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Legend 1: The Return of Volcatia Scipio—Eh.

Legend 1: The Return of Volcatia Scipio—Eh.

This is a Status Window. Status Windows are used by the System to display information. A Status Window can be activated by the System or by a System User. A Status Window can only be interacted with by the System User from which it originated.

The role of a Status Window is determined by its activation source. When activated by the System, a Status Window is set to the Notification role. When activated by a System User, a Status Window is set to the Standard role. This Status Window is set to the Standard role.

The properties of a Status Window are dependent on its role.

Status Windows possessing the Notification role will inform a System User of a recent System Change that affects them and will appear within sixteen milliseconds of the triggering System Change occurring. Exactly one Status Window with the Notification role will be created for each System Change that relates to each System User. This type of Status Window will display itself at a set distance from its System User. This type of Status Window cannot be moved. The contents of this type of Status Window cannot be changed.

Status Windows possessing the Standard role will display information corresponding to the System Keyword used in their activation and will appear within sixteen milliseconds of being triggered. Exactly one Status Window with the Standard role can exist for each System Keyword used. This type of Status Window will display itself at the last-remembered position relative to its activating System User or at a default relative position. This type of Status Window can be moved by its activating System User within a three dimensional space bounded by a radius equal to the length of the System User's left arm or a default length if the left arm cannot be used as a unit of measurement. The contents of this type of Status Window are updated dynamically in reaction to System Changes and System User input.

The contents of a Status Window are language-agnostic. Words specified in any Status Window can be understood by all creatures regardless of their ability to read. The System provides no guarantee that the concepts conveyed by Status Window contents will be comprehended. The HELP System Command can be used in conjunction with any emphasized term in a Status Window for more information about the specified term.

A Status Window can be dismissed using the DISMISS System Command. The DISMISS ALL System Command is used to dismiss all existing Status Windows.

This Standard role Status Window is the STATUS Status Window. It displays information related to the originating System User's current attributes, split between high-level attributes known as Character Attributes and low-level attributes known as Stats, and also Classes and their accompanying Skills.

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The following attributes are Character Attributes and define a set of characteristics which provide a high-level overview of a System User. All System Users possess the same types of Character Attributes. All System Users have values set for all Character Attributes except where explicitly specified.

Name: Volcatia Scipio

The Name attribute specifies a descriptor which can be used to identify a System User to the System. The Name of a System User may be equal to the name used to address them. The default value of this attribute is equal to the name used to identify a System User at birth. The value of this attribute is not required to be unique.

Your Name is Volcatia Scipio.

Titles: Embodiment of Sateus, Deity Killer, World Protector, True Deity Slayer, One Who Exceeds, Strongest, Fastest, Hardiest, Deity Lover

The Title attribute specifies zero or more descriptors which are designated by the System in recognition of significant feats performed by the System User. Titles may be Functional, which provide one or more Stats or Skills, or Decorative, which provide zero or more Skills. Titles cannot be changed or discarded by the System User. Titles are not unique unless specified. A System User is limited to exactly one occurrence of each Title designation. Titles may grant additional effects.

The Embodiment of Sateus Functional Title is an evolved form of the Champion of Sateus Title and recognizes that you are the direct representative of Sateus, God of Victory, in your world. This Title grants the Aura of Victory Skill. All statements made in the name of Sateus will invoke His will. You will die if you intentionally seek defeat in combat.

The Deity Killer Functional Title recognizes that you have taken part in the slaying of a deity with a group. This Title grants 1 point in the Dux Stat.

The World Protector Functional Title recognizes that you have protected your world from calamity on one or more occasions. This Title grants 5 points in the Remuneratio Stat.

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The One Who Exceeds Decorative Title recognizes that you have exceeded the capabilities of a mortal. This Title grants nothing because you need nothing.

The Strongest Decorative Title is unique and recognizes that you possess the highest Vis Stat value in your world. The effectiveness of your Vis Stat is doubled.

The Fastest Decorative Title is unique and recognizes that you possess the highest Celeritas Stat value in your world. The effectiveness of your Celeritas Stat is doubled.

The Hardiest Decorative Title is unique and recognizes that you possess the highest Stabilitas Stat value in your world. The effectiveness of your Stabilitas Stat is doubled.

The Deity Lover Decorative Title recognizes that you have engaged in carnal relations with a deity one or more times. This title grants nothing because love is its own reward.

