Disable your Ad Blocker! Thanks :)
Chapter 214
by
neo_kenka
End of Arc #2
[End of Arc #2] Character Sheet, Archive, and Compendium
Hello! Following "The Nothing King" chapter though this does, this is not REALLY a chapter, but is instead a compendium of sorts to track characters, items, spells, or skills identified or used by John so far, as well as his current status between arcs. This came about stemming from some requests that led to the original end-of-arc archive and is going to be constructed to expand upon it and act as a useful reference guide for both me and readers trying to remember what a skill does, who a character might've been, etc.
If you see something that's missing or not quite right, let me know via the comments!
For those who came because their notifications told them to... sorry, no chapter yet, just this compendium. :( But once this is done... soon. :)
JOHN'S CHARACTER SHEET:


JOHN'S PARAGON TREES:
1: PARAGON BODY 5/5
Grants a total of +25 DR, +13 STR/AGI/END. Unlocks the Paragon Body tree.
1-1: Inviolability 3/3
Immune to all forms of poison, disease, and physical malformation other than critical damage.
1-1-1: Bulging Biceps 0/2
The subject's strength bonuses do not deform the body beyond any ideal state, no matter how strong they become. At one point, Bulging Biceps gives the user perfect control of their muscles whenever they choose to exert such minute command. At two points, fatigue has no effect on physical strength and output.
1-2: Greased Lightning 2/2
The subject's agility bonuses to movements and attacks are no longer curbed by the laws of physics or the limitations of his body, and he, his worn and wielded items, and any subjects he carries are all immune to any damage that would result solely from moving so fast as to violate said laws or limitations. At the second rank, the user's senses also operate at a speed based on Agility.
1-2-1: Twitch Muscles 0/5
Agility now contributes to HP, adding +1HP per point of Agility per point of this paragon talent.
1-3: Blessing of Health 2/3
1: Reduce natural aging and reverse and lessen unhelpful wear-n-tear.
2: Reduce the amount of food and water needed to sustain the body.
3: Drastically improve the first two benefits of this ability.
2: PARAGON MIND 5/5
Voluntarily become immune to, or immune to need for, all illusions, mind control, mana denial, mind editing, attribute manipulation, mind reading, and sleep.
2-1: Abyssal Depth 1/3
+100MP; +2MP per point of Intelligence; +1MP per point of Wisdom.
2-2: Hack: Analysis 3/3
(Bypassed by the Eye of the King.)
2-2-1: Hack: Search 5/5
Allows Eye of the King to identify Kingdoms that are proximate to the present location, allowing for spells and effects that require knowledge or familiarity with such places. (Normally, one must be introduced by another to travel to an unfamiliar Kingdom.) Every point in HACK: SEARCH improves the sensitivity of this power. Only very proximate and important Kingdoms will appear at the first level, relatively proximate if obscure Kingdoms may appear at the third, and almost all Kingdoms will be identifiable at the fifth.
2-2-1-1: Hack: Destroy 0/3
Allows for the destruction of a Kingdom by shattering its Throne, dooming the realm to a slow destruction. While a few means exist to destroy a Throne, Hack: Destroy allows the user to pillage its Dream value in the form of any mixture of soul gems, XP, or raw contents: by destroying the Throne, the user gains 20% of the value of that Kingdom’s existence, rounded up, per point in Hack: Destroy. No living beings or intact souls can be extracted this way. Kingdoms doomed with Hack: Destroy dissolve at half the normal speed.
3: PARAGON SOUL 5/5
Gain the following paragon spells: Ruin, Empower, Shift, Chance, and Restore.
3-1: Leyline Caster 0/5
If in contact with a leyline, all regular spells reduce their mp cost by 10% per level.
If in contact with a leyline, all paragon spells become 5% more effective per level.
3-2: Abysswalker 0/5:
Allows creation or violation of illusion barriers without permission or spells of up to 2 square miles per level, and as long as the original barrier creator isn't of a higher level.
1: Created barriers may contain monsters set by level, or be completely unoccupied.
2: Created barriers may feature time dilation, up 5^X% (where X is the level of Abysswalker).
3: Created barriers may feature a particular type of monster, instead of randomly chosen based on locale.
4: Created barriers may attempt to trap other material beings or specific entities within the Abyss, with success based on their paradigm and level.
5: Created barriers may include a partial breach, letting the Dream ravage the barrier.
JOHN'S SKILLS:
Gamer’s Body, passive
Your body is like a video game character, damage reduces your health rather than wounding you. This passive has an upper-limit of 1,000 damage received per turn.
Gamer’s Spirit, passive
Everything you do will be translated into quests and skills that can be upgraded through practice and obtaining the correct stats. You’ve entered Tier II, and certain limiters have been released.
Gamer’s Fortune, passive
Your luck and crit rates are improved by 10%. Base critical modifier for all effects and attacks are now triple instead of double.
Gamer’s Brand
Permanently and invisibly marks a creature that you've dominated, making it your ****. Brand guarantees loyalty, but not respect. Branded monsters and hybrids are sent to the temple. All others remain where they are. Gamer's brand cannot enslave Outsiders or Outsider hybrids.
Gamer’s Drive
The Gamer can willfully increase or decrease the effect of his libido by up to 75%. The Gamer can have an orgasm thirty seconds after his last without any reduction in volume. There is no limit to the number of orgasms per day.
Gamer's Dream, passive
Gamer's Dream: you have trained your body and mind enough to survive a deeper connection to the Dream. This will be reflected in the Game adapting to your playstyle. Your playstyle has unlocked the following benefits:
Dream Sense: you can now perceive the Dream in real things, though it remains to be seen if you can comprehend it.
Master's Guidance: every point of experience earned will now be duplicated in a separate pool of Master experience points (MXP). The experience in this pool can only be used to train minions.
Sovereign's Passage: all abilities which bend or pinch space will be free in any Kingdom in which you are the sovereign, and any Bridge spell cast to travel to/from such a Kingdom may be shortened by 1-99%.
Sexual Conquest: as an alternative to **** or destruction, you may take a Throne from a King via sexual domination. Doing so will significantly lower the unrest caused by usurping the Throne and will automatically apply the Gamer's Brand to the former King.
Ruin, 0 to 999,999mp
Summons destructive **** onto a target, the results of which are based on the distance to the target, visibility of the target, the mana spent, the time taken to cast, the damage element chosen, the number of mundane witnesses, and the degree of difference between how it was manifested and the limitations of the containing paradigm. Base damage is 1.
Empower, 0 to 999,999mp
Choose any element of a physical target not reliant on an outside **** or presence. Increase (no maximum) or decrease (to any decimal value above absolute zero) that element. Results are based on the distance to the target, potential harm to the target, visibility of the target, the mana spent, the time taken to cast, the prevalence of the element chosen, the number of mundane witnesses (who can perceive the change), and the degree of difference between how it was manifested and the limitations of the containing paradigm. Results diminish as extremes are reached. Base change is 1%.
Shift, 1000mp
Allows the user to step out of his universe and traverse the Outside. Shift protects the user from Outsiders and Outsider influence for one minute (falsetime) per cast while therein. User's return point in the real space (realspace) moves as time in the Outside (falsetime) progresses. Moving in the Outside (falsespace) corresponds to a different time (realtime) coordinate. Shift must be re-cast to either extend the time (falsetime) spent Outside or to return to the real world (realtime, realspace). If Shift runs out before being recast, user is trapped Outside until they cast Shift again, and without its protection.
Chance, 0 to 999,999mp or 400mp
Change the probability of an event in reality. Results are based on the distance to the target, complexity of the target, visibility of the target, the mana spent, the time taken to cast, the preponderance of necessary elements for or against the desired outcome, the number of mundane witnesses (who can perceive an unusual probability, when applicable), and the number of times Chance has already been cast. Base change is 1%. Alternatively, 400mp flat can be spent to reduce or raise a probability within a spell from the caster to 0 or 100%.
Restore, 0 to 999,999mp
Heal wounds, reverse dismemberments, cure mental ailments, and/or restore the dead to living, with the possibility of partial success or failure. Results are based on the distance to the target, degree of restoration, visibility of the target, the mana spent, the time taken to cast, the possibility of a natural occurrence of the same, the number of mundane witnesses (who can perceive the restoration), and the time between the injury and this proposed remedy. Base values variable.
Eye of the King, passive or sovereign
Eye of the King (passive): as Gamer's eye, identifying entities, areas, and effects with advanced detail.
Eye of the King (sovereignty): magical effects can be denied existence by either being instantly countered or ending their ongoing effect(s). This costs MP equal to [(magical effect mana cost) - (character level)], to a minimum of zero. Sovereignty can only be exerted once per turn. Sovereign actions are free actions that do not count as free actions.
Summoner’s Hearth, 100mp
After casting this spell for one minute, transports the caster into his Summoner’s Temple, a unique barrier which only allows the caster’s entrry and does not permit Abyssal encounters. This spell's cost is reduced by 50mp if done at the caster's home, and by 50mp if done at night.
Aphrodisiac 9, variable mp
A touch spell for which the caster spends any amount of mana. This touch will make the target more receptive to the caster’s sexual advances, and sensitive to the caster’s sexual acts, by [skill lvl x mp spent]%. This effect lasts for a [skill lvl + 1] hours. If the boost is halved, it can instead last [skill lvl + 1] days. If the boost is doubled, it will instead last [skill lvl + 1] rounds.
Armor of Baldr 7, passive
The flesh hardens reactively when damaged, granting [skill lvl x 3] damage resistance to bludgeoning, slashing, and piercing damage. This may cause damage to the offending object(s).
Copycat 7 (current: Command Magisteel), passive
You can, at any time, give Copycat a sub-skill that is the equivalent of a skill or spell you witnessed within [skill lvl] rounds of the last time you witnessed it. The skill or spell's level cannot exceed that of Copycat, and you must be of the minimum level to acquire the skill. Using copied skills, not acquiring them, levels up Copycat. Upon copying a new skill, the first one copied is lost.
Cult of Personality 6
All subjects of a lower level than you, who have any relationship score with you, increase their relationship score by the difference between your levels x [skill level + 10]. Every RS point that would go beyond 200 instead becomes a [1 x skill lvl]mp discount on spells targeting them.
Equilibrium 5
You may sacrifice up to half of your hp or mp to gain [skill lvl x 50]% of the amount sacrificed in either hp or mp. Can only be used once per minute.
Quickcast 8
You may quickcast [skill lvl] spells per round, each of which go off the instant you contemplate them and don't prevent the use of another spell or action in the same round. The first quickcasted spell's cost is doubled, the second quadrupled, the third octupled, and so on until the next turn.
