《Broken - There is only Vengeance[LitRPG, Villain lead]》 1 - The Hands of Death The System crossed paths with Marcus Grey in both an extremely convenient¡ and inconvenient¡ situation. He was driving down the interstate, crossing the great wastelands of western texas, intent on reaching a home he¡¯d just inherited on the coast. He¡¯d quit his job; abandoned his life¡ and was heading off for a new start. Marcus himself wasn¡¯t anything particularly special; late thirties, reasonably fit but no athlete, dark hair starting to spot with grey. He was twice divorced, no kids; and considered himself lucky that this had happened after the divorce; if his father had passed two years ago, his ex would¡¯ve ended up with half the property value. He had everything he needed for his life in the back of the truck; a bed, a few pieces of furniture, his books, his collection; and had just left the hotel an hour before, cruising down the highway¡ when the notice appeared over his vision, and he slammed on the brakes; slowing down on the side of the road, not a single other person in sight.
| Hello, Marcus Grey, and welcome to the system! |
| Your world is currently a level 1 zone, and will be steadily increasing as time goes on; certain areas will increase faster than others. |
| This means that you, as a level zero entity, will slowly grow stronger until you reach level one. |
| This is both good news, as that it means, once you reach level 5, you will have reached galactic baseline, and be able to choose a class, and/or alter your race. |
| This is also bad news, as all living things on your world, both plant and animal, will be undergoing the same process. |
| The System Initiation Committee has chosen eight hundred and four individuals to serve as Chosen. They will be offered a chance to leave your world, gain significant power, and return to help the rest of your species deal with the comic crisis. Should you meet one, they have been given information and assistance to help guide your world through the future awaiting it. |
| Arm yourself. Prepare your defenses. We will help as best we can, and should you survive to exceed level 5, can expect to no longer suffer the effects of ordinary aging or disease. But while yourself becoming stronger is a good thing; the species you share a world with will mutate greatly as they grow stronger. Use great caution. Survive. |
| Congratulations! You have touched your first weapon since encountering the System |
| You have been granted a single boon; this weapon may be upgraded by the system, rendering it unusually durable and effective. Swords will become almost unbreakable, firearms will never jam, and the general damage dealt can be expected to improve. You may retain this boon for one hour, and expend it on a different weapon. Any weapon whatsoever can be upgraded to, at minimum, ¡®Uncommon¡¯, in this way. |
| Congratulations! You have encountered a ¡®Relic¡¯ item. |
| ¡®Relic¡¯ items are items that have a significant background or history behind them, having been touched by the emotions and souls of many, or been passed down over generations. Storied items vary in quality, but will have unusual effects if upgraded by the system, generally positive. These items will typically be upgraded on their own with sufficient exposure to mana. |
| Right Hand of Death (Relic) (Legendary) (Bound) |
| This Legendary Bound revolver was carried and wielded in battle by three generations of the Grey family, in the civil war, the first world war, and the vietnam war. It has never failed the man who wielded it, and has now been upgraded, becoming invested with power by the system. As a legendary weapon, it has four augmentations. As a bound weapon, when wielded by anyone outside the Grey family it acts as an ordinary revolver. |
| Unbreakable: This weapon is virtually impossible to break, and cannot jam or misfire. Spiritual Ammunition: When fired without a bullet in the cylinder, this weapon will consume a tiny amount of ambient mana, or if there is no ambient mana, that of the user, to generate a temporary magical bullet. Empowered: When firing normal bullets, this weapon augments their force of impact significantly, increasing damage by 200% and adding this adjustment to any enchanted bullets. Bane: This weapon can be named bane of a particular species or organization that it has been used to kill at least ten members of. This can only be reset once per month, and continues until changed. Available options at present are(Confederates, Nazis, Viet-Cong, Humans, Horses, Snakes). As a Bane weapon, it will deal additional damage, penetrate armor more effectively, and cause wounds which are substantially more difficult to heal. |
| Congratulations! You have killed your first enemy! |
| Killing enemies awards you some of their inherent energy, dramatically accelerating your progress at leveling. The smaller and weaker you are, the less energy it takes to improve; as a human only recently initiated, you are below the average; depending on what sort of enemy you killed, you may have just given yourself some solid progress towards your first level! |
| Try killing many enemies of the same type, or enemies of higher level than you, for additional rewards! When the fight is over, you can either harvest the enemy for its meat, or touch it and think ¡®Loot¡¯ to acquire less valuable but neatly packaged rewards! If you have an extradimensional space, it will automatically be stored there! |
| Congratulations! You have gained your first level! |
| As you gain levels, you will increase in power over time; until you acquire a class, this will simply mean you improve in all respects at a steady pace. Think ¡®Display status¡¯, or focus on yourself and think ¡®Examine¡¯ to learn more. |
| Oh no! You¡¯ve killed a fellow sentient being! |
| While circumstances might sometimes force this, and we can¡¯t punish you for your actions, we highly recommend cooperating with your fellow sentients; for the first few weeks, any you meet, regardless of appearance, are either of your species, or chose to change races at level five. |
| Congratulations, you have looted your first monster! |
| Most of its body is being converted to ambient mana, empowering yourself and the world around you. The rest is converting the creature into appropriate materials. |
| Looted: 6x Lizard Hide; 1x Wallet; 1x Keychain; 1x Expended bullet; 20 pounds Lizard Meat |
| Marcus Jonah Grey | |
| Unclassified Human | 1 |
| Strength | 6 |
| Endurance | 11 |
| Stamina | 21 |
| Agility | 8 |
| Mind | 9 |
| Power | 5 |
| Abilities | None |
| Skills | Minor(Ranged Weapons, Melee Weapons, Persuasion, Automotive Repair) Moderate(Survival, Sales) |
| Titles | None |
| Boons | Armor Upgrade x1, Tool Upgrade x1 |
| Administrator Message |
| We¡¯re sorry, Marcus, but we can¡¯t answer individual questions very often; even this answer is derived from a template. There aren¡¯t many of us, and billions of your people, we¡¯re doing our absolute best to provide boons and benefits tailored to preserve your species as a whole, but we didn¡¯t create this situation, and what we can do is limited. A handful of automated answers will populate from here. Stats are measured on a galactic scale, not a human one. You will discover, once you are able to change race or encounter other species, that humans are one of the most enduring and adaptable species out there; albeit not the most agile or physically strong. At a point when humans are still going strong, an Elf or Demon will have long collapsed from exhaustion. Boons are used by picking an appropriate item, and thinking about activating it. When you first pick up a piece of armor, you will be notified, and given the option to upgrade it; simply think that you want to, and it will happen. While the ¡®Tool¡¯ boon can be used for a variety of things, including making a vehicle more durable and consuming less or no fuel, or doing something similar to a power tool, it is recommended to use the ¡®Tool¡¯ option on the largest piece of portable storage you can locate; this will allow you to turn it into an extradimensional space you can access from anywhere. |
| Using boon: ¡®Tool Upgrade¡¯ |
| You have selected a storage container of some sort for your upgrade. This container will begin to fade from existence in the real world, taking longer the larger the container is. When it has fully faded, you will be able to place and retrieve items from inside it at any time, and if it is sufficiently large, enter and exit it. Time does not pass inside the container while you are not accessing it. |
| Congratulations! You have gained your second level! |
| Unknown(Chosen) Level: 20 |
