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Chapter 0: Auxiliary

Brief introduction. Still technically being worked on, as I don't exactly know the full system yet. My friend made it, not me. This is just what I amassed from playing for a good bit. 

System:

Every human being is bestowed with an Ability, which evolves every ten levels. The stats consist of Strength, Dexterity, Intellect, Endurance, Charisma, and Mana. Ten is the universal average for an adult.

Strength—Is composed of physical ability for lifting and striking, both with melee weapons and unarmed, whilst still being helpful in bow usage.

Dexterity—Is composed of how fast the person can run and maneuver around the battlefield.

Intellect—Is composed of one's ability to learn magic, as well as the power of their spells.

Endurance—Is composed of one's ability to endure damage, their overall lifeforce exceeding the stat of Endurance.

Charisma—Is composed of one's social skills and their looks.

Mana—The amount of mana one can use. Upon reaching 0, the person will die.

Abilities—Evolves every ten levels. Can be taken from another human being by killing them, or being in the same party of the person who killed them. 

Levels—Each level up gives one stat point and one skill point. Past level 10, Titles can be given.

Titles—Titles bestowed upon the person once they complete an achievement or otherwise peculiar task. Typically deliver a boost in stats, skills, or situational circumstances. Only one can be active at a time.

Skills—Rebirths every 10 levels, either evolving into a new, more specialized one, or adds a multiplier. Example: Dagger lvl 9 would do 9 extra damage, while Evolved Dagger lvl 1 would do 2 extra damage. That same Evolved Dagger at lvl 9 would deal 18 extra damage. Example 2: Stealth lvl 9 would add a +9 to stealth rolls, while Assassination, the immediate evolution of stealth, at lvl 9 would have it be +9 extra damage when a sneak attack is performed on a human. In the realm of the story, however, the rolls aren't considered as part of the story.

Magic—Many types of magic. Time and Space magic being somewhere around the hardest.

Manascripts—The skill of writing in runes. Capable of many effects, and also instrumental in Enchantment. 

Rarities—Common, uncommon, rare, epic, legendary, mythical, heroic.

Enchantment—Performed by taking the mana crystal dropped by a monster upon death, melting it down, using it as liquid to write and draw runes. Stronger crystal, stronger ability in Manascript = stronger enchantment.

World:

Gods—Greek pantheon. Smaller, less deified entities that are dragons exist, capable of being known for their mastery over elements and types of magic as well. Dragon gods exist as well. Admittedly, I'm not super well-versed in the lore on it. 

Hunter's Association—An organization well-linked with the government, dedicated to fighting monsters and using the mana crystals. 

Hunters—A job title for someone paid to kill monsters, usually by the Hunter's Association. 

Dark Hunters—A Hunter who kills another Hunter on-purpose while on-duty, most often for the other Hunter's Ability or a level-up.

Quests—A quest of the aforementioned rarity system that can give money and likely items.

Lootboxes—Gambling for various items or traits, such as Skills, Materials, Weapons, Armor, or Quests.

Gracie University—The university the protagonists attend. Pretty average. Named after David Graciegoggins, a powerful Hunter.

Characters:

Garfield Rain—Ability: Disguise. Can disguise himself as another person at a glance. Starts with the skills: 

Boxing lvl: 1

Dagger lvl: 9

Ice Magic lvl: 1

Light Magic lvl: 1

Healing Magic lvl: 1

(Not fully accurate to how it was at the start of the campaign IRL, not able to perfectly remember every nook and cranny before he leveled up)

Jack Knight—Ability: Lightning Descendent. Can pour mana into his weapon to add lightning to his attacks.

Starts with the skills:

Greatsword lvl: (I can't remember, it was pretty good though. Probably evolved.)

Meta:

Despite dice being used for the overall results of something, they don't exist in-universe, unlike the numeric stats. If someone rolled a d10 and did 5 damage with it, the characters don't perceive that their attack did 5 damage, only that they did a little bit of damage with their strike.

"..." When not used in quotation marks is used to signify either a time jump forward, a shift in character POV, or whatever I need to be. Example:

[They fought.

They were now doing something else.]

"—" When not used in quotation marks is used mostly to signify either a pause, or a small jump forward in time that does not shift perspective.. Example:

[They fought.

The essence of mana, blah blah blah…

Upon using the essence of mana…]

"—[Blank]" is used to signify the main point or an otherwise noteworthy line.

[Winning meant everything. No matter what…

—No matter what, he absolutely had to win.]

Although, admittedly, the rules aren't super consistent. Sorry.

Italics are used to indicate thoughts. 

That's about all. Please enjoy.

As always, not everything that happens in the story is 100% accurate to what happened in the campaign. A lot of stuff was added to create characters rather than vessels, since I struggle to get into roleplay without feeling embarrassed.

…Of course, except for all the romance scenes, which were fully voice-acted with passion in the middle of his living room, while his family watched TV.

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