Kinetic Condenser, level 2, variable HP
Kinetic Condenser: exert your muscles to transfer the strength of your entire body into a specific direction or point of your body. Take an action that involves moving at least a single muscle in your body. Choose a level of Kinetic Condenser to use. You can put your entire body's strength therein for 10% of your HP per level of Kinetic Condenser used. Multiply your strength by [1 + skill lvl used] for this action. Alternatively, you may send this kinetic power out like a ranged attack, the effect being considered one skill level lower per [skill lvl] yards away the target is located.
Spiraling Snake 18
A fighting style based on bending or manipulating space.
Serpent's Bite, 0mp
An unarmed style with straight or clustered fingertips in whipping, deep-tissue strikes. Deals [1 + (Wis/10) + (Int/15)] damage per level, rounded up. Can deal subdual damage that, instead of reducing an enemy to below 0hp, renders them **** based on how long it takes the target to regenerate the “extra” damage (calculated at a quarter of the normal regeneration rate.)
Serpent's Lunge, +15mp
Modifier for Serpent's bite. The strike is made in conjunction with tiny, momentary portals for a remote and precise attack. Max range 10 ft. per level. Serpent's bite will instead deal [5 + (Wis/5) + (Int/10)] damage per level, rounded up. Can be used with other attacks, albeit with no additional benefit or damage. Can be stacked with other modifiers.
Serpent's Fangs, +10mp
Modifier for Serpent's bite. Project the **** of the impact deeper into the target, striking internal organs and vitals directly. The damage bypasses armor and all exterior damage reduction. This damage becomes magical. Can be stacked with other modifiers.
Jump, 25mp or 100mp
Teleport a target, or yourself, up to 30 ft. per level. Unwilling targets can refuse if their level is higher than yours. Willing, aware targets reduce the cost to 25mp. Can only be used once per minute. Can transport up to [style level / 5, rounded down] additional targets with one jump at double the cost.
Blink, 5mp
Teleport yourself up to 5 ft. per level. The mp cost is twice as much as the last blink if the last blink was cast less than a minute ago. Can transport up to [style level / 5, rounded down] additional targets with one blink at double the cost.
Acquisition, 20mp
Teleport an object out of someone else's possession. Success depends on their awareness of you, their level difference, and their attention to the item. Ability and teleport range are 5 ft./level, and can deposit the item in your inventory, an unattended place within range, or on someone else’s person if the latter is unaware of the attempt. Acquisition fails if it would cause harm. More general “search” parameters for what to steal have a greater chance of success, but with less predictable results.
Tunnel, variable mp reserve
Opens two portals in two known locations that are two ends of the same two-dimensional tunnel. These portals are locked into place to any reference of the caster’s choice, and the tunnel exists as long as the mana is reserved and the chosen reference is not significantly disrupted. Objects caught in the closing portal are harmlessly shunted to the side they "exist" on the most. The cost of a tunnel is [(10 per mile between points) + (1 per inch of tunnel diameter) - 10] and the reserve is the same amount. If attached to a “mobile” reference, the cost is increased by 50mp. Tunnel cannot be used to deal damage. Tunnel cannot be used to travel between dimensions or realities.
Parse the False Reality, 15mp
creates a portal into a near-perfect duplicate of the space beyond it, in which this "false reality" has washed-out duplicates of all inanimate objects and surfaces found therein. (Example: a portal put on the side of a house will open to a false reality based on the house.) It can be devoid of other creatures or populated with creatures from the Abyss based on the character level chose by the user, from 1 to the user’s character level. The portal's visibility depends on its shape, determined by the user (examples: a swirling pool of light would only be spotted by other "aware" entities, while a plain red door might be noticed by anyone). The false reality's size is determined by the user, up to 500 ft. per level, and will be appropriately populated for its size if desired. Time moves [skill lvl x 50]% slower inside the false reality so long as nothing is part of the way through the entrance. A false reality cannot be collapsed at will: the user must leave through the portal and collapse it on the "real" reality side. All real entities and objects still inside are shunted back to the real world upon doing so.
Bridge, variable mp
Bridge allows travel between distant points within a reality or directly into or between Kingdoms. Other, non-quickcast spells, and other style spells regardless of speed, cannot be cast while maintaining a Bridge.
Reality Bridge: casting time and mana cost are one minute and 50MP per 100 miles crossed. A reality Bridge can only span a maximum of [style level x 300] miles. A reality Bridge acts as a Tunnel with stricter rules: each end of the Bridge has an HP of [style level x 10] and no damage reduction. The Bridge ends can only be anchored in reference to the Earth's core (that is, static places in the air). Any significant pressure on the edges or back of such a Bridge opening deals damage to its HP. A broken or closed Bridge shunts anyone or anything in the middle out to its originating point, unharmed and in whatever position does the least harm. Maintaining a reality Bridge costs 50MP per minute; no mana is reserved for a reality Bridge.
Dream Bridge: casting time and mana cost are a minute and 50MP per layer of the Dream crossed. A dream Bridge creates a warded, physical bridge through the Dream, themed after the intent and soul of the caster. Such a bridge is 50 feet long per layer crossed to a maximum of [style level x 300] feet in real length. Both ends remain open for the duration of the bridge. Closing the bridge shunts inhabitants safely to their originating end. Maintaining the dream Bridge costs 50MP per minute.
Displacer Field, 20mp reserve
makes you appear to be "just off" from where you really are in space, making it difficult for enemies to attack you. All attacks against you have a chance to miss you of 5% per level, to a maximum of 50%. Every 5% thereafter instead reduces the reserve cost by 2mp. Displacement is half as effective against small area-of-effect attacks and ineffective against large ones or ones that do not rely on actively targeting you.
Summoning MAX, passive
+80 inventory
Eye of the King identifies when a target is capturable. Summoned monsters can act as remote origins for your skills or spells.
Summon/Dismiss 14, 30mp + 10mp per summon’s level; 0mp to dismiss
You may summon monsters from your temple, or branded slaves from wherever they might be, to be by your side until they are dismissed or destroyed. Dismissal only works on minions from the temple. You may now control up to 10 summons at once. Both Summon and Dismiss have a casting time of two rounds.
Summoner's Temple 18, passive
A mental construct shaped and upgraded by the summoner. The temple may contain up to [skill level x 10] levels of minions for the summoner. Each minion’s level counts as being [Gamer level / 3] lower for the purpose of calculating capacity, to a minimum of 0. This spell's cost is reduced by 50mp if done at the caster's home, and by 50mp if done at night. Time in the temple moves [100 x (skill lvl+1)]% faster than in the real world when the summoner occupies it.
Heal Monster 12, variable mp
Heal a friendly monster for any amount of health at the expense of a quarter as much of your mana.
Convey 1, 20mp
The summoner may teleport a summon to any place within (skill lvl x 100) ft. of either the summoner or the summon. Alternatively, the summoner can instantly swap places with the summon. In all instances, the summoner chooses the positions of bodies on arrivals.
Concert 6, passive
A summon's attacks, spells, or efforts upon a target are increased by [skill lvl x 5]% if you affected that same target for the same purpose (i.e. to harm, to heal, etc.). This bonus increases by 10% for every summon who does the same thereafter, and resets at the start of your turn.
Grand Summon 3, +400mp
Modifier for Summon. The successfully summoned monster gains [100 x skill lvl] bonus health and mana, gains a [5 x skill lvl] bonus to all attribute scores, and treats its skills and spells as being [skill lvl] higher. This boost lasts for [skill lvl] hours, after which the summon returns to their normal state. A grand-summoned minion counts as having three summons active.
Multi-Summon 1, +800mp
Modifier for Summon. In addition to your summon, you also create [skill lvl] shadow clones of that summon. Each shadow clone has one-quarter the level, attributes, HP, MP, and skill levels, but retain the physical shape, conscious mind, and qualities of the original, except their entire form is a dark purple, they have no eyes, and their voices are obscured. On dismissal or destruction, clones transmit their memories to the original. The clones last for [skill lvl] hours. A multi-summoned minion counts as having [half the number of clones made + 1] summons active.
Biomancy 13, passive
+[10 + (10 x skill lvl)]HP
+[5% + (5% x skill lvl)] to positive effects on max HP
-[5% + (5% x skill lvl)] to negative effects on max HP
+[5% + (5% x skill lvl)] HP regeneration
Augment/Reduce Body 9, 50mp
Augment body: increase by [(skill lvl + 1) x 5]% the part of the body targeted. Reverses Reduce.
Reduce body: decrease by [(skill lvl + 1) x 5]% the part of the body targeted. Reverses Augment.
Augment/Reduce Physiology 6, 75mp
Augment: increase by [(skill lvl + 1) x 5]% the property of the body targeted. Reverses Reduce.
Reduce: decrease by [(skill lvl + 1) x 5]% the property of the body targeted. Reverses Augment.
Heal 9, 40mp
Heals a target touched, or one's self, for 10hp per skill level. Dying targets are stabilized and instead healed for 2hp per skill level until they're back to 1hp or higher. Does not work on dead targets. Heal does not damage or heal inanimate/construct/undead targets.
Telemancy MAX, passive
+105MP
+97.5% to positive effects on max MP
-97.5% to negative effects on max MP
+97.5% mp regen
Catharsis level 1, variable mp
Catharsis: target a mental or emotional construct within a person, either multiplying or dividing it based on the skill level and duration chosen: (A) [1 + (skill lvl x 0.5)] forever, (B) [10 + (skill lvl x 5)] for [skill lvl] hours, or (C) [20 + (skill lvl x 10)] for [skill lvl] rounds. Catharsis can be used in combat, but to 1/10th of its normal power. Casting Catharsis costs 25mp if used at level 1; otherwise, 200mp per level of Catharsis used.
Read Mind 6, 20mp
Reads the mind of a target within [10 + (10 per skill lvl)] feet, warning you of their instincts and planned actions while also giving a window into their surface thoughts. Can be maintained as long as desired at no additional cost, as long as they remain in range.
Slow 5, 30mp
Target creature reacts up to [skill lvl x 25%] slower to the passage of time and events. Lasts for a number of rounds equal to the difference between your level and the target. No effect on targets of equal or higher level.
Edit Memory 8, 300mp
Edit the memories as they will be recalled by a person to instead reflect whatever you want them to remember, with the pertinent details being mostly filled in by what their minds would accept. You may only edit memories no older than [skill level] days, and this does not prevent the original memory from being probed by those who can avoid such edits.
Edit Identity 2, 600mp
Create small or incremental changes in the personality, identity, and very core of a person, violating their innermost sanctum to have it better reflect your wishes. The target will resist small changes (different preferred colors, tastes in music) if they have Wisdom greater than [skill level x 10], but consecutive castings for the same change will stack their skill levels to overcome the target's will. The target's Wisdom score is doubled for this purpose if the change is significant (their respect for institutions, the way they form opinions of strangers) and tripled if deeply warping (sexuality, loss of empathy, introversion).