| The target is too much higher level than you to get any details they don¡¯t wish to reveal. Continue using Examine to acquire the skill; once it has reached Mastery, it can identify any person or object. |
| Tactimax Concealed Armored Vest(Uncommon) |
| This common armored vest is mass-produced by Tactimax, and was originally rated strictly for small-arms fire. It is made of simple kevlar with thin ceramic plate inserts. |
| Concealed: This armor is built to hide under existing clothing, and can be combined with other clothing or armor effects. This ability does not stack infinitely, and if this armor provides magical benefits, some may cease function with other armors or clothing. Resistant: This armor is extremely difficult to damage, and can be repaired by expending mana or credits. It will significantly reduce damage taken to the torso while worn. |
| Left Hand of Death (Relic) (Epic) (Bound) |
| This Epic Bound revolver was wielded in battle by one Alistair Booth, and passed into the Grey family, where it was handed down from father to son for the next century. Much how it was given to the Greys, it was given in time of need to a stranger at a moment of great danger. It has now been upgraded, invested with power by the system. As an Epic weapon, it has three augmentation. As a bound weapon, when wielded by anyone but Nathan Davis outside the Grey family it acts as an ordinary revolver. |
| Unbreakable: This weapon is virtually impossible to break, and cannot jam or misfire. Spiritual Ammunition: When fired without a bullet in the cylinder, this weapon will consume a tiny amount of ambient mana, or if there is no ambient mana, that of the user, to generate a temporary magical bullet. Empowered: When firing normal bullets, this weapon augments their force of impact significantly, increasing damage by 150% and adding this adjustment to any enchanted bullets. |
| Congratulations! You have gained your third level! |
| Marcus Jonah Grey | |
| Unclassified Human | 3 |
| Strength | 10 |
| Endurance | 15 |
| Stamina | 25 |
| Agility | 12 |
| Mind | 13 |
| Power | 9 |
| Abilities | None |
| Skills | Minor(Melee Weapons, Persuasion, Automotive Repair, Examine) Moderate(Survival, Sales, Ranged Weapons) |
| Titles | None |
| Boons | None |
| Looted: 10x Raccoon Hide, 1x Glock(Uncommon) 9mm, 3x Glock magazines(full), 1x Nike shoe, 3x Ring(Gold) |
| Congratulations! First title gained! |
| Insect-Slayer: +10% damage against insects. |
| Congratulations! Legendary Weapon: Right Hand of Death: can now become ¡®Bane¡¯ to Insects. |
| Congratulations! Title gained! Congratulations! Title Upgraded! |
| Insect-Slayer II: +25% damage against insects. Ranged Slayer: +10% range for ranged weapons, +25% collection range for Mana acquired while using a ranged weapon. |
| Congratulations! You have gained your fourth level!This book''s true home is on another platform. Check it out there for the real experience. |
| Congratulations! Title Upgraded! |
| Insect-Slayer III: +50% damage against insects. You have acquired the ability ¡®Intimidating Shout¡¯. Any creature which you have a ¡®Slayer¡¯ title towards will tend to flee from you when this ability is triggered. Effectiveness based on the power of the creature, and situational; an insect will almost never fleet from its nest. For each ¡®Slayer¡¯ title you bring to rank III, this ability will be marginally more effective. |
| Congratulations! You have gained your fifth level! |
| You may now choose a new race, class, or both. Should you choose a new race, your attributes and abilities will change significantly. Should you choose a class, you will cease gaining 2 points in each stat with each level, and will instead gain class abilities, and a more focused distribution of stats. |
| The next time you sleep, you will be allowed to make the choice. Note that class and species options will vary per individual. |
| Congratulations! Title Gained! |
| Vehicle Slayer: -25% speed reduction and damage taken by vehicles used as a weapon. A portion of ambient mana will be used to augment vehicles used in this manner. |
| You are one of the first 10,000 people on your world to gain this title! Your title has been modified to (Frontrunner) Vehicle Slayer, its effects increased by 50%, and you have received a Boon; Upgrade Vehicle. |
| Welcome to level 5, Marcus Jonah Grey! |
| Congratulations, you are in the first 10 million humans to reach level 5! |
| You will now be guided through a three-step process; choosing your new race, choosing your new class, and choosing your new Alias. This can be your name, but most take a new title or callsign as their name going forward. |
| Race | |
| Serine(Elves) | Tall and slender, these beings are weaker and more fragile than humans, but faster. |
| Brakkinar(Orc) | With grey skin and bulging muscles, these beings are stronger but slower than humans. |
| Yarran(Squids) | Massive, lightweight, and betentacled, Yarran are a floating species who are not humanoid but fully sentient, and while slow and weak, quite durable and magically powerful. |
| Minoan | Massive bull-like humanoids, slow but strong, one of the few species whose durability exceeds humans. |
| Catfolk | Swift, agile, but weak and fragile, Catfolk are both better and worse than elves in various ways. |
| Serpentfolk | Swift but weak, Serpentfolk make up for their low striking power in melee with their venomous fangs and claws. |
| Arkoth(Birdfolk) | These winged humanoids are unusually fragile and lightweight, the only known flying sentient species. |
| Dire | A race of centauroid insects; fast and strong but fragile. |
| Certaen | A crab-like species of exceptional durability but low speed. |
| Human | Humans are not quite as strong or magically powerful as some other species, but have boundless stamina and excellent durability. |
| Serine(Elves) |
| Elves are the founders of the system, generally considered the baseline to which other species are compared. They and Brakkinar are both reasonably close to human in appearance, and can pass without a mask. Their senses are, by default, more keen than a human. Becoming an Elf will apply the following adjustments:This tale has been pilfered from Royal Road. If found on Amazon, kindly file a report. |
| Strength: -1, Endurance: -3, Stamina: -13, Agility: +4, Mind: +3, Power: +9; Keen Senses. Natural spellcasting talent. |
| Catfolk |
| A deliberate creation blending Serine with feline characteristics, Catfolk are an even more agile version of their naturally evolved kin, but much of their innate magical power has gone to augment their bodies. They naturally have side-effects from being part-feline, including claws for climbing and combat, and have even more keen senses than their natural elven cousins. Becoming a Catfolk will apply the following adjustments: |
| Strength: -1, Endurance: -2, Stamina: -11, Agility: +5, Mind: +5, Power: +3. Exceptional senses. Claws. Lesser natural spellcasting talents; Movement, Stealth. |
| SerpentFolk |
| A deliberate creation blending Serine with the characteristics of their native reptilians, Serpentfolk are slightly weaker than elves, but faster; and have both innate scales to provide protection, as well as venomous fangs and teeth, among other side-effects of being part-serpent. Becoming a Serpentfolk will apply the following adjustments: |
| Strength: -2, Endurance -1, Stamina: -11, Agility: +5, Mind: +4, Power: +4. Thermal vision. Venomous fangs/claws. Vulnerability to Cold. Lesser natural spellcasting talents; Venom, Scales. |
| Catfolk are known for both their extreme malleability to members of the opposite gender during their seasons, as well as, for the males, barbed.. |
| Class Selection: |
| Welcome to class selection! This is not irreversible; but the longer you stay with a given class, the more focused you¡¯ll be on that class, and thus, the weaker you¡¯ll be compared to others of your level. All classes follow one of three types; |
| Warrior: Typically focuses on improvements to Strength and Agility; possibly Endurance/Stamina as well. Flat-out the most powerful subtype in a one-on-one duel. |
| Caster: Typically focuses on improvements to Mind and Power; possibly Stamina/Agility as well. Less effective in a direct fight, but has a variety of special abilities to manipulate the battlefield, heal or augment allies, or handle large numbers of weak enemies. |
| Hybrid: Rather than focusing on one category, continues the trend from levels 1-5 of increasing all or almost all attributes. Either a specific ¡®Hybrid¡¯ class or a blend of a Warrior and Caster class. Never as capable as either Warriors or Casters; cannot defeat an equal-level Warrior in an even fight, nor wield magic as well as a Caster. |
