By imbibing this bubbling, cloudy liquid you gain the ability to create and empower anomalous objects capable of supernatural feats.
*You gain ten charges a day, that will continue to stack indefinitely if not used. Each charge can be placed inside of an object to grant a supernatural ability you choose.
*Multiple charges can be used on a single item to either increase the strength of the ability or to grant multiple abilities to a single item. Any amount of abilities can be added to an object, and each ability can take ten charges to fully empower. To a maximum of 50 charges per item.
*Greater Items can be made as well with an Item or thing. Greater Items take a hundred points to activate in a ritual but then may store as many charges as you want in its abilities. Powers max out at what would be considered "comic book top tier" on the level of truly powerful beings like Superman or Thor.
*Locations, vehicles, plants, and animals may be empowered as well. But humans or any being that starts out sapient can not be directly enchanted. To a similar charge limit as above.
*Sapience can be granted to anything empowered, this can be a basic sentience that can follow commands or to a fully intelligent and sapient entity. Either option is fully and completely loyal to you and will fulfill commands to the best of their ability.
*More charges can be acquired past the ten charges a day by taking power from other people. This power is taken by either filling a person with a strong emotion, draining energy, or by taking their lives or sanity. If you fill people with a strong emotion you can a maximum of two extra charges a person, draining their energy either by a item with the ability to do so or by making them orgasm or pass out in fear will gain a maximum of five charges at a time, and killing or draining the sanity of person will grant a maximum of ten charges at a time. Any method may garner an extra 10 charges a day.
*Items can be cursed or blessed to make probability around them fulfill a set of conditions. A scalpel that possesses healing abilities will find its way to owners that will shortly need its powers. Or a knife that is made for murderers may find itself in the hands of a man that is close to breaking and committing murder. These conditions can be very specific, to the point a specific person will always find the same item when needed or cannot get rid of it.
*When you desire to make a new item, the knowledge and skill to obtain or create it will be granted to you. Wish to make a phone app that mind controls people? You will be granted the skill to make the programming and game features. Want to make a cursed car? Knowledge of a suitable car's location may suddenly enter your brain, and the knowledge to repair it as well. A person can use this to make things that look and somewhat act like convincing super tech, but it's all noise and sound effects without charges.
Note: Essentially a maxed-out power will be able to affect a large group of people or work over large distances. A maxed-out knife that always strikes its target heart may follow a target across states, a building or police box may have a skyscraper's worth of extra space in the inside or move across the world once a day to your desired location. Single charges may say produce a knife that bends around corners when thrown and hits its target, heals minor wounds, gives its user skill in its use, ect.
Yes items can give people superpowers, but powers either affect the item or the person themselves. For example supernatural durability can make the item tougher so it can't be destroyed but another power would be needed to make someone themselves super humanly strong and tough.
Consumables would last based on the most charges used in them. Ten points would last a week, a full 50 point mushroom would last a month and a half. This does not use charges itself.