Icon level 1, variable mp
Icon: choose any mind-affecting spell and designate any level between 1 and your mastery of that spell. You enchant a small object, no larger than four feet in any of its dimensions, to cast that spell on whoever interacts with it in a manner you describe upon casting. The interaction chosen can't occur from farther than [Icon lvl] feet away. The spell is cast every time the person so interacts with the enchanted item, to a maximum of once per [casting time of chosen spell]. Icon costs a base 1,000MP plus [(chosen spell's mp cost) x (chosen spell lvl - Icon lvl, to a minimum of 1)]. The Icon effect only lasts for [Icon lvl x 10] days, or [Icon lvl x 10] castings, after which the object returns to normal. The designated object can also be part of some larger object and/or a designated area instead.
Craft 21, 30mp
A blanket skill that can create new objects from materials, enchant existing objects, refine base materials to higher grades, and scrap existing objects into base materials. The possibilities are explored through the crafting menu, which can be called up before casting craft and takes into account all materials usable within the caster’s proximity. Current crafting tiers available: Common, Uncommon, Large, Magic I, Magic II, Magic III, Magic IV. Crafting material cost reduced by 40%.
Meditation 6, passive
Meditation: increase your health and mana regen by [skill level x 100]%. Meditation does not work in any round where combat actions are taken.
Move 7, variable mp
Telekinesis capable of moving objects or persons, with an mp cost based on the ****, size, and difficulty of the movement. Can affect objects or persons of small or smaller size categories.
Summon Angel 1 [spell lost]
Calls down your guardian angel as a physical warrior who obeys your commands. This spell lasts for a number of minutes equal to the spell level, and can be re-cast to extend the time by the same amount. The guardian angel chosen is permanent, and will not change unless destroyed in combat.
Lay on Hands lvl 1, 30mp
You can lift certain status effects from a target based on the level of this skill. Lifted status effects are transferred onto you one round later, though each will be adjusted based on your attributes relevant to the affliction. At level 1, Lay on Hands can only lift fatigue.
JOHN'S MINIONS:
Fairy
Level 28 Dark Fire Hellion
HP: 2,440/2,440
MP: 1,956/1,956
XP: 0/42,050 (TP: 976,642)
Stats: Str 32, Agi 42, End 24, Int 39, Wis 31, Cha 58, Lib 31
Skills: Arouse lvl12, Blink lvl13, Charm Person lvl22, Command Chain lvl23, Darkfire Calamity lvl2, Detect Life, Enchant Weapon (Hellfire) lvl14, Enfeebling Kiss lvl9, Faerie Fire lvl18, Greater Disguise Self, Hellfireball lvl16, Instant Dungeon lvl27, Invisibility lvl20, Mana Blast lvl18, Mana Bolt lvl27, Meditation lvl8, Mirror Image lvl16, Move lvl24, Sandman's Slumber lvl13, Shape the Flesh lvl5, Summon Chain lvl10, Theft lvl22
Qualities: alluring, darkfire, flight, fey, noble, pain-eater, tainted
Doesn't need an introduction at this point, does she?
Alysha Newman
Level 17 Primal Dark Elf
HP: 1,105/1,105 (1,275/1,275)
MP: 192/192 (392/392)
XP: 1,992/ 11,850 (TP: 1,229,914)
Stats: Str 26 (39), Agi 36 (72), End 22 (33), Int 18, Wis 15, Cha 17 (25) Lib 31
Skills: Dark Elf Spiral Sword Dancing lvl14, Invisibility lvl8, Instant Dungeon lvl10, Shadow lvl12, Whistle Teleport lvl1
Qualities: Blooded, Fey, Primal Forms II
Status Effect: Primal Form (Noble)
A female dark elf who was not blooded until John disgraced her with a human blooding. Although she loathes him and, until they were recently extracted, her pregnancy, she has slowly grown drawn to John as a mate, though she refuses to admit the same. Her name was formerly Alysharash-kevrnr Shavok Prfra'kijkel of House Pfraenisht, and her people refer to themselves as the keel-vorsh'ek.
Tita Newman
Level 2 Moon Elf Sage
HP: 14/14
MP: 48/48
XP: 50/200 (TP: 0)
Stats: Str 7, Agi 16, End 14, Int 22, Wis 12, Cha 20, Lib 64
Skills: charm person lvl1, cure lvl1, heal lvl2, status lvl1
Qualities: aphrodisiac, fey, matriarch of the moon
A Moon Elf native to the Moon Glades Kingdom. As human-fae hybrids, moon elves have similarities to their forest kin, but are more peaceful, communal, and defensive in nature. This sage, once destined to dominate and rule as part of the all-female council of her people's government, has had her destiny cut short by being captured and, inexplicably, impregnated by her human master, John Newman. Her pregnant state, combined with his ability to please her, makes her lust desperately for him.
Thumalk
Level 1 Moon Elf Warrior
HP: 16/16
MP: 12/12
XP: 0/100 (TP: 0)
Stats: Str 12, Agi 16, End 9, Int 10, Wis 8, Cha 15, Lib 182
Skills: second wind lvl1, guard lvl1, oral sex lvl20
Qualities: fey, submission to the moon
A Moon Elf native to the Moon Glades Kingdom. As human-fae hybrids, moon elves have similarities to their forest kin, but are more peaceful, communal, and defensive in nature. This warrior, once destined to marry Tita, and then turned into a drooling idiot, had only recently come to his senses upon being cured by his master.
??????? Woofroot (Dormant)
Level 12 ??????
HP: 9999/????
MP: ???/???
XP: 0/4,750 (TP: 3,603)
Stats: End 500
Skills: hibernate lvl1
Status Effects: Hibernation
Qualities: Plant
D'aaaaaaaaaaaaw.
Tara Newman / Shvoorrf
Level 11 Evoker / Level 9 Hellfire Elemental
HP: 989/989
MP: 0/402
XP: 560/3,750 (TP: 1,204), 960/1,500 (TP: 1,204)
Stats: Str 12, Agi 14, End 35, Int 40, Wis 12, Cha 16, Lib 25
Skills: burning hands lvl11, douse lvl3, drain warmth lvl2, firewalk lvl11, flame whip lvl10, hellfireball lvl7, inferno blast lvl7, instant dungeon lvl4, melt lvl4, plasma punch lvl6, ray of fury lvl6, resist fire lvl10, summon fire elemental lvl10, telepathy lvl5, torch lvl11, wings of Icarus lvl4
Qualities: Abomination (Fusion), Elemental (45%), Hellbat's body, Hellbat's fury, Human (55%)
Tara Newman was an pyromancer with a heart of stone, and her youthful departure from her noble family--and from her estranged sister, now a student at the Firesmith Academy--led to a life of sin, crime, and ultimately bondage to the Cabal. Standing 6'2" with a shapely, endowed figure, Tara Dase looks good in just about anything... as long as its fireproof. Known by Elementalists and other scholarly mages as a "Hellbat"--the fusion of a mage and a hellfire elemental-- she has recently traded one master for another: first the Cabal with Juniluny watching her every move, and now John Newman. She was hiding out from what she suspected to be contracted Order hunters when she suddenly vanished.
Giggle-foot Nine (and his eight brethren, all who have the same stats and are numbered):
Level 8 Fused Creature
HP: 210/210
MP: 12/12
XP: 0/1500 (TP: 0)
Stats: Str 10, Agi 12, End 20, Int 10, Wis 8, Cha 13, Lib 14
Skills: apathy aura lvl5, mana bolt lvl1, sense life lvl2, suicide bomb lvl8
A creature bred in a lab beyond scrying to be a living weapon: a grenade of flesh that could mute all concern for self-preservation in its victims before exploding. Oddly cheery, all things considered. Quite happy to be of use, and especially as something not explicitly requiring ****. They have the heads of lizards, wings of ravens, and the bodies of dwarf-like men and women.
Leafdie
Level 15 Warrior
HP: 750/550
MP: 210/300
XP: 0/8,450 (TP: 41,610)
Stats: Str 39, Agi 40, End 21, Int 11, Wis 12, Cha 8, Lib 15
The leader of a hunting pack of the Juuvak, a hornless variant of the Almiraj that have adapted a natural magical ability, opposable thumbs, and long, powerful bodies. Even this youngster is a formidable warrior with a natural talent for clairvoyance. His recent time fighting the Flamescales has left him curious of what future fights his newfound slavery will bring; he is almost eager for them, for Leafdie yearns for battle.
Skythumper
Level 14 Warrior
HP: 650/550
MP: 210/300
XP: 0/6,750 (TP: 41,610)
Stats: Str 38, Agi 38, End 40, Int 13, Wis 10, Cha 5, Lib 20
The twin brother of Leafdie and a member-hunter of a hunting pack of the Juuvak, a hornless variant of the Almiraj that have adapted a natural magical ability, opposable thumbs, and long, powerful bodies. Even this youngster is a formidable warrior with a natural talent for clairvoyance. His recent time fighting the Flamescales have left him wishing for some means of escape. While hardly a coward, Skythumper does not share his brother's bloodlust.
Greenpaw
Level 12 Warrior
HP: 550/550
MP: 210/300
XP: 0/4,750 (TP: 1,201,595)
Stats:
The male Youngblood of a hunting pack of the Juuvak, a hornless variant of the Almiraj that have adapted a natural magical ability, opposable thumbs, and long, powerful bodies. Even this youngster is a formidable warrior with a natural talent for clairvoyance. His recent experiences with Tricia have left him with a knot of self-doubt and fear as to his own urges and desires, but he stayed his hand throughout their time together, lest he betray her trust. Both jealousy and respect towards John stem from how she speaks of the man.
Kazex (DEAD)
String Bear
Level 12 Magical Beast
HP: 910/910
MP: 100/100
XP: 0/4,750 (TP: 0)
Stats: Str 50, Agi 20, End 33, Int 3, Wis 5, Cha 2, Lib 9
A wireframe bear made from some kind of living string called "nether-silk" that, despite being flexible and malleable, always returns to the shape of a bear. It is, in virtually every other capacity, just a bear.
Ju Sakuda (The Empress Who Honors Her Father, Was Virtuous, Warm, and Kind, Was Ever Sincere But Obedient, Merciful to the People, Respectful and Cautious of Her Place, Worthy of Love and Honored by Her Emperor)
Level 16 Jiangshi
HP: 1,003/1,003
MP: 504/504
XP: 0/10,150 (TP: 0)
Str 36, Agi 56, End 42, Int 11, Wis 10, Cha 18, Lib 41
Skills: consume yang lvl16, detect yang lvl16, touch of yin lvl16
Status Effects: jiangshi stability (100%)
Qualities: jiangshi, spirit body
Princess-consort of Yizhu Aisin Gioro (Emperor Xiangfeng). A priest laid evil spirits upon her on her mother's orders as part of a plot against the future Emperor, but the spirits eventually killed Ju. Ju's body was sealed with talismans to prevent the evil spirits from animating her corpse, until she eventually came to be utilized by a witch from a foreign land. She has proven incapable of holding her nerve in a fight while she is fully stable.
