GP: 1350 + 1500 (CP to GP) = 2850
Uncapped (Free)
It wouldn't be much of a Gamer System if it put the brakes on you after an arbitrary period, would it? You may now improve anything about yourself to any level with sufficient time and effort. You might still need other Perks or abilities to make such improvement easy, but your potential now has no real limits.
Integration (Free)
If you already possess any Gamer abilities or game-related Perks, they are automatically integrated into this System free of charge, as are any such abilities you gain going forward.
HUD/UI (-50 GP)
Really the only thing absolutely necessary to the Gamer. For free, you get a heads-up display along with a basic and intuitive user interface in the form of little floating squares of light invisible to anyone else; whatever stats or settings you have, you can navigate to and view them with a touch.
If you choose to pay 50 GP, then not only is the UI tailored to you specifically, but you can direct it mentally rather than vocally or physically.
Gamer's Body (-100 GP)
One of the staples of the genre. For 50 GP, you have the body of a video game character. No matter how injured you are, your body's functionality isn't impaired. While you can run out of stamina, you don't need to sleep, and you'll get a full second wind if you rest for thirty minutes. Sleep can still be beneficial, though — you are able to cause yourself to fall asleep instantly, and when you sleep for at least six hours, you are completely healed and rejuvenated. Negative conditions such as illness, paralysis, or loss of limb are treated as negative status effects and also fade after six hours' sleep. You have no need to eat or drink for sustenance, and you may treat using the bathroom as entirely optional.
Game characters don't age! (At least, not usually.) For an additional 50 GP, you may prevent yourself from physically aging. Since this could be quite annoying if you're not yet at your preferred age, this effect may be toggled on and off.
Gamer's Mind (-100 GP)
Another staple of the genre. For 50 GP, you have the mind of someone playing a video game. You are immune to absolutely anything that might affect you mentally, be it external things like drugs or mind control or internal things like depression or insanity. No matter how powerful the effect, this ability cannot be bypassed. You don't suffer from mental exhaustion. Furthermore, you will always keep your cool and never be overwhelmed by emotion — this explicitly does NOT reduce your ability to feel emotion in any way, just enhances your self-control so that you're never overcome by it, no matter how intense.
You may selectively toggle this Feature's effects to temporarily or permanently remove your immunity to alcohol or drugs.
For an additional 50 GP, your mind cannot be read, nor any other part of your inner world discerned by anything but pure social skill; your thoughts and feelings are for you and you alone to know.
HP System (-50 GP)
HP stands for 'health points'. The state of your physical health is quantified. While you're completely unharmed, it's at full; as you get hurt, it will go down. If it goes to 0, it's because you've died. Depleted HP will recover over time. You'll see other people's HP floating above their heads.
If you've purchased Gamer's Body, then any injury you take, even if it's lethal, is instantly repaired so long as you have enough HP left. Additionally and unlike before, you won't automatically die if your HP drops to 0, though extra damage will leak over; instead, the instant regen will cease for sixty seconds, and then your HP will begin to recover. HP will recover completely after six hours of sleep.
If you've purchased Levels, then when you level up, your HP is restored to full and its max amount is increased.
MP System (-50 GP)
MP stands for 'magic points'. MP can be used for more things than just magic, though: it can be used to substitute any internal supernatural resource, be it mana, ki, psionic energy, soul power, or what have you, in the use of abilities that require such things as fuel. If you already have such a supernatural resource, that will be taken into account when calculating how much MP you have. Is a requirement for the use of certain skills. Depleted MP will recover over time.
If you've purchased Gamer's Body, then depleted MP will recover completely after six hours' of sleep.
If you've purchased Levels, then when you level up, your MP is restored to full and its max amount is increased.
Eat My Way to Victory (-50 GP)
You may recover health and stamina by eating food; the more well-prepared the food, the more you recover. If the food is really well-prepared, it may even convey certain status buffs.
Mini-Map (-150 GP)
For 50 GP, there is a 2D map in your HUD, filled in as you explore the area. This is, by default, always visible in the corner of your vision, but you may toggle it off, or you may navigate through the UI to have it temporarily take up most of your field of vision and zoom in on areas as you please. Even while it's on, it doesn't obstruct your view of anything.
For an additional 50 GP, you may make the map 3D at will.
For an additional 50 GP, you may place markers on the map for future reference.
If you've purchased Threat Cursors, then the position of sentient beings is automatically identified as small arrows on visible portions of the map, an arrow's direction signifying which direction they're facing, and with different colors signifying whether they are friend, foe, or neutral — what colors, specifically, are up to you.
