Chereads / The Magical Gamer's Journey. / Chapter 4 - Chapter 4: Start of a Journey

Chapter 4 - Chapter 4: Start of a Journey

I Don't Own Rwby Or The Gamer Ability, Only The Oc

'thought'

"Speech"

"Tvs, Radios, and Text via book or newspaper... when those are around..."

(Mid Chapter Authors Notes)

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My house gently sways as the crab takes another step.

'man... I'm lucky I have Gamer's Mind... otherwise I'd probably be throwing up right now.'

I am currently taking stock of my stats and abilities.

Name: Azure Jade

Title: The Gamer

Race: Human

Level 45: (73.9%)

7125/7125 Hp

4750/4750 Sp

14437/14437 Mp

0/0 Ap

HPR: 1% Every 300 Seconds (71.2)

SPR: 1% Every 30 Seconds (71.2)

MPR: 2% Every 150 Seconds (317.6)(288+10%)

Aura: 1% every 120 Seconds (0)

Stats:

Strength: 50

Dexterity: 58

Vitality: 50

Intelligence: 150

Wisdom: 50

Luck: 20

Unused Stat Points: 35

I slowly nod.

My stats are looking pretty decent right now... my physical abilities are nothing to scoff at, I can hold my own against an Ursa Minor in melee... and while those are only level twenty five, they are still definitely threats to the common populous... also I don't have aura... so I am basically a 'super human'.

I glance over my skill list.

Passive:

Gamer's Mind: (Passive) [Level: Max]

Become immune to any and all foreign mind-altering affects.

Gamer's Body: (Passive) [Level: Max]

Your body functions differently than the average person's, you can be cleaved into tiny bits, yet if your health doesn't reach 0, you will fully regenerate in time.

The classic gamer pack...

Sword Mastery: (Passive) (Level 38 32.2%)

You have begun to truly understand the way of the blade, all your attacks using a sword deal an additional 38% damage.

Dagger Mastery: (Passive) (Level 26: 22.5%)

you have a knack for knife fighting, all attacks with a Knife, Dagger, Shiv, or another small stabbing weapon, deal an additional 26% damage.

I don't prefer Melee fighting, but an extra thirty percent damage does help quite a lot.

Meditation (Active/Passive) (Level: Max) (Cost: None)

Through meditation, you increase how much mana you regenerate.

While meditating you regenerate 1000% More Mp

Passively Increases MPR by +10%

Was maxed ages ago... probably my best skill.

Stealth: (Passive) (Level: MAX) (Cost: None)

You are adept at hiding; while trying to hide you are 100% More likely to go unnoticed.

Also maxed quite easily because I just don't turn it off.

Stealthy Strike: (Passive) (Level 24: 0.0%) (Cost: None)

You can take creatures by surprise, killing them silently without alerting any other nearby enemies.

When striking an unaware foe, you deal an additional 600 Damage. This damage is multiplied by 2 if you are using a dagger or another low-damage light weapon. Sadly, this affect doesn't yet transfer to ranged or thrown weapons.

Incredibly useful, but I have been sort of slacking on its training.

Increased Mana Capacity: (Passive) (Level: Max)

You maximum mana is increased by 50%, additionally, all magic attacks deal an extra 10% damage and have 10% greater effect.

Greater Increased Mana Capacity: (Passive) (Level: Max)

You maximum mana is increased by Further 50%, additionally, all magic attacks deal an extra 15% damage and have 15% greater effect.

Greatest Mana Mana Prodigy: (Passive) (Level: Max)

You maximum mana is increased by Further 75%, additionally, all magic attacks deal an extra 20% damage and have 20% greater effect.

Perks from Int level fifty, one hundred, and one fifty respectively.

Mana Regenerator: (Passive) (Level: Max)

Increase your Mpr to 2% of your Max Mp and cut the time required to regenerate Mana in half

And I got this at Wis fifty.

Speed Demon: (Passive) [Level: Max]

All of your movement speeds are doubled.

Another Stat perk, this one for dex... it has saved me from quite a few fights with Ursa...