Vok
Level 10 Warrior
HP: 400/400
MP: 20/20
XP: 0/2750 (TP: 41,610)
Stats: Str 30, Agi 28, End 25, Int 8, Wis 10, Cha 6, Lib 14
Status Effects: Berserk
Qualities: Cursed, Immune to Fire, Pariah-Slaves
A genetic failure to the Flamescale Brood. It bears in its makeup the result of the Curse of Henrick the Plain: the bloodline's persistent tendency to meld humanoid features with those of the once-proud dragon race. A Failure will never know flight, will never breathe the living light, and fears the darkness that does not fear it. Both a pariah and a servant, a Failure dedicates its life to martial training in hopes that it may serve and protect a proper product of the blood to one day breed out the malignant Curse.
Juniluny Snickerbottom
<The Cabal>
Level 22 Qliphoth Qabalist
HP: 1,030/1,030
MP: 1,261/1,261
XP: 0/26,450 (TP: 941)
Stats: Str 16 Agi 16 End 30 Int 49 Wis 18 Cha 42 Lib 20
Skills: <click to expand>
Status Effects: None
Qualities: Earthbound, Halfling
Tara's old master. A 35-year-old halfling bound to Earth as a native by dark magic. She is a Practicus of the Cabal with talents for destruction and stealth, though she also enjoys a strong background in Qliphoth magic in general. She has fed on many souls, gem-bound and otherwise, to keep her practice sharp; she has owned dozens of slaves in her time, though she happens to be fresh out of late due to her appetites. Her driving motive now is to find a powerful **** that will allow her to experiment and drink for years while honing the poor fool into a useful apprentice.
Durr the Wise
Level 22 Sorcerer
HP: 2,010/2,010
MP: 0/623
XP: 0/26,450 (TP: 4,230)
Str 79 Agi 16 End 70 Int 20 Wis 19 Cha 2 Lib 28
Skills: <click to expand>
Status Effects: None
Qualities: Dimensional Anchor, Heaven-Blooded
An ogre mage born from his overlord father’s union with a half-angel champion who failed her mission. Durr the Wise bears insight and genius unheard of from among his people and rose to power when his father finally fell to age. Durr is an amateur alchemist and engineer, but his destructive magic earned him another title: Durr the Suffocator. Captured by curious Order Confessors in the late 90’s, he has been the Order’s guest ever since. Now freed as a **** to John Newman, Durr takes little solace in getting **** on the Order and instead wonders how he might manage to kill John, too.
Regan Sheogue O’Sullivan
Level 5 Student
HP: 65/65
MP: 39/39
XP: 0/750 (TP: 0)
Stats: Str 12 Agi 12 End 14 Int 14 Wis 11 Cha 18 Lib 14
Status Effects: None
Qualities: Dullahan
Despite being a Dullahan, Regan has never dabbled in **** magic and has never found any non-mythological information about her crypto-hominid nature. Home schooled for most of her life by people who, before her birth, never knew magic existed, she lost track of her body after risking a trip into the outside world when she was 14. Though her parents were lucky to find her head, the rest of her is still missing, apparently held in some kind of prison cell somewhere. The mystery of the room she's being kept in, and the occasional exercises she is prodded into, have faded into routine; now, Regan barely contemplates her body while she spends her days with her parents or an eye-activated computer. As a natural optimist, Regan finds her body’s predicament more curious and mysterious than worrying, and her doting parents do their best to never let her feel inconvenienced. Her family cried and rejoiced upon her return... and the O'Sullivans re-entered a state of grief and panic when she vanished, inexplicably, once again.
Mimic Drone
Level 26 Doppelganger
<The Hive of Ditto>
HP: 1,405/1,405
MP: 930/930
XP: 0/36,450 (TP: 0)
Stats: Str 30, Agi 30, End 30, Int 70, Wis 80, Cha 100, Lib 10
Skills: Consume Mimicry, Copy Body, Copy Mind, Read Mind
Status Effects: Copy Body (Moira Brighton) [suppressed], Copy Mind (Jonathan Dougel)
Qualities: Dimensionally Anchored, Morphling
A powerful doppelganger caught trying to kill and replace the young Warden of the Shield when she was only fifteen. It is an assassin from Ditto, the Desolate Waste, though the origin of its mission is unknown. Mortally wounded by Lord Brighton, this creature was captured and interrogated while its unfamiliar weapons were sent elsewhere for study. The creature's mind and real form were indiscernible, but this new kind of assassin was studied, and the security measures across the Order were updated to thwart its kind in the future.
Rosa Francisco Cardona
Level 18 Improvised Mage
HP: 405/405
MP: 0/397
XP: 0/13,550 (TP: 4,230)
Stats: Str 13, Agi 16, End 12, Int 20, Wis 29, Cha 20, Lib 16
Skills: <click to expand>
Status Effects: None
Qualities: None
An eighteen-year-old Catalonian orphan who awoke to magic thanks to the tragedy that destroyed her life. A life of homelessness, human trafficking, sex slavery, mana factory ****, and experimentation by older, crueler mages would have broken Rosa if not for her hardened spirit and her oaths to get ****, most of which have been fulfilled. She was captured by the Order after trying to **** Lord Brighton in Spain on one of his visits. Although largely self-taught, she remains a decent mage with a hodge-podge of styles and sources for her magic, as well as an amateur alchemist. She trusts no one and is prone to using and killing others over the risk of the same happening to her.
George Takorb
Level 10 Holy Lantern
HP: 130/130
MP: 400/400
XP: 0/2,750 (TP: 0)
Stats: Str 3, Agi 60, End 29, Int 44, Wis 43, Cha 39, Lib 0
Skills: Absorb Ambience lvl10, Flight lvl10, Heal lvl10, Illuminate lvl10, Scry lvl2
Status Effects: Flight, Illuminate
Qualities: Quasi-Physical
A floating orb of hard light, this orb, whose name was a soft hum, was hastily recruited by John; little to nothing else is known about it, although its voice truly, strangely, sounds like famous Star Trek actor George Takei.
Yulie
Level 19 Succubus
HP: 1,320/1,320
MP: 1,203/1,203
XP: 0/15,250 [TP: 0]
Stats: Str 18, Agi 32, End 94, Int 20, Wis 13, Cha 123, Lib 200
Skills: Charm Person lvl18, Dominate Person lvl5, Drink Life lvl18, Touch of Lust lvl16, Usurp the Wasted Seed lvl3
Uulosootas, or "Uly" as John has taken to calling her (and so took as to mis-think her name into "Yulie"), is a fairly veteran succubus with very little else going on for her. Her use of physical beauty owns most of her charm; she has become a jaded little demon, owed in part perhaps to her time trapped in the Order's clutches after her last victim Earthbound her in hopes of marrying her before she had the sense to kill him.
Ahk
Level 5 Savage
HP: 120/120
MP: 30/30
XP: 0/750 (TP: 0)
Stats: Str 20, Agi 30, End 10, Int 6, Wis 6, Cha 11, Lib 43
She is a red-eyed, human-faced, and (mostly) human-bodied monster covered in thick, black fur who has no grasp of spoken language. "Ahk" is both her name and the only thing she ever says. She was bound with senses-depriving technology and kept medicated, which John had originally owed for her stupefied state; in fact, she simply doesn't know any human tongues and seems incapable of understanding John except on a primal, summoner level.
JOHN'S INVENTORY:
+Umbral Voice of Southern Winds
+Crown of Fear
+yukai choker hide
+3 pieces of naturally spiked leather
+elastic yukai membrane
+4 pulikano teeth
+1 pulikano hide
+21 **** pearls
+1 jug of misery water
+3 tufts of kakamal fur
+7 jars of halfling laughing gas
+3 human baby skulls
+1 choker of silence
JOHN'S QUEST LOG:
Get Ready for School (COMPLETED)
Impregnate a Monster (COMPLETED)
Complete Two Quests at Once (COMPLETED)
Novice Collector (COMPLETED)
Acquire a Combat Style (COMPLETED)
Deviant Art (FAILED)
A Royal Romp (1 success; 1 fail; 2 pending)
The Gaia Code (COMPLETED)
Every Summon Needs a Friend (COMPLETED)
Defeat a Powerful Foe (COMPLETED)
The King of the Bitch (COMPLETED)
The Drive to Win (COMPLETED)
A Duelist's Eye (COMPLETED)
Heart-Shaped Box (COMPLETED)
Schoolhouse Shlick (COMPLETED)
I'm Hot For Teacher (COMPLETED)
The World Serpent (IN PROGRESS)
???????????? (COMPLETED)
Breathe (IN PROGRESS)
Peace and Order (IN PROGRESS)
THE SUMMONER'S TEMPLE:
TEMPLE ENTRANCE
The foyer of the temple, and only a small part of the structure as a whole. The way to the true temple will open when all of its rooms have been constructed.
ARMOURY
The equipment lockers and chests belonging to your summons. If attended by an unsummoned monster, summoned monsters will wear or wield equipment in these lockers based on your reasons for summoning, regardless of what they wear around the temple, and also allow them to bring you equipment stashed in a summoner equipment locker. Comes built with ten monster equipment lockers and one summoner equipment locker. (Gamer's storage box: has a maximum capacity of 20 slots per temple level. Can distribute contents to summoned monsters along with their regular gear fully equipped if the Armoury is attended.)
SANCTUARY
A place of respite for either monsters or the summoner himself upon arriving. Includes a king-sized bed with pillows and sheets that self-regenerate, a potted life-fruit plant, a bookcase, and a small drinking fountain. Life fruit from this plant cannot be taken out of the Sanctuary without withering into dust instantly. All forms of health, mana, or status regeneration are doubled here, and spells to affect the same have their mana costs halved. This room comes with a soundproof pair of wooden doors.
PSYCHOSPHERE ARRAY
A magical device that allows the summoner and/or his minions to communicate thoughts, sounds, or images to one another from anywhere, even outside of the temple or in other dimensions, adjusted for the time dilation as appropriate. If attended, the summoner ability to transfer spells becomes two-way as long as said minion is on the same plane of reality.
STUDY
A small library, a generous table, and a number of amenities for one who wishes to read in peace. The library is stocked based on the summoner's interests, and these books change once every 24 hours that he experiences, whether within or without the temple. The books cannot be absorbed automatically by the Gamer. This room comes with a soundproof wooden door.
MAIN HALL [not yet completed]
The heart of the temple, and yet not its true self. All traffic must flow through here like blood from centers to extremities. Should the body be fully realized, then and only then shall the mind of the Temple be opened.
