Chereads / Laws of the Multiverse / Chapter 5 - Chapter 5

Chapter 5 - Chapter 5

After a short while, Salem figured out that he could use thoughts to interact with his system, which, admittedly, shouldn't have taken him so long.

'Alright, what are my stat descriptions?' He thought, opening the interface.

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Intelligence: Determines your maximum amount of psyche, ability to control your power, and overall mental capacity. (INT*20=Max psyche; Currently 680.)

Strength: Strength determines your max health, (together with vitality) and your muscle density. In addition, strength plays a part in your movement speed. ([VIT+STR]*20=max health; Currently 100.)

Insight: Allows you to perceive your world with more accuracy and determines your psyche recovery rate. (INS/100/INT=Psyche recovery rate; Currently 0.5% per second.)

Agility: Determines your spatial awareness, movement speed, and flexibility.

Vitality: Determines defense and your body's ability to adapt to your psyche. If vitality is less than 1/5 of intelligence, your health will slowly decrease.

Luck: Determines the likelihood for a favorable outcome.

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'What about classes then? Are they determined by my current stat distribution?' Salem wondered. He was promptly answered by the system.

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Classes: Classes are the user's choice, though the options are dependent on prior knowledge, stat distribution, and user's research.

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'Oh, cool. What the f**ck does it mean? Does it mean that given my knowledge before my death, I can make cool s**t?' Salem was expectant.

'Give me a class list.'

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Possible classes (Select one [1] option)

Telekinetic: You have the ability to interact with your surroundings using your psyche by using yojr knowledge of physics.

Mechanic: You have the ability to create machines or enhance them using your knowledge of mechanics and computer science.

Nanomancer: You have the ability to convert your psyche into nanomachines by combining your knowledge in nanotechnology, computer science, and mechanical engineering.

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'In mangas with systems like this, there are always bonuses for each class. What are my bonuses for my class?' Salem had read quite a few mangas like this, so he figured that the system would be the same.

He was thrilled to see a new window pop up.

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Telekinetic:

Stat bonuses: +10% INT.

Abilities: Telekinesis, Mental map.

Mental map: Due to your abnormal mind, you are able to map a small area around you and detect even the smallest of changes.

Mechanic:

Stat bonuses: +25% machinery performance, +5% INT, -5% AGI

Abilities: Blueprint, overload.

Blueprint: Your inner mechanic is able to easily design machine blueprints. +5% end product quality if you use a blueprint.

Overload: You maximize the output of a machine you're using, damaging it in the process. +25% machine power for 3 minutes, -50% machine durability.

Nanomancer:

Stat bonuses: +15% psyche efficiency

Abilities: Nanomachine creation/destruction, mental blueprint, eyes of the machinist.

Nanomachine creation/destruction: You can create nanomachines using your psyche. You can also recycle them to recover your psyche.

Mental blueprint: Once you have made a machine that functions, you can save it in your mind.

Eyes of the machinist: You can use any nanomachine to observe its surroundings.

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