Actions

Work Header

Cheshire Side Story

Chapter 20: Powers 2

Notes:

(See the end of the chapter for notes.)

Chapter Text

Alright, after a Tumblr poll it has been decided that you all want next but first, let's go over some other parts of the AU. Mainly the strength of the miraculous.

Miraculous Users in terms of Attack power, unenhanced, are able to destroy punch through steel. In terms of Power Scaling, they would be at the top of Small Building level. Miraculous Users have an instinctive control of their strength. As a Miraculous User gains more trust, they gain more power and strength. The upper limit is a bit flexible with chosen being in the mountain level and Destined being able to get to large island level. This also applies to a miraculous’s defensive abilities.

Kwami on the other hand are boundless beings that are only limited by their concepts. The best way to think of the powers of a kwami would be to compare them to the Endless from DC. Because of how powerful they are the kwami, even holding back to the best of their abilities, can alter the very landscapes of contantes. This is the reason why the safety features of the miraculous are so important. They limit the amount of power a miraculous user can access, as if they didn’t, then the human would be at risk of their body being flooded with Magic. The Magic that kwami use is a part of the primal force of the universe and thus will have dramatic effects on the human it interacts with. This could result in either physical changes to the human or the human becoming sick as their body shuts down.

Depending on the role that the miraculous is supposed to play in battle the stats of the miraculous will vary. Such as Plagg having higher attack while Tikki has better reflexes. Certain miraculous will also provide passive benefits like again Plagg’s miraculous giving small misfortune to his opponents while Tikki gives small boosts of luck to her allies.

Miraculous have also been noted to have passive healing effects. The speed and potency of the healing provided by the miraculous are dependent on kwami, with support kwami having better passive healing than combat miraculous. This healing can even elongate ones life by slowing the aging process.

Now, before we talk about the kwami and their powers lets talk about Unify. Unify is an advanced technique that can only be performed by someone who has had practice with miraculous and is well versed in the use of their powers. For a long time the Order believed that the only benefit provided was allowing for them to access both kwami’s powers along with giving them a boost in stats based on the Unify. Such as Unifing Wayzz and Kaalki will give you great defense along with speed. Powers though can not be combined.

During the time of the Order many Destined of Tikki often proposed that their might have been more to the Unified state but the head guardians never allowed any research into the theories. It wasn’t until Marinette that the possibilities of combining weapons was discovered.

Now onto the kwami. The Wu-Xing each have four powers. One Major and three minor. First up is the wise turtle.

Wayzz is the kwami of Protection. Their miraculous has the highest natural defense while also giving a boost to underwater movement even without the assistance of a potion. If Wayzz’s user were to take the aquatic potion then they will gain an even larger boost to underwater movement. If given the Pink potion then it is believed that nothing short of Plagg’s powers or something two tiers above their durability could harm them.

Their Major power is Shellter. Shellter allows the user to create a green shield around themselves. It should be noted that the Shellter, while incredibly durable, is not indestructible. The Shellter’s defensive abilities scale off of the user with Users having weaker Shellter compared to Choosens. It should be noted that one can use a Charge to repair the barrier back to pristine health. The size of a Shellter can also be increased with the trust Wayzz has in his user. The size of a Shellter, if used by a Destined, can range from small enough to trap a bug to larger than a large city. A user can create a Shellter anywhere within their line of sight. Shellter also can also allow for the one the user sees as allies to pass through the barrier without any harm.

The second power is Safeguard. For the price of one charge the user can summon a turtle familiar. This familiar appears around an ally and will move their ward to a safe area. The alley must either be in the users line of sight or marked by the turtle. A turtle user can either a Charge to speed up the turtle construct or repair any damage to the turtle. The safe area the turtle heads towards can either be selected by the user, the turtle’s ward, or Wayzz.

The third power is Current. Current allows the user to create constructs that last for brief moments of time. The more complex the shape the shorter the time. This power is meant to be used to either redirect attacks, people, or temporarily reinforce structures. When used to reinforce an object the durability of the object is increased by a factor of ten and the object gains a green glow. Current is always attached to the user and can extend at most six feet. Both the size and durability of this power can be increased by using more Charges.

The last power is Balework. For one charge the user is able to creat different types of shields that they can then lend out to other. These shields are just as durable as any other miraculous weapon though they do not come with other functions found in miraculous weapons. The turtle is able to recall any shields that they have created though doing so will destroy the shields. The user is also able to know the location of the shields.

Next is the mischievous fox that may be addicted to puzzle games.

Trixx is the kwami of Illusions. With that being said, it should be noted that Trixx is more in line with trickery and deception. Those who have earned the Wielder title will be able to see illusions created by other miraculous users with their chosen even being able to see traps. It has also been noted that when the fox miraculous users have taken the yellow potion they have a small boost in the potion's ability to stealth.

The fox’s main power is Mirage. Mirage allows for the formation of illusions that are dependent on the imagination of the user. As one grows in rank, so too does the power of Mirage. A User can typically only fool an opponent's sight and one of the other senses. As one increases in power, so too does the number of senses that Mirage can fool. It should be noted that despite how outlandish some people have made Mirage the opponents of the fox will be inclined to believe the Mirage is real.

Cantrip is a minor power that uses one Charge to fool one of the target's senses. The targeted sense will be under the control of the fox, allowing them to mess with the opponent for thirty seconds. The control a user has over that one sense is minor. If one were to target an opponent's sight then with Cantrip it could make them see things that aren’t there but they can not turn off their eyesight, rendering the opponent blind.

