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Chapter 5 by Zurai

What now?

Take stock of your situation.

You decide to follow the old man's advice, sarcastic and biting as it was. With a thought, you open your status screen back up and expand all of the collapsed lists.

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Well, you don't really see what the big deal is with the Limitless ability, but maybe it's just because you don't know the rules of the game -- No, this isn't a game any more, stop thinking of it that way you tell yourself -- the rules of the Realms yet. Cunning Linguist will surely come in handy, though, if it does what you think it does. It sounds like you will be able to speak any language after hearing it spoken and read and write any language after seeing it written. That alone is huge for a stranger in a strange land. Similarly, the Analyze I ability looks like it will come in handy, once you figure out how to use it anyway. Information is power, and from all appearances you have little enough power right now. Your skills consist only of the ones which were blasted into your head by the prompt the old man put up for you. For now, anyway you console yourself.

With the overview completed, you start drilling down to specifics. While this might not be a game, it certainly seems to act like one, so knowing how everything works is paramount. You start with the Attributes section.

Might (Mig): Measures the ability to exert physical ****. Might increases muscle tone, carrying capacity, and damage dealt with most weapons. It also has a small effect on Stamina.
Agility (Agi): Measures fine muscle control and the ability to coordinate actions and thoughts. Agility affects manual dexterity, hand-eye coordination, and the ability to multi-task effectively. It also has a small effect on Concentration.
Speed (Spd): Measures the ability to move quickly. Speed affects your movement speed, attack speed, and reflexes.
Toughness (Tuf): Measures vitality and durability. Toughness affects muscle tone and resistance to poisons and diseases. It also has a large effect on Health.
Endurance (End): Measures the ability to withstand sustained exertion. Endurance affects the amount of time you can hold your breath and how quickly you become fatigued and exhausted. It also has a large effect on Stamina and a small effect on Health.
Senses (Sen): Measures the refinement and sensitivity of all senses. Senses affects every sense available to a character, but only in proportion to the baseline. A human with high Senses is still going to have a worse sense of smell than a dog with average Senses.
Logic (Log): Measures rational thought and the ability to process complex ideas. Affects spell power with some types of magic and improves the effects of certain scholarly skills. It also has a small effect on Concentration.
Intuition (Int): Measures instinct and the ability to make connections subconsciously. Affects spell power with some types of magic and improves the effects of a wide array of skills.
Willpower (Wil): Measures the ability to resist distraction and temptation. Improves the ability to cast difficult spells. Also has a large effect on Concentration and a small effect on Health and Stamina.
Charisma (Cha): **** of personality and ability to impose one’s will upon another. Affects spell power with some types of magic and improves the effect of skills involving interpersonal relations.
Attractiveness (Atr): Measures physical appearance and sexual attractiveness. This is not magic and even a truly mind-boggling score will not make you attractive to someone who would not otherwise be attracted to you. A racist Human who finds non-Humans totally disgusting will not be sexually attracted to anyone of another race, regardless of their Attractiveness score, as an example.
Luck (Luc): Measures the ability to unconsciously bend the universe to your will. This has an effect on almost everything.
Health: The amount of physical damage which can be sustained before risking ****.
Stamina: The amount of physical exertion possible before becoming exhausted.
Concentration: The amount of mental exertion possible before becoming dazed.

Well, that's a lot of information to process, but in the end nothing too surprising. The physically-oriented Attributes help you do physical things like fight, run, and not die, while the mentally-oriented Attributes are helpful for spellcasting, communicating, and such. Attractiveness being an Attribute is curious but not something to worry about for the moment, and Luck as usual is an enigma. Sure, it claims to help with everything, but how much? Well, you have a point in Luck, presumably put there when you picked the mage option earlier as the rest of your Attributes are distributed in a relatively mage-like fashion. You do appreciate the attentiveness to Toughness, however. The old man spoke like he expected you to die as soon as you left the canyon, but you are determined to prove him wrong. Next, you decide to investigate your race and class line.