| Administrator note: As per request, the top four classes in terms of ability to kill a single target have been chosen by the AI. Note that this template was not applied by the admin, and the admin does not recommend specific classes. |
| Class | Subtype | Description |
| Assassin | Warrior | Focusing on stealth and poison, the Assassin is skilled at getting into position and killing a target with a single devastating attack, whether ranged or melee, then vanishing to strike again later. |
| Hunter | Warrior | Focusing on precision ranged attacks, traps, and stalking, the Hunter is skilled at pursuing a victim and bringing them down, often after slowly wearing them down over time. |
| Necromancer | Caster | The Necromancer has the ability to control and summon an arsenal of Undead servants, bestow curses that drain the life from its enemies, and create sentient undead which are only relatively under the master¡¯s control. It requires significant time investment and a lack of morality, but has the potential to create countless numbers of servants, at the cost of only being able to directly control a handful. While ¡®Contagious¡¯ undead capable of spreading their condition exist, and can be created, this practice is illegal in virtually every established nation of the Committee. |
| Summoner | Caster | The Summoner has the ability to control and summon a variety of magical creatures, through either creating bargains with creatures, subduing and controlling them, or manifesting energy constructs. He is also able to buff himself and his allies. This is one of the few casters capable of directly defeating an equivalent Warrior in single combat once the right skills are acquired, but is generally able to be crushed by the Warrior if allowed to get close; this is a delicate, precise skill to master. |
| Administrator note: Abilities from multiple sources combine and magnify. Combining two classes into a Hybrid class will result in a reduced progression; instead of acquiring one ability or upgrade each level for a given class progression, you will alternate, gaining one for each class at alternating levels. As abilities grow dramatically better with each of the first four upgrades, this means that you will either only have a tiny number of effective skills, or be significantly weaker than either a Warrior or Caster of your level. Such a Hybrid can be created, but is not recommended. |
| Hand of Death | Hybrid | A class combining elements of the Necromancer and the Assassin, this spellcaster is modestly effective at creating and using poisons and curses on his ranged and melee attacks, and also moderately capable of animating and controlling Undead. He is neither as effective in a fight as an Assassin, nor as capable at commanding Undead as a Necromancer; but with appropriate preparation can still be dramatically dangerous. |
| Progression: |
|
| Classless | +2 Strength, +2 Endurance, +2 Stamina, +2 Agility, +2 Mind, +2 Power |
| Default Warrior | +3 Strength, +1 Endurance, +3 Agility, +1 Stamina; +1 Free Point, +1 Class Ability per level. |
| Default Caster | +1 Agility, +1 Stamina, +3 Power, +3 Mind, +1 Free Point, +1 Class Ability per level |
| Default Hybrid | +1 Strength, +1 Endurance, +1 Stamina, +1 Agility, +1 Mind, +1 Power, +3 Free Points, +1 Class Ability per level. |
| Marcus Jonah Grey | |
| Serpentfolk(Human) Hand of Death(Hybrid) | 5 |
| Strength | 12 |
| Endurance | 16 |
| Stamina | 17 |
| Agility | 21 |
| Mind | 20 |
| Power | 16 |
| Abilities | Intimidating Shout(Insects), Undead Animation 0.5, Undead Control 0.5, Curse 0.5, Venom Magic 1, Stealth 0.5, Assassin¡¯s Strike 0.5 |
| Skills | Minor(Melee Weapons, Persuasion, Automotive Repair, Examine, Mana Manipulation) Moderate(Survival, Sales, Ranged Weapons) |
| Titles | Insect Slayer III, Ranged Slayer, Vehicle Slayer(Front-Runner) |
| Boons | 1 x Vehicle Upgrade |
| Intimidating Shout | Create an aura of fear that impacts anyone you have a ¡®Slayer¡¯ title for. Consumes ambient Mana, then that of the user. |
| Undead Animation | Ability to take a corpse and shape it into an Undead form of at most 1/3rd the user¡¯s level(Current: 2). Extremely mana intensive. Permanent until destroyed. Can also, temporarily animate a corpse far more cheaply; which will collapse as soon as energy is no longer fed into it. |
| Undead Control | Ability to control Undead, whose total level cannot exceed the user¡¯s whether those created by the Hand of Death, by others, or formed naturally by Mana infesting corpses. Intelligent undead can resist this power. Low mana cost unless resisted.(Max 5 levels) |
| Curse | Ability to curse a single victim with Weakness for several minutes, reducing their Strength and Agility by 10%(Maximum 5). Low mana cost. |
| Venom Magic | Expend personal mana to generate venom from the claws or mouth. Can be injected directly into a victim, spat or flung as a ranged attack, dealing minor acid damage and significant venom damage, or coated onto bullets, blades, arrows, or other weapons to augment them. Serpentfolk venom will paralyze unaugmented victims within seconds, leading to inability to move or breathe and resulting in suffocation shortly thereafter. The higher the ¡®Endurance¡¯ or ¡®Poison Resistance¡¯ of the victim, the more reduced the effect is. Some victims are immune to a given poison; higher levels of this skill can open up access to more intense varieties of poison and/or new means of delivery. |
| Stealth | For a minor Mana cost, become very difficult to perceive while standing still, or somewhat less difficult to perceive while moving slowly. |
| Assassin¡¯s Strike | For a minor Mana cost, imbue a weapon or unarmed strike with additional power, causing it to deal +50% damage when delivered. Takes a few seconds to place, discharged with the first attack that connects. |
| Your body is being largely rebuilt from the ground up at this stage. Among the various races of the Committee, this transition is generally considered adulthood, and where children are allowed to choose their adult name. Your transition will be complete when you choose the name that will appear on your status sheet going forward. You are not required to actually use this name, but those who ¡®Examine¡¯ you will see it if they have sufficient skill. |
| Oath Taken! |
| The System cannot compel action, but if you take an oath without duress, it can bind you to that oath. Deliberately attempting to harm Sledge, Shockwave, Star, or Stacktopus will result in a reversion to level zero, with all gained attributes and levels lost; you will, however, remain your new species and titles, and gain the ¡®Oathbreaker¡¯ title. |
| Congratulations! You have gained your sixth level! |
| You have 3 Free Points available to spend. If you do not use them by the time you gain your next level, they will be spent for you. |
| You have gained One Ability upgrade. If you do not use it by the time you gain your next level, it will be spent for you. |
| You have Six(6) Abilities which are at reduced effectiveness due to your class blend. You may use that ability to upgrade three of them to full effectiveness. If done on the following level as well, all six will be at full effectiveness for a starter of each class. |
| Ability Upgrade Available! |
| The following Abilities are at reduced effectiveness due to your class split, and a single Ability upgrade can improve three of them: |
| Undead Animation 0.5, Undead Control 0.5, Curse 0.5, Venom Magic 1, Stealth 0.5, Assassin¡¯s Strike 0.5 |
| You may also select a new ability, unrelated to your class, at reduced effectiveness. Warning; while versatility is often beneficial, each ability gets dramatically more effective with each upgrade, and an individual with 4 grade-5 powers will have an enormous advantage over an individual with 20 grade-1 powers. |
| Ability Upgrade Used! |
| Undead Animation 1: Ability to take a corpse and shape it into an Undead form of at most the user¡¯s level(Current: 6). Extremely mana intensive. Permanent until destroyed. Can also, temporarily animate a corpse far more cheaply; which will collapse as soon as energy is no longer fed into it. Can animate multiple corpses at once which total below the level threshold. |
| Undead Control 1: Ability to control Undead, whose total level cannot exceed double the user¡¯s whether those created by the Hand of Death, by others, or formed naturally by Mana infesting corpses. Intelligent undead can resist this power. Low mana cost unless resisted. Undead not actively under control will tend to continue to obey the last order given if control is released, but are mindless and hostile; caution must be used if attempting to manage a ¡®horde¡¯ by selectively controlling groups. (Max 12 levels) |
| Stealth 1: For a minor mana cost, become invisible while standing perfectly still, very difficult to perceive while moving, or somewhat less difficult to perceive while moving swiftly. |
