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Auxiliary chapter (power system-simplified version)

  Story skills

  1. Story Skills:

  Definition: Story Skills are abilities granted to characters that reflect their role and significance within the world's narrative. These skills are tied to a character's personal journey, evolution, and their interactions with the world. They encompass combat abilities, supportive skills, and more nuanced powers aligned with a character's profession, destiny, or story arc.

  Categories: Story Skills are divided into six progressive stages, representing the character's growing narrative importance:

  1. Common (Stage 1): Everyday roles (e.g., [Baker], [Guard], [Merchant]) with basic skills reflecting their function.

  2. Uncommon (Stage 2): Slightly more significant roles (e.g., [Blacksmith], [Apothecary], [Scribe]) with specialized skills.

  3. Rare (Stage 3): Impactful roles (e.g., [Warrior], [Healer], [Seer]) with abilities that can influence story outcomes.

  4. Epic (Stage 4): Pivotal roles (e.g., [Knight], [Mage], [Chieftain]) with powerful skills altering major events.

  5. Legendary (Stage 5): Heroic figures (e.g., [Champion])

  6. Mythic (Stage 6): Rare and almost divine

  Starter pack:

  every story skill comes with a stater pack, eg. A person will illusion story skill stater pack would get something like, enhanced perception.

  And a person with anything similar to cutting has one of the only two starter pack,

  Starter packs aren’t varying, they are constant and only few exist, though as a person ranks up it becomes more specific.

  Ranking up:

  the higher you rank up the more specific your story skill becomes, if you have illusionist at stage 1 or wizard, the higher you rasvian control gets the more specific it gets, like stage 4 would be something like, mind illusionist, it becomes specific that it only tagerts the mind, and thats what the story skill actually does

  Reset:

  If your story skill manages to change you will lose all progress in that story skill, but the experience you got will still be there.

  Dynamic Progression: Skills evolve based on narrative choices, alliances, and significant actions. Characters may gain a new or lose their skills,

  Limitations:

  Skills can regress or be lost entirely if a character's actions contradict their narrative role.

  Higher stage skills require more Rasvian energy to use, potentially exhausting the user quickly.

  Skills become increasingly narrow in focus at higher stages, limiting versatility.

  Progression is not guaranteed; characters can stagnate if they don't actively pursue their narrative arc.

  Conflicting story arcs between characters can weaken or negate each other's skills.

  Dynamic vs. Rigid Progression:

  * One potential area for refinement is the dynamic progression of Story Skills. While characters evolve based on their narrative roles, you might consider adding more player agency or surprise twists in progression—where events outside their control or narrative arcs force their skills to evolve in unexpected directions. This would mirror systems like The Witcher’s mutation-based evolution or My Hero Academia's Quirks, which grow through both experience and environmental influence.

  2. Attachment Skills:

  Definition: Skills necessary for effectively using Story Skills. They serve as the practical application of Story Skills and are tailored to the character's role or function within their story.

  Examples:

  * For a [Baker], the Attachment Skill might be [Yeast Amplification], enhancing baking speed or quality.

  * For a [Priest], [Healing] provides restorative powers.

  * For an [Emperor], [Absolute Authority] could compel obedience.

  Limitations: Skills align with specific forms of Rasvian energy or combinations, limiting versatility but creating specialized strength.

  Dual-category Attachment Skills: Allows skills to draw from two forms of Rasvian energy, enhancing versatility and complexity. For example, a [Mage] might combine Veil Rasvian for stealth and Amplifier Rasvian for powerful spells.

  Personalization: Each character's Attachment Skills reflect their story skills which in turn reflect unique journey, experiences, and personal growth, adding subtle distinctions even among similar roles.

  Proficiency Tiers: Characters can have different tiers of proficiency (e.g., Novice, Skilled, Master) that affect how efficiently they use a skill, rather than changing the skill's core function.

