《My Life As A Superhero Slash Supervillain》Compendium Of Terms
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Compendium Of Terms.
I will be using some terms and slang in my story, and this is a heads up for anybody unfamiliar. Or like myself, who enjoys the more technical details behind the authors mind.
Strength (STR) – Measures the current strength of the character. Defines how much physical damage the character can cause, how much weight the character can carry and as the stat increases, will make tiny, nearly imperceptible changes to the musculature of the character.
Dexterity (DEX) – The fluidness of the characters motion, the accuracy and the ability to alter the angle of attacks as they are being executed. For example, the character might be trying to stab an enemy, and performs a lunge with a dagger. If his perception is high enough, he might notice that if he make a more pronounced angle in a given direction, he would be able to pierce a vital organ, or disable a target. Dexterity would allow him to make adjustments more easily and accurately as they happen
Agility (AGI) – This attribute governs not only how fast the character can move, but also affects his reaction time. As singles are sent from the brain to the limb in question, agility will naturally, as the levels progress, make small increments to how fast the signals are sent. Also as the levels progress, will govern how explosive the character can move from a standstill.
Intelligence (INT) – Intelligence does not govern how smart the character is, but will change how the character can store and manage memories and data. Theoretically, at very high levels, the character could potential gain a true eidetic memory. Unlike photographic memory, or more tradition eidetic memory, this would present as the ability to recall any of the senses, and instantly combine them to other information to make connections previous impossible for the character to achieve. This statistic will also govern how much mana the character is able to store. Please see the mana entry for a more detailed reason for this.
Willpower (WIL) – For myself in particular, I find myself constantly falling short in this department. Willpower governs how the character is able to see a particular task through to it completion, to stay of target. As for many people who find their attention drawn away by other thoughts, a high willpower individual will be able to track, store and prioritise their priorities. Also at higher levels, the character could potentially gain a true zen like focus, able to completely master his mind, as well as his subconscious. This statistic will govern how quickly mana will restore. Please refer to mana to find a more detailed explanation for why this is.
Perception (PER) – How much attention do you pay to your surroundings? Do you please to your gut, is it even reliable? Perception is the measure of more accurately analysing why you can suddenly realise why there is somebody else in the room with you, or why that guy is bad news, even though by all objective measures, he is a lovely and gentle person. At higher levels, this will allow the character to potential gain access to previous hidden senses that humans would need thousands of years of evolution to access. Combines with Intelligence and Willpower to produce both a qualitative and quantitative (INT+WIL+PER/3)*(Certain milestones achieved in concert)
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Mental Fortitude (MNT) – Mental fortitude is a current ongoing process. This does NOT provide a mental shield from psionics, mages or other types able to affect the mind. Rather this attribute will determine for how long and by how greater the user to affected. At a high enough level, a user might be able to completely shrug off and overcome any offensive effect. Passive effects with me mind communication, like telepathy, or divine communication. At even higher levels, the mind could categorise each individual, and choose which to block and which to accept. At lower levels, it is completely possible to distract the user to insanity with a litany of difference communications. This would still count as a passive effect. A middling levels, the user will be able to consciously ignore these types of distraction, but still unable to block their influences for the messages conveyed.
Endurance (END) – As in most cases, this attribute will deal with stamina, but also with mental fatigue. Mental fatigue will be a formulaic balance between endurance and mental fortitude. Mental fortitude will make a qualitative difference with the mental strain, and endurance will make a quantitative difference. Endurance deals mainly with the physical stress the body is subjected to, and the ability to convert waste by-products back into normalised processes. Example is the build-up of lactic acid when running, or the exertion muscles are put under when trying to improve their current capacity. This also combines with strength to produce vitality. Please see vitality for a more detailed explanation.
Charisma (CHR) – This deals with how attractive the character is to other users. This does not influence romantic attraction, although it can have an impact on the pureply physical attraction of the subject. As a super, the character has an in-built illusion cast over them. This hides the identity of the user from others, keeping their secret identity intact. Charisma takes advantage of this illusion by altering how individuals perceive the user. This can alters the pitch and quality of the voice to customise itself to the idealised ideal the individual will hold for their perfect person. No changes are actually made other than slight comesmetic changes, as in cleansing achne, clearing the pores, bringing the face back into perfect symmentry as the value of charisma is increase. Rather this affects the light and sound soundwaves as they pass the illusion barrier to make the user become someone more attractive to the individual. This has an upper limit, as the user can not affect the sex perceived, no add any major cosmetic features (Ie. Horns, Wings, Body Mass or Height etc.). All effects are perceived. An individual with a high enough mental attribute can overcome the charisma attribute.