PROGRESS: 6/8 [4 rooms, 2 wings, 1 room in each wing]
Construction Rewards: +2 to all summoner spells/abilities including the temple, +20,000XP, access to the temple's inner-sanctum
HARMONY GARDEN
A bountiful garden that grows a number of useful plants and fruits, as well as plants which can be used to create fruits loaded with certain spells known to the Gamer. Tended by a cleric spirit.
ALCHEMY LABORATORY [not yet constructed]
[Requires knowledge of alchemy to unlock.] A densely-packed laboratory for all forms of alchemical applications, from wholesale creation to transmutation. A generous materials chest is included, and all tools and materials are included when assessing potential projects.
Construction Option #1: 1,200XP, $900
Construction Option #2: Surrender a level 8 or higher summon
Construction Reward: +1 temple level, +3 to your alchemy skill
TRAINING PIT
A simple dirt arena in which a summoner can spend his own XP to convert their minion's training into experience.
THE FORGE
The center for constructing the tools of war and magery, be they of steel or wood. A generous materials chest is included, and all tools and materials are included when assessing potential projects. (Magical item: crafting hopper. Has inventory space equal to 10 per temple level. Materials in the hopper are considered for all crafting recipes considered within the Forge, but cannot otherwise be moved or removed except by the summoner himself.)
PRAETORIUM MAGUS [not yet opened]
The western wing of the temple, dedicated to knowledge and the arcane practices of a mage. The way shall become clear by root and flask.
PROGRESS: 1/2
Construction Rewards: +1 temple level, +3,000XP, access to the temple's western wing
PRAETORIUM MILES
The eastern wing of the temple, dedicated to martial prowess and adventure. The way shall become clear by blood and sweat.
EXPEDITION OFFICE
The central office to manage Adventurers (summons temporarily disconnected from, but still loyal to, their master), and their expeditions into known Kingdoms or simple barriers. As Adventurers, they can be converted back to normal summons in the Temple, or they can be sent out alone or in groups to hunt enemies, harvest materials, or carry out particular tasks in barriers or known Kingdoms, provided they have means to do so... and means to return. (Magical item: hypothesized map of the Kingdoms. This map will be automatically updated with Kingdoms as you visit them, and allow Adventurers to accurately target a previously visited Kingdom.)
DOJO
Where new skills and abilities may be passed on to one's summons. The Dojo requires no attendant, but the summoner must spend the time with his summon to bestow a non-Gamer spell, ability, or style onto them, with higher level summons being more difficult to teach. Summons without mana who are taught magic will gain mana through the power of the Dojo.
TRIAGE
A bare-minimum medical facility that can allow for some medical care for summoner and summon alike. Must be attended by at least one summon to function, and only by a select few types thereof. Can be upgraded to Clinic. (Triage, Clinic, and Hospital all require angels, eudaemons, or similarly benevolent, celestial types of creatures to function correctly.)
WORKSHOP [not yet constructed]
[Requires Craft and Alchemy.] Distinct from the Forge, the Workshop is used to create or modify summons instead of items. Construct summons can be crafted wholecloth by default, and additional knowledge and special materials can allow for the creation of living summons as well. Workshop also adds storage for created summons equal to 50% of the temple's normal capacity. This storage can be further improved with additional construction costs.
Construction Cost: 2,000XP, $30,000
Construction Reward: +1 temple level, +1 cleric spirit
WAR ROOM [not yet constructed]
[Requires Kingdom.] Requires at least one Attendant. Attendants become Officers, and each Officer is assigned up to one full platoon of a Kingdom's military, or the equivalent thereof. Officers enhance their commanded unit's abilities both passively and as direct authority figures under your command, and can project their orders from the War Room no matter where the platoon members are located. Officers may also be assigned non-military personnel duties, so long as the personnel are tied to the Kingdom.
Construction Cost: 10,000XP, $15,000
Construction Reward: +1 temple level, +1 cleric spirit
CHARACTERS (A-Z):
Alice
A young waitress at the Cuck Factory.
Beatrice Charters
Level 3 Student
HP: 20/20
Relationship: +49
A chubby girl who dresses conservatively, little is known about her beyond how **** for love she is. John quickly tried to ignore her after manipulating her emotions, but all she saw was another interesting male not interested in her. Saddened, she continued her existence as she always did...
Bertha Redd
Level 11 Hospitaler
HP: 145/145
MP: 140/140
Stats: Str 10 Agi 11 End 10 Int 19 Wis 11 Cha 9 Lib 30
Status Effects: The Lady’s Blessing
Qualities: None
A 33-year-old bachelorette and a Hospitaler virtually by process of elimination, Bertha Redd comes from a distinguished line of Knights. Bertha grew up bullied in school until she was finally tutored exclusively at home and at the Order, fostering her standoffish personality and a chip on her shoulder. Nonetheless, Bertha earns easy praise due to her station and is a competent healer. Bertha had fetishized pregnancy from an early age, a condition exacerbated by her father’s fetish, her mother’s near-constant state of pregnancy, and Bertha’s own self-esteem issues. She is currently pregnant under unfortunate circumstances, to say the least.
Bobby Hackfield
An unfuckable from the Academy who, by way of mashed potatoes, had a forgotten episode with Sarah Decroix.
Brenda Newman
Level 9 Housewife
HP: 75/75
Stats: Str 12, Agi 13, End 14, Int 12, Wis 13, Cha 19, Lib 40
Status Effects: None
Qualities: None
Relationship: +105
John Newman's mother and homemaker, Brenda has recently explored her sexuality with another woman (because it's not cheating if it's not a dick, or so she reasoned). A 39-year-old mother of one, she was totally unprepared for the scary men who came and kidnapped her from her home; she was more prepared before that, however, to meet John's new friends, including some lovely ladies and, though she couldn't remember saying so, the foreign exchange student they agreed to board. Brenda Newman loves her son and now fears for her as she was left to wander and look for the address of Ophelia just before the First Truth appeared in Springfield.
Cornelius Stolt
Level 9 Sage
HP: 105/105
MP: 488/185
Stats: Str 8 Agi 10 End 8 Int 17(25) Wis 11(14) Cha 11 Lib 18
Status Effects: Insight of the Owl, Intellect of Sages, Mana-Drunk
Qualities: None
R/S: -74
The overdue and outclassed Sage of Lord Brighton's Court. As a premier artificer and collector of secrets in his hey-day, Cornelius' general incompetence was always forgiven thanks to his devout loyalty to the Order, to the Brighton family as a whole and, in his later years, for drafting a cure for the young Warden's sickness in her infant years. A beloved storyteller to the late Warden, Lord Brighton keeps him now mostly out of respect for everything Cornelius once was. But old habits die hard, and he does not hesitate to employ the Order's ways, new or old, to protect it from secrets clutched to the breasts of the Lady's enemies.
Daisy Dandelion Nippel
<Galley Gallows>
Level 21 Brawler
HP: 1,525/1,525
Stats: Str 28 Agi 18 End 32 Int 11 Wis 24 Cha 11 Lib 14
Status Effects: None
Qualities: Soulless, Spell Scent
R/S: +49
Formerly the Hound of Titusville, she still goes by the name Galley Gallows even though her Order contract has been terminated. Abandoning her birth name the moment she learned of her power, she became one of the most powerful contract mage-killers the Order uses in the United States and Canada and remained so right until she attempted to **** Lord William Brighton. She has recently lost her Breaker Arms, the enchantments that ran throughout her body, such that she is no longer capable of any supernatural feats except as provided by her natural qualities. She is 27 years old, single, and has no friends left save perhaps you. Her soulless nature makes most feel uneasy around her; she terrifies animals. Unfortunately, she loves dogs.
Daniel Krieg
Level 13 Knight
<Order of the Golden Rose>
HP: 310/310
MP: 90/90
Stats: Str 20 Agi 14 End 20 Int 12 Wis 14 Cha 14 Lib 10
Relationship: -49
Status Effects: Lady's Blessing
Qualities: None
A man-at-arms for the Order, raised by a knight to become a knight like his father. Daniel passed near the top of his class and has a physique that translates well into slaying the enemies of the Order. He has survived seventeen sorties in real combat and has served for the 22 years of his adulthood. He escorted Lord Brighton on many of his adventures, which have racked up a significant amount of guilt over the harsher, if still necessary, acts he carried out in the Order's name. The Lady's Blessing helps him cope with this by denying any feeling of guilt... so long as the Blessing remains.
Deanna Home
<The Order?>
Level 5 Artist
HP: 45/45
MP: 71/71
Stats: Str 8 Agi 16 End 9 Int 15 Wis 9 Cha 14 Lib 169 (20)
Status Effects: Bindings of Sir Elrick the Wise (Barren, Chastity, Frigidity, Numbness, Virginity)
Qualities: Seer's Brush
R/S: -59
The eighteen--soon to be nineteen, she'll eagerly correct--year old orphaned daughter of a rogue mage who, as part of a dark conspiracy, mated with a captured Teluvarian Merfolk male. Deanna watched her mother be murdered by an Order Knight but, by the decree of Lord William Brighton, was herself spared, studied, and kept safe. The memory of this origin was wiped from her mind so long ago as to be irreversible, and so she only remembers her idyllic, isolated days inside the Order's holding cell. She was raised on the teachings of the Order and has grown into a devout worshipper of the Lady. Deanna hopes to be allowed to serve the Order as a Hospitaler one day, or else as a squire to one of the legendary Wardens. For now, she remains bound by the enchanted gold melted into her flesh to keep her from completing the goal of that forbidden conspiracy: to spread inhuman DNA. Besides the censored books and videos she's allowed to consume, she has never known life or people outside of the depths of the Order's special holding cell... until you showed up.
Extinction King
No sheet available. The enigmatic leader of the Extinction Kings, an Abyssal bounty-hunting group purportedly named after their leader. He is Lily's first master and possesses some type of control over reality that he briefly displayed to convince John to walk the straight and narrow on his path to riches with the Extinction Kings. He has not been heard from since that projection.
The First Truth
Frank Dickinson Jr.
Lvl 7 Jock
<King Dick>
HP: 350/350
Relationship: -139
The jock, the bully, the minor legend turned into John's victim, from the "subtle" torments all the way to their final "battle," wherein John soundly beat Frank and his entire team into unconsciousness. Now rumors are flying about a homoerotic encounter the entire football team may or may not have had in a janitor office; combined with Vanessa Hawthorne dumping him without explanation, Frank's prospects are poor indeed. He's the son of famous football player Frank Dickinson, and inherited all of his father's strengths without too many licks of the old man's sense. He was Vanessa's boyfriend of almost two years until just a few days ago.
Galley
See Daisy Dandelion Nippel.
Gerald Hemingway
A janitor who has been gathering footage to **** students, he has recently landed a particularly powerful fish: Vanessa Hawthorne who, along with her father, would go down in flames by virtue of the janitor's videos, up to and including one of what looks like consensual sex between them. He continues to **** her for sex and, as the plan rolls onto its inevitable phase, a cushy retirement on **** money.
Harry Ulman
Level 3 Student
HP: 35/35
A student at Ashcroft Academy, he didn't have much direction in life until he decided to become a porn director, a subconscious side-effect from forgetting the orgy at the Academy.
Hubert Jerry Kallister
Level 9 Butler
<Hawthorne Estate>
HP: 95/95
MP: 5/5
Relationship: +4
Vanessa Hawthorne's doting butler and protector of her virtue, or so he naively believes. He does everything he can for the young Miss, and is willing to overlook her extravagances, or the evils her father brings into the house, if only to see young Lady Hawthorne grow up happy.
Ibis Lazarus
Once a Practioner of the Cabal, an incident involving the **** and **** of a Magus' daughter got him exiled and hunted from the Cabal until, by some unknown events, he came to be captured, imprisoned, and eventually converted by the Order of the Golden Rose. He is now a Confessor for the Order of the Golden Rose. He recently completed an investigation and inventory of a safehouse belonging to Juniluny Snickerbottom, though he found little that impressed. He only recent returned to the Brighton Manor before all Hell broke loose, though his role in the combat was minor.
Isabella Perez
Level 3 Nerd
HP: 20/20
Relationship: +49
A quiet second-year introvert at Ashcroft Academy who studies etymology. Briefly fell in love with John when he left a certain aura on... and, confused by the vanishing of those feelings, has since resorted to lonely masturbation.
Jane Hollmey
Level 34 Chosen
<Collide>
HP 990/2,190
MP 2,098/2,098
Stats: Str 50 Agi 49 End 42 Int 49 Wis 54 Cha 39 Lib 30
Status Effects: None
Qualities: Chosen Soul (Light), Dreambreath, Lightbearer
Relationship: +38
Member of Collide with family ties to the Abyss Auction. She comes from a line of those chosen to wield the Innate Light, a potent and malleable energy **** that she is able to enhance and cast. As such a wielder, she is also gifted with the ability to rapidly regenerate mana simply by breathing. Normally resolved to just live and let live while having fun, she's currently eager to step up Collide's game and finally make a name for herself. Recently, she was involved with the **** on the Order along with probationary Collide members John Newman and Tricia Gorbachev, though that hasn't gone quite as well as any of them had hoped.
Janet
A cheerleader at the Academy.
Jeremy Harris Miller
Level 5 Mob Grunt
<Hawthorne Estate>
HP: 59/59
Status Effects: Haste (Cocaine, 2h 21m left)
Relationship: -20
A low-ranking member of an organized crime syndicate. His gun was the one stolen to make the Glock 777, and it was he that Vanessa intended to use to threaten John.
Jim "Jimmy" Johnson
A novice Fateweaver who has recently managed to get a three-month internship with none other than the great Magoi himself, he's an avid Warhammer fan and an engineer whose equal parts enthusiasm and potential, a fact considered by Magoi in involving him in training Tricia and her lot.
John Iowa
Level 6 Knight
<Order of the Golden Rose>
HP: 210/210
MP: 30/30
Stats: Str 14 Agi 18 End 15 Int 14 Wis 12 Cha 11 Lib 12
Relationship: 0
Status Effects: Lady's Blessing
Qualities: None
A man-at-arms for the Order, raised by a knight to become a knight like his mother. John Iowa passed by just the skin of his teeth, but his faith and devotion are matched by few. He has survived ten sorties in real combat, a conservative record for a knight of thirty-five years.
John Newman
Level 29 Gamer
<Extinction Kings>
HP: 2,474/2,474
MP: 2,497/2,497
Stats: Str 51, Agi 119, End 90, Int 96, Wis 102, Cha 114, Lib 117
Status Effects: Armor of Baldr, Copycat (Command Magisteel), Meditate
Qualities: Gamer's Body, Gamer's Brand, Gamer's Drive, Gamer's Dream, Gamer's Fortune, Gamer's Spirit
Relationship: +0
The main character of our tale. Despite only recently turning eighteen, he is already a student at Ashcroft Academy, a prep school for the affluent and the talented. Having lived as a friendless loner thanks to the reputation spread by his bullies, his entire life became a chaotic mess of sex, ****, and all manner of Abyssal mayhem. He's barely seen more than a week of the Abyss and has already gained tremendous powers by way of "the Game," the mysterious interface and **** that gives him his skills and spells. Though those around him constantly hint at a "Gaia" goddess who must be giving him what are apparently exceptional powers--even among the veterans of the Abyss--he remains in the dark about what's really going on behind the scenes. He has found a few runaway romances along the way--barely more than sexual romps--but somewhere between his loneliness and horniness he has managed to find love at a break-neck pace... or at least, that's the reason he believes. Certain forces have been put into motion long before he contemplated them, however; some closer than he realizes, and some that no one in the Abyss would be able to advise him on...
June Summers
Level 9 Teacher
HP: 75/75
Stats: Str 11, Agi 13, End 14, Int 18, Wis 13, Cha 36, Lib 494
Status Effects: Mildly Aroused (1 heart)
Qualities: None
Relationship : +141
The best tits in the game. What, you were expecting a dark and sordid past? The head of the Ashcroft Academy art department and a sexual bombshell like few others, her insane libido score is somehow kept in check... but not necessarily under wraps, as she and John made some fierce love at her home. She remains unaware of his Gamer nature, but she can tell he's something special.
Kim Moon
Level 20 Slayer
<The Silver Crane of the North>
HP: 2,020/2,020 (BL: 0)
MP: 20/20
Str 120, Agi 101, End 140, Int 20, Wis 8, Cha 13, Lib 33
Status Effects: Slayer’s Trance
Qualities: Reconstructed Soul, Slayer
Relationship: +119
Kim Moon, once the disciplined Slayer of the Silver Crane clan, was nearly destroyed before being saved by John and subjected to the natural course of things. Healed now by ambient anger, hate, and suffering, Kim can no longer control the Slayer Trance upon entering it and has a twisted attachment to both you and the undisciplined channeling of the Slayer specialty: killing. She sensed the foreboding of the enemy in Tricia Gorbachev, but failed to destroy her before it was too late.
Laksha Singh
Level 72 Warden
<Champion of the Golden Rose>
HP: 49,015/49,015
MP: 3,103/3,103
Stats: Str 482 Agi 192 End 409 Int 19 Wis 29 Cha 120 Lib 52
Status Effects: None
Qualities: Hate of Arunasura, Hate of Belial, The Golden Rose (Bulging Biceps, Inviolability, Twitch Muscles), Thorns of the Rose
R/S: -65
Awakened Warden of the Order, the Bronze Whirlwind, the Bastard of the Sharma Family, and recent visitor to the West. Although a ghastly student in terms of the prayers and magic of the Warden, Laksha is a natural-born warrior who becomes a hurricane of blood on the battlefield. Her tutelage being done before she even awoke to the Rose, she's spent the last few years freely traveling India and China, attacking supernatural evils where she found them and earning her enemies, including those in her mother's family that loathe Laksha's Untouchable heritage enough to want her killed. Tutored in languages by English professors and barred from playing with youths, Laksha yearns for kinship and recently found it in her Shield-Sister. She feels an immense guilt now, taking the Gorbachev as lightly as she had, and wants to believe those lives stolen from them might still exist, somehow.
Layla Viorica
<Firesmith Academy>
Level 2 Spellsinger / Level 30 Goddess
HP: 2,025/2,025
MP: 871/2,030
Stats: Str 12 Agi 13 End 12 Int 18 Wis 11 Cha 7 Lib 49
Status Effects: Chorus (Fire)
Qualities: Abyssal Obfuscation, Aura Sight, Divine, Hate of Romulus, Lampad, Muse, Nymph, Siren
R/S: +200
The child of two bloodlines favored or fed by powerful, ancient beings of the Abyss. As a result, Layla has an unnatural gift for survival and magic, both being divine in nature but restricted by her status as a fledgling mage. She is sought by Romulus, the First King of Rome: his Hate bounty (100,000 soul gems) will be tripled if she is brought in alive and has been advertised far beyond the purview of the Extinction Kings. Her favorite subject at school is Enchantment, and her most loathed one is Magical Societies. As a divine creature, she is prone to extremes.
Lily
Level 1 Succubus Minimus
HP: 25/25
MP: 90/90
Stats: Str 12, Agi 14, End 20, Int 17, Wis 12, Cha 24, Lib 56
Status Effects: Sleepy, Terminal Demon Illness (Amor)
Qualities: alluring, demon, flight (disabled), immune to charm, sex eater (disabled), short-sighted
An adorable, weak, and occasionally pathetic succubus who cannot gain levels or drain life energy. Although bound to serve John, she cannot be branded away from her first master (Extinction King) and so is not a proper summon. She secretes a lust-inducing sweat and has a habit of sweating kind of a lot.
Lisa Vasquez
Level 6 Mathematician
HP: 50/50
A scholarship student at Ashcroft Academy with dreams of becoming a physicist... and who harmlessly forgot her time being railed in an Academy hallway.
Lord William Brighton
See William Brighton.
Lorelei Varnik
<Order of the Golden Rose>
Level 12 Seer of the Lady
HP: 145/145
MP: 60/230
Stats: Str 12 Agi 13 End 10 Int 39 Wis 38 Cha 22 Lib 10
Status Effects: Despair (2 black hearts), Mindlink (host; 29 members)
Qualities: The Lady's Sight
R/S: -85
The Seer of the Brighton Court, a learned scholar of the Abyss, and a 25-year-old virgin. From cloistered orphan, to cloistered child-nun, to cloistered apprentice mage raised within the Order, Lorelei did not grow up devout; she has lived devout. Lorelei willingly surrendered her natural eyesight to the Lady and in exchange was blessed with Her Sight, the gift to sense the sea of souls and the tapestry of reality, the pull of fate, and the contents of the heart... all as they are recognized by the Lady. She is otherwise a modest mage with no particular specialization.
Magoi Magus
The leader of the Fateweavers, an ancient researcher, and the hunter of truths and dimensions not normally accessible. He is the King of Labyrinth, a domain of directional madness to all but the most talented Fateweavers.
Mary Davis-Lorenzo
Level 4 Cheerleader
HP:40/40hp
Relationship: -21
Moira Brighton
Level 30 Warden
<Champion of the Golden Rose>
HP: 3,760/3,760 (4,060/4,060)
MP: 802/802
Stats: Str 67 Agi 37 End 61 Int 19 Wis 31 Cha 30 Lib 40
Status Effects: None
Qualities: Armor of Petals, Halo of the Lady, Holy Aura, The Golden Rose (Bulging Biceps, Inviolability)
R/S: +168
Heiress Apparent of the Brighton Clan, Holy Warrior of the Order, and, recently, awakened Warden of the Golden Rose. She has caught a glimpse of her destiny, as the Lady has ordained it, and is ready to walk its harrowing path. The strict tutelage of the Order's servants and seers is complete; the Warden is ready to serve... she need only decide what to do about her lust, her love, and what it means for the decades of celibate duty she must now carry out. This is in no small part thanks to her time with John, ranging from the bizarre, brief adventures they shared, their orgy that resulted in her "marriage" with him, and his recent escape.