Level: 0

The Level attribute provides a general method of representing the capability of a System User. Values range from 1 to 18,446,744,073,709,551,615, with higher levels indicating greater capability. The value of this attribute can be increased by performing certain actions. Some actions may reduce the value of this attribute. Changes to the value of this attribute are restricted in certain areas. Increases to the value of this attribute will increase the values of all Stats by zero or more points.

Your Level is 0 and cannot be changed.

Health: 0 / 0

The Health attribute indicates how close a System User is to their death using a proportion of current healthiness over a value representing their nearness to death in peak condition. Values range from 0 to 18,446,744,073,709,551,615, with lower values indicating an increasing nearness to death. The maximum value is a function of the Level attribute and may be affected by Stats and Class Skills.

Your maximum Health value is 0 and cannot be changed.

Your current Health value is 0, which is your maximum.

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The following attributes are Stats and define a set of characteristics which affect the System User. All System Users possess one or more Stats. Types and values of Stats may vary between System Users. Values for all Stats range from 1 to a maximum value based on the Stat type, with higher values indicating greater effectiveness of the attribute. Stats do not affect the physical appearance of a System User unless explicitly specified. Stats cannot affect the intelligence or mental acuity of System Users.

System Knowledge: 18,446,744,073,709,551,615

The System Knowledge unique attribute provides full knowledge of all components of the System to you, and it is the only attribute of its kind. This attribute additionally provides information and descriptions in all Status Windows originating from you and allows you to see this information in Status Windows originating from other System Users. System Knowledge includes, but is not limited to, knowledge of all attributes and their function, knowledge of all Classes and their characteristics and Skills, knowledge of all System Keywords, knowledge of all System Commands.

Victory be upon you, Volcatia Scipio.

Stabilitas: 18,446,744,073,709,551,615

The Stabilitas rare attribute provides increased physical constitution, endurance, and resilience, and it is the most potent attribute relating to these qualities. This attribute reduces the likeliness of illness as well as reducing the effectiveness of existing illnesses. Each point in this attribute adds 50,000 to the Health attribute's maximum value. With 50 or more points in this attribute, a System User is immune to all forms of disease and sickness, and existing ailments are cured.

Your Stabilitas has reached the maximum value. You are immune to all forms of disease and sickness. Your Health attribute's maximum value is increased by 922,337,203,685,477,580,750,000. The effects of this Stat are doubled.

Vis: 18,446,744,073,709,551,615

The Vis rare attribute provides increased potential physical strength*, and it is the most potent attribute relating to this quality. Each point in this attribute adds an additional 10% of the System User's natural strength to their potential strength. With 50 or more points in this attribute, a System User can choose to be unaffected by reciprocal forces exerted against them from their own actions.

Your Vis has reached the maximum value. You are unaffected by reciprocal forces exerted against you from your own actions when you will it. Your potential strength is increased by 184,467,440,737,095,516,150% of your natural strength. The effects of this Stat are doubled.

* Potential physical strength is the maximum force able to be exerted by a System User's body.

Celeritas: 18,446,744,073,709,551,615

The Celeritas rare attribute provides increased physical speed and agility without needing to exert the necessary amount of physical force that would otherwise be required, and it is the most potent attribute relating to these qualities. Each point in this attribute enables a System User to utilize an additional 10% of the System User's natural speed without exerting physical force. With 50 or more points in this attribute, a System User is able to increase the speed of their thoughts and perception by an equal amount.

Your Celeritas has reached the maximum value. You are able to utilize 184,467,440,737,095,516,150% of your natural speed without the requisite physical force. You are able to increase the speed of your thoughts and perception by 184,467,440,737,095,516,150% of your natural speed. The effects of this Stat are doubled.

Muscle Control: 65,535

The Muscle Control attribute provides increased control over a System User's muscles and improves precision uses of strength.

Your Muscle Control has reached the maximum value. Your ability to use your strength with precision has increased.

Nighteye: 255

The Nighteye attribute provides improved vision in the absence of light. Each point in this attribute enables a System User to see with 2.55% of their normal vision in cases where available light is insufficient for normal sight.

Your Nighteye has reached the maximum value. You can see with 100% of your normal vision in the absence of light.

Conductivity: 65,535

The Conductivity attribute provides decreased resistance to electrical currents in a System User's body.

Your Conductivity has reached the maximum value. Your body increases the amperage of electrical currents that pass through it.

Amperage: ∞

The Amperage unique attribute replaces the Health attribute for System Users composed of electricity and is used to represent the System User's current nearness to death. The value of this attribute is increased by Skills and decreased by external factors. Death will occur if the value of this attribute reaches 0.