| Nathan Grey | |
| Serpentfolk(Human) Hand of Death(Hybrid) | 6 |
| Strength | 13 |
| Endurance | 17 |
| Stamina | 21 |
| Agility | 22 |
| Mind | 21 |
| Power | 17 |
| Abilities | Intimidating Shout(Insects), Undead Animation 1, Undead Control 1, Curse 0.5, Venom Magic 1, Stealth 1, Assassin¡¯s Strike 0.5 |
| Skills | Minor(Melee Weapons, Persuasion, Automotive Repair, Examine, Mana Manipulation) Moderate(Survival, Sales, Ranged Weapons) |
| Titles | Insect Slayer III, Ranged Slayer, Vehicle Slayer(Front-Runner) |
| Boons | 1 x Vehicle Upgrade |
| Looted: 4,352 Chitin Plates, 142 Acid Bladders, 125 Soldier Ant Mandibles(Medium), 2x Queen Ant Mandibles(Large) |
| Congratulations! Title Gained! |
| Looter: If you or your allies assisted with a kill with a system-connected weapon or ability, you may loot them from 25ft. Away. Looting enemies you did not assist in killing requires direct contact as normal. |
| Star(Insect-Slayer III) Level: 7; Spellcaster, Moderate threat |
| Sledge(Insect-Slayer III) Level: 7, Warrior, Extreme threat |
| Glock 9mm(Uncommon) |
| This standard-issue mass-produced firearm was upgraded to ¡®Uncommon¡¯ by the system, making it both more effective and more durable. |
| Unbreakable: This weapon is unusually difficult to damage, and will not jam or misfire. Empowered: This weapon augments the force of impacts on bullets it fires by 25%. |
| Congratulations! Title Gained! |
Human-Slayer: +10% damage against humans;
|
| Looted: Keychain x1, From my Cold Dead Hands(Rare) 2x Shells |
| From my Cold Dead Hands(Rare) |
| One of a small number of 12-gauge remington pump-action shotguns signed by then-NRA president Charlton Heston in 1997, this weapon was used to defend the Grey household once, and for hunting purposes dozens of times, and was the pride and joy of its owner, Joshua Grey, since its purchase at auction over twenty years ago. |
| Unbreakable: This weapon is virtually impossible to break, and cannot jam or misfire. Empowered: Shells fired by this weapon strike with an additional +100% of their usual impact force. From my Cold Dead Hands: This weapon cannot be disarmed or removed from the wielder involuntarily unless the wearer dies, and if either thrown or placed on a surface or handed over willingly without being sold or gifted, can be summoned back to its owner¡¯s hands at any time within ten miles, even if inside an extradimensional storage space. |
| Congratulations! Title gained! |
Rat-Slayer: +10% damage against rats.
|
| Congratulations! Title Upgraded! |
| Ranged Slayer II: +15% range for ranged weapons, +10% damage for ranged weapons, +50% collection range for Mana acquired while using a ranged weapon. |
| Congratulations! You have gained your seventh level! |
| You have 3 Free Points available to spend. If you do not use them by the time you gain your next level, they will be spent for you. |
| You have gained One ability upgrade. If you do not use it by the time you gain your next level, it will be spent for you. |
| You have Three(3) Abilities which are at reduced effectiveness due to your class blend. You may use that ability to upgrade all of them to full effectiveness, giving you the full skillset of a starter member of both classes. |
| Ability Upgrade used! Options available, choose from the following! |
| Ranged Animation: While standing on a ritual circle, you can animate corpses at a distance, allowing for effective use mid-combat. |
| Sentient Animation: Given time you can create permanent, sentient, undead. These creatures will tend to have some loyalty to their creator, and can be forced into control using Undead Control, but are their own, thinking beings, and almost always rebel if treated as simple minions. This ability is banned in most Committee territories, as it is believed a soul is forcibly trapped in the body, unable to reincarnate, while the creature persists. No additional powers are granted, but they can gain levels like any other sentient being, choosing powers of their own. |
| Infectious Animation: You can create Infectious zombies out of somewhat intact corpses, and Infectious ghouls out of corpses with are almost perfectly intact. When a victim is slain by such an undead, it will eventually, typically within two hours, rise as another infectious undead. This ability is banned in most Committee territories for obvious reasons. |
| Empowered Animation: You have the ability to imbue an undead of lower level than yourself while being created with additional necromantic energy, granting it other powers. The abilities you grant must be related to those you already possess; at this time you would be capable of creating Undead with venomous, curse, or stealth abilities, as well as basic weapon skills; Undead Creation or Control cannot be gifted to a nonsentient undead. These Undead are effectively higher level for the purpose of both Control and Animation abilities depending on the powers granted.. |
|
| Nathan Grey | |
| Serpentfolk(Human) Hand of Death(Hybrid) | 7 |
| Strength | 14 |
| Endurance | 18 |
| Stamina | 25 |
| Agility | 23 |
| Mind | 22 |
| Power | 18 |
| Abilities | Intimidating Shout(Insects, Rats, Humans), Undead Animation 2(Empowered Undead), Undead Control 1, Curse 0.5, Venom Magic 1, Stealth 1, Assassin¡¯s Strike 0.5 |
| Skills | Minor(Melee Weapons, Persuasion, Automotive Repair, Examine, Mana Manipulation) Moderate(Survival, Sales, Ranged Weapons) |
| Titles | Insect Slayer III, Rat Slayer II, Human Slayer, Ranged Slayer II, Vehicle Slayer(Front-Runner), Looter |
| Boons | 1 x Vehicle Upgrade |
| Lightning(Uncommon) |
| This is a simple mass-produced electric truck by the Ford motor company; excellent cost effectiveness for driving was marred by limited range and towing capacity compared to the diesel versions of the truck. |
| Recovering: This vehicle is both unusually durable for one of its build, as well as having the ability to slowly self-repair so long as it is not completely destroyed. This process will continue so long as the vehicle remains running. Efficient: The electric systems are augmented by Mana, allowing the truck to run for in excess of three thousand miles between charges, as well as improving its power and top speed. |
| Looted: 5,176 Fire Chitin plates, 207 Liquid Fire Sacs, 25 Fire Soldier Ant Mandibles, 2x Fire Queen Mandibles(Large) |
| Jumping Spider; Level 1 Minimal threat. |
| Nightfire, AKA, Sarah Evans |
| Nightfire is the deadliest hero in America, and has broken through into the low twenties, upgrading her deadly tier 5 fire blast to a tier 6! Not only does her shadow magic let her teleport herself and her friend into any shadow within 50 miles, but she can get there within seconds and melt a monster the size of an oil tanker to slag! She recently reached level 22! She decided to become an Elf when she changed, and is as elegant as she is beautiful! |
| Fire Powers: Nightfire has been observed using both blasts and constructs made of fire; most commonly a whip made out of fire to wrap around monsters and hurl them or kill them, or making armor of fire for herself or her boyfriend. She has also made swords of fire, and seems to be able to make more than just two; during the Dallas Zoo incident she provided seventeen members of the Dallas police department with fire swords. So cool! Her fire blasts are both huge and unstoppable; and now that she¡¯s reached tier six, even things that should be fireproof seem to be hurt by them! |
| Shadow Powers: She has a form of shadow teleportation that lets her rescue her friends and rapidly get around; and even has the ability to conjure up tentacles made of pure shadow energy to entrap her enemies! They don¡¯t seem to be able to work at the same time as her Fire magic; but she can switch between the two instantly! |
| Style: Not only does.. |
| Golden Boy, Name Unknown |
| Golden Boy is a bit of an enigma; we know he knew Sarah before they became Chosen, but unlike his partner, he¡¯s kept his face and name a secret; all we know of his looks is that he¡¯s big, strong, and wears a full suit of golden armor! He can be seen all over texas, using his magic flintlock rifle or his various golden weapons to bring down the forces of evil! He¡¯s level 21, only one level behind his boo, but striving to catch up! |
| Golden Powers: The Golden Boy is the true pinnacle of heroism; his golden touch heals the sick and wounded, everyone seems to slowly start feeling better around him, and he makes golden copies of his weapons, letting him strike five foes at once; or the same foe five times! |
