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Ahead of the Curve
Ahead of the Curve
23.3k Views 196 Favorites 11 Chapters 0 Chapters/Week 383 Readers
4.5 (15 ratings)
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Characters
Sophitia

Story protagonist. AI programmer who died, was cryonically frozen, resurrected ten thousand years later as a dark elf. Her personality is self-absorbed and turning to narcissism after gender change and being the most beautiful person in town.

Character sheet as of chapter 10.

  • Name: Sophitia
  • Gender: Female
  • Race: Dark Elf
  • Levels: 0 She has slacked
  • Abilities: Slash, Study, Request Aid
  • Skills: None to speak of
  • Stats without buffs: P:5/5/5 S:5/5/50 M:5/5/5
  • Stats with all buffs: P:15/17/15 S:15/15/100 M:15/15/15
Skye

First companion Sophitia gained. She has had a hard life as a character creation bug has caused all her stats to be set at -1. Although they display as 5 they never change and disallow her from learning any class abilities. This has caused her reputation to become very bad and even her to attempt suicide.

The system forced her race to change to catgirl to prevent future suicides and force he to be happy. This sometimes causes her to have a very odd habit of looking sad before her face turns blank then smiling again as the brain chemicals force her to be happy.

Character sheet as of chapter 10.

  • Name: Skye
  • Gender: Female
  • Race: Beastkin (cat/catgirl)
  • Levels: recruit 3
  • Abilities: None, unable to train as she is an errored state
  • Skills: None, unable to train as she is an errored state
  • Stats without buffs: P:-1/-1/-1 S:-1/-1/-1 M:-1/-1/-1
  • Stats with all buffs: P:-1/-1/-1 S:-1/-1/-1 M:-1/-1/-1
Miscellaneous
Basic Elements



Fire->Metal->Nature (Wood)->Air->Earth->Spirit (Aether)->Water->



  • Fire melts metal
  • Metal cuts nature (wood)
  • Nature breaths air
  • Air is above earth
  • Earth holds the spirits (aether)
  • Spirits (aether) cause storms (water)
  • Water puts out fire
Growth rate
Growth rates are prime numbers. Growth rate is the maximum a stat can increase per level. But to reach maximum it requires training. This often leads to less than the maximum value.

  • S-13%
  • A-11%
  • B-7%
  • C-5%
  • D-3%
  • E-2%
  • F-1%
Stats

Stats are the 9 numbers that determine a player's power. They are divided into a 3x3 matrix of physical, social, mental. With each having attack, defense, usage stat. Each stat also has one or more additional effects unique to the stat. For the most part these are only part of the augmented game system reality, but they do have some real world effects as well.

Strength - Physical attack. Determines damage by weapons. This includes both ranged and melee. Increases physical strength via system assistance.

Agility - Physical defense. Adds to dodge, critical, accuracy of physical weapons. Creates extra force when moving body, at high levels this allows for being able to double jump and run on water.

Endurance - Physical usage. HP and stamina bars are based on this. At zero HP the player's HP-shield fails and monsters try to put player to sleep before taking to nearest town after removing equipment. Stamina is how often physical abilities can be used. Stamina recovers rapidly over 15 minutes of inactivity.

Presence - Social attack. Determines the damage of social attacks and summoning magic. Increases debuffing spell effects. Gives a slight visual aura that makes people notice those with it.

Empathy - Social defense. Increases buffing spell effects. Gives more detail on peoples information screen.

Appearance - Social usage. Honor and favors bars. Increases amount healed and reduces cost of social abilities. At zero honor, reputation decreases constantly which makes buying, selling and town interactions difficult. Also zero honor prevents social abilities. Favor is how often social abilities can be used. Unlike stamina or mana, favor can go negative but there is an increasing chance social abilities will fail or backfire. Negative favor does not recover on it's own but requires repayment quests. Positive favor requires a small daily ceremony to main contract to recover. Recovers over three hour period. AIs use this to control population, visually adjusting people's appearance based on the stat.

Wits - Mental attack. Determines damage and critical of spells. Gives more detail on item information screens.

Perception - Mental defense. Accuracy spells and reduces spell damage received. Sometimes highlights things in the world, mining nodes, small objects, monsters.

Will - Mental usage. Willpower and Mana bars. Zero willpower disables mental casting and also allows those with mind control to control ones actions. Mana is amount of spells player can cast. It is recovered only once per day, it slowly fills every minute but takes 24 hours to fill from empty without abilities. Reduces most negative effects, including appearance manipulation by AI and all types of debuffs.

Secondary Stats
  • HP - HP-shield at zero this shield disappearance and monsters try to disable players with tranquilizers before taking back to nearest town after removing equipment
  • Stamina - How often physical abilities can be used. Takes 15 minutes to recover from zero. Recovers with inactivity.
  • Honor - Similar to HP for social. At zero, reputation continuously decreases and social abilities are disabled.
  • Favors - How often social abilities can be used. Takes three hours to recover from zero. Recovers from daily ceremony if not negative, if negative requires repayment quests to be completed. Even if negative social abilities can be used but they have an increasing failure and critical backfire rate the further one goes into the negative.
  • Willpower - Similar to HP for mental. At zero, mental abilities are disabled and allows for system mind control. Mind control is augmented reality abilities usage on other players and not actual control of the person.
  • Mana - How often mental spells can be used. Takes a full day (24 hours) to recover from zero.
  • Block - Applies to physical shields and magical shielding spells. Effectiveness determined by skill and type defensive stat. In general physical attack go through magical shields and mental attacks go through physical shields but some exceptions to this rule.
  • Dodge - has a version for physical, social and mental. Can have critical effects which cause various counter attacks. Effectiveness determined by skill and type defensive stat.
  • Parry - Applies only to physical weapons, however certain mental effects can be parried with certain weapons.
  • Critical - On an attack usually does more damage, but some can have additional effects. On block, parry, or dodge this can cause additional damage reduction, counter attacks or debuffs to enemy to be applied.
  • Reputation - How well respected one is. System controlled social credit system that at low values prevents most in town services and at high levels allows for additional services and quests.
  • Renown - How well known a person's profession is. This mostly effects selling prices and acts as experience bar for profession leveling.
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