Artifice is a minor power that allows one to use a Charge to activate a ‘special’ function of the weapon that the user is wielding. The ‘special’ function is whatever the user can imagine. This power though is limited in that even adult users can only use it a total of nine times. It should be noted that with the discovery of Unified weapons, this power has expanded.

Reality is a minor power that instantly destroys all illusions or anything else fake. When used by a Chosen, they can choose which illusions are destroyed. When used against someone under a strong illusion, suggestion, or something else it could cause slight pain to the one being cured.

Next, we have the bee who loves the spice.

Pollen is the kwami of Action. Her users have high mobility and are able to react while in high speed fights. As such the purple potion is often used alongside this miraculous. Miraculous users of the bee also have higher resistance to possion magics along with spells meant to imobilze them such as slow spells. Do note this only apply to magic and not physical traps and the such.

The main power of the bee is Venom. When activated it causes the tip of the users weapon to be coated in a magical venom. This venom has the ability to immobilize anyone who comes into contact with it. While more effective against biological beings it has been noted to work against non-organic beings such as amoks made of candy. The Order believed that as long as the target could act on their own, then Venom should work on them. In the modren days this makes it a trial and error to see what it does and does not work on.

The second power is Bee Balm. Bree Balm is a minor power that summons a small swarm of bees that will heal and free anyone under a form of control. This includes: mindcontrol, suggestion, and even some technology implants that force users to comply with anothers will.

The next is Hivejack. When activated the user can leave a mark on the next person they hit with their weapon. The marked person is under the control of the bee user for the next thirty seconds. The time duration can be increased by using more charges.

The last power is Honeydew. When activated the user can summon a honey like substance from their weapon. Anyone drinks this substance will either regain stamina and become immune to all forms of mindcontrol.

Next is the peacock who can’t sing.

Dussu is the kwami of emotion. Duusu is a strictly support miraculous and thus doesn’t give large boost to attack or defense and instead is meant to be on the back line of the fights. Their users when properly attuned are able to see the emotions of others. Due to being the kwami of emotions the peacock ussers have stronger mental defenses and are able to resist mind walkers or emotional tampering.

The main power of the peacock is Manifastion. By poring magic into one of the feathers either from the fan weapon or one the user can find. They are then able to put the amok into an object to create a Sentimoster/Sentinel. The difference between Sentimonsters and Sentinal is the creation. Sentimonsters are created from negative emotions and are more violent in nature. Sentinels are created from positive emotions and are meant to be protectors. This is not to say that one is good and the other evil. Both have their purposes.

The second power is Rapture: With this power, the user can use an amok to create a small guardian entity from emotions. The emotions can come from either the user or one of their allies. The created entity’s form and powers depend on the strength of the emotion. The amok does not need to be placed in an object. The creation will last for half a minute per charge used. The entity is fully under the control of the peacock user and has little to no free will.

The third power is Resplendent. This power all depends on the user. The user's weapon will glow, and the user must then channel their emotions into it while putting on a performance to the best of their ability. Depending on the emotions and performance, the user will be able to grant powers to nearby or even weaken opponents. Due to the nature of this ability it has great potential to surpass other Major Powers but nobody has been able to bring out its full potential. As an added downside the more emotions used to power the power the more drained the user is. Some users can take longer to recover.

The final power is Lumonisty. When used the user can either display their own emotions in the form of beautiful color spectrum to light up an area or blind an opponent. If used on an enemy the user can instead interact with their emotions which will be represented by colorful lights visible to all.

Finally is the butterfly that can’t catch a break.

Nooroo is the kwami of Transmision. Like Duusu the Butterfly is a pure support miraculous. His miraculous is low on both defense and attack. The butterfly’s strong areas are dexterity and aerial movement when they have taken the purple potion. When attuned to the butterfly the user can sense the emotions of others around them with the area they can feel expanding as they become more attuned or gain the trust of the kwami.

The main power of the butterfly is Metamorphosis. With this power the miraculous user can empower a butterfly with magic. Depending on the magic used to empower the butterfly it will either become a corrupted Akuma or a Champion. The transformed individual shall receive powers and form dependent on the circumstances upon which they received the Akuma or Champion. If the power or form taken is based on another kwami than it shall be a weakened form of the miraculous. For example, a fox user will be able to easily see through a fake fox's illusion, a fake black cat’s destructive power will be much weaker than any of Plagg’s users, and fake bugs will not have access to the full powers granted to Tikki’s users. The strength of Akumas or Champions will raise with the butterfly users raise in ranks.

The second power is Stoke. Stoke allows the butterfly user to use a Charge to lend power to something. If used on other miraculous users, it will either give them a Charge or boost one of their powers. When used after the Major power, it will add one minute to the timer. If used during Metamorphosis, it allows for the creation of Mega Akumas or Grand Champions. If used on a non-miraculous user, then it will grant a temporary ability.

The third power is Dissimation. This power allows for the butterfly to give others the same benefit or impairments as the user. The effects of the benefit or impairment will be spread evenly for each person affected by this power. This mean If used by a user who has already made an akuma or a champion, then the butterfly user can instead create more akumas or champions. This power will activate automatically if the akuma or champion is freed from an infected object and not removed of its magic.

The last power is Kalidoscope. This power uses a Charge to create a group of butterflies that will swarm around a target. These butterflies will either heal a target while giving them small blessings or give negative effects to an enemy. target. The summoned butterflies will only last for thirty seconds. If the target is an area, this power can be used to rejuvenate the land. Note that this power is not able to rebuild or restore destroyed objects, but it is able to remove curses or other pollution.

Alright, this is enough for one chapter. Hope you enjoyed.

Notes:

Hope you enjoyed this, and those who read ahead on Patreon might recognize a few things.

Series this work belongs to:

Works inspired by this one: