A Fantastic Adventure (Jumpchain, OC)

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Jumping straight into the story! The MC is pretty sure it was all a dream. She was given the chance to write up a Character Sheet for Jumpchain, but those stories never came true. Except this time her dreams are about to become a reality. Too bad the Jump choices are filtered by her subconscious. Hold onto your hats folks this might be a bumpy ride!
Chapter 1
Location
PA
AN: Jumping straight into the story! The MC is pretty sure it was all a dream. She was given the chance to write up a Character Sheet for Jumpchain, but those stories never came true. Except this time her dreams are about to become a reality. Too bad the Jump choices are filtered by her subconscious. Hold onto your hats folks this might be a bumpy ride!

Chapter 1


When you go to sleep in a bed and awaken in a field you know something's wrong. Admittedly, the smell of wildflowers was nice, but it didn't change the fact she didn't fall asleep here. She slept in a perfectly normal bed with comfy, if ordinary, bedding. Was she still dreaming? The dream last night was so realistic. It gave her the option to design a character sheet for Jumpchain. Of course, she tried to munchkin it as hard as possible. After all, she wanted enough CP to make herself a badass out of the gate. Except she didn't have enough points for all that. One of her benefits was to get double CP from a single Drawback. Restricting herself to level 10 would be painful eventually, but this was just a dream.

"Nope…Still in a field…" She murmured as questing fingers touched grass and other plants. No bugs, thankfully, but her luck might not hold out. Her eyes opened to behold a luscious expanse of verdant meadows. The sight stunned her as nothing like this existed back home. However, she wasn't too stunned to notice the pop-up.

[You slept in a field! HP/MP restored 20%.]

"Yes, thank you for telling me a field is a terrible place to sleep," she snarked at the unfeeling window.

[Do you wish to take the Tutorial now?]

"Might as well," she sighed. If not for Gamer's Mind this would be freaking her out something awful. It's a good thing she remembered her purchases. The Tutorial was merely pro forma at this point, but it was good for starting XP.

[Quest Alert!]
Take the Tutorial: Where are you? What's going on? Who cares about any of that? You have Gamer powers and an unsuspecting world to use them on! Take a spin through the menu and familiarize yourself with your fabulous purchases.
Reward: 50 XP, Knowledge of the System
Failure: 0 XP, Ignorance.
Note: The only way to fail this Quest is to not take it.
Accept?: Y/N

She accepted the Quest and immediately it started leading her through a ridiculously generic tutorial. The first curveball was when she saw her name. Some smartass listed her name as Avrilavine and made the girl an Elf.

"My name is April Levinson. I'm not related to a Canadian singer," she tried to edit the name, but it stubbornly refused.

[You need a Name Tag to change your name.]

"Fuck," she grunted.

The stat spread was from Dragon Age. She went with something already known instead of trying to reinvent the wheel. The purchases she made became Traits that augmented certain key stats.

HP: 50/50
MP: 140/140
Level: 1
Class: Mage
Stat Gains Per Level
HP + 2 (+ 4)
MP + 8 (+ 16)
Willpower + 2 (+ 4)
Magic + 2 (+ 4)

Strength: 10
Dexterity: 20
Willpower: 28
Magic: 60
Cunning: 22
Constitution: 10
CP: 0

Traits:
Lightning Quick: + 2 (+ 4) Dexterity per lvl
Well of Wisdom: + 2 (+ 4) Willpower per lvl
Silver Tongue: + 2 (+ 4) Cunning per lvl
Font of Magic: + 2 (+ 4) Magic per lvl
Double Up: A blessing that multiplies all numerical gains by 2. (Stats, CP, Loot, XP, etc)

[Choose your starting spells]

"Oh, right. I'm supposed to start with a selection of beginner spells. Are we still using Dragon Age?" She asked. Hopefully, the silly thing answered her this time with something useful.

[Select them from wherever you want. Nothing above Basic Tier, but otherwise knock yourself out.]

Okay, maybe she would take back most of her snark. The system was surprisingly generous. Especially considering how she shot herself in the foot with a level cap of 10. There had to be something to make up the difference.

"What about the Will and the World from the Belgariad?" She inquired. The Will and the Word was probably one of the most versatile powers in fiction. Gather your Will, speak a Word, and magic happens. The words weren't even magic in nature. They could be anything.

