Essence of Eternity:
By consuming this Essence you embrace living a truly eternal existence.
At the time you drink this Essence you will be cured of any and all physical ailments, pre-existing conditions, psychological trauma, and other unwanted mental conditions, ailments, disabilities, etc. Your body will be reset to be strong, healthy, and athletic with zero genetic defects or pre-existing conditions. Your age will also be reset to the prime of life, unless you were already younger.
You will cease aging once you reach the prime of life, and you will live forever. Your health and fitness will always be maintained as if you were practicing clean and healthy living and receiving comprehensive modern medical care throughout, even if you are not. You will always eventually recover 100% and without impairment from any injury, even if you normally would not.
Your mind and soul are also fully adapted to an eternal existence. Your memory will be able to index and process any number of eons of stored experiences as easily as it already could have done so for your original mortal lifetime. You are wholly immune to any ennui, boredom, despair, etc., that might be caused by your extended lifespan. You will remain as able to relate to and empathize with those around you as much as you always could, and in general will not be changed, embittered, or otherwise subjected to unwanted value drift by your eternal existence… except possibly for the better.
You have impenetrable plot armor versus death, death of personality, psychological destruction, and other really bad things. Narrative causality will always twist just enough to ensure that nothing can permanently remove you from the action economy against your will. Even things like banishment to a nether-realm, entombment, etc., will eventually fail and let you find a way out. Even if the very planet you live on should be destroyed or the universe itself eventually succumb to final entropy, you will have opportunities to escape to another place beforehand.
Optional: You may share this Essence with those you truly, deeply, and intimately care for. No cheesing, the ineffable powers behind the Essence Meta will know if you really mean it or not. You may not do take-backs once you have shared it, so be careful who you choose.
When you are finally ready to stop living and move on to what comes next, you will. This will only happen if you wish to do so while entirely in your right mind and with the utmost sincerity.
Essence of the Honoured One
By consuming the Essence of the Honoured One you gain the following boons:
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 nor changed, 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.
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 effect your abilities.
Your will is absolute, boundless, and unbreakable. 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 effect your mind or control you are useless, you shrug them off as nothing more then 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.
Something about you reaches directly into the hearts and souls of others. Even if you don't lead them, just your presence seems to lift their spirits and restore their hope. You'll find it nearly trivial to recruit others and sway them to your cause. Wherever you go people see you and find new purpose and courage. The broken will rise above their suffering to go on, hopeless defenders will rally to defy the odds, and even the most inhuman of your enemies will be shaken with a sense of terrified awe at your presence. This perk is effectively the same as Invictus, but applying to the people you lead or fight beside. As long as you stand they will never stop fighting, and should you fall your memory will drive them to greatness and heroism that has only existed in the imagination.
Each day you have five charges which can be spent to improve your tinker abilities within a specific area or theme. A single charge would make you a good tinker within an area, roughly Tinker 4-5. Each additional charge after this doubles your abilities (around a two point bump in rating), with no limits to how many times you can spend a charge on a certain area. As a tinker you have superhuman scientific knowledge, understanding, and skill at applying it, able to make or do things that modern science would consider impossible within your theme. Spend a charge on Augmentation and start crafting cybernetics out of scrap. Spend some on medicine and cure cancer in an hour. Should your different themes overlap then they stack, building off of each other and integrating perfectly. All fields of knowledge are viable for this. Spending charges on martial arts would let you design and teach unbelievable fighting styles, and a political science tinker could design forms of government that function better then anything we have today. As long as you have time and resources, there isn't anything you couldn't do.
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.
You can nullify, enhance, modify, copy, and even steal the powers of others. 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 shardless 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 parahumans 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.
The deciding factor of any parahuman struggle is the nature of the powers involved. Fortunately you have access to all of them. You have five slots, each of which can contain any power you wish, and may be swapped out at will. If you do not direct them consciously then your power will automatically provide abilities that aid you in surviving and achieving your goals, adapting to whatever circumstances you are facing. It's ability to predict your needs and wants is absolutely preternatural, the powers it chooses often perfect for changes in the situation that haven't happened yet. Only the most extraordinary or intense of circumstances could force it to swap out a slot more then once every few minutes. You have a perfect understanding of all these powers, down to the tiniest nuance and quirk. This means you will never be confused, disoriented, or even slowed down from a switch, and know how to use them perfectly. The strength of these is capped at a certain point, but even at their weakest they never fall beneath an 8 on the PRT scale, with powers rated 9-10 being the norm. Considering that powers of this level are enough to require redrawing maps this should hardly be a problem for you.
You are attuned to not only the very essence of the multiverse, but the entire omniverse itself. All universes, timelines, dimensions, multiverses, hyperverses, planes of existence, voids, and overvoids are now within the reach of your new senses. You find you are able to manipulate them to your will, and even travel between them. What you can accomplish with this is limited only by 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. The entirety of infinity is at your fingertips.
The boons granted to you by this Essence cannot be drained, suppressed, weakened, stolen, copied, altered, or otherwise manipulated against your will in any way shape or form. You may extend this protection to any other Essence or Essences in your possession.
Essence of the Divine Spark:
Drinking this imbues you with a spark of true divinity:
You gain power from worshippers. If anyone acknowledges you in a positive fashion, you will get slight increases, but anyone who declares themselves your worshipper gives you more. A single worshipper still doesn't give you all that much power.
The power you gain from worshippers increases all of your abilities, skills, and powers that you may have. Everything from physical strength to magic ability (if you have such).
So long as at least one person worships you, you can never die. If you are somehow destroyed, you will respawn in a safe location within 24 hours.
You may choose to hear prayers directed to you. You may use a trickle of your power, assuming you are sufficiently powerful, to answer their prayer, so long as an ability you have could implement your answer. No matter how many prayers you answer at once, it is never a drain on you.
You may dedicate yourself to one or more "domains," to become a deity of something, but to do so you must already have some sort of connection to your chosen theme (such as being an expert swimmer or having water control powers, in order to become a deity of the ocean).
Taking a domain allows you to influence anything that fits within its theme; the more worshippers you have, the more influence you can exert. For example, a god of the ocean with a handful of followers could give them all the ability to breathe underwater; whereas an ocean god with millions of worshippers could manipulate the entire Atlantic Ocean at once. In addition, the narrower the theme of your domain, the more control and power you have in it.