Natalya Ankov
The Headmistress of Firesmith Academy.
Nothing King
No sheet available.
An entity of unknown origin who possessed the powers of the Champion of Gaia and more. Having only appeared temporarily while divorced from John, the Nothing King was ultimately the end for the First Truth; it hardly seemed an accident, either, but little more can be discerned from its nature, or why and how Fairy knew to release it when no one else, not even John, can properly realize its hiding place.
Olga Grigorieva
Level 1 Debt ****
<Hawthorne Estate>
HP: 18/20
Status Effect: Dissonance (1 black heart), Starving (-4 END)
Relationship: -18
An 18-year-old Russian girl sold into slavery at age 9 in Novosibirsk. Hyper-metabolism leaves her unhealthy, high-maintenance; sold at discount to the Hawthornes as a **** at 15. Has learned basic English for the purpose of serving the Hawthornes. John recently freed her from this cycle with help from Ophelia Waterstone after Vanessa Hawthorne tried to bribe him with her.
Ophelia Waterstone
Level 16 Soldier
<Hawthorne Estate>
HP: 310/310
MP: 160/160
Status Effect: Maimed Left Arm (Dismembered), Maimed Left Leg (Dismembered), Scarred (23% of surface area), Permanently Wounded (-160 max HP)
Relationship: +9
Heroic U.S. Marine Sergeant who lost friends and more to an IED in an insurgent attack. Hired on by the Hawthornes as a politically motivated charity four years ago. Doesn't take shit from no one, especially not Vanessa, her charge. Insulated from being fired for political reasons. Hates kids. Recently she agreed to train John how to shoot, though he seemed to vanish before she could make good on the deal. The gold he gave her was already processed; now she just needs to figure where he went.
Pari Chatterjee
Level 2 Debt ****
<Hawthorne Estate>
HP: 19/22
Status Effect: Terrified (4 yellow hearts), Permanently Wounded (-2 max HP)
Relationship: -23
A talented 20-year-old who had a knack for English. Sold to human traffickers in Howrah. Sold to the Hawthornes as a **** at 19. Bears three lashing scars for accidentally ruining a dress made for Lady Hawthorne. John recently freed her from this cycle with help from Ophelia Waterstone after Vanessa Hawthorne tried to bribe him with her.
Paul Kaplowitz
Level 4 Jock
HP: 50/50
Relationship: -124
A violent bully and a friend of Frank Dickson Jr., Paul is one of the Academy's football players and at least part of the chorus that got the entire team in the mess with John.
Reginald Garrick
Level 31 Butler
<Order of the Golden Rose>
HP: 3,015/3,015
MP: 903/903
Stats: Str 39 Agi 59 End 51 Int 30 Wis 49 Cha 24 Lib 11
Relationship: -178
Status Effects: None
Qualities: The Lady's Shroud
The head of the butlers serving the Brighton Manor and, prior to being married at the age of 39, the Knight-Captain under Lord William Brighton's predecessor. Once nicknamed “the Reaper of Chains,” his talent with exotic and strange weapons was infamous. He now prefers his quiet retirement in servitude and in protecting Moira Brighton, who he has helped raise and cherishes like a third daughter.
Ruby (Reynalda)
Another cheerleader from the Academy.
Sandra
An older waitress at the Cuck Factory.
Sarah DeCroix
A frigid girl from Ashcroft Academy who can't remember her first sexual adventure after eating a certain batch of mashed potatoes.
Travolta Meyer
Level 43 Martial Artist
<Collide>
HP 5,491/5,491
MP 900/900
Stats: Str 103 Agi 59 End 104 Int 18 Wis 10 Cha 20 Lib 13
Status Effects: Minor Withdrawal [Addiction: Blood of Thana]
Qualities: None
Relationship: +2
The founder and leader of Collide; a headstrong warrior with formidable, arguably superhuman strength. A consumer of cursed blood, a meddling mage recently and slowly committed sorcerous dialysis, removing the cursed blood to weaken Travolta as he became stronger in the Game. The cleansing was nearly complete.
Tricia Gorbachev
Level 34 Invoker of the First Truth
<Gorbachev Exile>
HP 1,328 / 1,590
MP 2,245 / 3,980
Stats: Str 19, Agi 18, End 24, Int 124, Wis 20, Cha 26, Lib 28
Status Effects: Calm of the First Truth
Qualities: Gorbachev, Eye of the First Truth
Relationship: +91
(Sheet from before the events of the last few chapters.) The troubled daughter of two unknowing Gorbachev descendants, she was once the gifted, but cursed, child of the Gorbachev Opekuny. She had denied herself using technology she developed with her prodigious intellect; that changed when the Gamer brought a rapid onset of her emotional and social development, although she is still troubled in both arenas. She now possesses all of her Eyes and has all but mastered calling upon them with a combination of leveling up and combat training normally unheard of among her kind. She was hunted by the Opekuny upon their realizing that she had become the threat that her keeper, Jacob Gorbachev, had sworn she would never become. She was just consumed by the Eye of the First Truth once it fed on enough of her excess emotions and stress to explode into existence. Her fate following this event, and her meeting with John at the precipice between life and ****, remains to be seen.
Ulshat
See Lily.
Vanessa Hawthorne
Level 6 Cheerleader
<Bitch Queen>
HP: 50/50
Relationship: +200
The cheerleader queen of John's high school, and perhaps one day of Ashcroft Academy... or so it might've been. She is the heiress of a vast estate, politically and monetarily, and commands a fleet of servants, criminals, and attorneys by the authority of her mother. She has rarely wanted for anything for very long... until John came into her life, among other things. She fell completely for John following their mad episode of lovemaking unlike anything she had experienced; his rejection of her has only fueled her obsession, and now it must contend with the revulsion and shame of being ****, repeatedly, to appease a filthy janitor whose **** even convinced Vanessa's mother of the need to "play along."
Victoria Wentworth
A civics/history professor at the Academy, a timeless witch, and a woman with designs on John, the Order, the Hawthorne family, the Academy, and perhaps just about everything. Aside from some past history with the likes of Magus Magoi, a legendary wizard in his own right, little is known of Wentworth, and John has yet to meet her since he had acquired the Eye of the King...
Wallace Kent
Level 7 Fighter
HP: 200/200
MP: 5/5
Relationship: +1
Easily the smarter, if not smartest, member of the football team, Wallace nonetheless loves a good scrap above a good book. A combination of Japanese video games and an obsession with medieval weapons has led him to secretly roleplay as Lu Bu on play-by-post forums, but he's careful to make sure no one else knows that. Despite skipping out on the attempted beatdown of John, Wallace is still being associated with the event by virtue of being a team member, much to his irritation.
Lord William Brighton
Level 65 Duelist
<Lord-Protector of the Golden Rose>
HP: 28,760/28,760
MP: 2,041/2,041
Stats: Str 101 Agi 120 End 230 Int 80 Wis 80 Cha 49 Lib 7
Relationship: -3
Status Effects: None
Qualities: Hate of Ariel, Hate of Barong, Hate of Daniel, Hate of Ishim, Hate of Ose, Hate of Preta, Hate of Puriel, Hate of Tennin, Memory of the Rose (Blessing of Health, Bulging Biceps, Greased Lightning)
Former Bearer of the Golden Rose, Lord of the Brighton Clan, Holy Warrior of the Order, Shadow Baron of Great Britain, Anointed Slayer, Inquisitor Proxima. Wishes the world for his daughter, and more importantly for her honor as the Warden.
ITEMS (A-Z):
Abyssal Cute Rabbit Onesie: Though clearly crafted by demonic powers, this outfit has no supernatural abilities whatsoever aside from being a set of well-crafted pajamas. Recommended age is 3-7, though this has been crafted for an adult woman or a large adolescent. Toxic; do not eat.
Amulet of the Moon Elf: Magical amulet. Can see in low-light as if it were day. Once per day, the wearer can cast moonbeam.
Belt of the Breeder: Magical belt. +5 CHA. Women pregnant with the wearer's children increase the wearer's non-damage spell effects on them by 50%, and non-damage spells targeting them use 10% of their normal mana cost.
Boy Tamer: Mundane item. A candy-colored buttplug topped with a sparkling plastic jewel. The wearer has +50% chance of accepting requests from the person that inserts this device in its proper orifice.
Bracers of Victorious Molesting: Magical forearm armor. +50% effectiveness of attempts to arouse a target with your hands (increases to +500% if the target was previously defeated by you in the last 72 hours).
Circlet of Mana: Magical headgear. Grants the wearer +200mp. This mana begins at 0 and recharges at the wearer's normal rate. The mana from the circlet is used last.
Collar of Domination [empowered, soul-crushing]: Cursed necklace. Control collar makes the target more susceptible to suggestion by whoever closed the collar around their neck. This unit has been modified to be [soul-crushing], which makes the wearer a will-less **** (-100 WIS, -100 CHA, -100 LIB) to the one who put it on them for [28 - target's level] days; target loses the ability to regenerate mana naturally, and while retaining their knowledge does lose their personality, desires, and motives. Other effects from stat loss apply as well; no stat can be reduced below 1 in this way. This collar has been [empowered], which means it will overcome some forms of spell resistance. This unit bears the icon/trademark of the Wilson Mana Trust: a padlock of human teeth.
Collar of Domination [programmable, branding]: Cursed necklace. A ring of enchanted silver that shrinks to close around a detected neck. The wearer becomes charmed by the programmer of the collar. This collar is [programmable], meaning it was built with a control wand for the purpose of deciding the wearer's master. This is also a Cabal [branding] collar, which makes the target **** to "mark" or "brand" spells, when cast by the programmer; this vulnerability waives almost all conditions normally required to do so. This unit bears the icon of the Cabal: an eye within a warped five-point star within an eye.
Copper IUD: Mundane birth control. Releases copper particles into the uterus, making it poisonous to sperm to prevent pregnancy. No effect on ovum. 90% effective.
Crown of Fear: magical head gear. Grants the user the ability to gauge fear or anticipation in a target, and to detect intense apprehension or terror within 1,000 feet. Once per day, the user can look upon a target and either cause a mortal fear of the crown bearer or else cure any and all fears or apprehensions felt towards the user.
Dark Elf Armor: Mundane armor. Designed by gender, these suits of armor are carefully fitted for their users to maximize stealth and agility while also allowing for protection against arms.
Dark Elf Bow: Mundane item. A masterwork composite longbow that usually comes with sleep poison-tipped arrows.
