The System first appears in early April with a message to Earthlings, calling them citizens, notifying them that Earth has been declared a Dungeon World. It gives a 1 hour grace period before monsters begin spawning.
Imaged as a series of blue boxes in an augmented reality kind of way, those within The System are able to access menu screens and other information through a mental interface. This is referred to by the System as a traditional user interface, adopted by the Galactic Council in 119 GC.
The System claims that Earth failed to enter into the Galactic Council as its reasoning for denoting it a Dungeon World. Also, there have been 12 other dungeon worlds so far, which the System says have gotten boring for its viewers.
The System has designated Earth as a free-immigration location, which means underdeveloped worlds in the Galactic Council may take advantage of this new immigration policy and move to Earth.
The System floods the world with Mana, which causes Earth creatures to spontaneously mutate and System creatures to spawn.
The process of developing a Dungeon World completes in 373 days, 2 hours, 14 minutes, and 12 seconds after the first message to citizens.
60% of Earth’s human population dies on the first day of the System integration.
The System is powered by and relies upon Mana. Nanites that enter and control physical bodies use quantum strings and ultra-dimensional energy to change the natural state of things. Ali suggests it could also be called the ambient force of the universe or dark matter made from flesh magic.
There are two different kinds of Mana: embedded Mana and Mana that can be used for spells.
System Specifics for Characters
Characters spawning within the system gain various perks depending on the level of the area they spawn in.
Beginning inventory space for System generated items is 25 slots (5×5 grid). It increases every five levels.
Stamina dictates base Health as well as how fast one heals.
Intelligence dictates how large a Mana pool one has.
Willpower refreshes Mana pool on a per minute bases.
Parties can be put together whenever and with whomever one wants. The System automatically puts people into parties that move together whether they want to be or not. XP is shared among party members.
Non-fighters gain quests at a faster rate and can level up using non-fighter skills.
Aarak Blood is the best high in the System for humans, supposedly with a more intense high than meth.
Effects on non-system items
The System shorts out all electronics once ambient Mana levels have reached a certain point, which happens fairly early in the System integration (within the first day).
Power Blow – Effect: Physical attack deals 20% more base damage. Cost: 25 Mana.
Sprint – Effect: User is able to move at a run 5% faster. Cost: 10 Mana/ second.
Elemental Imbue – Effect: Imbue your weapon with an elemental effect of choice. Choice must be made upon purchase and may not be changed. +10 Elemental Damage. Cost: 30 Mana/ Second.
System Information from Redeemer of the Dead, Book 2
Summary of info Ali gives Jason about System stats:
- The System gets translated into Galactic Script, then translated into human languages.
- Increasing strength means changing how you manage Mana via the system
- System alters density and strength of objects you interact with according to strength increases
- Thus, non-breaking tables and ground that one can run on without it being churned up
- System “helps” things along to create the effect of increased strength, but knows when to keep a strong hand from breaking a drinking glass
- Points are an approximation
- Intelligence doesn’t make you smarter. (Example: someone who cannot do higher physics because they never learned the basics.)
- A person in the System is like a computer with upgradeable parts (RAM, motherboard, etc.) that still needs to run the right programs (skills).
Special skills, abilities that rely on Mana, to produce their effects.
Class Skills Specific to the Erethran Honor Guard:
Mana Imbue (Level 1) – Soulbound weapon now permanently imbued with Mana to deal more damage on each hit. +10 Base Damage (Mana). Will ignore armor and resistances. Mana regeneration reduced by 5 Mana per minute permanently.
Blade Strike (Level 1) – By projecting additional Mana and stamina into a strike, the Erethran Honor Guard’s Soulbound weapon may project a strike up to 10 feet away. Cost: 40 Stamina + 40 Mana. Level II: may strike up to 20 feet away, Cost: 35 Stamina + 35 Mana (gained in Redeemer of the Dead, Book 2).
(Note: The above two skills give John’s weapon the following stats: Tier II Sword (Soulbound Personal Weapon of an Erethran Honor Guard – Base Damage: 63, Durability: N/A (Personal Weapon), Special Abilities: +10 Mana Damage, Blade Strike.)