| Unknown: As a level 21 hero, he must have at least 4 skills; you can¡¯t get to tier 6 until after level 21, so he had to have maxed out four; but the only ones we know are the copies and the healing. Considering just how fast and awesome he is at fighting, they must be some sort of boost or upgrade skill! |
| Congratulations! You have gained your eighth level! |
| You have 3 Free Points available to spend. If you do not use them by the time you gain your next level, they will be spent for you. |
| You have gained One ability upgrade. If you do not use it by the time you gain your next level, it will be spent for you. |
| You have Three(3) Abilities which are at reduced effectiveness due to your class blend. You may use that ability to upgrade all of them to full effectiveness, giving you the full skillset of a starter member of both classes. |
| Looted: 1 x Wallet, 1 x Keychain, 1 x AZTK 9mm(Uncommon), 1 x AZTK Magazine(Full), Combat Boots(Uncommon) |
| Ability Upgrade used! Options available, choose from the following! |
| Extended Control: You can maintain control of your Undead, and continue issuing it orders, up to 1 mile away per level, improved by ¡®Power¡¯. |
| Horde Control: Double the maximum number of levels worth of Undead controlled. (Max levels 32) |
| Control Awareness: Able to fully sense and animate controlled undead; perceive what they perceive, and operate limbs of a single undead with fine motor control. |
| Dominance: Substantially easier and cheaper control of hostile undead and sentient undead. |
| Nathan Grey | |
| Serpentfolk(Human) Hand of Death(Hybrid) | 8 |
| Strength | 15 |
| Endurance | 19 |
| Stamina | 26 |
| Agility | 24 |
| Mind | 24 |
| Power | 21 |
| Abilities | Intimidating Shout(Insects, Rats, Humans), Undead Animation 2(Empowered Undead), Undead Control 2(Horde Control), Curse 0.5, Venom Magic 1, Stealth 1, Assassin¡¯s Strike 0.5 |
| Skills | Minor(Melee Weapons, Persuasion, Automotive Repair, Examine, Mana Manipulation) Moderate(Survival, Sales, Ranged Weapons) |
| Titles | Insect Slayer III, Rat Slayer II, Human Slayer, Ranged Slayer II, Vehicle Slayer(Front-Runner), Looter |
| Boons | None |
| Looted: Wallet, Multitool(Uncommon) |
| Looted: Wallet, Keychain, Safety Glasses(Uncommon) |
| Looted: Wallet |
| New skill gained: Command(Minor) |
Field Commander: Your command of troops in the field is enhanced, buffing both soldiers and pets under your command.
|
| Multi-Tool(Uncommon) |
| This multi-tool was one of a variety of common tools similar to the Swiss army knife, but is now a true Multi-Tool. |
| Unbreakable: This tool is unusually difficult to break. Multifunction: This tool can become any common hand tool, from pliers to hammer to screwdriver to shovel. If supplied with outside power, can become a powered variant of most. |
| Congratulations! You have gained your Ninth level! |
| You have 3 Free Points available to spend. If you do not use them by the time you gain your next level, they will be spent for you. |
| You have gained One ability upgrade. If you do not use it by the time you gain your next level, it will be spent for you. |
| You have Three(3) Abilities which are at reduced effectiveness due to your class blend. You may use that ability to upgrade all of them to full effectiveness, giving you the full skillset of a starter member of both classes. |
| Nathan Grey | |
| Serpentfolk(Human) Hand of Death(Hybrid) | 9 |
| Strength | 16 |
| Endurance | 20 |
| Stamina | 29 |
| Agility | 25 |
| Mind | 25 |
| Power | 22 |
| Abilities If you encounter this story on Amazon, note that it''s taken without permission from the author. Report it. | Intimidating Shout(Insects, Rats, Humans), Undead Animation 2(Empowered Undead), Undead Control 3(Horde, Awareness), Curse 0.5, Venom Magic 1, Stealth 1, Assassin¡¯s Strike 0.5 |
| Skills | Minor(Melee Weapons, Persuasion, Automotive Repair, Examine, Command) Moderate(Survival, Sales, Mana Manipulation), Expert( Ranged Weapons) |
| Titles | Insect Slayer III, Rat Slayer II, Human Slayer, Ranged Slayer II, Vehicle Slayer(Front-Runner), Looter, Field Commander |
| Boons | None |
| Ranged Weapons: You are unusually skilled with ranged weapons. You gain better aim with these weapons, knowledge of how to use them, and a scaling boost to damage that improves with both the level of the user and rarity of the weapon. Expert: +3% Bonus to Ranged attack damage for Common, +5% for Uncommon, +7% for Rare, +10% for Epic, and +15% for Legendary per level |
| Pets adapted to live with the native species, as well as other sentient creatures living on a given world, will often acquire a limited form of sapience during the adaptation process; while most creatures will only become more physically capable, those who actively think and interact with sapient beings regularly are more likely to show improved intelligence; without the interference of the system, Magic only invests in things that are actively used, or causes random mutations. Cultivating multiple such species is often pivotal for the survival of such worlds, and these will often, within a handful of generations, reach a point where they can begin acquiring class levels and becoming a truly sapient and independent species of their own. Based on previous worlds, we will very likely see fully sapient cats and dogs, among other pet animals, and possibly wild, but sapient, groupings of dolphins, orcas, and various apes. If you encounter sapient animals which are non-hostile, it is highly recommended to form alliances, especially with races that breed faster than humans, as this can have an enormous positive impact on our chances to keep earth stable and intact. If you¡¯ve encountered such a species, please contact the Chosen responsible for your area for assistance in development. |
| When enough creatures die in one place and there are no survivors to absorb the mana; such as from a natural disaster or sufficiently long-ranged attack; one of two events can happen, all of which can be extremely dangerous if left unchecked. The scale of the incident is determined by the level and number of deaths; a nuclear bomb on a major city would likely lead to an almost unstoppable, Godzilla-like Kaiju, while the sinking of a passenger ship might merely lead to an unusually large sea monster. Manifestation: A manifestation only occurs near settlements of sentient beings; or where one is destroyed. It is a being of pure mana, formed from the dreams; or nightmares; of the living. Rift: A rift can form temporarily to another place, typically one of those worlds which failed system integration and became the domains purely of monsters, allowing ancient horrors to enter. The level of power of these horrors is based on that of the incident, still; so it might just be a strange snake, or it might be an earth-shaking demigod. |
| Fire Ant Soldier, Level 3. Minimal threat. Extremely resistant to fire, capable of creating short sprays of burning liquid roughly two meters long once every few minutes. |
| Soldier Ant, Level 4. Minor threat. Extremely resistant to acid, capable of creating a long spray of acid up to five meters away; this acid can spray onto enemies near the target, and can only be used once in an hour, and twice before the Soldier must feed itself or otherwise restock on its acid. |
| Fire Ant Soldier, Level 4. Minor threat. Extremely resistant to fire, capable of creating short sprays of burning liquid roughly three meters long once every few minutes. |
| Congratulations! You have gained your Tenth level! |
| You have 3 Free Points available to spend. If you do not use them by the time you gain your next level, they will be spent for you. |
| You have gained One ability upgrade. If you do not use it by the time you gain your next level, it will be spent for you. |
| You have Three(3) Abilities which are at reduced effectiveness due to your class blend. You may use that ability to upgrade all of them to full effectiveness, giving you the full skillset of a starter member of both classes. |
| Ability Upgrade Used! |
| Assassin¡¯s Strike 1: For a minor Mana cost, imbue a weapon or unarmed strike with additional power, causing it to deal +100% damage when delivered. Takes a few seconds to place, discharged with the first attack that connects. Has a high chance to cripple limbs or cause other secondary effects if aimed properly. |
| Venom Magic 1(S): Expend personal mana to generate venom from the claws or mouth. Can be injected directly into a victim, spat or flung as a ranged attack, dealing minor acid damage and significant venom damage, or coated onto bullets, blades, arrows, or other weapons to augment them. Can also be spat as a projectile attack with a maximum range of 3 meters from a standing start; possibly splattering at lesser effect on nearby victims. Serpentfolk venom will paralyze unaugmented victims within seconds, leading to inability to move or breathe and resulting in suffocation shortly thereafter. The higher the ¡®Endurance¡¯ or ¡®Poison Resistance¡¯ of the victim, the more reduced the effect is. Standard venom will cause intense pain and damage over time to victims over an extended period of time, making regeneration more difficult and killing weaker opponents. Even the most basic level is sufficient to eventually kill any victim without augmented Endurance. Some victims are immune to a given poison; higher levels of this skill can open up access to more intense varieties of poison and/or new means of delivery. |
| Curse 1: Ability to curse a single victim with Weakness for several minutes, reducing their Strength and Agility by 30%(Maximum 10). Can also be used to curse a group of enemies, either targeting a ten meter radius and cursing any that enter while within, or cursing anyone within ten meters of a specific target, reducing their Strength and Agility by 15%(Maximum 5). Low mana cost. |
| Nathan Grey | |
| Serpentfolk(Human) Hand of Death(Hybrid) | 10 |
| Strength | 17 |
| Endurance | 21 |
| Stamina | 30 |
| Agility | 27 |
| Mind | 27 |
| Power | 24 |
| Abilities | Intimidating Shout(Insects, Rats, Humans), Undead Animation 2(Empowered Undead), Undead Control 3(Horde, Awareness), Curse 1, Venom Magic 1(S), Stealth 1, Assassin¡¯s Strike 1 |
| Skills | Minor(Melee Weapons, Persuasion, Automotive Repair, Command) Moderate(Survival, Sales, Mana Manipulation, Examine), Expert( Ranged Weapons) |
| Titles | Insect Slayer III, Rat Slayer II, Human Slayer, Ranged Slayer II, Vehicle Slayer(Front-Runner), Looter, Field Commander |
| Boons | None |
| Ambush Ant: This stealthy level 8 undead abomination was crafted from a Level 4 Soldier Ant. The Acid it spit in life has been augmented by both venomous and curse energy; once each two minutes, it can spit a volley of dire venom ten meters long which applies both venom and curse effects to those struck; typically a single target at ten meters, while shorter-range volleys tend to splatter onto other, nearby victims. If the undead has sufficient time to prepare before striking, its attack, whether a venom launch or melee, is half again as effective. |
| Unauthorized Colonists! |
| System updating¡¡. You have encountered a group of unauthorized Minoan invaders, criminals fleeing the Minoan authorities and attempting to establish a beachhead on Earth. |
| The Committee¡¯s Minoan member has authorized a bounty of 250 credits per invader for the first ten individual kills, and 50 credits per invader for each one slain afterwards. Clearing the entire group will grant access to a System Store power to whomever kills the most of them, allowing you to summon a kiosk once per day at which users may purchase and sell items for system credits . |
| You have earned 500 credits for fulfilling two bounties! |
| Minoan level 6, Drakh-slayer II, Moderate Threat |
| Minoan level 7, Drakh-slayer II, Moderate threat |
| Congratulations! Title Gained! |
Minoan-Slayer: +10% damage against Minoans;
|
| Bounty Rewards Earned! |
| 58 invaders slain! Incursion ended! You have earned 4500 additional Credits, for a total of 5,000 from this incursion! |
| You have also gained the ability: Summon Store Kiosk, 1/day |
| Welcome to the System Store! |
| This temporary Kiosk will last for twenty minutes, and will allow the purchase and sale of various items, from common food and clothing to exotic weapons and armor, even to mutagens which can grant permanent new abilities or adjustments! |
| Any sentient being within 11.73 meters can access the store simply by thinking ¡®System Store¡¯. |
| Looted: Light Armored Bodysuit(Uncommon)(x7) Light Armored Helmet(Uncommon)(x2) TK Mana Rifle(Uncommon) x5, TK Mana Pistol x1(Uncommon), Minoan-variety Ration Pack x119, Credits x235 |
| TK Mana Rifle(Uncommon) |
| This mass-produced weapon is built for a single purpose; to condense mana from the user and their environment, then fire it in the form of a sphere of heat and kinetic force at significant velocity. This is the ¡®Uncommon¡¯ variety, having no special functions or options whatsoever. |
| Durable: This weapon is somewhat harder to damage than its material composition should suggest but can still be broken by a determined user. Spirit Gun: This weapon solely uses Mana to fire. It cannot operate in no-mana environments, and does nothing to subjects immune to magic. ThermoKinetic: This weapon deals a mix of kinetic and fire damage. The dial on its handle varies from maximum thermal to maximum kinetic; when all the way red, it has no kinetic impact but is excellent at igniting targets; when all the way black, it generates no heat but is excellent at breaking targets. |
| Pre-Fab Shelter(Common) |
| This simple but durable structure is capable of unfolding into a shelter, simple, basic, resistant to the elements, or folding back into a small but heavy carrying case. Excellent for survival purposes or long camping trips. No locking door makes this shelter work poorly for long-term habitation. |
| Morokan Settlement Kit(Common) |
| This crate contains a mix of seeds designed for feeding Minoan biology, alongside tools and fertilizers to help get a colony started, and a single Pre-Fab greenhouse designed to assist in maintaining temperature and humidity for the crops in less than ideal conditions. Requires adequate water, soil, sunlight, and of course work to be useful. |
| Multi-Rifle(Rare) |
| This Mana Rifle was customized and upgraded with a built-in capacitor to allow it to operate in low and no-mana areas, and to fire projectiles, thus allowing it to damage magic-resistant and immune targets. It can adapt to fire either single shells or magazines less than 67mm in diameter. |
| Unbreakable: This weapon is highly resistant to damage, and very unlikely to break. Spirit Gun: This weapon¡¯s primary fire solely uses Mana, creating bolts of kinetic, thermal, or mixedenergy, which are ineffective against magic-resistant or immune targets. ThermoKinetic: This weapon¡¯s primary fire deals a mix of kinetic and fire damage. The dial on its handle varies from maximum thermal to maximum kinetic; when all the way red, it has no kinetic impact but is excellent at igniting targets; when all the way black, it generates no heat but is excellent at breaking targets. Multi: This weapon has a secondary attachment that allows it to fire any sort of projectile, from simple arrows, pebbles, and rocks to more elaborate weapons such as standard gunpowder munitions. For munitions with a means of launching themselves, the detonation is used to increase the force of impact. |
| System Credits |
| A universal currency invested with value by the system itself, each individual credit is a tiny bit of mana invested by the system. While not officially recognized by the system, many local currencies exist, and often are used for things, such as a meal, which are not worth as much as even a single credit, and exchanges are sometimes available. The values of credits are set by the ability to convert them into an item using the System Store, and as such do not tend to fluctuate. |
| Credits are earned by actions favored by the system or sacrificing created or spawned items at a system kiosk. Otherwise, they may be exchanged, gifted, or issued as quest rewards. Your current Credit total will be visible by accessing a Kiosk, or simply by focusing on ¡®Current Credit Total¡¯. |
| Current Credit Total: 5745 credits. |
| System Store |
| Accessed via kiosks that appear in every major city on a planet, or spawned by unique abilities granted for completing tasks that earn a user over one thousand system credits at a time, the System Store is a means by which either items can be sold to anyone else using the system, or items can be created by the system itself. The Kiosk will open up both a catalog of items the system can generate, as well as a searchable database of items offered up for sale or auction by other users. |
| Any user can offer up to one item per level for sale or auction, and it will persist until the auction ends or the item is sold or removed. Rules of auctions can be set by the seller, and transactions are instantaneous. |
| Values |
| Objects invested with mana can be sacrificed at a system kiosk for a return of a portion(25%) of their value or sold, either at auction or a list price, with part of that price lost for transport(25%) |
| Objects created directly by the system have a cost as follows: |
| Common-grade Weapons and Armors: 10-20 credits |
| These are weapons and armors with no augmentation, made of common iron, steel, and wood. |
| Uncommon-grade Weapons and Armors: 100-200 credits |
| These are weapons and armors with unusual durability and damage output, deadlier and harder to break than any mundane weapon or tool |