Dark Elf Hunting Whistle: Special item. Normally a mundane whistle to call an ally trained to hear it, in the Abyss it becomes a one-use summoning device that recharges after a full moon.
Dragonscale Laborer's Leggings: Magical pants. Made from tough linen and padded on the interior except for two stripes of tiny dragonscales that run red lines down the lengths of either leg. These enchanted pants grant their wearer +3 to Endurance and Strength, allow the wearer to lift twice as many pounds as they normally could, give them +10 physical DR, and +100 fire resist.
Evil Fae Dress (Diminutive): Special clothes. This fashionable black one-piece is uniform for all corrupted fae, small and large, and seems to be made of soft scales. The wearer is granted +3 CHA and +1 mp regeneration/minute.
Fae Tunic: Magical shirt. A black garment that grants +5 CHA and 5 points of physical damage resistance, and is thin enough to be comfortably combined with other forms of armor.
Glock 777: Magical firearm. A Glock 17 that never jams and is made from lightweight plastics that cannot be damaged or melted by mundane means. Every shot costs a base 5mp. If fired empty, deals 20-55 unaspected damage. Mundane or magical bullets add this damage to their normal effects unless the user suppresses it with a mental command. Touch spells or effects can be put on bullets, up to one spell per shot. The magical effect needs a specified trigger, after which the user spends the appropriate mana/time/materials to cast said spell. (Reality suppressor: Accessory for the Glock 777 or similarly magical guns. Reduces noise of gunfire to actual silence. Does not suffer wear and tear. Fortifies and speeds up bullets, letting them ignore up to thirty points of damage resistance of any type and allowing them to ignore all forms of inertia for three full seconds.)
Gloves of the Trickster: Magical gloves. These basic tuxedo gloves are form-fitting and smooth, allowing the hiding of fingerprints and the normal range of bare finger movement. Furthermore, each one can be made to hold an item of up to 2 in inventory size in itself, summoned to the user's hands whenever he wills it.
Goblin Coin: Special currency. Traded among goblins across the Abyss for their crafts and wares.
Goblin Purse: Mundane item. A coinpurse with intricate knots and paths for greedy fingers to get lost in; generally prevents pickpocketing without a clean minute to learn its design.
Golden Clit Piercing: Mundane item. A 24-carat golden ring meant to be worn on the female clitoris. +5 libido when worn. Property of Vanessa Hawthorne.
Grasping Eye: Superior magical item. Emits a modular illusion barrier that focuses on reinforcing the rules of Earth’s reality while avoiding summoning any monsters from the Abyss. Has no function outside of Earth’s universe. Consumes soul or mana gems to function. Consult manual before use.
Hawthorne Non-Disclosure Agreement: Special item. The usual doom and gloom of crossing an agreement with the Hawthornes. Signing it seals you to silence on any defamatory information, regardless of the truth of it. Signing it will lower your Charisma and Willpower by 10, and provide all members of <Hawthorne Estate> with a 20% resistance to your spells.
Heretic Pants: Magical leggings. Wearer gains +3 AGI and, once per minute, one extra move action.
Horn of Mists: Magical tool. Can create mists of clean water vapor, either hot or cold depending on user's preference, to fill a 500x500 ft. area. Once per day, can summon a tiny air elemental for one hour.
Hunter's Passion: Magical ring. This is the fully realized version of the Ring of Hunter's Delight, transformed almost entirely by sexual energy harvested. Wearing this ring grants +10 LIB, +10 CHA, and doubles you cum volume. Sexual acts performed while this ring is worn now grant experience points based on the level of the partner. Masturbation grants 0 experience.
Hive Tyrant's Ring: Magical ring. The wearer may borrow a selected skill from a spouse or child once per day. In addition, all relationship scores related by blood or marriage are either raised to +1 or doubled, whichever is higher.
Lady of the Lake Prayer Figurine: Minor enchanted item. Reinforces the Lady’s blessing in one who already possesses it, strengthening the bearer’s resolve. (Modified version: upon receiving a prayer, it slowly suppresses the blessing of the praying one until it receives confessions spoken or thought, after which it restores the blessing in full. Those confessions are transmitted to an attuned recording device every Sunday morning.)
Lifefruit: Magical fruit. Consume to regain 100hp. For anyone other than the Gamer, the same, but then half that much with each successive fruit eaten within an hour's time, rounded down. Any excess health is lost. Can be parted to divide its effect appropriately among multiple doses or consumers.
Lightweight Hardening Bracers of Meditation: Magical forearm armor. These bracers weigh less than a feather apiece and provide a number of bonuses: a +10 physical damage resist bonus, +10/minute mana regeneration and, on mental command, can change the user's weight to be 0-300% of normal.
Manaberry: Magical fruit. Consume to regain 100mp. For anyone other than the Gamer, the same, but then half that much with each successive fruit eaten within an hour's time, rounded down. Any excess health is lost. Can be parted to divide its effect appropriately among multiple doses or consumers.
Network Prism: Magical item. Grade B. A shard hewn from a massive crystal information network. Can be inserted into appropriate mediums to create an effective access terminal.
Red Goblin Air Steppers: Magical sneakers. These leather boots are comfortable and waterproof. On command, they can allow the user to take a step on air as if it were solid at a cost of 1mp for the first step, and double the last step's cost for each step after that until one full round has passed. Standing still in the air on these boots costs 5mp per round. They also provide a flat 15% movement speed boost to the wearer.
Ring of Hunter's Delight: Magical ring. Killing a creature gives you +1hp. Inseminating a creature gives you +1mp. Maximum of +20 total per day. Does not work on creatures three levels below you for kills. Does not work on minions for inseminations. Transforms after granting a total of +50.
Ritual Kris of the Ninth Bride: Magical weapon. This dagger causes aggravated wounds that slowly disintegrate flesh by turning it to ash. Aside from intense pain, these wounds are cursed and cannot be healed normally. The initial damage is otherwise that of a regular kris.
Scalpel of the Angel of Blades: Artifact weapon. This Heaven-forged sliver of physical light was re-forged into a rapier weapon to be wielded by the Wardens and Warden-Lords who could control it. The sword is merely enchanted to survive contact with the scalpel, which itself is wrapped along both edges of the service-end of the blade. The Scalpel deals a base 200 unaspected damage on contact and is either sharpened or dulled by the faith (in any Heaven and its mission) of its wielder. Hitting with the non-Scalpel parts of the sword simply deals its base damage +10.
Shield of the Golden Rose: Unique divine artifact. Indestructible and non-malleable by any being of level 998 or lower, immune to divine magic, and weighs a mere three pounds. Contains a pocket dimension that is immune to disenchanting and augments the bearer's inventory by +500. Can be augmented by certain related divine powers of a Warden of the Golden Rose.
Soul Contract: magical item. Binds through pure magical ****, dominating the victim with pain and compulsion if they attempt or contemplate breaking the terms. Terms and conditions are automatically successful, with the strength determined by craft skill level and character level as compared to the victim's character level. Contract strength retroactively weakens or strengthens based on the narrowing or widening of the level gap between drafter and victim.
Sturdy Boots of Toughness: Magical boots. Resilient to wear and tear and self-repairing. Wearer gains +50 temporary HP that takes damage first and regenerates at a rate of one per minute.
Temptress' Shield: Mundane item. This very small thong is the only thing June Summers wears under her dress for class. Owning it increases her likelihood of accepting a request made of her by 20%.
Ultimate Dream XXIV: Mundane item. A fantasy video game John wanted to buy prior to... all this.
Umbral Voice of Southern Winds: unique relic. The blade is made from voidsteel, an Outside material that makes it effectively indestructible but also makes it consume the lifeforce of any soul who wields it. The entire blade is magically void; it cannot be affected by spells, and spells cannot resist its edge. Wounds made by the Umbral Voice are opened within the Tapestry of reality, preventing all damage resistance, including divine, preventing healing except by paragon or divine magic, and making it capable of damaging leylines.
Vagabond's Hasty Guard: Magical armor. Torso and arms armor that grants +10DR to all physical damage and +5DR to all other damage. These damage resistances can be tripled for one minute but will then be reduced to zero for one hour. Wearer gains +5% crit chance.
Vest of the Noble Flame: Magical chest armor. This dapper, wine-colored vest provides 5 points of physical damage resistance and 40 points of fire resistance. The one button with a ruby orb in its design can be tapped to double these bonuses for up to one minute once per day.
Vibrator Granny Panties: As stolen from a real-life granny. Constructed in 1971. Decades of veteran sexual energy are soaked into these durable threads. Batteries are dead, but it still operates by invisible forces. Currently moist. +10 LIB when worn.
Vow Keeper: Magical undergarments. A lock-and-key-operated chastity belt that also enchants the wearer's body to painlessly, senselessly empty his or her natural excretions without fuss or mess. Don't ask how it works; it just does. While so enchanted, the holes and equipment down below are inaccessible and the flesh and metal form a seal.
KINGDOMS:
Delu'velu, the Kingdom of Scaled Roots
King: ?????
Nothing is known about this Kingdom, except that taking its Throne is an objective for a quest.
Festering Hive
King: ?????
Nothing is known about this Kingdom, other than that the Animator, a worm beast of impressive size and strength that could animate the dead with a golden liquid it produced, was a small denizen thereof.
Gunter, the Kingdom of Deserters
King: ?????
Nothing is known about this Kingdom, except that taking its Throne is an objective for a quest.
Labyrinth
King: Magoi Magus
Aside from being a crowning achievement for Magoi--because this Kingdom had been a theory until he discovered it--it serves as his top-secret lab thanks to its confounding dimensions.
Moon Glades
King: ?????
The Kingdom from which Tita and Thumalk were acquired; presumably ruled by Moon Elves.
Mu, the Drowned Deserts
King: ?????
Nothing is known about this Kingdom, except that it has a King and that the statue in June Summers' bedroom appears to bring space nearer to it.
New Rome
King: Romulus
All that is known of this Kingdom is that it is the opulent home of Romulus, a being of some immense power, and that it once housed a fine collection of oracles... until recent events...
??????
King: Gweledyn, the Hag of Ropes
Nothing is known about this Kingdom other than the identity of its ruler and the fact that some low-level goblins serve her.
What's next?
The Gamer, Chyoa edition.
Erotic spin off of the manwha: The Gamer.
When he turned 18, John Newman received a gift from Gaia the world spirit. Starting now his whole life would become a video game. Follow him as he discovers his new powers and use them for his own purposes. Unlike what happens in the original The Gamer has some other priorities and will develop his powers to have a lot of fun with the ladies around him.
Updated on Jun 16, 2026
by Funatic
Created on May 2, 2017
by TheDespaxas
- 806,967 Likes
- 40,231,925 Views
- 9,103 Favorites
- 67,386 Bookmarks
- 5,722 Chapters
- 2,121 Chapters Deep
Comments moved below the chapter.
Jump to comments
Comments