Thousand Steps (Level 1) – Movement speed for the Honor Guard and allies are increased by 5% while skill is active. This ability is stackable with other movement related skills. Cost: 20 Stamina + 20 Mana per minute.
Altered Space (Level 1) – The Honor Guard now has access to an extra-dimensional storage location of ten feet cubed. Items stored must be touched to be willed in and may not include living creatures or items currently affected by aura’s that are not the Honor Guard’s. Mana regeneration reduced by 5 Mana per minute permanently. Level II: Thirty feet cubed. Mana regeneration reduced by 10 Mana per minute (gained in Redeemer of the Dead, Book 2).
Two are One (Level 1) – Effect: Transfer 10% of all damage from Target to Self, Cost: 5 Mana per second, The Body’s Resolve (Level 1), Effect: Increase natural health regeneration by 10%. On-going health status effects reduced by 20%. Mana regeneration reduced by 5 Mana per minute permanently.
Greater Detection (Level 1) – Effect: User may now detect System creatures up to 1 kilometer away. General information about strength level is provided on detection. Stealth Skills, Class Skills and ambient Mana density will influence the effectiveness of this skill. Mana regeneration reduced by 5 Mana per minute permanently.
Frenzy – Due to repeated actions, you have learnt a Class Skill outside of your class. Effect: When activated, pain is reduced by 80%, damage increased by 30%, stamina regeneration rate increased by 20%. Mana regeneration rate decreased by 10% Frenzy will not deactivate until all enemies have been slain. User may not retreat while Frenzy is active.
Mana Sense (Level 1) – The ability to sense Mana in people and objects is extremely important for mages and Mana users. Current range is limited to touch and will expand on training.
The Body’s Resolve (Level 3) – Effect: Increase natural health regeneration by 35%. On-going health status effects reduced by 33%. Honor Guard may now regenerate lost limbs. Mana regeneration reduced by 15 Mana per minute permanently. (First gained in Redeemer of the Dead, Book 2.)
Soul Shield (Level 2) – Effect: Creates a manipulatable shield to cover the caster’s or target’s body. Shield has 1,000 Hit Points. Cost: 250 Mana. (First gained in Redeemer of the Dead, Book 2.)
Blink Step (Level 2) – Effect: Instantaneous teleportation via line of sight. May include Spirit’s line of sight. Maximum range—five hundred meters. Cost: 100 Mana. (First gained in Redeemer of the Dead, Book 2.)
Cleave (Level 1) – Effect: Physical attacks deal 50% more damage. Effect may be combined with other Class Skills. Cost: 25 Mana. (First gained in Redeemer of the Dead, Book 2.)
Instantaneous Inventory (Maxed) – Allows user to place or remove any System-recognized item in Inventory if space allows. Includes the automatic arrangement of space in the inventory. User must touch item. Cost: 5 Mana per item. (First gained in Redeemer of the Dead, Book 2.)
Magical spells that require Mana to cast.
Life in the North, Book 1 Spells
Mana Dart – Effect: Creates a dart out of pure Mana, which can be directed to damage a target. Does 10 damage. Cooldown 10 seconds. Cost: 25 Mana.
Nature’s Blessing – Effect: Increases regeneration rate by 23%
Grasping Vines – Makes vines sprout from nature, used by Rachel Martin to temporarily seal the entrance to a cave.
Lightning Strike Enhanced! – You have combined Lightning Strike with your Spirit Companion’s Elemental Affinity to empower the spell. Description updated.
Lightning Strike (updated description) – Effect: Call forth the power of the gods, casting lightning. Lightning strike may affect additional targets depending on proximity, charge and other conductive materials on hand. Does 100 points of electrical damage. Lightning Strike may be continuously channeled to increase damage for 10 additional damage per second. Cost: 75 Mana. Continuous cast cost: 5 Mana / second. Lightning Strike may be enhanced by using the Elemental Affinity of Electromagnetic Force. Damage increased by20% per level of affinity.