| Rare-Grade Weapons and Armors: 1000-2500 credits |
| These tools have not only unusual durability and damage, but a better ability to scale with the level of the wielder, and often special abilities or traits that make them more potent. |
| Potions: |
| Single-use potions range from 1-1000 credits, and can either apply temporary but significant buffs or restore harm done; a 400-credit Rejuvenation potion can restore any harm short of death. |
| Mutagens: |
| Single-use Mutagen extracts range from 1000-10,000 credits, and imbue the drinker with a new Ability, permanently, or permanently increase a trait. Users can only have a limited number of Mutagens before they begin to corrupt or remove the effects of others. |
| Availability: |
| There are certain extremely popular Mutagens which are generated by the system, and always available. Others are only available if created and sold by someone else. |
| Common Mutagens(1,000 Credits) Minor Regeneration, Healing, Acceleration, Extradimensional Space, Life Support, Stat Increase(+1) |
| Uncommon Mutagens(5,000 Credits) Class Skill, Stat Increase(+3), Extradimensional Home, Mana Siphon |
| Rare Mutagens(10,000 Credits) Racial Transformation, Extradimensional Shard, Stat Increase(+5) |
| Extradimensional Space Mutagens |
| Extremely recommended for merchants and bodyguards, these mutagens give the user the ability to create substantially larger spaces. For the Common mutagens, a cube roughly eleven meters to a side. For the Uncommon mutagens, roughly fifty meters to a side; while the Shard is a massive thing, over three hundred meters across. Most higher-level individuals eventually purchase one such mutagen, allowing them to build a home they can access anywhere, at any time; and unlike the common equipment boon, it lets you bring living things or summoned monsters there, and eject them at will. Just a friendly warning; you need to periodically refresh the air. We highly recommend putting some sort of ventilation system in to make it easier to cycle air, or getting the Life Support mutagen so you no longer need to breathe. Just like the lesser storage spaces, time runs so long as something alive is interacting with them. Some individuals plant crops and raise animals inside a shard, and effectively retire there, never returning to their homeworld; an unknown but significant number of such individuals exist. Another friendly warning; you can have one such ability, and an Equipment one, it just forms a separate space that can, in theory, be taken with sufficient magic. But two Mutagens of this ability waste whichever the weaker one is; albeit very slightly increasing the size of the larger one. |
| Item | Sacrifice Value | Recommended Sale Value |
| TK Mana Pistol | 40 | 160 |
| Multi-Rifle | 625 | 2500 |
| Right Hand of Death | 25000 | 100000 |
| Left Hand of Death | 10000 | 40000 |
| Cold Dead Hands | 800 | 3200 |
| Light Armored Bodysuit | 30 | 120 |
| Light Armored Helmet | 25 | 100 |
| Morokan Settlement Kit | 10 | 40 |
| Liquid Fire Sac | 1 | 4 |
| Acid Bladder | 1 | 4 |
| Ant Chitin | 0.11 | 0.44 |
| Village Shard | Harvested from a slain Minoan invader, this mutagen provides a connection to an existing shard; one which cannot be reshaped by its user except by physical brute force, and which contains a small island consisting of a farming village and a variety of quaint albeit worthless homes. Its existing inhabitants have been removed, but the shard has been inherently attuned to match the day-night conditions of the Minoan homeworld, and is permanently running at normal speed. While unusually large for a Shard, it also has a variety of limitations thanks to these traits. | 8500 Unauthorized reproduction: this story has been taken without approval. Report sightings. |
| Frozen Shard | Harvested from a Winter King, this mutagen provides a connection to an existing shard; one permanently in a state of icy cold, containing a mansion made out of ice. While useful for food storage purposes, or to use as a form of improvised ice attack until emptied, anyone not immune to cold will eventually be killed by this shard, and anything that can be damaged by the cold will be. | 7900 |
| Infernal Shard | Harvested from a Volcanic Lord, this mutagen provides a connection to an existing shard; one that is filled with molten rock, with a handful of spires projecting out of it. While useful as a form of improvised magma attack until emptied, even when emptied its temperature is so high that almost anything placed inside will eventually melt. | 7900 |
| Dread Shard | Harvested first from a Lich, and subsequently a Slayer, this mutagen provides a connection to an existing shard; one formerly owned by a dangerous Lich. Anything of value has already been looted from the shard, all that is left is an empty castle whose accursed aura will kill any living thing placed inside and render any weapon or armor left there worse than useless. The former owner used it to curse projectiles and liquids for offensive purposes, but the shard appeared to eventually lay such a powerful curse on him that it killed him. | 7500 |
| Annihilation Shard | Harvested from an eldritch horror, this mutagen provides a connection to an existing shard; one which appears to completely annihilate anything placed inside for more than a few minutes. Individuals stored within even briefly go mad and lose all connection with reality. | 2100 |
| Item sold! ¡®Cold Dead Hands¡¯ has sold for 3200 credits! You have earned 2400 credits! Items sold! Ant Chitin (x 7852) has sold for 3454 credits! You have earned 2591 credits! |
| Minor Fire Resistance Mutagen | Provides some resistant to fire or heat based damage; no longer impacted by extreme natural heat, and low-level fire spells have minimal effect. Body will not persist in burning after exposure to flame. | 1000 |
| Moderate Fire Resistance Mutagen | As Minor, but provides a blanket 50% reduction in all fire damage. | 10560 |
| Major Fire Resistance Mutagen | As Minor, but provides a blanket 75% reduction in all fire damage | 41700 |
| Fire Immunity Mutagen | Immune to fire/heat effects. | Unavailable*Err* |
| Dimension Lock Mutagen | Grants the Level 21+ class skill from the ¡®Assassin¡¯ class; the victim is unable to utilize abilities that access alternate dimensions or relocate their body through any means other than direct travel. | 15900 |
| Challenge Mutagen | Grants the core class skill from the ¡®Duelist¡¯ class; The victim suffers a psychic compulsion, and is enraged, and unable to leave the area until either they or the user have died. | 3750 |
| Power Gained: Extradimensional Shard(Village) |
| This extradimensional shard was custom-crafted to the specifications of a Minoan. Forming a disk 973 meters across and 23 meters tall, this shard cannot contain the sort of enormous many-leveled mansion some users prefer, but is perfect for a protected modest farming community. It is larger than most shards by some small amount, but cannot be reshaped and adjusted at will, and time within it continues running even when not being interacted with. When the owner dies, like most shards, the kernel can be withdrawn from the owner¡¯s body and turned into a mutagen. Without this process, the shard can only be accessed via powerful dimensional magic. This shard currently contains a series of abandoned farms surrounding a small village. The original owner had a modest home at the center of the shard, and kept his own and several other families within for protection. These, as well as all valuables, were removed when the shard was harvested and sold. The shard retains enough plant and animal life to continue supplying air indefinitely without outside intervention. |
| Portal Arch: This portal is currently inert and powerless. A skilled portal-user or the right artifact can form a connection between this portal and another. |
| This Portal was once used to connect this village to a long series of other, similar, shards. |
| Congratulations! You have gained your Eleventh level! |
| You have 3 Free Points available to spend. If you do not use them by the time you gain your next level, they will be spent for you. |
| You have gained One ability upgrade. If you do not use it by the time you gain your next level, it will be spent for you. |
| Looted: 4x Armored Vest(Uncommon) 4x AR-15(Uncommon), 5x Wallet, 1x Casull Revolver(Uncommon), 4x Queen Mandible Halberd(Uncommon), 1x Queen Mandible Machete(Uncommon) |
| Crusher(Rare) |
| This retired armored truck spent years mostly driving in steady laps between various banks in the El Paso region. While old, Crusher was both reliable and durable, protecting the occupants from two attempted robberies over its long years of service. Every part of it is designed to resist common bullets and attacks, from the tires to the windows; effective attacks against the vehicle either needed overwhelming force, to come from the inside, or to come from below the cab. |