  Limitations:

  * Skills are intrinsically tied to their associated Story Skill; if the Story Skill weakens, so does the Attachment Skill

  * Overuse can lead to temporary inability to access the skill

  * Skills may malfunction or backfire if the user's emotional state doesn't align with the skill's nature

  3. Unwritten Skills:

  Definition: Special abilities granted through the right Attachment Skills, not naturally acquired but conferred through external means. given by other people/beings, in short they are basically the same thing as attachment skill, just not held back by limitations of story skills and can vary, limitations are where to get skills and if they fit current skillset,

  Stages of Individuals:

  1. Normal: 1 Unwritten Skill

  2. Knight: 2 Unwritten Skills

  3. Priest: 3 Unwritten Skills

  4. King: 4 Unwritten Skills

  5. Champion: 5 Unwritten Skills

  Improvement: These skills can only enhance in effectiveness, not in rank, keeping them distinct and focused.

  4. Title Skills:

  Definition: Skills tied to titles earned through notable achievements. Titles not only grant specific abilities but also affect how others perceive and interact with the character.

  Examples:

  * [Uninvited Guest] bestows attributes of unidentified suspicion and authority defiance.

  * A [Snake Eater] known for slaying snakes might evolve into [Beast Slayer] if the character's reputation and actions grow.

  *

  Ranking System: Similar to Unwritten Skills, with ranks like Emperor titles and Emperor King titles, but progression is through recognition and acknowledgment by others.

  Living Titles: Titles evolve based on the character's actions and growth, enhancing their skills and influence over time.

  Narrative Influence: Titles affect interactions with people and the environment, offering tangible benefits or challenges aligned with the character's journey.

  Unlike normal skill, in order to activate needs to meet specific requirements.

  True Titles (Stage Two)

  Definition: These are titles that reflect the fundamental truth or core identity of a higher being. Unlike regular titles, which evolve based on reputation and recognition, True Titles represent the undisputed reality of a being's power, purpose, or essence.

  True Name: When a being earns a True Title, they unlock their True Name, which is the embodiment of their highest nature or purpose. Knowing or using this name grants access to unparalleled power and authority tied to that being's true form.

  True State: The manifestation of the being’s absolute form or identity. When they assume their True State, they exhibit their full strength, and their abilities are no longer bound by the usual rules of title progression.

  Undisputed Norm: Unlike regular titles that rely on acknowledgment, True Titles are inherent and undisputed. Once unlocked, they do not require validation from others, as they are absolute manifestations of a being’s nature.

  * Weaknesses in True Titles: True Titles should have specific weaknesses, where opponents can exploit a character’s backstory, vulnerabilities, or past failures to weaken their Title Skills. For example, if a character earned the title [Unstoppable Force], reminding them of a personal failure could diminish its power.

  Limitations:

  Skills weaken significantly if public perception of the title-holder changes

  Activating these skills may require specific, sometimes inconvenient conditions

  Overreliance on Title Skills can lead to a fragile sense of self-worth tied to external validation

  Opponents can temporarily negate Title Skills by challenging the legitimacy of the title

  Definition: Rasvian Energy is the foundational essence that powers all existence and abilities in the world. It permeates every aspect of reality, serving as the driving force behind the activation and enhancement of Story Skills, Attachment Skills, and Unwritten Skills. Its dynamic and versatile nature makes it the cornerstone of both mundane and extraordinary phenomena.

  The tale has been taken without authorization; if you see it on Amazon, report the incident.

  Main Forms:

  1. Primal Rasvian:

  * Nature: The most basic and unrefined form of Rasvian energy, representing the raw essence of the universe.

  * Function: Composes all matter and serves as the building block for other forms of Rasvian energy. It is abundant yet difficult to manipulate directly without advanced mastery.

  2. Genesis Rasvian:

  * Nature: A highly creative and generative energy that shapes and forms all things.

  * Function: Powers creation, growth, and the manifestation of ideas into reality. It is often used in crafting, construction, and the creation of new life or objects.

  3. Essence Rasvian:

  * Nature: The most versatile and practical form of Rasvian energy, used for day-to-day functions and basic skills.

  * Function: Fuels simple tasks, basic skills, and common abilities. It is the most accessible form of Rasvian, allowing even non-skilled individuals to tap into it for minor enhancements.

  Manifestations:

  1. Navigator Rasvian:

  * Nature: Specializes in guiding and directing energy flows with pinpoint precision.

  * Function: Allows the user to channel Rasvian energy accurately, enhancing control over skill execution, targeting, and manipulation of finer details.

  2. Amplifier Rasvian:

  * Nature: Focuses on increasing the intensity and output of Rasvian energy.

  * Function: Boosts the power of skills and abilities, making actions more forceful or effective. It is particularly useful in combat or high-energy scenarios.