Redeemer of the Dead, Book 2 Spells
Purge Disease – a spell used by Mages in Whitehorse on the compost piles at the butchering yard to keep disease from developing and spreading in Whitehorse.
Bonds of air (unofficial name) – a spell cast by Luthien that uses air to bind a woman hysterically attacking someone over the grief of losing her son.
Glacial Wall – A spell that Nelia the Yerick begins casting at the start of the boss battle in the Golem Dungeon. It takes long enough to cast that Capstan has to protect her from the Golem’s attacks until it is complete. It coats one of the Golem’s arms with ice, making it heavy and brittle enough to break and fall to the ground.
The Guardian’s Embrace – protects against anything short of a dragon’s breath, only lasts a few seconds once activated, costs a large amount of mana to cast.
Fireball – Effect: Create an exploding sphere of fire. Deals 150 points of fire damage to those caught within. Sphere of fire expands to 5 feet radius (on average). Cool down 60 seconds. Cost: 100 Mana.
Polar Zone – Effect: Create a thirty meter diameter blizzard that freezes all targets within one. Does 10 points of freezing damage per minute plus reduces effected individuals speed by 5%. Cooldown 60 seconds. Cost: 200 Mana.
Improved Minor Healing (III) – Effect: Heals 35 Health per casting. Target must be in contact during healing. Cooldown 60 seconds. Cost: 20 Mana.
Improved Mana Dart (IV) – Effect: Creates four darts out of pure Mana, which can be directed to damage a target. Each dart does 15 damage. Cooldown 10 seconds. Cost: 25 Mana.
Enhanced Lightning Strike – Effect: Call forth the power of the gods, casting lightning. Lightning strike may affect additional targets depending on proximity, charge and other conductive materials on-hand. Does 100 points of electrical damage. Lightning Strike may be continuously channeled to increase damage for 10 additional damage per second. Cost: 75 Mana. Continuous cast cost: 5 Mana / second. Lightning Strike may be enhanced by using the Elemental Affinity of Electromagnetic Force. Damage increased by 20% per level of affinity
Greater Regeneration – Effect: Increases natural health regeneration of target by 5%. Only single use of spell effective on a target at a time. Duration: 10 minutes. Cost: 100 Mana.
The System has observers, who watch what is happening on Earth as the System Apocalypse unfolds. It is implied that the Observers edit some System messages to their whims, but not all.
During Day 4 of the System Apocalypse, one such message is altered to include specifics of John’s actions, mentioning his use of making a bomb to kill a Giant Salamander, cluing the reader in that at least some of the time John is being watched.
System Specifics for Places
Buildings must be purchased from the system. Any building purchased from the System is a Safe Zone.
A note on commerce (Redeemer of the Dead, Book 2)
While it’s possible to teleport via the System, most commerce is actually done by spaceships. The cost of transporting goods is significant, so using freighters and automated delivery ships helps reduce this cost. This makes individuals who run shops locally more competitive than getting the Shop to fix things. Smart Shopkeepers use a combination of teleportation, rush contracts, and time dilation to allow products to be fixed, or sometimes swapped out entirely.
System Messages Non-categorized
Life in the North, Book 1
You Have Entered a Safe Zone (City Centre)
Mana flows in this area are stabilised. No monster spawning will happen. This Safe Space includes:
Village of Whitehorse City Centre
Redeemer of the Dead, Book 2
Warning! The current dungeon has not been categorized at this time due to System
limitations. All XP rewards are doubled. Successful completion of the dungeon by a
System-registered individual will generate increased rewards.
Congratulations! Dungeon Cleared
First Clear Bonus
Having cleared the dungeon for the first time, you have been rewarded an additional
+5,000XP +1,000 Credits. Bonus for being the first explorer +5,000 XP
Ingles Canyon Dungeon classified as Level 20+ and above
Contract Initiated and Agreed Upon by Labashi Ruka and John
Further Details? (Y/N)
Eric Roth would like to share map data with you