[Will and the Word is acceptable]

Sorcery lvl 1
Cost: Binds 90% MP - 1% per level
Mystic Noise: 300% - 2% per level
Success Chance: Magic 1/10 + 2% per level
Also known as the Will and the Word, sorcery is a magic power held by some individuals that lets them manipulate the universe around them. A sorcerer only needs to focus on their will and state what they want to achieve for it to happen. For example, "Burn" can be used to set an opponent in flames. The only limits to sorcery are the sorcerer's power, imagination, and belief in their own powers. If a sorcerer does not believe his powers will work 100%, their sorcery will fail. Some things like resurrecting people are basically above any sorcerer's reach due to the the immense amounts of power required. Additionally, while sorcery can be used to destroy things, it can never be used to unmake anything, even a regular pebble, due to it being forbidden by the universe. If a sorcerer tries to unmake something, they will be the ones unmade.

Manipulation
The most basic use of the Will and the Word: manipulating one's environment. A sorcerer can easily lift, move, or throw people or objects with their Will. It can be used to direct water and earth, twist the inner mechanisms of a lock to open it, gather heat to create fire, or even manipulate the weather. It's not recommended for novice sorcerers to tamper with the weather, however, since weather patterns are global, and tampering in the wrong place at the wrong time could have disastrous results.

Using sorcery to manipulate one's surroundings is very tiring for the sorcerer.

Creation
A sorcerer can also create anything they can imagine. Unlike manipulation, which takes energy from the sorcerer's surroundings, the energy for creation comes entirely from within.

Projection
Sorcerers can also project their image and consciousness over vast distances to communicate with or spy on others. They do this by filling their shadow with their mind and Will. In daylight, it's easy to spot a projection, as it has no shadow. A sorcerer's ability to interact with the world around them (or use the Will and the Word) while projecting themselves is very limited.

Translocation
A very common ability, often the first ability they manifest, sorcerers can instantly move an object from one location to another.

Shape-Change
Sorcerers can change their shape into other animals, or even people. However, one's shape is tied to their identity, so they rarely use it to disguise themselves and often have a preferred animal form. Since it is an extension of the Will and the Word, it requires imagination. The sorcerer must clearly picture everything exactly right in order to take the proper shape because if they forget to add a tail or give feathers to an animal that doesn't have them, that's what they'll turn into. Also, if they forget an internal organ, they could run into serious problems, which is why novice sorcerers are advised to go slowly while learning to change shapes.

Telepathy
Sorcerers have a heightened awareness. At its most basic, it allows them to detect the use of sorcery in their immediate vicinity. It often seems like a loud noise or sound. Some things, like translocation, are very loud, while others, like shape-changing, are very quiet. One can prolong the release of their Will in order to reduce the "volume" of their sorcery. Sorcerers can also communicate this way, however, by casting their thoughts at the person they wish to communicate with. Some sorcerers, especially Grolims, can also tamper with people's minds. It takes a while and requires a great deal of subtlety, but if they succeed, they can enthrall another person and gain total control over them. For example, when Asharak compelled Garion to be silent whenever Garion wanted to tell someone about him, or when Baron Derigen and Baron Oltorain had their minds twisted by a Grolim priest.[1] Other uses exist, such as implanting or erasing memories, putting people to sleep, or sensing the thoughts of others, even if they aren't projecting them. If one is familiar with how a certain person or group of people think, they can even identify people they find with their minds. A sorcerer can shield themselves from other sorcerers searching for their thoughts by concentrating on an image of their surroundings, then encasing themselves (and others) inside that image. Thus, when another sorcerer's mind finds them, all they'll see is the image.

Transmutation
A technique discovered by the last disciple of Aldur, Beldurnik, sorcerers can also change what something is made out of into something else. It's apparently easier if one already has some of what they want to change the material into.

"Ninety perfect of my max MP is bound? At all times? Yikes," the girl winced. It was what she wanted, but the sheer amount was an unwelcome shock. Then again she was coming into this as a rank novice.

