Cherreads

Chapter 17 - ⁕ Crystal Power System (Informative chapter)

This chapter is purely informational. You can choose to read it, but if you skip it, you might miss out on critical information to understand how the crystals and their abilities work.

The crystals' origin on Earth remained a mystery, just like how some can master their power while others can't. They have the capability to move, separate or assemble molecules and use direct energy attacks as long as they are wired to a user's brain. Despite the power potential of the crystals, almost all users have specific crystal abilities with distinct variations and limits depending on the user. Also, the user's psyche is also what determines what kind of ability one will acquire.

For example, someone may possess a crystal ability that allows him to launch a direct energy attack, but other than attacking using energy, he cannot do anything else with his ability. Crystal users can possess up to 3 different abilities depending on their mindset, with the exception of Mike and Sniper, whose power is only limited by imagination, thought capacity, and experience. 

Crystals also have some rules about them:

- Crystals are indestructible and impervious to damage by any other elements. They are also immune to any type of energy since they can absorb or reflect it on contact. 

- Crystals are unable to inflict damage or affect other crystals in any direct way.

*Unless a significantly more powerful user's ability defeats a weaker user's ability. In this case, a crystal may suffer a break or total destruction.

- A crystal user can have a different power level compared to another user depending on the strength of his mind, the type of abilities he possesses, the number of abilities fielded by the user, his stamina and his mastery of the crystals.

- An energy attack from a crystal will ignore any matter not targeted by the user while only applying its effect when the target is reached. 

*Due to a lack of self-control, certain users like Karson are unable to launch attacks that ignore obstacles. 

- A crystal user can regulate his abilities' power as he sees fit. A user with enough power to level a city may choose to only apply a fraction of his full power during an attack. In another case, a user may choose to disperse his ability in order to move multiple objects instead of focusing it on a single object.

- Two opposing attacks of the same power will cancel each other out despite the laws of physics. In case of a non-equal power engagement, let's say a user used 40% of his power doing something else while clashing against an enemy with 100% of his power, it will usually result in his opponent breaking his crystal and even potentially hitting him with the remaining 40% from the initial strike. 

I will be using a power system to represent the different vectors of a specific ability possessed by crystal users in my series. The system is divided into eight categories:

-POWER (The strength and offensive capability of a user's ability)

rank S - [planet(s) level - multi-dimensional+]

rank A - [continent(s) level - extinction event(s)+]

rank B - [small town(s) level - nuke(s)+]

rank C - [small bomb(s) - building(s)+]

rank D - [regular punch(es) - bullet(s)+]

rank E - [wind blow - gentle touch(es)+]

rank None - [does not harm or make contact]

-SPEED OF THE ABILITY (The time it takes for the ability to travel or take effect)

rank S - [the speed of light (299 792 458 m/s) - instant/dimensional+]

rank A - [supersonic speed (Mach 1.2) - beyond hypersonic speed+ (Mach 5+)] 

rank B - [bullet speed (760m/s+) - supersonic speed (Mach 1.2+)]

rank C - [human perception speed+ (245m/s+)]

rank D - [fast run speed+ (3.6m/s+)]

rank E - [extremly slow (under 1m/s) - casual walk (1-2m/s)]

rank None - [stationary (0m/s)]

-SPEED GRANTED BY THE ABILITY (Speed granted to the user by an ability)

rank S - [speed unleashed for the user (1/8 of light speed - dimensional+)]

rank A - [massive increase to the user's move speed (Mach 2 - Mach 80+)] 

rank B - [slight increase to the user's move speed (1 - Mach 1+)]

rank C - [does not modify the user's movement]

rank D - [reduction to the user's movement]

rank E - [severe reduction to the user's movement]

rank None - [Completely restricts the user's movement]

-RANGE (The reach of a user's ability)

rank S - [global - multi-dimensional+]

rank A - [country(ies) level - continent(s) level] 

rank B - [small town(s) level - city(ies) level]

rank C - [10 metres - max human visual range (5 km)]

rank D - [1 metre - 10 metres]

rank E - [direct contact - arm's reach]

rank None - [ability only affects the user]

-DURABILITY OF ABILITY (The duration of an ability)

rank S - [unlimited duration+ (Idle activation)]

rank A - [unlimited duration (limited by the user's consciousness)] 

rank B - [long duration (hours - day(s))]

rank C - [average duration (minute(s) - hour)]

rank D - [short duration (second(s) - minute)]

rank E - [very short duration (Instant - below 1 second)]

rank None - [one-time usage]

-DURABILITY GRANTED BY THE ABILITY (The defensive attributes of an ability)

rank S - [planet(s) level - multi-dimensional+]

rank A - [continent(s) level - extinction event(s)+]

rank B - [small town level - nuke(s)+]

rank C - [small bomb(s) - building(s)+]

rank D - [regular punch(es) - bullet(s)+]

rank E - [does not offer any kind of protection]

rank None - [ability will harm the user]