  3. Veil Rasvian:

  * Nature: Conceals and obfuscates, creating layers of energy that can hide the user or distort perceptions.

  * Function: Masks presence, intentions, or even certain actions. It can be used for stealth, misdirection, or creating illusions, blending reality with deception.

  4. Transmuter Rasvian:

  * Nature: Alters and transforms energy from one type to another, providing adaptability.

  * Function: Converts energy between forms, enabling the user to shift tactics or respond to different challenges dynamically. It allows for versatility in skill application and environmental manipulation.

  5. Ascendant Rasvian:

  * Nature: Evolves and refines the nature of matter and energy, pushing beyond natural limitations.

  * Function: Transforms basic elements into more advanced states, potentially altering their properties. It is used for enhancement, evolution, and pushing boundaries of what is possible.

  Function and Usage:

  Weapons:

  Weapons are an extension of ones limb, so your skills and all sort works on it, “eg”

  * “To make it easier, its better to navigate rasvian using a weapons, think of it as a an Artist with a paint brush, they can draw with their hands, but overall a paintbrush makes it much easirer, and see you don’t know anything yet,” Anna says, her face contorting into that of anger, “lets go” she finally says.

  * Manefestaions navigator are the only skill that have this.

  * Core Role: Rasvian energy is central to the functioning of all skills and powers, underpinning the abilities of individuals across the world. It can be harnessed through natural talent, rigorous training, or by absorbing energy from killed entities.

  * Raising Energy Levels: While Rasvian energy is abundant, its mastery is what sets individuals apart. Proficiency in controlling Rasvian energy determines the effectiveness of skills and the potential for advanced abilities.

  * Limitations: Rasvian energy enhances Story Skills, Attachment Skills, and Unwritten Skills, but does not elevate Title Skills directly. Title Skills rely on recognition and acknowledgment from others, growing through narrative influence rather than raw energy.

  Colour:

  The average color of Rasvian Energy is Blue, Though most people have variations of the color. Some are color that match their skills, fire manipulation or conjuration would have a red colored Rasvian Energy.

  Aura/presence:

  could also be called killing intent this dosent fall under any classification, just the said character can ooze Rasvian Energy that could mean either of this to another character.

  * Synergies: different manifestations can interact or complement each other, creating complex or unique effects.

  * Limitations and Costs: Each manifestation have clear drawbacks or limitations and can only do in short what they are meant to do. No changes, emphasizing that mastery over Rasvian energy requires careful management of its strengths and weaknesses.

  * Emotional Influence: the user's emotional state can influence how these manifestations behave—e.g., Amplifier Rasvian might grow unstable with heightened emotions.

  Ranks of Rasvian Control:

  1. Adept: Basic control, enabling simple skill use.

  2. Ascendant: Surpassing normal limitations.

  3. Refined: Purifies energy for precision and power.

  4. Resplendent: Major power increase, achieving beyond the norm.

  5. Illuminated: Unveils hidden truths and world insights.

  6. Transcendent

  7. Supreme

  8. Celestial

  9. Ethereal

  10. Divine

  Ascension Trial, Killing creature or constant use of skills or finding materials with high concentrations of Rasvian Energy

  Demons and mysticals ranks

  1. Wicked: Basic evil tendencies, capable of minor misdeeds.

  2. Malevolent: Actively seeking to cause harm and misery.

  3. Corrupted: Tainted by dark forces, spreading corruption to others.

  4. Nefarious: Achieving notoriety through elaborate schemes and cruelty.

  5. Abyssal: Drawing power from dark realms, commanding lesser evil entities.

  6. Infernal

  7. Tyrannical

  8. Apocalyptic

  9. Eldritch

  10. Primordial Evil

  6. Final Skill Set:

  Definition: Unique, singular skills achieved by performing near-impossible feats. Only one per individual.

  Unknown***

  Legacy Effects: Final Skills often leave a lasting impact, such as altering the world's fabric, creating new laws, or posing new challenges for future generations.

  7. Eras:

  Definition: Distinct periods or realms, each with unique expressions of Rasvian energy and skills.

  Examples:

  * Agnite: From the [New Kingdom Era].

  * Air's Child: From the Steampunk Era.

  * Demon Scales: From the Demon Hunting Era.