[Check the Menu]

There was more than the status screen. She had a Skills List that appeared blank save for Gamer's Mind and Gamer's Body. Those weren't changed at least. Where were the skills she had before this? It was probably something ridiculous like having to "rediscover" her lost talents. The knowledge was still there, but the actual Skill wasn't. April rolled her eyes before deciding it wasn't worth getting upset about. Her missing skills could be corrected with time and a place to work. The middle of a field, no matter how nice, wasn't the right place for that. Other options were the Map, which wasn't even remotely close to being filled in, the Inventory, and the Shop Menu. There was a serious lack of money in her account so the shop remained unexplored.

"Menu checked. Now what?" She grumbled. The field was full of beautiful flowers and other plants everywhere she looked. That is until she looked behind her and beheld an alarming sight.

The sight of a seven to eight-foot-tall green-skinned humanoid was startling. From the looks of things, he could be an orc. At least the triangular ears and piggy face gave that impression. He was also wearing the worst mishmash of armor imaginable. Mostly just leather with some beaten metal plates to cover his shoulders and upper torso. His large gut was unprotected except maybe by fat. That wasn't what bothered her, however. Held in his grasp was a maiden dangling by her ankle. The terrified girl was trying to hold her skirt down while twisting in the air. April found herself briefly mesmerized by just how large her chest was. More from wondering how her back survived than any titillation. When the full tableau was processed her alarm morphed to black rage.

[Quest Update!]
Take the Tutorial II: This is your first taste of combat. Are you ready? There are no second chances when you've committed yourself. What will you do?
Reward (Fight): A Random Combat Skill Book, 100 XP, 1000 Gold
Reward (Run): Chicken Shoes (+500% to Escape/Evasion), 100 XP
Accept: Fight/Run

She didn't need to verbally accept. Her answer was obvious. The girl was instantly translocated to her side. At least she should have been. That success chance was already kicking her tail as the girl landed on top of her. April yelped as she was knocked off her feet by the screaming pink-haired girl. On the one hand, she was saved from the orc. On the other hand, the orc heard her shrill cries and instantly oriented on their position. Credit where credit's due, the massively built monster could really run when he tried.

"Get off me! I can't see him!" April flailed as massive mammaries blocked her vision.

"Please! Don't let him get me! We have to run!" The girl squirmed as she tried, and failed, to get off her savior.

The problem with Sorcery was that novices had to see what they were doing. April could hear the footfalls as the evil creature reached their location. She took a chance and rolled over hard to put the victim beneath her. Just in time too as the orc settled for grabbing the closest girl. The enraged Gamer grinned savagely as the brutish thug lifted her in the air by her shirt. He didn't understand why the new girl didn't appear frightened, but he would know soon enough. April gathered all her Will into a tight ball of fury and aimed both hands at his face.

"Eruption!" She screamed. The image she had was of brilliant searing flames exploding in his face. For something like this she didn't need precision. All she required was to be in the right ballpark. There was no way to misinterpret her intent. The orc's eyes widened in alarm.

"Hurk!?" He grunted before his head exploded in a fountain of bloody flames. The headless body remained standing a moment longer before gravity asserted itself. April yelped as his fist, still clenched tight in death, dragged her down on top of the corpse. A few more spurts of bloody fire pumped from the neck.

"Ew…" April grimaced.

"A-Are you alright?" The girl approached warily.

"Just peachy…" April wriggled around as she tried to loosen the dead orc's grip.

"Let me help you…" The busty lass used a staff to try and pry open the fingers.

[Quests Completed!]
Take the Tutorial & Take the Tutorial II!
Rewards: 150 (300) XP, Knowledge of the System, 1000 (2000) Gold, Beginner's Guide to Polearms, Beginner's Guide to Self Defense

April irritably waved the pop-up away as she tried to escape her current predicament. The other girl finally brought out a dagger and started hacking at the fingers. How could she do all that without being the least bit squeamish? April had Gamer's Mind as an excuse. That is until she saw the lass flinch with each motion. Some of her irritation faded as she really looked at her. The girl was cute with an impressive chest, pink hair, blue eyes, and pointed ears. She was just menaced by this creature and still hadn't high-tailed it out of there. In fact, she was trying to help her now. That took some real guts. Either that or she was emotionally numb from her ordeal.

"There you are…I'm sorry about your shirt," the girl fidgeted cutely. The orc's blood stained her shirt badly, but it couldn't been worse.

