Worm by Wildbow (John C. McCrae)
Parahuman powers (triggered by trauma); powers synergize, combine, and scale through creative application rather than raw stat growth
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Parahuman powers (triggered by trauma); powers synergize, combine, and scale through creative application rather than raw stat growth
Same attunement system as Arcane Ascension but focused on legendary weapon acquisition and swordplay progression
Soul-based magic system; MC absorbs souls of the dead to gain their abilities and memories
Soulhome architecture: practitioners build internal "houses" in their soul space; each room, material, and design choice determines abilities
Scenario-based system with constellations (gods) as sponsors; probability manipulation and narrative causality as power
Superhero powers (Genomes) with ranked tiers; MC's power is a time-loop save/reload
Tier-based advancement in a galactic empire; mana generation as the core bottleneck; constrained by "Path" rules that limit spending
Mana core cultivation with elemental affinities, advancing through core stages (dark to white); later transitions to aether manipulation
Qi cultivation in a modern urban setting; lucrim (spiritual energy) is a commodity; advancement requires expensive materials
Superhuman abilities (Supers vs Powereds); HCP program ranks students through combat trials, academics, and team exercises