Your Amperage is not able to be accurately represented by the System.

Dux: 1

The Dux rare attribute provides increased effectiveness when fighting in a group led by the System User, and it is the most potent attribute relating to this quality. Each point in this attribute yields a 10% force multiplier on attacks and abilities used by all members of the group. With 50 or more points in this attribute, a System User is able to share thoughts with group members during combat.

Attacks and abilities used by all members of a group you lead receive a 10% force multiplier.

Remuneratio: 5

The Remuneratio rare attribute provides all creatures in the world of the System User with a sense of gratitude towards the System User, and it is the only attribute relating to this quality.

All creatures in your world feel a slight sense of gratitude towards you and may treat you more favorably.

⦬íð¥: 100

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Classes

A Class is a categorization for a collection of characteristics and Skills granted by the System. All System Users can obtain one or more Classes. Classes have a ranking separate from the Level attribute of a System User. The rank of a Class may increase or decrease if conditions specified by the Class are met. Increases and decreases in Class rank are mirrored by an increase or decrease in the Skill Points for that Class. Additional Skill effects and Class characteristics may be granted when the rank of a Class increases. The rank of a Class is a value from 1 to 100. A Class is lost when its rank decreases below 1.

Each Class provides Skills to the System User which can be selected from the Skill Chart using Skill Points. Skills may cost any number of Skill Points to acquire. Skills are divided into two groups, Active Skills and Passive Skills. Skills may have intervals of time after being activated during which they are unable to be used, also known as a Cooldown. An Active Skill is a capability that a System User is able to activate at will. A Passive Skill is a capability which a System User can benefit from at any time without needing to activate it.

Lightning Entity: 100

The Lightning Entity unique Class is an evolved form of the Lightning User unique Class, which is an evolved form of the Lightning Eater unique Class. This Class provides abilities that will lead a System User to unending Victory if they are used wisely.

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You are unable to be harmed by electrical currents.

Your skin is your insulator and conductor according to your will.

Skills from this Class cannot be interrupted or suppressed.

This Class is ready to evolve.

This Class cannot evolve again.

Skills: Electricity Consumption, Electricity Manipulation, Foresight, Electricity Generation, Electricity Sense, Electricity Knowledge, Lightning Body, Lightning Reflexes, Lightning Speed, Electron Knowledge, Electron Manipulation, Quantum Knowledge, Quantum Manipulation

Electricity Consumption is a Passive Skill which allows the System User to consume electrical currents for sustenance, limited in amperage by Class rank.

You can consume an electrical current of any amperage.

Electricity Manipulation is a Passive Skill which allows the System User to freely manipulate electrical currents according to their will. The number of simultaneous currents and the maximum amperage of currents that can be manipulated are limited by Class rank.

You can manipulate any number of currents with any amperage.

Foresight is an Active Skill which allows the System User to view different futures. The duration of the future able to be seen and Cooldown between uses are limited by Class rank.

You can view up to one hundred years into the future. There is no Cooldown for the Skill.

Electricity Generation is a Passive Skill which causes the System User to naturally produce electrical currents within their own body. The amperage of the currents is limited by Class rank.

You can generate current with any amperage.

Electricity Sense is a Passive Skill which allows the System User to detect the location and amperage of nearby electrical currents. This Skill is not limited by line of sight. The range of this Skill increases with Class rank.

You can detect the location and amperage of electrical currents within a radius equal to 10,000% of your height.

Electricity Knowledge is a Passive Skill which provides the System User with knowledge related to electricity. The knowledge provided is limited by Class rank and does not encompass comprehension of the terms and concepts conveyed.

You have complete knowledge of electricity.

Lightning Body is a Passive skill which changes the body of the System User into a continuous, unlimited electrical current. The degree of change increases with Class rank.

You no longer have blood, bones, muscles, or organs. Your body is made solely of electricity except where you will it to be otherwise. Synthetic body parts can be created from electricity with 99.9% accuracy. The maximum value of your Health attribute is now 0 as it no longer applies to you. Your lifespan is now bound to the value of your Amperage attribute. You are perpetually energized, needing neither sleep nor sustenance.

Lightning Reflexes is a Passive Skill which enables the System User with the ability to physically react to a stimulus with increased speed. The speed of reflexes granted increases with Class rank and the value of the Amperage attribute.

You are able to react using 100% of the speed with which the electricity you generate flows through your body.

Lightning Speed is an Active Skill which enables the System User to travel through spaces as an electrical current possessing the amperage of their Amperage attribute with speed affected only by the permeability of the material used as a waveguide and relevant magnetic forces. The ability to overcome naturally poor electrical conductivity and resistance in materials is increased with Class rank.