Did you know that Ursa Majors are level fifty and have EIGHTY dex? Well, don't worry about the Dex, what you should be worrying about is the nearly FIFTY THOUSAND health and just under two hundred strength stat... yeah, back when I first met one, I put up a wall of earth between us- keep in mind that at that point, the wall had health upwards of two thousand health... and it burst through it in three swings... yeah... Ursa Majors are pretty fucking scary... but I might be able to take one down at my current level.

Iron Fist: (Passive) [Level: Max]

Your base unarmed Melee damage is now twice your level plus half your strength, then any and all melee attacks now adds an additional .5 times your strength to damage.

My hands now have a higher base damage than basically all of my weapons... crazy, right?

Strong Bones: (Passive) [Level: Max]

Your Max Hp is increased by 50%, and if your aura is unlocked, that is increased by 50% as well.

And I can only gain half the benefit of this perk until I unlock Aura.

For my active skills, Earth Magic gained a new ability...

Earth Magic: (Active) (Level 44)

Earth magic, one of the first magics ever created, it was primarily used for defense and construction, however, there are a couple mages who used this type of magic offensively.

Perks:

Level 20: 'Dense' Metamagic Power Added.

Earth Affinity 100: Earth spells cost 5% less and have an additional 15% Effect/ Damage

Level 40: 'Earthbound Spell' Rune Added.

Mana Regenerator: (Passive) (Level: Max)

Increase your Mpr to 2% of your Max Mp and cut the time required to regenerate Mana in half

And I got this at Wis fifty.

Speed Demon: (Passive) [Level: Max]

All of your movement speeds are doubled.

Another Stat perk, this one for dex... it has saved me from quite a few fights with Ursa...

Did you know that Ursa Majors are level fifty and have EIGHTY dex? Well, don't worry about the Dex, what you should be worrying about is the nearly FIFTY THOUSAND health and just under two hundred strength stat... yeah, back when I first met one, I put up a wall of earth between us- keep in mind that at that point, the wall had health upwards of two thousand health... and it burst through it in three swings... yeah... Ursa Majors are pretty fucking scary... but I might be able to take one down at my current level.

Iron Fist: (Passive) [Level: Max]

Your base unarmed Melee damage is now twice your level plus half your strength, then any and all melee attacks now adds an additional .5 times your strength to damage.

My hands now have a higher base damage than basically all of my weapons... crazy, right?

Strong Bones: (Passive) [Level: Max]

Your Max Hp is increased by 50%, and if your aura is unlocked, that is increased by 50% as well.

And I can only gain half the benefit of this perk until I unlock Aura.

For my active skills, Earth Magic gained a new ability...

Earth Magic: (Active) (Level 44)

Earth magic, one of the first magics ever created, it was primarily used for defense and construction, however, there are a couple mages who used this type of magic offensively.

Perks:

Level 20: 'Dense' Metamagic Power Added.

Earth Affinity 100: Earth spells cost 5% less and have an additional 15% Effect/ Damage

Level 40: 'Earthbound Spell' Rune Added.

And that new ability unlocked a completely new skill... 'Rune magic.'

It appears that every twenty levels in a magic, I'll get a new type of use for it, a 'Metamagic' at twenty, a 'Rune' at forty, god knows what I'll get at sixty, eighty, and one hundred.

I've also unlocked a couple new spells, one that I have been working on for a while, then something I've started to use with Runic Magic

Stone Skin: (Level 30: 34.5%) Cost: 2500 Mp Per Minute

Your skin greys and takes on a rough texture, while casting this spell you gain 50 Damage Reduction, yet lose 10% of your Dex.

Earth Spike (Level 2: 0.0%) Cost: 5000 Mp

You cause the earth below a target to erupt upwards, spearing them on a rock-hard spire of earth.

Deals (1000+Int*3 Damage)

Stone skin is... helpful? I guess? I mean, it makes me IMMUNE to any and all damage from anything less than an alpha beowolf... and even those only deal like sixteen damage a hit if they manage to bite me... their claws just harmlessly bounce off- but they do still tear my clothes, so that's annoying.

