Hello everyone! This is a brief explanation of what you're getting into.
I'm adding this after 76 chapters, now that I've finished editing them.
Note that I've already explained much of this in later chapters, so you can look at those to see the characters themselves learning about it.
I don't mind if you skip this section if you prefer to learn alongside the characters. This is just the standard explanation of the story skill system.
I could add more, but I genuinely don't want to do this; I feel like the story might lose some of its spark if I explain too much.
But hey, it doesn't stop a lot of things I have planned. It does prevent a few chapter explanations, though. Haha [laugh, it's funny].
1. Story Skills
Definition: Story Skills are abilities granted to characters that reflect their role and significance within the world's narrative. These skills are tied to a character's personal journey, evolution, and their interactions with the world. They encompass combat abilities, supportive skills, and more nuanced powers aligned with a character's profession, destiny, or story arc.
Categories: Story Skills are divided into six progressive stages, representing the character's growing narrative importance:
Common (Stage 1): Everyday roles (e.g., [Baker], [Guard], [Merchant]) with basic skills reflecting their function.
Uncommon (Stage 2): Slightly more significant roles (e.g., [Blacksmith], [Apothecary], [Scribe]) with specialized skills.
Rare (Stage 3): Impactful roles (e.g., [Warrior], [Healer], [Seer]) with abilities that can influence story outcomes.
Epic (Stage 4): Pivotal roles (e.g., [Knight], [Mage], [Chieftain]) with powerful starter packs.
Legendary (Stage 5): Heroic figures (e.g., [Champion])
Mythic (Stage 6): Rare and almost divine.
Starter Pack: Every story skill comes with a starter pack. For example, a person with an illusion story skill starter pack would get something like enhanced perception.
Ranking Up: As you rank up, your story skill becomes more specific. If you have Illusionist at stage 1 or Wizard, the higher your Rasvian control gets, the more specific it becomes. For instance, at stage 4, it might evolve into something like Mind Illusionist, becoming specific to targeting the mind, which is what the story skill actually does.
Dynamic Progression: Skills evolve based on narrative choices, alliances, and significant actions. Characters may gain new skills or lose existing ones as their story unfolds.
2. Attachment Skills
Definition: Attachment Skills are necessary for effectively using Story Skills. They serve as the practical application of Story Skills and are tailored to the character's role or function within their story.
Examples:
For a [Baker], the Attachment Skill might be [Yeast Amplification], enhancing baking speed or quality. For a [Priest], [Healing] provides restorative powers. For an [Emperor], [Absolute Authority] could compel obedience.
Limitations: Skills align with specific forms of Rasvian energy or combinations, limiting versatility but creating specialized strength.
Dual-category Attachment Skills: These skills allow characters to draw from two manifestations of Rasvian energy, enhancing versatility and complexity. For example, a [Mage] might combine Veil Rasvian for stealth and Amplifier Rasvian for powerful spells.
Personalization: Each character's Attachment Skills reflect their story skills, which in turn reflect their unique journey, experiences, and personal growth, adding subtle distinctions even among similar roles.
Proficiency Tiers: Characters can have different tiers of proficiency (e.g., Novice, Skilled, Master) that affect how efficiently they use a skill, rather than changing the skill's core function.
3. Unwritten Skills
Definition: Unwritten Skills are special abilities granted through the right Attachment Skills. They are not naturally acquired but conferred through external means, given by other people or beings. In essence, they are similar to Attachment Skills but are not held back by the limitations of Story Skills and can vary more widely. The main limitations are where to acquire these skills and whether they fit the character's current skillset.
Stages of Individuals:
Normal: 1 Unwritten Skill
Knight: 2 Unwritten Skills
Priest: 3 Unwritten Skills
King: 4 Unwritten Skills
Champion: 5 Unwritten Skills
Improvement: These skills can only enhance in effectiveness, not in rank, keeping them distinct and focused.
4. Title Skills
Definition: Title Skills are abilities tied to titles earned through notable achievements. Titles not only grant specific abilities but also affect how others perceive and interact with the character.
Examples:
[Uninvited Guest] bestows attributes of unidentified suspicion and authority defiance. A [Snake Eater] known for slaying snakes might evolve into [Demon snake Eater] if the character's reputation and actions grow.
Ranking System: Similar to Unwritten Skills, with ranks like Emperor titles and Emperor King titles, but progression is through recognition and acknowledgment by others.