You are unaffected by the electrical resistance of materials. The value of your Conductivity attribute is used to determine the electrical conductivity of materials you travel through when using this Skill.

Electron Knowledge is a Passive Skill which provides the System User with knowledge related to atomic and subatomic particles. The knowledge provided is limited by Class rank and does not encompass comprehension of the terms and concepts conveyed.

You have complete knowledge of atomic and subatomic particles.

Electron Manipulation is a Passive Skill which allows the System User to freely manipulate atomic and subatomic particles according to their will. Manipulation is effected using the overall change desired based on the underlying comprehension of the System User. This Skill cannot be used to destroy or create atomic or subatomic particles. This Skill cannot be used on living creatures. The number of particles that can be simultaneously manipulated and the range of manipulation are limited by Class rank.

You can manipulate any number of atomic and subatomic particles within visible range.

Quantum Knowledge is a Passive Skill which provides the System User with knowledge related to quantum mechanics. The knowledge provided is limited by Class rank and does not encompass comprehension of the terms and concepts conveyed.

You have complete knowledge of quantum mechanics.

Quantum Manipulation is a Passive Skill which allows the System User to freely manipulate quantum states according to their will. Manipulation is effected using the overall change desired based on the underlying comprehension of the System User. This Skill cannot be used on living creatures which are not energy-based. System Changes which occur for the System User in any perceived quantum state are propagated to all quantum states. This Skill is unaffected by Class rank.

You can manipulate quantum states. Futures seen with the Foresight Skill are regarded as quantum systems by the this Skill. You can encode the quantum states of other objects and living creatures into your own.

Mathematician: 2

The Mathematician Class provides abilities that allow a System User to perform mathematical calculations more easily.

Skills: Mental Arithmetic

Mental Arithmetic is an Active Skill which allows the System User to instantly perform a specific calculation using basic mathematical operators in their mind. The size of numbers that can be used in calculations with this Skill is bounded in decimal places by Class rank. This Skill has a Cooldown of 1 hour, which is reduced by Class rank.

You can perform a calculation using positive or negative numbers ranging from 0.001 to 10,000 with a 1 hour Cooldown period.

Runner: 100

The Runner Class provides abilities that allow a System User to run more effectively.

This Class is ready to evolve.

Skills:

You have not chosen any Skills for this Class.

Skill Points: 100

You have 100 unused Skill Points for this Class.

Jumper: 100

The Jumper Class provides abilities that allow a System User to jump more effectively.

This Class is ready to evolve.

Skills:

You have not chosen any Skills for this Class.

Skill Points: 100

You have 100 unused Skill Points for this Class.

Farmer: 16

The Farmer Class provides abilities that allow a System User to cultivate crops with increased efficiency and success.

Skills:

You have not chosen any Skills for this Class.

Skill Points: 16

You have 16 unused Skill Points for this Class.

Fighter: 91

The Fighter Class provides abilities that allow a System User to have increased effectiveness in combat.

Skills:

You have not chosen any Skills for this Class.

Skill Points: 91

You have 91 unused Skill Points for this Class.

Weapon Master: 84

The Weapon Master Class provides abilities that allow a System User to have increased effectiveness in combat when using weapons.

Skills:

You have not chosen any Skills for this Class.

Skill Points: 84

You have 84 unused Skill Points for this Class.

Interrogator: 10

The Interrogator Class provides abilities that allow a System User to elicit factual information from other creatures.

Skills: Question, Lie Sense

Question is an Active Skill which allows the System User to have increased eloquence when asking a specific question. This Skill has a Cooldown of 10 minutes, which is reduced by Class rank.

You can ask a question with a moderate level of eloquence with a 9 minute Cooldown.

Lie Sense is an Active Skill which allows the System User to know whether statements made while it is active are consistent with a person's knowledge of the truth. This Skill has a maximum duration of 1 minute, which is increased by Class rank and recharges when not in use.

You can sense lies for a maximum duration of 10 minutes.

Puncher: 100

The Puncher Class provides abilities that allow a System User to punch more effectively.

This Class is ready to evolve.

Skills:

You have not chosen any Skills for this Class.

Skill Points: 100

You have 100 unused Skill Points for this Class.

Kicker: 100

The Kicker Class provides abilities that allow a System User to kick more effectively.

This Class is ready to evolve.

Skills:

You have not chosen any Skills for this Class.