Humans are one of the shortest lived, but most prolific breeders in the Land. Humans have a broader affinity for skills than other races. No special bonuses to race. Humans get five points to distribute per level.
Helltouched are not a true species of their own, but rather an echo of some distant ancestor’s transgression. Helltouched can be born to parents of any race, and for the most part they look like their parents. There is always some feature or characteristic which signals their heritage, however, which could be horns, a tail, unusual skin, eye, or hair color, or a wide variety of other possibilities. Helltouched are common enough in aggregate that they are recognized and not attacked on sight as demons, but rare enough that they cause a stir and no small amount of unease whenever one appears. Helltouched take most of their affinities and traits from the races of their parents, but they also tend to have a higher affinity for fire, dark, and blood magic. Helltouched get one fewer point to distribute per level than their base race, but each level gives them +1 to Willpower and +1 to Charisma.
Chosen get +2 stat points per level and have at least one Trait which is completely unique to them; they also have a higher incidence of Traits in general. A Chosen who dies will revive after a period of time in the place which they last bound their soul to. Chosen look and act like any other member of their race, and there is no easy way to identify a Chosen from anyone else.

Commoner is the default Class which every sapient creature is assigned until it reaches level 10. Commoner offers no bonuses or penalties to any Attribute or Skills and does not provide any extra Traits or Abilities.

Again, not a lot of new, mindblowing information. You already knew the information for Human and Helltouched from your time in the character creator, and the information on Chosen is also mostly things you figured out from what the old man said. Commoner did give you some new information, though mostly by telling you what it doesn't do; the fact that it doesn't offer any bonuses or penalties to Attributes or Skills and doesn't give any Traits or Abilities means that other Classes can do those things. You also now know that you have to be level 10 before you get a real Class. Now for your Skills. They're the ones you have, so it's best to figure out what you can do with them.

Magical Theory (Level: 5.00. Rank: Novice. Affinity: 100%): Associated Attribute: Logic. Magical Theory is the study of magic and how to manipulate it. Magical theory is used to create, modify, and learn spells and rituals. Masters of magical theory may even learn the secrets of manipulating arcane magics. Due to your Novice rank in Magical Theory, when you attempt to learn a spell, the chance of success is increased by 5%.
Fire Magic (Level: 5.00. Rank: Novice. Affinity: 100%): Associated Attribute: Willpower. Fire magic bends the most chaotic and rapacious of the natural elements to your command. Fire magic is the magic of passion, hunger, chaos, and destruction. Masters of this skill can burn entire battlefields to nothing but ash and cinders. Due to your Novice rank in Fire Magic, you have +10% resistance to fire damage.
Vivimancy (Level: 5.00. Rank: Novice. Affinity: 100%): Associated Attribute: Intuition. One of the esoteric magics, vivimancy is the magic of life itself. With it you can heal wounds, cure diseases, bless crops, and ward against ****. Masters of vivimancy can even bring the dead back to life. Due to your Novice rank in Vivimancy, you recover Health 10% faster.

Answer: Not much. It looks like the old man might have been right, these aren't going to be much help at the moment. Magical Theory doesn't seem to have any effect at the moment unless you're learning or trying to create spells, and Fire Magic and Vivimancy are probably just limiter-type Skills rather than doing much on their own. Unless you miss your guess, you won't be able to learn any spells which are more powerful than the level of your associated magic Skill. You are curious what your spells do, though. It takes you a bit of time to figure out how to access them, but when you close your status screen you notice another icon below it on what you're going to call your HUD for lack of a better term. When you focus on that icon, your spellbook pops up and you are able to access information on your spells.

Flame Jet: Fire Magic, level 1. Fires a thin jet of fire from your hand which deals 10 fire damage per second to anything it touches. Cost: 25 Concentration. Duration: Concentration, up to 5 seconds. Casting time: 1 second.
Patch Wounds: Vivimancy, level 1. The target recovers 10 Health over 2 seconds. This healing is caused by pure life energy and will not cause scarring. This will cure Wounds of Minor magnitude. Cost: 50 Concentration, 1 unit of soothebalm leaf or equivalent. Duration: 2 seconds. Casting time: 10 seconds.

Well, that is a bit disappointing. Flame Jet does more damage than your spear, but you couldn't even kill yourself with a single casting of it. Hopefully you don't run into anything hostile with more than 50 Health for a while. Patch Wounds is similarly uninspiring; you don't know how fast Health regenerates naturally, but 10 points for a 10 second cast time and more than half your total Concentration, not to mention some plant you don't have any of, means this is definitely not in-combat healing. You're not sure what it means by curing Wounds, but you expect you will find out sooner or later.

Alright, that's your status screen examined in pretty close detail. Now there's only one thing left to do.

What's in the box?!

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