Threat Cursors (-50 GP)
The Levels option below gives you a good idea of how dangerous enemies are in general, but not how dangerous they are to you in particular; if you're immune to fire and heat, then a Level 23 cryomancer could be more of a threat to you than a Level 56 pyromancer. To remedy this, you'll see cursors floating above people's heads, with a spectrum of colors signifying how dangerous they are to you specifically. You may choose what colors the spectrum is composed of.
Levels (-150 GP)
You begin at Level 1. For 100 GP, you earn experience (EXP) by defeating opponents, more if you kill them, and once you earn enough, you level up. When you level up, you are completely and totally healed and rejuvenated. You can see a person's level, a rough indication of how dangerous they are, floating above their head so long as it is not at least 50 above yours. There is no level limit, but the higher your level, the more EXP you'll need to reach the next one.
This is admittedly not that useful in and of itself, but it becomes very useful when combined with certain other Features.
For an additional 50 GP, you earn extra EXP when the person or creature defeated is at the same level as you and exponentially more EXP the higher their level is than yours.
Attributes (-100 GP)
Statistical measurements of your attributes, the classic examples being strength, dexterity, vitality, intelligence, and wisdom. Attributes may be improved through training them, though the higher they are, the more difficult they are to improve this way; there is no hard limit to how high they may rise.
How many attributes you possess is up to you, but each attribute must be reasonably powered (no God Stats), cover roughly the same amount of things each, and be at least possible to argue as being equal in how useful they are. See notes for example attributes.
The rating at which an attribute starts takes into account any pre-existing boosts you might possess; purely mundane, non-Perk-enhanced attributes begin at 10.
If you've purchased Levels, then when you level up, you gain a fixed amount of attribute points (one less than the number of attributes you possess) that you can spend to improve attributes.
If you've purchased Skills, then upon raising an attribute to a multiple of 50, you will gain relevant 'Skills', one for how many times the attribute is divisible by 50. Many skills will scale in power with specific attributes, and these are especially likely to. If you choose to pay an additional 50 GP on top of the base 100, then the amount of skills you gain upon raising an attribute to a multiple 50 will always be two greater than the last time you raised it to a multiple of 50. So, if you raised your strength to 50, you'd gain one skill, three skills upon raising it to 100, five skills upon raising it to 150, etc.
Skills (-300 GP)
For 100 GP, any ability or skill you possess becomes a 'Skill', with a skill level, increasing in power and efficiency as it levels up, done by gaining enough experience, which is gathered by using the skill; Level 1 is the maximum inefficiency, while Level 99 is the maximum efficiency you could normally get — you can go even beyond that, though, with no hard cap to how high a skill's level can be. The higher a skill's level, the more experience required to get it to the next level. Generally, the more powerful and useful a skill, the slower it is to level up.
Any powers, skills, or abilities you already possess are automatically converted into System Skills. You may gain new skills by performing relevant actions; for example, throwing a knife might earn you the skill 'Knife Throwing'. Skills will not deteriorate with time or disuse.
For an additional 100 GP, once a skill has reached Level 99, it may 'prestige', granting you an at least vaguely similar but much more powerful skill at Level 1 without taking away this one or, occasionally, traits if you've purchased the option. Prestige skills may themselves prestige. Prestige skills are especially difficult to level up.
For an additional 100 GP, you may 'combine' certain skills into a new one — without actually losing the ingredient skills.
Observe (-100 GP)
A unique ability that uncovers basic information about whatever or whomever it targets. Will uncover more information as you develop the ability. You may make it free or you may make using it cost something, with the benefit to the former being obvious, but the benefit to the latter being that the power is easier to improve. Information regarding individuals significantly more powerful than you — roughly 50 levels' worth — is sparse.
Skill Books (-100 GP)
Despite the name, does not require the purchase of Skills, though there is obviously synergy. If you come across an instructive manual, book, or even flash drive, you may gain access to the knowledge and ability contained within at a basic, comprehensive level. Your proficiency with these may be improved as you would improve any other skill. Many abilities gained this way will require a certain proficiency in a given attribute for you to be able to learn them.
Inventory (-100 GP)
You have a pocket dimension arranged like a video game inventory. You can store an unlimited amount of things in it, provided each of them is something you can physically carry. Items in your inventory are placed in a sort of stasis, so if you put a hot beverage or wet towel in it, the beverage will not grow cool and the towel will not dry; strangely, any watches placed in your inventory will keep up with the current time.
You also gain access to an equipment screen from which you can equip yourself with items directly from your inventory without going through the hassle of taking them out and physically putting them on. Equipped items automatically resize themselves to fit you perfectly.