-PRECISION (The precision of an attack from an ability)

rank S - [atomic level - quantum manipulation+]

rank A - [microbiological level - molecular level]

rank B - [surgeon level - eagle eye]

rank C - [average precision - high precision]

rank D - [blindness - bad precision]

rank E - [indiscriminate effect]

rank None - [rogue ability with no user control]

-POTENTIAL (Potential of a user in developing his current ability or in gaining a new ability)

rank S - [limitless possibility / unlimited potential]

rank A - [extremely high chance of growth / apparent potential]

rank B - [good chance of growth / hidden potential]

rank C - [possible chance of growth]

rank D - [low chance of growth]

rank E - [almost no chance for growth]

rank None - [ability has reached maximum potential / can't grow]

Finally, cyberknights will often give names to their abilities. The exact reason cyberknights will call out their ability is because the crystals, just like the human brain, work by association. By associating the exact details of a technique or ability with a name, the stimulus caused by the calling of that name will often facilitate the memorizing and execution of the ability or technique associated. Meanwhile, it also ensures that no random or impulsive thoughts can accidentally activate one's abilities. By binding it to a code of mouth, cyberknights can avoid accidental catastrophe because of a single uncontrolled, spontaneous thought. 

Call sign: [Guilt Extension]: Ranged/Manipulation/Binding-effect

"Abilities which exert precise control or strike over one or multiple objects or persons. Abilities of this type are often bound to an object or extent the will of a user onto something or someone else. Abilities which require initial contact but gain range by binding to the target afterward count in this category. "

Call sign: [Echoing Verdict]: Ranged/Manipulation/Zone-effect

"Abilities which affect an area with or without discrimination when it comes to targets. Abilities of this type can be very similar to [Guilt Extension] in terms of effects, but have a better range and often way less precision. "

Call sign: [Damnation's Reach]: Short-range/Direct-contact

"Offensive abilities which require direct contact or possess a very short distance of effectiveness. Abilities of this type are often direct damage-type abilities that are bound to the user themselves. "

Call sign: [Trial Access]: No-damage/Protection/Trait-boost/Utility/Unusual/Quantum

"Abilities with no offensive/indirect offensive capabilities. Abilities of this type often include defensive abilities, trait-boosting abilities or utility abilities, but on rare occasions, abilities with unusual properties are also included in this category. "

Call sign: [Existential Judgement]: Ultimate/Execution

"An attack which combines multiple different types of abilities to form a strike which is often aimed at executing the enemy without any possibility of escape or defence. It usually requires a combination of three abilities or more to count as an Existential Judgement-type attack. People capable of developing an [Existential Judgement] type technique are considered the best and most powerful among cyberknights, displaying pinnacle mastery over their abilities and mind. "

Crystal exfoliation:

Not a lot is understood in this area; however, some people are able to bleed their soul into their crystals, causing the crystal to change colour from the standard blue and gain abilities that go beyond what is possible even for cyberknights. However, the process of bleeding yourself into your crystal is 99.5% fatal. One might lose their sanity, become a vegetable or straight up die as a result of their mind being turned to mush. As a tangent, Sniper is a user of exfoliated crystals, with his being white instead of the classic blue. 

Here is some trivia about the cyberknights and other crystal users :

Cyberknights with 1 ability are called "Templar".

Cyberknights with 2 abilities are called "Gemini".

Cyberknights with 3 abilities are called "Chimera".

The imperial cyberknight rank structure is presented as such:

Junior Knight:

The lowest rank in the order, consisting of low-level initiates who are still grasping with the inner workings of their power and being trained by a knight of higher status. These knights are often not selected for combat or missions and are kept in training until they can master their abilities. However, if a junior knight is unable to master his or her abilities, the knight may be expelled from the order for incompetence. Often, an exiled junior knight will be forced to join the Imperial military while under supervision or face execution to prevent the leaking of secrets.

Knight:

The graduate from the Junior Knight rank will join the official knighthood of the order. To obtain this rank, a junior knight will have to prove himself worthy by demonstrating mastery over his abilities, mastery over his mind, and mastery over his martial skills. This stage is also where a cyberknight will be gifted a number of cyberknight runes in an officiation ritual. Once granted the title of knight, the person will be able to choose to specialize in one of the four categories of specialization within the order. 

Cavalier Knight:

One of the four specializations offered to a graduated knight, this career path will see the cyberknight be put in a team of four others to perform tasks and missions for the Empire. Being the most covert and requiring mastery over stealth and discretion, additional training in this field would be required for anyone entering the specialization of a cavalier knight. Missions vary from dangerous to mundane, but failure is often not an option, with severe punishment for those who fail in their duty. As a benefit, the best weapons, vehicles and tools are at the cavalier knights' disposal.

Guardian Knight:

One of the four specializations offered to a graduated knight, this career path will see the cyberknight put on guard duty, as the name suggests. However, this role is specifically reserved for cyberknights with strong crowd control or defensive abilities. Any knight lacking in these two fields will be denied this career path. Those who manage to become a guardian knight will either be tasked with guarding important Imperial facilities, vaults, religious sites or personnel of high importance. 