"It's fine. You've got nothing to apologize for," April assured her. That's when she noticed the name over the girl's head. Erunelle Odette lvl 1 Fledgling Alchemist.

"My name is Erunelle Odette. B-But everyone calls me Rune," Rune smiled. Then she noticed the orc's corpse and the smile wilted slightly.

"My name is [Avrilavine] but you can call me Avril," April almost bit her tongue trying to say her real name. This stupid Name thing was going to drive her to drink!

The women decided that talking over a corpse wasn't exactly a good idea. Rune invited April back to her home to discuss this some more. Before they left, April said "Mulch" and a horde of insects flowed from the ground to consume the body. That wasn't what she was going for exactly, but it was a work in progress. As they left the wide meadow the duo remained blissfully unaware of a man observing them from afar. A faint smirk crossed his face as he beheld the sight.

This was going to be a very strange story…


AN: For those of you who know Rune's Pharmacy that's awesome. I'm posting this on multiple sites because it's going to remain PG at worst. Enjoy!
 
Character Sheet

Name: Avril (Avrilavine)
Real Name: April Levinson
Age: 24 (Base)
Benefactor: Normal
Benefits: Resolved and Done, Double Drawback CP, Second Background
Handicaps: Go Home and Stay are locked out, No Universal Drawbacks Supplement
CP: 1000

List of Jumps:
1. Gamer Supplement: Rune's Pharmacy (OVA)/Jumpchain Gift Shop
2.
3.
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10.

Gamer Supplement: Rune's Pharmacy (OVA)
Age: 24
Setting: Fantasy
Difficulty: Medium (+200 CP)
CP: 1000 + 200 + 1200 (Drawbacks) = 2400


100 CP (4 Free) (0 CP)
Lightning Quick: Well, not that quick, or anywhere near it, admittedly, but it's a cool name. You're fast enough that the mundane eye can't keep track of you, able to cross entire football fields in seconds. But there's a difference between being fast and being quick, and you're both — in addition to your incredible speed, your reflexes are instantaneous and incredibly precise. The deftness and dexterity you possess is beyond even a lifetime of training; other people occasionally fumble, but not you. You have a gymnast's flexibility and walk with a dancer's grace.

Well of Wisdom: If intelligence gives you more options to choose from, then wisdom is the ability to choose the best of those options. This quality, too, is hard to define, but you know it when you see it, and others see it in you. You certainly have what people call 'common sense', but it's not just that. It's as if you see things that others don't — you're able to accurately divine a person's feelings and innermost thoughts, including your own. It's perceptiveness and intuition, an attunement to the world around you. It's the ability to overcome your own biases and prejudices, such that to you they might as well not exist. It's clarity of thought and peace of mind. It's instinct and intuition. It's the ability to recognize what feels right and true and discern what doesn't make sense and why. It's a knack for accurately predicting the outcome of events even far in advance. It's not making stupid mistakes, even those that don't seem stupid at first glance. It's the ability to make the right choice, if not all of the time, then almost all of the time. It's fuzzy, but no less important for it.

Silver Tongue: Well aren't you a charmer. You're able to wheel and deal with the best of them thanks to an acute understanding of psychology as well as a keen insight into people's thoughts, desires, and motivations; you know how to make people laugh, cry, or feel just about any way you want them to feel, really. Unless what you say is blatantly and obviously false, it's all but impossible to catch you in a lie. You know just what makes a person tick and how to get them to do what you want, to even make them want to do what you want. You're able to be the life of the party one minute, put the fear of God into the whole room the next, and then smooth it over like it never happened. You have a startling grasp of local etiquette and customs, even those you'd have no way of knowing about beforehand. The only way someone is coming away with a negative first impression of you is if you want them to. It's just hard to dislike you, and the alternative is oh so very easy. It certainly doesn't hurt that you're probably the best-looking person in the world. You even smell amazing.