Skill Points: 100

You have 100 unused Skill Points for this Class.

Blademaster: 100

The Blademaster Class provides abilities that allow a System User to have increased effectiveness when using bladed weapons.

This Class is ready to evolve.

Skills:

You have not chosen any Skills for this Class.

Skill Points: 100

You have 100 unused Skill Points for this Class.

Venator: 100

The Venator Class provides abilities that aid a System User in hunts.

Skills from this Class cannot be interrupted or suppressed.

This Class cannot evolve.

Skills: Detect Malice

Detect Malice is a Passive Skill which allows the System User to know of any entity which possesses hostility towards them.

Gambler: 64

The Gambler Class provides abilities that allow a System User to gamble with greater odds of success.

Skills:

You have not chosen any Skills for this Class.

Skill Points: 64

You have 64 unused Skill Points for this Class.

Herald Of Victory: 1

The Herald of Victory Class grants a System User abilities from Sateus, God of Victory.

Skills: Aura of Victory

Aura of Victory is an Active Skill which allows the System User to manifest the number and import of their collective combat Victories as a physical force against other creatures. This Skill has no maximum duration. The radius of this Skill is determined by the will of the System User and limited by line of sight. The effectiveness of this Skill is multiplied by the number of consecutive combat Victories claimed by the System User. The effectiveness of this Skill is multiplied by the total number of defeats an affected creature has suffered in combat. This Skill is unaffected by attributes and Class rank.

Victory is everything.

Slayer: 100

The Slayer Class provides abilities that allow a System User to extinguish life more efficiently.

This Class is ready to evolve.

Skills:

You have not chosen any Skills for this Class.

Skill Points: 100

You have 100 unused Skill Points for this Class.

Idler: 100

The Idler Class provides abilities that enable a System User to make time pass more quickly.

This Class is ready to evolve.

Skills:

You have not chosen any Skills for this Class.

Skill Points: 100

You have 100 unused Skill Points for this Class.

Gamer: 100

The Gamer Class grants a System User common abilities from games.

Skills: Inventory, Inventory Capacity I, Inventory Capacity II, Inventory Capacity III, Inventory Capacity IV, Inventory Capacity V, Inventory Capacity VI, Inventory Capacity VII, Inventory Capacity VIII, Inventory Capacity IX, Inventory Capacity X

Inventory is a Passive Skill which provides the System User with an INVENTORY System Keyword which triggers a System Window with the Standard role that functions as a gateway to a time-neutral, temperature-neutral pocket dimension. Living creatures cannot be placed in this pocket dimension. The base capacity of this pocket dimension is the height of the System User cubed.

The capacity of your Inventory Skill is 102,400% of your height, cubed.

Inventory Capacity I is a Passive Skill which modifies the Inventory Skill. This Skill provides a multiplicative 100% increase in the System User's height for use in calculating the capacity of the pocket dimension.

Inventory Capacity II is a Passive Skill which modifies the Inventory Skill. This Skill provides a multiplicative 100% increase in the System User's height for use in calculating the capacity of the pocket dimension.

Inventory Capacity III is a Passive Skill which modifies the Inventory Skill. This Skill provides a multiplicative 100% increase in the System User's height for use in calculating the capacity of the pocket dimension.

Inventory Capacity IV is a Passive Skill which modifies the Inventory Skill. This Skill provides a multiplicative 100% increase in the System User's height for use in calculating the capacity of the pocket dimension.

Inventory Capacity V is a Passive Skill which modifies the Inventory Skill. This Skill provides a multiplicative 100% increase in the System User's height for use in calculating the capacity of the pocket dimension.

Inventory Capacity VI is a Passive Skill which modifies the Inventory Skill. This Skill provides a multiplicative 100% increase in the System User's height for use in calculating the capacity of the pocket dimension.

Inventory Capacity VII is a Passive Skill which modifies the Inventory Skill. This Skill provides a multiplicative 100% increase in the System User's height for use in calculating the capacity of the pocket dimension.

Inventory Capacity VIII is a Passive Skill which modifies the Inventory Skill. This Skill provides a multiplicative 100% increase in the System User's height for use in calculating the capacity of the pocket dimension.

Inventory Capacity IX is a Passive Skill which modifies the Inventory Skill. This Skill provides a multiplicative 100% increase in the System User's height for use in calculating the capacity of the pocket dimension.

Inventory Capacity X is a Passive Skill which modifies the Inventory Skill. This Skill provides a multiplicative 100% increase in the System User's height for use in calculating the capacity of the pocket dimension.