Earth spike... is a little worthless when not combined with Runic magic... it's damage is... alright, I guess... but nearly five thousand mana- keep in mind I have a five percent cost reduction- just isn't worth it to only deal like two thousand damage... that's a third of my mana... I could be using it for other things... like stoneskin... or light spells.

But when paired with my Earthbound Spell runic magic...

Runic Magic: (Active) (Level: Max)

Runic Magic, the code of the gods, masters of runic magic could create devastating traps or impregnable barriers... as long as they had enough time to prepare.

Runes:

Earthbound Spell: Store a singular spell in the earth that casts on any creature (Other than yourself) who touches it (This costs half when used on earth spells) Mp Cost: 5000+Spell. (Surface required: 2 inches per 1000 Mp)

Grimm Repelling Rune: This rune stops grimm from approaching it, weaker grimm will be forced to stay 10 feet away (Per additional 5000 Mp used) while stronger grimm will be able to walk through its area unhindered. The level of the grimm affected by this rune is 5 (+5 per additional 5000 Mp Used) Mp Cost: 5000*

One word.

Landmines.

I have stuffed my inventory with DOZENS of ten-inch slabs of stone, each with glowing brown symbols on top... it's basically scrolls from D&d! I just toss this out, then BAM if something touches it thet get fucking SKEWERED!

Luck favors the prepared, after all~!

I haven't really thought of storing any other spells, however... only earth ones are worth it at the moment due to the rune's size restraint.

Also I can repell grimm... more on that later.

Then one of my other first abilities is doing pretty well for itself...

Power Attack: (Active) (Level 65: 26.2%) (Cost 25 Sp*)

By putting all of your strength into a single attack, you manage to get out a little more oomph in exchange for being a little more tired. Increases Melee Damage by 15 for every 25 Sp Spent

It's starting to fall behind just a bit due to my new habit of just killing everything I come across with magic.

I should probably go over all the new magics I've gotten...

Light Magic: (Active) (Level 40)

Light magic, the first magical creation of the eldest brother, it deals additional damage to creatures of darkness, and can create wards that either repel or enrage Grimm depending on the strength.

Perks:

Level 20: 'Holy' Metamagic Power added.

Light Affinity 100: Light spells cost 5% less and have an additional 15% Effect/Damage

Level 40: 'Grimm Repelling' Rune added

Light Affinity 200: Light spells cost an extra 5% less and have an additional 15% Effect/Damage

Spells:

Dancing Lights (Level: 100 [Max/Max]) Cost: 50 Mp per Minute.

You create several small controllable orbs of light that can create light within a 60(105) foot burst, and shadow illumination up to 180(315) feet. Grimm are attracted to these lights and attempt to attack them when there is nothing else desirable within sight. Creatures of darkness that strike these lights take 1+1/100 Int Damage

Number of Dancing Lights Created: 7(12)

Lightbolt (Level: MAX) Cost: 200 Mp

You may shoot a small orb of pure light energy. Deals 150+Int*1.5 Damage to targets... creatures of darkness instead take 300+Int*2.5 Damage.

Ah yes my light magic... it lets me create anti-grimm zones and is by far my most damaging ability in the cost-to-damage ratio. The main body under the walls of stone was enchanted with four Anti Grimm Runes, one on each side, that should keep away those pesky creeps and regular beowolves.

Shame I have just too little Mp to bring it up to Level Fifteen grimm. I also have made a couple of 'anti grimm' mines with it... if I'm ever away from home, I just drop a stone slab from my inventory... boom. Instant 'no u' to any and all weakling grimm.

Blood Magic: (Active) (Level 1)

Blood Magic... an archaic magic that was primarily used for evil, yet as years went on, certain mages used it as a basis for the creation of healing magic. The cost of use is low, but it has another price.

Perks: None

Spells:

Blood Whip: (Level 2: 0.0%) (Cost: 500 Mp, 500 Hp)

You shoot your blood out and use it to strike an enemy dealing 150+Int Damage

Blood Magic is worthless. I hate pain. So taking the Mp cost as Damage is a big no-go for me. It doesn't help that when I used that spell, I only had like one thousand Hp... so that spell literally HALF KILLED ME. Which may or may not have traumatized me away from using any other blood spells ever... because of my blood-vomit-itus.