| Recovering: This vehicle is both unusually durable for one of its build, which, as an armored truck, makes it extremely rugged, as well as having the ability to slowly self-repair so long as it is not completely destroyed. This process will continue so long as the vehicle remains running. Efficient: The Fuel systems of this vehicle are augmented by Mana, allowing the motor to consume less than 5% the usual fuel supply and generate equally limited emissions. Storage: This vehicle has been given a ¡®Storage¡¯ upgrade. The rear of the vehicle is now roughly triple its original size in width and length, allowing far greater capacity. |
| Curse Upgrade | |
| Mass Curse | The radius of a curse is expanded threefold, gaining full intensity in a three-meter radius and reduced intensity in a thirty-meter radius that scales with Power. |
| Slow Curse | In addition to reducing agility, the Curse slows the victim¡¯s perception and movement by 20%, significantly hampering their combat ability. |
| Infectious Curse | Curses created with this power spread to those touched by the subject, and if the subject dies while cursed a new burst of curse energy spreads from the body to afflict those nearby. |
| Extended Curse | The Curse can now last roughly two hours, extended by Power. |
| Transformative Curse | The curse can alter the victim in some manner; the more extreme the alteration and stronger the victim, the shorter the duration. Fingers might merge together, eyes might seal shut, hair might fall out; this curse can be used in a variety of creative ways, but the more dramatic uses might not work at all unless the victim is substantially weaker than the user. |
| Stealth Upgrade | |
| Swift Stealth | Reduce the level of blur while moving. |
| Group Stealth | Extend your Stealth to up to four allies within ten meters. |
| Reflective Stealth | Your stealth field can be made reflective; this increases visibility dramatically but provides some protection from pure mana and light-based attacks |
| Passive | You can simply leave ¡®Stealth¡¯ on, remaining invisible as you sleep or remain perfectly still, consuming no mana. |
| Assassin¡¯s Strike Upgrade | |
| Lethal | +200% damage rather than +100% for the initial Assassin¡¯s Strike |
| Charged | Gain additional charges based on level of Assassin¡¯s Strike, allowing it to be used more than once during the initial few seconds of combat |
| Crippling | Virtually always significantly hinders the victim in some fashion so long as it does at least modest damage. |
| Swift | Gain a temporary boost to movement speed and reflexes while making the initial attack, +30% for up to three seconds. |
| Bullet(Bolt) with a Name | Charge a single projectile with a bonus to target a specific named enemy, gaining +25% damage against that opponent. Can be used with the same name only once per day, and the projectile can be charged up to 20 times, for a total of 500% improved damage. The bullet has a modest ability, which improves with each charge, to seek the target, and a vital area on the target. |
| Analysis | Your ¡®Examine¡¯ ability is much better at designating weaknesses in a victim, both to damage types and in terms of the best places to attack. |
| Dissolution | Victim¡¯s struck by your Assassin¡¯s Strike take the same amount of damage over the one minute following the initial strike. |
| Agonizing | The Assassin¡¯s Strike fills the target with an unusually intense amount of pain until the injury it causes is healed; weaker-willed targets may be debilitated and helpless. |
| Pinning | When used with a melee weapon, the Assassin¡¯s Strike can bind a victim to the spot where they stand, rendering them immobile unless they remove it, taking significantly more damage if not done slowly and carefully. Useless against flying targets or while using ranged weapons. |
| Tracking | Victims struck by a Tracking strike are visible by the user at a distance of up to ten miles for the next 24 hours. |
| Venom Upgrade | |
| Blinding | The venom renders victims unable to see with at least moderate exposure, permanently until healed. |
| Bleeding | The venom causes the victim¡¯s wounds to bleed excessively and dramatically; injuries not rapidly healed or bandaged can cause bleedouts on most victims. |
| Confusing | The venom causes mental issues, rendering victims unable to think clearly or use most magical abilities. |
| Mist | The user can naturally emit a mist of his venom with a short radius, afflicting anyone who draws close, or slowly filling a room over time. Note that for venoms he is not immune to, this can cause dramatic problems. |
| Spraying | The range and area of effect of using Venom as a projectile is dramatically increased, to a 20 meter range cone. |
| Immunity | The user is immune to any type of venom they can create, even if wielded by someone else of greater level. |
| Elemental Resistance | This ability grants the user a minor resistance to most forms of elemental damage that scales with the user¡¯s Endurance. |
| Fire Resistance | This ability grants the user a moderate resistance to heat and fire that scales with the user¡¯s Endurance. |
| Undead Control(Skeletal Reinforcement) | A properly cleaned and prepared skeleton which has already been animated can be shaped and formed into animate armor that will assist in protecting the user and attacking his enemies, boosting the strength of his attacks if stronger than him, or possibly serving as additional arms to make extra attacks, hold shields or tools, or parry blows. |
| Undead Control(Soul Barrier) | The Necromancer has mastered using his control powers to ward away enemy Undead, either from himself or a designated area of his choice so long as he expends mana. Undead below his level cannot approach within 15 meters, and if already that close, will be forced to withdraw. Higher-level undead, especially sentient ones, will be able to resist this power, but will still feel compelled to try to leave. |
| Undead Animation(Death Wall) | A mass of corpses is bound together in an immobile wall of skeletons or flesh, forming a new Undead barricade that will attack anything that comes close, and block attacks, but is rooted to the spot. May be Empowered with ranged attack abilities, or Controlled to direct those attacks. |
| Curse(Dimension Trap) | Create a cursed area in which dimensional travel does not function. Has the usual duration of curses, and will cease working the moment the victim leaves the area, and does not carry any of the other, normal, effects of a curse. |
| Advanced Empower Undead(Unavailable; Tier 6+, Lvl 21+) | The user is able to ¡®learn¡¯ unique traits of Undead they create, and pass them on to new Undead, allowing them to create steadily more capable and versatile undead. Creating an undead Ice Wraith, for example, will allow the user to create Undead with Frost Resistance, Flight, and Icy Touch abilities going forward, so long as the new creature is compatible; fire and ice, abilities, for example, generally are not. |
| Animation Merge | The user can take two corpses and merge them together into a single Undead during the animation process, giving the resulting creature both strengths and weaknesses of the two; generally somewhat improving each such trait. The result is usually higher-level than either corpse, but typically not directly additive; a level 4 Spider and a level 2 Rat might create a level 5 Abomination, and two level 10 Spiders might create a level 12 Abomination. Since both entities had unusual climbing abilities, the Abomination would then have somewhat better climbing abilities than either. |
| Nathan Grey | |
| Serpentfolk(Human) Hand of Death(Hybrid) | 11 |
| Strength | 18 |
| Endurance | 22 |
| Stamina | 31 |
| Agility | 28 |
| Mind | 28 |
| Power | 28 |
| Abilities | Intimidating Shout(Insects, Rats, Humans, Minoans), Undead Animation 3(Empowered Undead, Merge), Undead Control 3(Horde, Awareness), Curse 1, Venom Magic 1(S), Stealth 1, Assassin¡¯s Strike 1, Store Kiosk, Extradimensional Shard(Village) |
| Skills | Minor(Melee Weapons, Persuasion, Automotive Repair, Command) Moderate(Survival, Sales, Mana Manipulation, Examine), Expert( Ranged Weapons) |
| Titles | Insect Slayer III, Rat Slayer II, Human Slayer, Minoan Slayer, Ranged Slayer II, Vehicle Slayer(Front-Runner), Looter, Field Commander, Bounty Hunter |
| Boons | None |
| Bounty Hunter: Access to the local Bounty Board acquired. You will receive notifications if a subject with a Bounty enters your area, or a new Bounty is issued. |