. They don't have any weapons nor armies that would make them a threat to an average person. 1-star traces could have power, but those powers must be commonly found and used in that world, and they must be inexperienced in using those powers to the fullest potential. Examples of a 1-star trace would be a regular soldier, an inexperienced genin, 9 mm gun, and Soldier from TF2.

*A 2-star trace would be civilians that specialize in a certain field and strong mooks. These are the people that can make small scale changes assuming they are in the right time, and place. They may be survivors, combat specialists, or anyone with a moderate amount of experience in their profession. Examples of a 2-star trace would be a doctor who specializes in 1 field, a Kouga Clan Raider, a regular Black Mage from Final Fantasy, and a Myrmidon from Final Fantasy.

*A 3-star trace would be the minor characters and elite mooks. People that could give the main characters and major players of the world trouble if they were to underestimate them. They may have their weapons and armor so long as it does not give them an overwhelming advantage over their enemies. They are trained in the use of their powers and are considered elites in their world. Examples of a 3-star trace would be a Guardian without their ghosts or weapon, an Enderman, a Dragon Knight from Dark Souls 2, a random Atlas Warframe, and a Shoggoth.

*A 4-star trace would be the major characters. People who personally support and answer to either the protagonists or the antagonists of that world. Examples of 4-star traces are Fubuki from One Punch Man, a Medigun from TF2, a Ghost from Destiny, and Papyrus from Undertale.

*5-star traces are the main characters and big players of the world. They are the people who shape and change the world. The strongest beings that can exist and/or have a major influence over the world. An example of a 5-star trace would be the Endbringers, any of the S-Class Heroes and Saitama from One Punch Man, Pre-Crisis Superman, Batman, and Sans. There is a limit to how strong a 5-star trace can be. The soft limit would be summoning Pre-Crisis Superman. A hard limit would be summoning the Endbringers. You can decide which limit you want.

*Keep in mind that star rank is different from world to world. They are not all equal. A 100q 5-star Trace in Naruto would be weaker than a 100q 5-star from DC or Marvel Comics.

*Each trace has a quality roll, 1 ~ 100. This determines the quality of a specific trace. A roll that has a 1 is a critical failure, representing the worst quality trace to have in a specific star rank. Examples of a critical role would be a 1q 1-star trace would always produce scrap metal, and a 1q 5-star trace would be Roboute Guilliman who had just been poisoned by Fulgrim and is near death. A roll that has a 100 is a critical success, representing the best quality and power a trace can have in a specific star rank and world. A 100q 5-Star would be Pre-Crisis Superman.

*The roll format would be (World [1d # of worlds]), [1d100] (1 ~ 5) Star-Rank, Quality [1d100]).

*Traces can be "blended" or combined into one. The base chance of it is 25%, with each scrap iron trace increasing it by 5%. If the blending is a success, then one of the combined traces will be chosen, and if the traces being combined are similar to each other the two traces combined form will be chosen. This will increase the trace's power and quality, but you will never get a 6-star trace if you try to combine a 5-star trace with a 5-star. Just a stronger and better 5-star trace. You must have 2 of the same ranked trace to make a better and higher rank trace. If the "blending" failed, then the traces will disappear from you and you will no longer be able to use them again. This is useful for getting rid of useless traces.

*All traces are completely loyal to you, and can never even think of hurting you in any way. They can't ever be turned against you though this bond isn't completely unbreakable. They will always obey your orders, although they can find loopholes in those orders and interpret them differently. If you mistreat your traces and continue to do so, they will be disloyal to you and eventually be free from your control. Though, you can restart their loyalty and thoughts on you if you put them in your "Trace vault" for 5 days.

*By default, Traces are beings who consented to be your servants and serving your will for whatever reason.

*Traces will be able to understand and write the languages that you understand, so you won't have to worry about any language barrier. If a trace cannot speak your language or is incapable of speaking at all, you will still be able to understand them and know what their intentions are.

*All Traces will always treat you with respect and care. They will see you as their leader and master. Though they will criticize you, offer you advice, and berate you if you do something stupid. It is possible for traces to fall in love with you after spending time with them and treating them right.

*Traces that require energy, drugs, and etc will no longer need them.

*Traces whose power rely on a specific energy source to exist such as the warp, speed force, and magic will still be able to use their powers even if those power sources do not exist in the universe you are in.

*Every single trace that you have is connected to you, allowing you to feel what they feel and what their mindset is. Even the minds of traces that are completely alien or eldritch is open to you. You will not suffer any negative side effects from this.

*You and your Traces are immune to any negative effects that certain traces have such as having a trace that is a Lovecraftian being whose form can cause madness on sight. Though this only applies to you and your traces.

*You can fuse with 1 or more traces, allowing you to use their power, experience, and knowledge. This is not permanent and you will likely suffer mental contamination as your minds fuse into one, making you more like the traces you fused with. Thankfully, this is not permanent and will fade away after a couple of days.

*Unless Traces have their own methods of resurrection or have an item that will instantly resurrect them upon death, they will permanently disappear upon death.

*Traces can get stronger, increasing their power through training, or by external means. It is possible for a 1-star inexperienced Genin to turn into a 5-star Kage, or have a 5-star Ren from Dies Irae turn into a Hadou God. Traces that train will require food.

*Traces will not age, and those that are young will age until they reach their prime.

*You can summon and unsummon traces that are 5 feet away from you. Unsummoned traces will retreat into your mind and stay in coma until they are summoned. You can have as many traces as you want.

*Traces can get injured, and will not instantly heal if they are recalled to your "trace vault", though they will be placed in stasis so that their injuries don't worsen, though this will not fix it, just freeze the injuries for as long as they are in your "vault". For example, if a trace were to lose their arms or legs, they will only regain them back if they have a regeneration power, an item that can restore missing limbs, or a power that can heal wounds.

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