Living Titles: Titles evolve based on the character's actions and growth, enhancing their skills and influence over time.
Narrative Influence: Titles affect interactions with people and the environment, offering tangible benefits or challenges aligned with the character's journey.
Activation: Unlike normal skills, Title Skills need to meet specific requirements to activate.
True Titles (Stage Two)
Definition: These are titles that reflect the fundamental truth or core identity of a higher being. Unlike regular titles, which evolve based on reputation and recognition, True Titles represent the undisputed reality of a being's power, purpose, or essence.
True Name: When a being earns a True Title, they unlock their True Name, which is the embodiment of their highest nature or purpose. Knowing or using this name grants access to unparalleled power and authority tied to that being's true form.
True State: The manifestation of the being's absolute form or identity. When they assume their True State, they exhibit their full strength, and their abilities are no longer bound by the usual rules of title progression.
Undisputed Norm: Unlike regular titles that rely on acknowledgment, True Titles are inherent and undisputed. Once unlocked, they do not require validation from others, as they are absolute manifestations of a being's nature.
5. Rasvian Energy
Definition: Rasvian Energy is the foundational essence that powers all existence and abilities in the world. It permeates every aspect of reality, serving as the driving force behind the activation and enhancement of Story Skills, Attachment Skills, and Unwritten Skills. Its dynamic and versatile nature makes it the cornerstone of both mundane and extraordinary phenomena.
Main Forms:
Primal Rasvian: Nature: The most basic and unrefined form of Rasvian energy, representing the raw essence of the universe.
Function: Composes all matter and serves as the building block for other forms of Rasvian energy. It is abundant yet difficult to manipulate directly without advanced mastery.
Genesis Rasvian: Nature: A highly creative and generative energy that shapes and forms all things.
Function: Powers creation, growth, and the manifestation of ideas into reality. It is often used in crafting, construction, and the creation of new life or objects.
Essence Rasvian: Nature: The most versatile and practical form of Rasvian energy, used for day-to-day functions and basic skills.
Function: Fuels simple tasks, basic skills, and common abilities. It is the most accessible form of Rasvian, allowing even non-skilled individuals to tap into it for minor enhancements.
Manifestations:
1. Navigator Rasvian: Nature: Specializes in guiding and directing energy flows with pinpoint precision.
Function: Allows the user to channel Rasvian energy accurately, enhancing control over skill execution, targeting, and manipulation of finer details.
2. Amplifier Rasvian: Nature: Focuses on increasing the intensity and output of Rasvian energy.
Function: Boosts the power of skills and abilities, making actions more forceful or effective. It is particularly useful in combat or high-energy scenarios.
3. Veil Rasvian: Nature: Conceals and obfuscates, creating layers of energy that can hide the user or distort perceptions.
Function: Masks presence, intentions, or even certain actions. It can be used for stealth, misdirection, or creating illusions, blending reality with deception.
4. Transmuter Rasvian: Nature: Alters and transforms energy from one type to another, providing adaptability.
Function: Converts energy between forms, enabling the user to shift tactics or respond to different challenges dynamically. It allows for versatility in skill application and environmental manipulation.
5. Ascendant Rasvian: Nature: Evolves and refines the nature of matter and energy, pushing beyond natural limitations.
Function: Transforms basic elements into more advanced states, potentially altering their properties. It is used for enhancement, evolution, and pushing boundaries of what is possible.
Function and Usage:
Weapons:
Weapons are an extension of one's limb, so your skills and all sorts work on them. For example: * "To make it easier, it's better to navigate Rasvian using a weapon. Think of it as an artist with a paintbrush; they can draw with their hands, but overall, a paintbrush makes it much easier. And see, you don't know anything yet," Anna says, her face contorting into that of anger. "Let's go," she finally says. * Navigator manifestations aren't the only ones that have this weapon-enhancing ability.
Core Role: Rasvian energy is central to the functioning of all skills and powers, underpinning the abilities of individuals across the world. It can be harnessed through natural talent, rigorous training, or by absorbing energy from defeated entities.
Limitations: Rasvian energy enhances Story Skills, Attachment Skills, and Unwritten Skills, but does not elevate Title Skills directly. Title Skills rely on recognition and acknowledgment from others, growing through narrative influence rather than raw energy.
Color: The average color of Rasvian Energy is blue, though most people have variations of this hue. Some individuals have colors that match their skills; for instance, those with fire manipulation or conjuration abilities might have red-colored Rasvian Energy.
