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AliNovel > I am a Table [A LitRPG Progression Story] > World-building Notes

World-building Notes

    Hi y’all. This is just where I drop my worldbuilding notes and details about the progression system in case I forget.


    <ol>


    <li style="font-weight: 400">The fanbase is to be called Tablelovers. No questions about it; you’re a Tablelover now.</li>


    <li style="font-weight: 400">Okay, so the progression system:</li>


    </ol>


    <ul>


    <li>


    EXP is gained by:


    <ul>


    <li>Surviving challenges (being used, enduring weight, tanking damage)</li>


    <li>Completing system-assigned quests (even the dumb ones)</li>


    <li>Overcoming life-threatening situations (which should NOT happen to a table)</li>


    <li>Finding creative ways to use his limited movement & skills (system rewards ingenuity)</li>


    </ul>


    </li>


    <li>


    EXP requirements increase exponentially per level, and by exponentially I mean REAL exponentially. Wait and see how he passed Level 5.


    </li>


    </ul>


    Level-Up Rewards:


    ? +5 Stat Points (allocated manually)


    ? Potential HP increase (if durability improves)


    ? *Chance to unlock new skills (random or situationally relevant)


    ? New passive bonuses every few levels (like increased resistance, sturdier material, or better self-repair)


    Table''s attribute system:


    <table>


    <thead>


    <tr>


    <th>Stat</th>


    <th>Function</th>


    <th>How It Grows</th>


    </tr>


    </thead>


    <tbody>


    <tr>


    <td>STR (Strength)</td>


    <td>Determines how much force he can exert. Bumping into him might hurt a lot more.</td>


    <td>Slowly increases if he bears excessive weight, tanks damage, or gets reinforced.</td>


    </tr>


    <tr>


    <td>END (Endurance)</td>


    <td>How much wear & tear he can withstand.</td>


    <td>Passively increases through sustained use, reinforcement, & tanking damage.</td>


    </tr>


    <tr>


    <td>AGI (Agility)</td>


    <td>Theoretically lets him move fast… if he could move. Affects how much force he absorbs from impact.</td>


    <td>Increased by dodging (adjusting) bumps, turbulence, and reacting to movement.</td>


    </tr>


    <tr>


    <td>PER (Perception)</td>


    <td>Allows him to notice details, read status screens, and detect hidden system mechanics.</td>


    <td>Improves through successful observation quests & analyzing surroundings.</td>


    </tr>


    <tr>


    <td>??? (Hidden Stats)</td>


    <td>Mystery stats he hasn’t unlocked yet. Some may include Durability, Magic Affinity, or Sentience Expansion. No Intelligence; his intelligence is fixed, so if he dumb he dumb.</td>


    <td>???</td>


    </tr>


    </tbody>


    </table>


    <ul>


    <li>Skills are earned through actions rather than being given freely.</li>


    <li>Some are hidden or locked until Table triggers them in very specific ways (like butt-related appraisals).</li>


    <li>Skills have levels, increasing with use and proficiency.</li>


    <li>There are Active Skills (Limited Use or Triggered Effects) and Passive Skills (Always Active, Strengthens Over Time)</li>


    <li>AND Conditional Skills (Ridiculously Specific Trigger Conditions). Here is an example:


    <ul>


    <li>Chicken-Enhanced Reflexes


    Stolen from its rightful place, this narrative is not meant to be on Amazon; report any sightings.


    Trigger: Must have a chicken physically on top of him.


    Effect: +10 AGI and increased evasion while chicken is present.


    </li>


    </ul>


    </li>


    </ul>


    3. World-building notes:


    A. The Uninspiringly Named Medieval Realm


    <ul>


    <li>A continent-sized kingdom governed by nobles, merchants, and guilds rather than a singular ruler.</li>


    <li>Different regions specialize in various trades—from farming villages to extravagant city-states run by over-the-top aristocrats.</li>


    <li>Each region has its own type of furniture duel. Be prepared for broom riding.</li>


    </ul>


    B. The Economy:


    <ul>


    <li>Currency:


    <ul>


    <li>Copper Coins (also called Shillings) – Commoner trade. 500 copper = 1 silver.</li>


    <li>Silver Coins – Standard trade. 10 silver = 1 gold.</li>


    <li>Gold Coins – Noble transactions & large-scale trade.</li>


    </ul>


    </li>


    <li>Social Classes:


    <ul>


    <li>Nobility – Own large estates, obsessed with status, engage in pointless traditions like Table Duels.</li>


    <li>Merchants & Artisans – The backbone of the economy, handling goods and services.</li>


    <li>Commoners (Farmers, Traders, Craftsmen) – Live in villages, sustain the population, often overlooked.</li>


    <li>Adventurers – Not as glamorous as one might think. Many barely scrape by.</li>


    </ul>


    </li>


    </ul>


    C. Class System:


    <h4>Common Human Classes:</h4>


    <ul>


    <li>Knight</li>


    <li>Mage</li>


    <li>Rogue</li>


    <li>Commoner</li>


    <li>Bureaucrat</li>


    <li>Table Duelist</li>


    <li>Maniquist</li>


    </ul>


    <h4>Rare & Absolutely Stupid Human Classes:</h4>


    <ul>


    <li>Unsuspecting Mage</li>


    <li>Peasant Hero</li>


    <li>Chicken Whisperer</li>


    <li>Pigeon Summoner</li>


    <li>Seahorse Summoner</li>


    <li>Grandmaster of Sorting Shiny Pebbles</li>


    <li>Spoon Sage</li>


    </ul>


    Races


    <h4>?? Standard Fantasy Races (Boring but Necessary)</h4>


    <ul>


    <li>Orcs</li>


    <li>Elves</li>


    <li>Dwarves</li>


    <li>Dragons</li>


    <li>Seahorse</li>


    </ul>


    <h4>Absurdly Specific Races</h4>


    <ul>


    <li>Sentient Thrones</li>


    <li>Walking Brooms</li>


    <li>Tabbycat Legionnaires</li>


    <li>Living Chandeliers</li>


    <li>The Cobblestone Collective</li>


    <li>Tavern Sign Folk</li>


    <li>The Silverware Dynasty</li>


    <li>Haunted Potatoes</li>


    <li>Cabbage Cult</li>


    </ul>


    Sources of Sentience Among Objects


    1?? Old Magic & Curses


    <ul>


    <li>If a mage enchants an object for too long, it might develop an ego.</li>


    <li>Maniquists are a rare class of people with the ability to animate inanimated objects.</li>


    </ul>


    2?? Divine Intervention (or Mistakes)


    3?? Sheer Willpower


    <ul>


    <li>Some objects refuse to break for so long that they just become alive.</li>


    </ul>


    4?? Accumulated History


    <ul>


    <li>If enough stories, battles, or emotions are tied to an object, it awakens.</li>


    </ul>


    5?? The System


    <ul>


    <li>Sometimes, the System just randomly assigns sentience to something.</li>


    </ul>
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