  * Vigra: From the Space Conquest Era.

  Function: Rasvian energy manifests differently across eras, influencing skills and their effectiveness. Characters native to an era have natural affinities, while those far removed might struggle or experience weakened abilities.

  Era-Specific Skills: Characters can gain temporary buffs or skills when within their native era, reflecting their deep connection.

  8. 21 Realms:

  5 sages and one God for each realm.

  Expansion: The 21st Realm is defined by its infinite expansion, especially due to the presence of the Museum of Narratives, which defies conventional time and space constraints.

  21st realm:

  Main Lobby: An ever-expanding space that accommodates new eras, constantly growing to include more narratives and timelines.

  Cities: Static in size but glow brighter with distance, resembling stars in an ever-expanding universe.

  9. The Museum of Narratives:

  Role: A central hub existing outside time and reality, housing copies created by sages. It serves as a repository for stories, skills, and histories.

  Influence: The significance of copies diminishes as one ascends to higher realms,

  Copies is the concept that guard reality, time space everything gets less noticeable till not existing,

  10. The 17 Wonders:

  Significance: These are powerful, untamable locations that defy easy control, even by the sages. They are central to ongoing power struggles, such as the battle for control over the Tower's site.

  Function: Represent the chaotic, untamed forces in the world, constantly challenging the established order and offering opportunities for characters to prove their worth or meet their downfall.

  Currency System:

  Draws and Silks:

  * Draws: The primary currency within the Museum of Narratives.

  * Silks: A sub-denomination; 20 silks equal 1 draw. Silks serve as a more accessible form of currency for minor exchanges or lower-value transactions.

  Economic Tiers:

  * Common Characters: Primarily use Silks for daily needs, with Draws reserved for significant upgrades.

  * High-Tier Characters: Regularly trade in Draws, focusing on gaining advantages through rare and powerful artifacts.

  Market Variability: Currency value fluctuates with the success or decline of certain eras, skills, or artifacts, creating an ever-shifting economic landscape where characters must adapt to maintain or gain influence.

  Compensations:

  The concept of compensation was one of the many decrees set forth by the sage—rules that bound locations and in the current hall the heads of the families are bound by a rule, with penalties severe enough to deter even the most reckless. The hall was laden with such restrictions, and Henri knew them well.

  Even most mortal can use compensation, “I sacrifice my arm, to make my attachment skill stronger,” it only works in the location, though the size varies.

  NOTES*

  1. Cores: The Engine of Rasvian Energy

  A core is the physical and spiritual reservoir of Rasvian energy, governing a being’s vitality, skill potency, and connection to the world’s narrative fabric.

  Function:

  Rasvian Control: A core’s strength determines one’s rank (Adept → Divine). Higher ranks allow mastery over complex manifestations (e.g., Navigator/Amplifier Rasvian).

  Skill Activation: Story Skills and Attachment Skills draw directly from the core. For example, Aether’s [Adaptive Evolution] evolves his body by channeling Rasvian through his core.

  Fragility: Corruption or damage to the core (e.g., Hector’s "breaking core" from Altan’s attack) can lead to death or loss of abilities.

  Examples:

  Mirakos’s Father: His core was pierced by Altan’s "smoke," leading to his demise (Ch. 7).

  Aether’s Arm: The loss of his arm and replacement with a Rasvian-infused prosthetic ties to his core’s resilience, allowing him to interface with new energy flows.

  2. Souls: The Narrative Essence

  Souls represent the metaphysical identity of a being, bound to their role in the world’s stories and their capacity for transcendence.

  Function:

  Story Anchors: Souls are tied to Story Skills, which evolve based on narrative choices. For instance, Zahra’s resurrection via [Flame Resurrector] (Ch. 18) implies her soul retained its structure despite bodily destruction.

  Reincarnation: Souls persist across eras, as seen in Zephyros’s ideology: "We live, we die, and the cycle continues... nothing is constant" (Ch. 9). The Museum of Narratives preserves soul imprints as "copies" of completed eras.

  Divine Aspiration: Souls can ascend to higher states (e.g., Zephyros’s quest to "become God"), requiring core purification and Rasvian mastery.

  Examples:

  Zephyros’s Soul: His white/amber eyes symbolize his dual soul—one tied to mortal ambition, the other to divine wrath.

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