Luck (LCK) – Luck influences the tiny, unseen factors contributing to an outcome. As a boulder might be running amok down a mountain side towards the user, the luck attribute can influence the forces affecting the boulder with the objects in come in contact with. Althought he affects are tiny, they can be extremely powerful. Luck plays it's greatest part in truly random events. For example, although a gun might be pressed against your head, luck can NOT influence the bullet actually hitting you. At the skin contact distance, luck does not come into play. Rather luck can take advantage of, if the gun has been poorly mainted, then the gun has a greater chance of jamming, or if the gunman is inexperienced and nervous, then he might press on the eject clip switch, although this would NOT affect and bullets in the chamber. With the advancement of the luck attribute to higher levels, this does not mean the odds increase to the point where nothing bad can happen to the user, rather that luck has a further range and the ability to affect more events than at lower levels.
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Vitality – This entry will be updated, but I would like to concentrate on more chapter releases first. I will mostly be explaining the reasons of how this stat is configured for my own story.
Mana – This entry will be updated, but I would like to concentrate on more chapter releases first. I will mostly be explaining the reasons of how this stat is configured for my own story.
Stamina – This entry will be updated, but I would like to concentrate on more chapter releases first. I will mostly be explaining the reasons of how this stat is configured for my own story.
Damage – Damage cannot be quantified for equiped weapons, as they depend entirely on their current state (Blunt knifes are shit to cut with), where the character attacks on their targets anatomy (Kill with one hit on decapitation, but a gut shot could leave the target able to get medical help or health potion/spell/restoration ability) and is modified by the strength as to the force applied and INT with how accurate the character is (does he twist the knife before withdrawing to increase the wound slice, or does the target have a congenital defect like Mirror syndrome, where the organs are on the opposite side). Spells will also be influenced by other factors, so will only be given an estimated value.
Skill Levels - Beginner, Novice, Amateur, Trained, Professional, Master, Grandmaster, Total Dominion. At Total Dominion, a optional stat can be attached or a existing stat can be increased. Also when total dominion is reached, in the next incarnation, the user will retain the skill but at an increase level each time dominion is reached up to Professional.
Please note that these terms will probably only be in relation to the protagonist and to his unique perceptions. I want to write of how he views the world and the characters he meets within. The players on the board will not be aware of these statistics, as they will have the more traditional feelings, intuition, and experience dealing with how their abilities affect them.
Just as we have no concrete idea of how our current selves would be defined within a deterministic system like LitRPG’s, so too will the extraneous characters be forced to judge themselves.
Please be aware that this compendium will be updated as the story continues, and more references to past explanations are needed. This will hopefully be useful to me as a reference library as I introduce more elements that the character will have to deal with.
I may also expand more on the attributes as I solidify in my own mind of the effect they have on the character.
Please also be aware that most of the attributes will have a synergy to them to other attributes of how they are affected. I may nor may not complicate the story with their interactions.
Reincarnation Mechanics
As I mentioned in chapter six, when JJ dies and is brought back to life, in each iteration, it will be in a brand new body. This body will be decided by the fates, altered later to fit the stats of JJ.
The reason EXP is locked, is because until JJ reaches level 100 and unlocks a race upgrade, this will be when EXP comes into play. On reincarnation, EXP can be spent on certain upgrades for the character body depending on which race is selected.
Multiple races with different attributes and body modifications can be selected so long as JJ has the required EXP.
So for instance, if JJ selects Dragon, he could unlock the ability to grow wings, gain a greater skin defense like a toughened hide or reinforced bone structure, or a more innate affinity for certain magics.
Or if he selected Elf, he could gain additional bonuses to the bow/sneak skills and other abilites, with the downsides included, like a reduction in strength for a greater increase an affinity for DEX and AGI.
Or if he unlocks an alien race, maybe he could unlock certain skills like telepathy or telekenisis that is not reliant on Mana. Or he could gain increased INT but at a reduced VIT and END. Or he could unlock favourable standing with that alien race at the expense of becoming a enemy of humanity.
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