Shame that I'll probably have to grind it to get the 'healing' affinity.

Plant Magic: (Active) (Level 11)

Plant magic, with water and earth, comes life... plant magic can create and control all manner of plants, trees, flowers, vines, and even things like fungi.

Perks: None

Spells: Create Plants: (Level 34: 43.4%) (Cost: 250*)

You can use your magic to create plants of any type, trees, flowers, vines, and more. Plants created are permanent, and you may create 2 square feet of plant matter per 250 Mp

Alter Plant: (Level 28: 88.4%) (Cost: Dependent)

You may physically alter plants, changing how they look, smell, taste, ect~

Great fun. Kept me sane and my sweet tooth in check... I can just summon an apple or a banana out of thin air and be fine... plus the ability to summon boards, stairs, and more... and Alter Plants lets me make WILD shit, like glowing plants- bioluminescence is common in some plants so it isn't much of a jump, and changing the smell of roses to a chocolatey smell was... a little harder... chocolate isn't a natural 'flower smell' but I simply had to grab some vanilla bean, some Cocoa which was 'roasted by the sun' then maybe a bit of sugarcane and it smelt quite a bit like it... not one hundred percent, but close enough, then I just added a mish-mash of bug repelling flowers... boom. That's how my chocolate roses were made- oh yeah, then I just changed the pigment to brown, probably the easiest change.

My skill level is too low to make things like 'gold growing plants' buuut it may be a possibility in the future.

Crystal Magic: (Active) (Level 20)

Crystal magic, a magic that is the next step in Earth Magic's evolution, Crystals are harder than earth, and can be wickedly sharp. It also seems to be... alive... meaning golem creation with Crystal Magic is considerably easier than most other magics.

Perks:

'Sharp Spell' Metamagic Power Added

Spells:

Create Crystal Golem: (Level 74.3%) (Cost: Dependent)

You create a sentient mass of sharp crystals of assorted colors that follow your commands.

The cost of this spell changes depending on what you add to your creation. Current Number Of Golems: 79/222

Crystal Armory: (Level 48.8%) (Cost: Dependent)

You use magic to create crystaline armor and weaponry.

Small: (Like a dagger, or buckler) Deals 10+Half-of-Str Damage or Blocks 20 Damage. Cost: 600 Mp

Medium: (A normal shortsword, shield, or gauntlets.) Deals 40+Str Damage or blocks 40 Damage. Cost: 1600 Mp

Large: (A greatsword, kite shields, or breastplate.) Deals 100+Str*1.5 Damage or blocks 100 Damage Cost: 6000 Mp (Requires 30 Str to use Effectively)

Largest: (Buster Sword, Full Plate, or Tower Shields) Deals 400+Str*2 Damage or blocks 300 Damage Cost: 12000 Mp (Requires 100 Str to use Effectively)

Crystal Magic is coming along nicely, 'Crystal Armory' is the thing that I have been using for my army. It's quite useful to not have to worry about their damage reduction and damage...

Shame that I had to leave quite a few of my golems behind... I told them to walk in the direction of the 'Death horde' and kill grimm, so they'll probably die pretty soon. Buuuut my little home can only hold like twenty golems before it gets overcrowded. I have them all packed in a corner downstairs, leaving only a path to my table, the fire place, the staircase, and the door.

Holy Water Magic: (Active) (Level 11)

Holy Water Magic, the combination of light and water, this element is damaging to grimm like light, but has a lower cost like water.

Perks: None

Spells:

Create Holy Water: (Level 55: 44.6%) (Cost: 1000*)

You can use your mana to transform 4 gallons of water into Holy Water per 1000 Mp. Holy water is naturally damaging to creatures of Grimm, the potency increasing as your casting stat increase and your 'Create Holy Water' Skill level grows. A Pint of Holy water deals (1*Skill Level)+(1/10th Int) every five seconds it remains in contact with the creature of darkness.

Holy water Magic? Its good. It's what I've filled that one turret outside with.

*Thoom*

I hear loud screeching outside.

I lean over and look out the window to see a rapidly dissolving nevermore the size of a horse smash into a nearby tree.