Honourary Knight:

Though considered a specialization offered to a knight, this is the non-combat role of the cyberknight order. Though the Empire is a war-centred entity, it doesn't mean it will forgo scientists, medics and other fields crucial to the function of a society. Often, cyberknights who have non-combat abilities are put in this specialization, so their power can be used to help the development of science and other fields, such as medicine, agriculture, production, biology, sociology, and more. Pressure is often low for this field, but many will not choose this path unless left without a choice. 

Martial Knight:

The last of the four specializations, this field is the most popular among the cyberknight graduates, as most seek glory on the battlefield. However, this field would also require a long, extensive training course in the art of war, combat and military doctrine, as the knight has to work in tandem with the Imperial military with either a support or offensive role. Though the cyberknight order is separate from the chain of command of the Imperial military, martial knights fall under the direct command of any military commanders above the rank of major. Despite this, it is possible for a martial knight to receive promotions and ascend the hierarchy of the military. 

Senior Knight: 

The rank of Senior Knight is granted to cyberknights with a long service record or to those who have distinguished themselves in spectacular ways. Oftentimes, only a cyberknight of elite status, such as the Grand Knight, the Pope of the Cyberknights, or the Emperor himself, can grant this title. Once named Senior Knight, the cyberknight can take three career paths within the order and is granted significant authority within the Empire. 

Elite Knight:

One of the three specializations offered to a senior knight, this is the most basic and straightforward position offered to any senior knight. Also, with the increasing number of senior knights being granted during the crusade and afterward, this is also one of the most commonly assigned positions within the order for someone of this rank. As an elite knight, the cyberknight is assigned command of a squad of cavalier knights and acts as mission leader for most assigned tasks, with a significant level of independence from high command. 

Cardinal Knight:

The second most popular specialization granted to a senior knight. This career path often comes with a grim undertone, as a cardinal knight is basically in service of the IEEB and is often tasked with dangerous missions not accessible to the regular knights. Out of all these, the role of a cardinal knight, who often works alone, is to hunt down rogue Imperials, and in some cases, rogue cyberknights and other crystal users not affiliated with the Empire. The reason why this career path is so restricted to many senior knights is how high the requirements are for one's abilities. Only the best duelists and strategists are allowed to become a cardinal knight since the duty of fighting another superhuman is not for the weak. 

Marshal Knight:

The rarest specialization out of the three offered for senior knights, as this career path requires the knight to also be a brilliant military commander. Often, cyberknights are trained with the goal of combat and personal martial prowess, meaning rarely anyone is equipped to command an army, not to mention a fleet or a civilian sector. Not only must the knight be a good commander, but he must also be a decent administrator, fluid with the skills to manage conquered territories. The Emperor will also not entrust his fleet to the hands of an incompetent commander. However, if one truly possesses the skills to become a marshal knight, this individual will be granted a personal fleet and command over other surrounding fleets in campaigns. A truly prestigious role only a few can dream of attaining. 

Grand Knight:

A role that can only be granted to a single person at a time, and is considered the right-hand man to Sniper. As a Grand Knight, one possesses total authority over all cyberknights of any rank or specialization. The Grand Knight speaks with the voice of the Emperor and is his will incarnate within the Empire. Also, the Grand Knight is not permitted to show his face under any circumstances; thus, his identity will always remain anonymous. 

Pope of the Cyberknights:

A role created for CR-455, mostly serving a ceremonial role within the order. The role of the pope of the cyberknight consists of granting ranks, rewarding knights with their medals, initiating junior knights and more. Nominally, this role does not have any authority over the cyberknights; most still choose to obey the commands of CR-455, considering his proximity to Sniper. 

Divine Servants:

Finally, hidden behind a veil of obscurity with no record or knowledge of their existence, the Divine Servants are a small group of cyberknights who remain in the darkness and only live to serve their Emperor, Sniper. Their membership is exclusive to knights with undying loyalty to Sniper while armed with some of the most destructive powers ever known to even the cyberknights. In this case, Scaphism, or more commonly known as the boogeyman, is a member of the Divine Servants. These knights also remain out of the Grand Knight's field of authority. 

Grand Cardinal (honourable mention): 

A rank granted to some cardinal knights with a high kill count, often trusted enough to receive personal missions from the Emperor himself. These special members of the cardinal knight circle are not known to the outside world, with many of them even still in undercover missions until this day, while awaiting orders from the Emperor to act. 

Outside of the empire, no one has so far been able to master the cyberknights' technology. The crystals often proved to be too dangerous to tame without the appropriate technology and techniques. As mentioned earlier, due to the energy-conductive nature of the crystals, experiments with the element often released a form of ionizing radiation that ignored all forms of barrier. Though occasionally, some outside of the order might still manage to tame their crystals through more ancient means. 

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