Loot (-100 GP)
If you kill something, you will gain money proportional to how dangerous the thing you defeated was. You may also gain items, sometimes magical, and their power is also proportional to how dangerous the thing you defeated was.
If you've purchased Skill Books, you may also gain skill books containing abilities relevant to the thing you defeated.
If you've purchased Inventory, you may have your loot appear in it automatically.
Quests (-200 GP)
For 100 GP, you may undertake quests in exchange for certain rewards upon completion, such as powerful items, notoriety, or improved relationships. Any task other people request of or assign to you becomes a quest you may accept or reject, and the System may sometimes propose quests of its own accord, but the only way you can prompt quests is if they're big and momentous — you may get a quest for your commitment to slay the embodiment of evil and save the world, but you won't get one for your commitment to take out the garbage.
For an additional 100 GP, you receive step-by-step instructions on the things you need to do to complete individual quests. If you've purchased Mini-Map, the mini-map will display the locations you must travel to.
If you've purchased Levels, quests will always award EXP, with how much depending on the quest's difficulty.
If you've purchased Traits, quests will occasionally award traits relevant to the completed quest.
If you've purchased Titles, quests will occasionally award titles relevant to the completed quest.
If you've purchased Skill Books, quests will occasionally award one relevant to the completed quest.
If you've purchased Classes, quests will rarely award a unique one relevant to the completed quest.
Magic System (-200 GP; requires MP System)
A mage's best friend. With the MP System and Skills, you become capable of picking up any magic spells you come across, but if you want something a bit more friendly to the System or are going to a world without magic, this is the purchase for you.
Built into the Gamer System is a magic system specifically designed for it. You start off with a bunch of basic 'spells' — that is, special abilities that can be activated by spending MP — and as you learn more spells of a given type and grow more proficient with them, you'll automatically become capable of more advanced and varied ones. The kicker? There are no arbitrary limits, no ranks of magic beyond which you can never advance; you will never stop learning.
Store (-200 GP)
There is a store accessible through the UI through which you can spend money to purchase useful items, as well as, depending on the Features you purchased here, levels, attribute points, skill books, titles, traits, unique classes, gacha spins, and temporary buffs/bonuses. Cost naturally scales with the value of the commodity in question. You may also sell or trade loot and items to this store.
Classes (-500 GP; requires Levels)
For 200 GP, you have access to classes, ex. Bard, White Mage, Black Mage, Rogue, Barbarian, Knight, Blacksmith, Alchemist, Dancer, etc. Each class has a 'tree' of branching abilities that suit the class, and each time you level up, you may select one of the next available abilities on the tree to learn.
You may change classes at any time, retaining any abilities you've gained from them, at the cost of resetting your level to 1 for the new class, with the obvious cascading effects for things that rely on your level, like HP, MP, or traits; if you switch back to an old class, your level will change back to what it was when you switched out of it.
You begin with just three classes — Fighter, Mage, and Rogue — to choose from, but you can gain access to new ones by performing a relevant action, ex. gaining access to the Innkeeper class by washing the tables of an abandoned inn or the Dancer class by dancing in front of an audience.
For an additional 100 GP, once you have enough levels in certain prerequisite classes, you will gain access to much more powerful 'prestige' classes.
If you've also purchased Attributes and choose to pay an additional 100 GP, every time you level up, any attributes closely associated with your class — for example, strength/vitality with barbarians — will automatically be increased without taking away from your allotment of attribute points. The total amount of points increased will be the same across classes, but if you've purchased the option for prestige classes, prestige classes will give greater boosts. By default, you do not retain these stat boosts after changing classes.
For an additional 100 GP, you will retain the boosts to HP, MP, and attributes even after switching classes, and traits will work based on the total levels you've ever had, rather than how many you currently have.
(2650/3250)
Evolution (-200 GP; requires Levels)
Each alt-form of a different species that you possess begins to keep track of how much EXP you gain in it, with alt-forms of the same species sharing that measurement. Once you gain the equivalent of fifty levels in a given alt-form, that alt-form will 'evolve', becoming a better, truer version of its previous self — tougher, stronger, all-around more powerful, possessing new abilities, and possibly bigger. You can evolve the same alt-form multiple times, though it will of course become more difficult each time.
For example, you might go from Vampire Neonate to Mature Vampire to Vampire Elder to Vampire True Blood to Vampire Progenitor to Vampire First Progenitor to Vampire God, and who knows after that?
For 100 GP, the boosts and new powers you gain from evolving don't carry over when you're in other alt-forms; for 200 GP, they do.