Aura/Presence: This phenomenon could also be called "killing intent." It doesn't fall under any specific classification; it's simply that a character can exude Rasvian Energy in a way that conveys their power or intentions to others.
Techniques
1. Tusalè
Synergies: Different manifestations can interact or complement each other, creating complex or unique effects.
Limitations and Costs: Each manifestation has clear drawbacks or limitations and can only do in short what they are meant to do.
There are no exceptions to this rule, emphasizing that mastery over Rasvian energy requires careful management of its strengths and weaknesses.
Emotional Influence: The user's emotional state can influence how these manifestations behave—e.g., Amplifier Rasvian might grow unstable with heightened emotions.
Ranks of Rasvian Control:
1. Adept: Basic control, enabling simple skill use.
2. Ascendant: Surpassing normal limitations.
3. Refined: Purifies energy for precision and power.
4. Resplendent: Major power increase, achieving beyond the norm.
5. Illuminated: Unveils hidden truths and world insights.
6. Transcendent
7. Supreme
8. Celestial
9. Ethereal
10. Divine
Ranking up is possible by;Ascension Trials, Killing creatures, constant use of skills or finding materials with high concentrations of Rasvian Energy.
Demons and Mysticals Ranks:
Wicked: Basic evil tendencies, capable of minor misdeeds.
Malevolent: Actively seeking to cause harm and misery.
Corrupted: Tainted by dark forces, spreading corruption to others.
Nefarious: Achieving notoriety through elaborate schemes and cruelty.
Abyssal: commanding lesser evil entities.
Infernal
Tyrannical
Apocalyptic
Eldritch
Primordial Evil
6. Final Skill Set
Definition: Unique, singular skills achieved by performing near-impossible feats. Only one per individual.
Unknown*
Legacy Effects: Final Skills often leave a lasting impact, such as altering the world's fabric, creating new laws, or posing new challenges for future generations.
7. Eras
Definition: Distinct periods or realms, each with unique expressions of Rasvian energy and skills.
Examples:
Agnite: From the [New Kingdom Era].
Air's Child: From the [Steampunk Era].
Demon Scales: From the [Demon Hunting Era].
Vigra: From the [Space Conquest Era].
Function: Rasvian energy manifests differently across eras, influencing skills and their effectiveness. Characters native to an era have natural affinities.
Starting below you can skip it isn't really Necessary but for those who want to.
8. 21 Realms:
Five sages, one tour guide and a single God govern each realm.
Expansion: The 21st Realm is defined by its infinite expansion, especially due to the presence of the Museum of Narratives, which defies conventional time and space constraints.
21st Realm:
Main Lobby: An ever-expanding space that accommodates new eras, constantly growing to include more narratives and timelines.
Cities: Static in size but glow brighter with distance, resembling stars in an ever-expanding universe.[wont focus on this. wait is this a spoiler???]
Ghent: it has 21 districts.
9. The Museum of Narratives
Role: A central hub existing outside time and reality, housing copies created by Up. It serves as a repository for stories, skills, and histories.
Copies: This concept guards reality, time, and space in the realm; everything becomes less noticeable and Inapplicable the more attuned ones are with rasvian energy.
Influence: The significance of copies diminishes as one ascends to the higher realm as its the norm.
10. The 17 Wonders
Significance: These are powerful, untamable locations that defy easy control, even by the sages. They are central to ongoing power struggles, such as the battle for control over the Tower's site.
Function: Represent the chaotic, untamed forces in the world, constantly challenging the established order and offering opportunities for characters to prove their worth or meet their downfall.
Currency System
Draws and Silks:
Draws: The primary currency within the Museum of Narratives. Silks: A sub-denomination; 20 silks equal 1 draw. Silks serve as a more accessible form of currency for minor exchanges or lower-value transactions.
Economic Tiers:
Common Characters: Primarily use Silks for daily needs, with Draws reserved for significant purchases .
High-Tier Characters: Regularly trade in Draws, focusing on gaining advantages through rare and powerful artifacts.
Market Variability: Currency value fluctuates with the success or decline of certain eras, skills, or artifacts, creating an ever-shifting economic landscape where characters must adapt to maintain or gain influence.
Compensations
The concept of compensation was one of the many decrees set forth by the sage—rules that bound locations.
Alright, I'll definitely come back here to add more stuff, but other than that, it's complete. Wait, is it too much? Please comment! I'll add or delete stuff based on your feedback. Enjoy the story!!!