Large Nevermore Level 15

584/1100 Hp

0/0 Mp

Str 25

Dex 42

Vit 20

Int 1

Wis 1

Luc 1

It thrashes about in the tree, trying to rid the holy water from its feathers.

It falls out of the tree and a couple seconds later I see a puff of smoke fly up as my walking home takes another step forward.

'that's one shot... four left.'

I shrug and scoot back into bed, returning to gazing at my skills longingly.

Ice Magic: (Active) (Level 3)

Ice Magic, a primal force made of air and water magic, this magic is 50% more powerful in colder climates and 50% weaker within hotter areas.

Perks: None

Spells:

Ice Spike: (Level 16: 3.5%) Cost: 2500 Mp

You shoot a lance of ice at a nearby target, dealing 500+Int damage.

Ah right... one of my newer magics... Ice magic... pretty cool.

Heh...

I wonder if can freeze holy water?

Electricity Magic: (Active) (Level 2)

Electricity magic, a second-generation magic made from three elements, making it quite a bit more powerful than some of the others in Teir 2, electricity magic pierces through metal armor, and can travel along metal weaponry, making this a knight's nightmare.

Spells:

Lightning Bolt: (Level 11: 33.4%) Cost: 8000

You harness the power of lightning and shoot a large blast of electricity at an enemy. This spell deals 1500+4*Int Damage, and an additional 25% damage if the target is wet or wearing metal armor. (+50% if both)

Electricity magic holds my 'strongest' spell... basically a final flash... I'm grinding it because I really want the damage to go up so it's worth casting. But the high cost makes it a little hard to grind.

Those are pretty much all my new magics... I have a lot more affinities, but I just haven't really found the time to create magics for them...

Affinity:

Tier 1:

Light: 289

Earth: 185

Water: 143

Shadow: 122

Air: 105

Fire: 102

Blood 12

Tier 2:

Crystal: 81 (Water+Earth)

Plant: 68 (Water+Earth)

Holy Water: 55 (Light+Water)

Ice: 22 (Air+Water)

Electricity: 12 (Earth+Air+Water)

Hellfire: 1 (Shadow+Fire)

Lava: 1 (Fire+Earth)

Steam: 1 (Fire+Water)

Sand: 1 (Air+Earth)

Smoke: 1 (Air+Fire)

Holyfire: 1 (Light+Fire)

?: 0

?: 0

I let out a sigh and shake my head, then slowly stand.

With a wave of my hand, an apple forms.

'let's see here... what's on the agenda today?'

I take a bite of the apple and smile at its slight sweetness as I walk down the stairs.

I step over to my table and sit down, gazing out the window as I watch trees slowly pass.

'so... how fast is this thing? Five miles per hour? Six? Eh, at least it's mobile... I can just chill out in here and do general orders, my little canon on the front can stop this before we fall into a chasm or something.

I hold up a single finger and watch as a small bolt of electricity arcs around the digit.

A skill has been developed through a specific action

Zap: (Level 2: 0.0%) (Cost 500 Mp Per 15 Seconds)

You create a small charge of electricity that does 5+¼ Int Damage every 5 seconds it remains in contact with an enemy, +10% for targets wearing metal or wet, +20% for both.

'I wonder if I can develop a freezer with ice magic... hrm... questions for later.'

I finish the apple and stand up, taking the core outside where I simply just toss it over the side of the walker.

'maybe I should get a bath...'

I freeze in place as I notice something barreling towards the front of my walker.

"GROOOOH!"

A massive bear, as tall as my walker, but just falling short of its length... it is rapidly approaching, paws pounding loudly on the ground.

Ursa Major Level 50

42500/42500 Hp

0/0 Mp

Str 180

Dex 85

Vit 200

Int 5

Wis 5

Luc 5

The turret whirls forwards.

"O-Oh shit."

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Sorry about this chapter being mostly a stat block... I just thought I'd let all of you know what exactly he is at strength-wise.

So, how will our bored and antisocial hero get out of this one?

Probably by cheesing the hell out of it. Gonna be real.

Anyways I'll see all of you later.