Ranks
Rank 0: Base
No access to the system
Starting point for most sentients
Base efficiency is multiplied by rank
Rank 1: Awakening
Access to system and magic
Allows use of 100% of base capabilities
Unlocks innate skills
Rank 1-10: Mortal
The improved base capabilities result in lifespan roughly doubling each rank
Rank 11-20: Ascendant (Living Legend)
Pseudo immortality through skills
Rank 21-30: Eternal (Godling)
Creation of a soul space
True immortality
Rank 31-40: Transcendent (God)
Soul space becomes a self-sustaining inner world
Faith skills
Rank 41: Creator: Inner World becomes a side realm
Rank 42: World-Seed: Slow fusion with the realm resulting in it becoming a separate world
Aspects
Aspects are used as a numeric system to measure improvement
Life: Healing and energy regeneration
Acceleration: Speed of actions and thoughts
Weight: Resistance against being moved or stopped
Acronym : L A W
100 is the maximum baseline (Rank 0)
An aspects rank is considered equal to its value divided by 100 (rounded down)
Aspects can be increased through training
The effort required to raise an aspect value by one roughly doubles every ten points.
Skill Scaling
Skills can grant a bonus of up to 10% per rank to existing capabilities
The bonusses from different skills stack multiplicatively
Skill Progress and Upgrading
A skill’s progress is measured on a 0-100% scale.
A progress of 100% represents the skills full potential at its current rank.
For skills with lower ranked versions a progress of 0% represents the full potential of the skills previous rank. These skills normally start at a progress between 10% and 20%.
For skills without a previous rank a progress of 0% is the equivalent to not having the skill. These skills normally start at a progress between 50% and 80%.
Skill progress rises with use and gets harder to raise, the closer it is to 100%.
After reaching 100% progress skills can be upgraded by fulfilling skill specific conditions.
Innate Skills
Every creature has at least one innate skill, that stays somewhat dormant until they awaken their system. These skills can have any rank. Some of them are species specific and others are individual.
Skill Types and Slots
1 Core Skill:
Also called System skill
Helps interpretation of and interaction with the system
Measures aspects
Influences, what other skills are available and how easy they are to obtain
Skills and Aspects below its rank are twice as easy to advance for each rank of difference
Skills and Aspects above its rank are ten times as hard to advance for each rank of difference
Has no proficiency, but grants knowledge of how to upgrade it
Variants:
Racial (Human Knowledge, Elven Wisdom, Draven Proficiency, Goblin Cunning, Gnomish Insight, Kobold Curiosity, Artificial Intelligence, Bestial Intuition, Titanic Truth, Draconic Heritage, Phoenix Passion, Angelic Aspiration, …)
Divine (Blessing of _____)
Demonic (Pact of _____)
Destiny (Chosen of _____)
Organizational (Oath of _____)
Tribal (Imperial Unity, Clan Honor, Collective Duty, Hive Mentality, …)
Curse (Vampiric Blood, Lycanthropy, Lingering Regret, …)
Special (Heroic Spirit, Travelers Gift, …)
3 Title Skills:
Granted by certain actions and ceremonies
Modify a person’s presence
Can be overwritten if the holder is willing or overwhelmed. The base difficulty to forcefully overwrite a title is multiplied by its rank.
Titles can be designated as main title. There can only be one main title at the same time, and it is twice as effective and cannot be overwritten by force.
Examples:
High Priest
Sir
Dragon Slayer
Traitor
Champion of _____
Lifesaver
Martyr
Weird
Criminal
Paladin
King
Average
Citizen
Administrator
Cursed
7 General Skills:
Active or Passive effects
Can be highly individual
Types:
Active: Use requires conscious effort
Passive: Use does not require conscious effort
Proficiency: Increases control of energy and body under certain conditions and grants the ability to consciously use energy to further enhance this bonus
Artifact: Summons or stores a soul-bound item, with supernatural properties. The item cannot be permanently destroyed, and the owner is proficient in its use.
Grant: A subtype of passive skills that changes the user to grant them an improvement
Triggered: A subtype of passive skills that only activates on certain conditions
Spell: A subtype of active skills that contains knowledge of how to cause supernatural effects by utilizing inherent mystical energy
Technique: A subtype of active skills that contains knowledge of how use a burst of energy to temporarily enhance the body’s effect on reality
Examples:
Fireball – R3+ – active, spell – ranged fire explosion
Iron Skin – R2 – passive, grant – extremely hardened skin without hindering mobility
Phoenix Rebirth – R11+ – passive, death triggered – creates a new body, but reset core skill and attributes to R1+ (10 ranks lower than this skill)
Healing Hands – R2+ – active, touch based – close range healing ability
Splitting the Heavens – R7 – active, technique – extremely long-range, high-power, high-cost slash
Slash – R1 – active, technique – powerful slash
Innate ______ Breath – R4+ – passive, grant – breath weapon of a specified element
Draconic Rest – R11+ – passive – sleep gradually restores body and soul to peak condition
Seed of Potential – R3 – passive, triggered, one-time – activates in response to strong emotion and transforms into another skill based on context
Spear Mastery – R1+ – proficiency – better utilize Spears
Alchemist’s Flame-Control – R2+ – proficiency – intuitive fire control while crafting
Ancient Scales – R5+ – passive – scales absorb physical impacts and reflect magic
Enduring Will – R1 – passive – extra mental resistance
Character Sheet Template
Name
Background:
L- A- W-
Core Skill – R – Description – Upgrade condition
Title: Main Title
Skill1 – R – Description – Progress
Skill2 – R – Description – Progress
Skill3 – R – Description – Progress
General:
Skill1 – R – Type – Description – Progress
Skill2 – R – Type – Description – Progress
Skill3 – R – Type – Description – Progress
Skill4 – R – Type – Description – Progress
Skill5 – R – Type – Description – Progress
Skill6 – R – Type – Description – Progress
Skill7 – R – Type – Description – Progress
Notes:
Extra Information
World
Timekeeping/Seasons
Different in side-realms
Main World:
12 months with 30 days each (360 days per year)
Weeks have 6 days (5 per month)
Months and weeks and days are simply numbered
Year starts with spring equinox
Effect of magic on societies
Settlements are bigger and better protected
Small villages are rare and considered luxury for the rich/powerful
Less food production needed
Faith
Gods are real and can grant a variety of boons to their worshippers.
Shrines can be attuned to the inner world of a god (or the realm of a creator) and allow worshippers to send energy and sometimes even physical things to the god. The god or an automated rewarding system may act trough these shrines to grant boons to followers of the god depending on circumstances.
Often groups of gods form alliances called pantheons. If a creator is part of the pantheon, they will take on a leading position.
Gods
Currently the world is ending.
Instabilities let in monsters from the void between worlds.
Most gods and godlings are leaving to more stable worlds.
The seven existing creators fight for resources in a race to become world-seeds and separate their realm from the dying world.
The tree weakest creators (Noah, Moses, Eve) have formed the ark-alliance, trying to raise one of them (Noah) up and offer asylum in the new world to everyone supporting them.
The fairy king (Oberon) is supporting his wife (Titania) against the armies of the strongest creator dragon queen (Tiamat), who has gathered all remaining non-humanoid gods under her banner.
The second strongest creator (Buddha) has poured all his effort into fortifying his realm and is trying to avoid conflict.
Ranking of creators (by combat power): Tiamat, Buddha, Titania, Oberon, Eve, Moses, Noah