Font of Magic: Whether or not the people of this world are capable of magic or, if they are, even spend magical energy to do it, you have enough magical power to rival any old wizard and can expend it to accomplish magical effects. Furthermore, the sheer depth of your magic tears apart lesser hostile spells and weakens stronger hostile spells that would otherwise affect you; as this defense is linked to your own stores of mana, its effectiveness is dependent on how much you have yet to use. Not only is there power and depth to your reserves of mana, but you find them refilling much faster than they should. Magical energy itself is easier for you to shape and craft than it has any reason to be, though that native talent should not be confused with a skill for it — unfortunately, any skill this Perk imparts is merely enough to ensure that you don't do something careless and blow yourself up; for all your power, you are an utter novice to the art of magic. With time and training, however, oh, what wonders you shall enact.

200 CP (Discount 3) (-200 CP)
The Face: Have you ever heard of Diplomancy? It's being so good at social interactions that it's basically magic. You're not quite that good, but a person could be forgiven for thinking so. Your ability is simple but powerful: you always know just what sort of argument to use to persuade a person. That's it. If you can possibly persuade a person to do something or convince them of a certain way of thinking, you will know the best argument to make, tailored to them specifically, and even have an idea of the non-verbal cues — body language, your voice's tone and pitch — that will help to convince them. You can use this to try to persuade a single person at a time, or you can put it to work on entire groups: perhaps you will not convince all of the group members in this way, but a majority almost assuredly.

Rogue: You are a master thief. You can pick a lock, any lock, in a fraction of the time it should take you. When it comes to stealth, there are few better: you just seem to blend into the background, making it easy for people to lose sight of you even when you're actively attacking them. If you aren't doing anything to draw attention to yourself, then it's all but impossible for a person to notice you unless they're actively looking if you don't want them to, and even then, it probably won't happen without some form of enhanced senses; this ability can, of course, be toggled. This stealth effect seems to be especially effective on your hands, though; you can actually force the effect to recede on all of you except for your hands, using yourself as your own distraction as you pick a person's pocket with them none the wiser.

600 CP (Discount 1) (-300 CP)
Double: This Perk is as powerful as it is simple. Every positive aspect(as interpreted by you) of any effect that is applied to you, or is caused by you is doubled as long as it can be expressed as a numeric value. At your discretion, this Perk stacks with itself for any situations where you are both the source and the target of an effect.

You can designate any aspect of any effect subject to this Perk to be neither positive nor negative. This will effectively exclude any such aspect from the doubling effects of this Perk. You can use any of this Perk's effects in an effortless, perfectly instinctual way, at will.

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.

Bare Necessities (Free)
You have a job that pays enough for you to live on, assuming you live simply. You also have a home of some sort, a cheap but decent vehicle of an appropriate type, and the various basic sundries needed to live. Basically, you have a life, set up and waiting for you. The job will be something you are capable of performing, and that works with your background, and the schedule will be flexible enough that it will not interfere with your leisure activities.

Iconic Item (200cp)
This status can be attached to any item (chosen when this is purchased). In addition to being indestructible, never needing to be cleaned, maintained, sharpened, refueled, or reloaded, this item will now automatically gain the abilities of any item of the same type (melee weapon to melee weapon, computer to computer, vehicle to vehicle, etc.) that you pay CP for. This is retroactive. (Spear)

Morphic Item (100cp, Requires Iconic Item)
Your iconic Item can now change its form into that of any item it has gained abilities from, while still keeping all its abilities.

Limited Perception Filter (100cp)
Any oddities regarding your equipment, such as glowing auras or shapeshifting, will be ignored by people who would be freaked out by them, unless they are directly interacting with them. This applies to all your possessions

Low-Level Run (+600 CP; requires Levels; incompatible with A Rival Approaches!)
You will never advance beyond Level 10.

HP: 50/50
MP: 140/140
Level: 1
Exp: 300/2000
Class: Mage
Stat Gains Per Level
HP + 2
MP + 8
Willpower + 2
Magic + 2

Strength: 10
Dexterity: 20
Willpower: 28
Magic: 60
Cunning: 22
Constitution: 10

Traits:
Lightning Quick: + 2 (+ 4) Dexterity per lvl
Well of Wisdom: + 2 (+ 4) Willpower per lvl
Silver Tongue: + 2 (+ 4) Cunning per lvl
Font of Magic: + 2 (+ 4) Magic per lvl
Double Up: A blessing that multiplies all numerical gains by 2. (Stats, CP, Loot, XP, etc)
 
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