Story name: something with the word Gamer in it, like... Wizard Gamer or something... i don't know...
Genre: Family/?
Rating: K+(if i make it very mild) T(if it's a bit more explicit) M(if it details a lot of abuse or something)
Category: Harry Potter, The Gamer (crossover or inspired?)
I've read a lot of stories that have been wither crossed over with, or inspired by 'The Gamer'. The Harry Potter ones just recently. While the ones where Harry dies and is reincarnated with the power are good, the ones where it was something Lily and James did are alright, and the one where Harry randomly wakes up with the power without any real reason is well written but unfortunately provides no logic for the power developing, all the authors seemed to have missed out on something obvious.
There is already a 'Gamer' on cannon.
What would happen if one day Dudley woke up to find his life had been turned into a video game?
Of course at first he'd blame 'the freak' but after a while he'd like it. Until he realises that while his strength is high, his wisdom and inelegance are virtually 1 and his vitality has a 'borderline morbidly obese -90% vitality' buff. He'd also see things like Harry's HP going down if Vernon is physically abusive in the story (which would help tie the cousins together better) and status buffs like 'Starved -10% vitality -20% strength' and titles such as 'Dursley's slave' or something.
What would happen if Dudley had always had magic but had subconsciously suppressed it due to seeing how Harry was treated, until it burst out when he was eight, manifesting like this? If he and Harry both had the title 'Wizard' and Petunia and Vernon both had the title 'Squib'. (my logic being that muggle-borns are actually the child of two squibs who didn't know they were squibs, probably descended from at least three generations of squibs marrying Muggles, the fresh magical blood awakening the magical core) (I explain Petunia and Lily as being Half-sisters, which would give Petunia another reason to hate Lily, her father and step mother appear to love Lily more than her and how dare her father remarry after her mother died?)
If Dudley was affected by the things he saw he would try to get closer to Harry. How would the two of them working together affect everything? With both of them going to Hogwarts together, Dudley acting as Harry's 'big-brother/cousin/bodyguard' what would change about Harry's relationships with his friends? How will Dudley getting on with Harry affect Dudley's relationship with his parents?
And what will they think of their son being a wizard?
Probability of them moving out and leaving the two boys alone in the house? Pretty high.
It would help Harry and Dudley gain skill levels in house hold abilities.
Status!
Name: A characters real name. If they are using an alias a ? will appear on either side of their name, e.g. ?Steve?
Title: characters can have more than one, only two will be commonly used. Some groups may have a specific title for someone or someone may have a !Legendary title!, e.g. !Dark Lord! Or !Defeater of Grindelwald! Legendary titles do not count towards total Title number. Some titles are 'Equipable'. This means that they can be changed at any time with no consequences.
Level: a numerical value to determine a person's overall stats and experience, can be misleading, some characters have stats far above or far below their level.
Exp: How much experience you have in %. Next lvl: How much Exp you need to level up in numbers. You can only see these two on yourself and party members less than 10 levels above or below yours.
Moral compass: a person's moral alignment. Further descriptions below.
Occupation: a person's job. If someone holds more than one position, all are listed.
Description: a basic summery of their personality. Susceptible to change, as personality does. E.g. a bully who no longer bullies people would lose that part of their description but would retain 'Bully' as an equipable title.
Stats
HP: Health Points. No explanation needed. When it reaches Zero, you die. Cannot add stat points directly.
SP: Stamina Points. Go and keep going. Stamina affects how long you can go before getting tired. Cannot add Skill Points directly.
MP: Mana points. Only available for magical beings. The more Mana you have, the more spells you can cast, as well as being able to cast more difficult ones. Cannot add Skill Points directly. Gain 2MP for every 1SP
Str: Strength. Physical. Passive/Active. Strength defines how much weight you can lift and how hard you can hit. It gains skill exp points every time you lift something above 'light' for your strength stat. Active skill point gaining includes weight training. The heavier something is, the more skill exp is earned.
Def: Defence. Physical. Passive/Active. Defence defines how tough you are. The higher your defence the less damage you take each hit. Can be trained through actions like boxing, martial arts or other painful physical contact.
End: Endurance. Mental. Passive. Endurance affects how many hits you can take and how long you can keep going. Each level adds one point to stamina. Each ten points adds an extra 5. High endurance increases 'pain threshold' skill and balanced Endurance and Defence increases exp gain in defence or endurance related skills. Can be trained by running or stamina training.
Vit: Vitality. Physical. Passive. Vitality contributes to health and life. The higher your vitality, the healthier you are and the longer your life expectancy. Each point adds 5 HP. Each 50 points adds an additional 10% current max HP. Can be trained with cardiovascular training.
Luk: Luck. Mental. Passive. Chances of finding good loot increases. Chances of receiving negative mood/health buffs decreases. Chance of action failure decreases. At high levels of luck you can have a chance to gain bonus experience. Cannot be trained.
Acc: Accuracy. Mental. Active. Chances of ranges weapons hitting their mark increases with this stat. Can be trained with any kind of ranged activity.
Crit: Critical hit Ratio. Mental. Passive. The chances of landing a critical hit. Percent chance goes up as more points added. Percentage increase decreases the higher the stat number so more points are needed to increase at higher levels. Every 20 points adds 20% to damage dealt by critical hits. Cannot be trained.
Skills:
Major Skills:
Observe: the ability to take in what is around you. The higher this skill the more information is given about the target. Note! Some enemies may be hiding information that Observe cannot find, no matter how high its level.
Pause: A Passive skill owned by all Gamers. Pause the game at any time. Note! Moving cancels it so you can't use it to save time moving from one place to another. opening a menu or your inventory automatically pauses, unless consciously not doing so.
Gamers' mind: The ability to calmly accept situations you would normally be freaking out about. Grants immunity to mental status affects and passive Legilimency. Any Gamer information is hidden from even the strongest of Legilimens.
Gamers Body: something that would kill a normal human won't kill you. Hits that would normally break bones simply deplete your HP. Pain vanishes after a short time.
Other Skills:
Cooking:
Muggle Recipes: recipes from the muggle world
Magical Recipes: recipes requiring magical foods, like chocolate frogs.
Gourmet Muggle Recipes: High class muggle recipes
Gourmet Magical Recipes: high class magical recipes
Experimental Cooking: make your own recipes!
Muggle Deserts: because this needs its own category!
Magical Deserts: Ditto!
Muggle Confectionary: sweets galore!
Magical Confectionary: are you sure you want to try that?
Washing dishes: don't break them...
Laundry: cotton, silk, nylon, denim, pollycotton, wool. No fabric shall remain dirty!
Gardening: any skill in the garden. Watering, weeding, pruning, potting, re-potting, compost, fertilizer, insecticide, ect.
Cuttings: So you can make core of that plant.
Cross breeding: New plants!
General Cleaning: anything else that needs doing? Dusting, mopping, polishing the wood, shampoo the fabrics, clean the windows, vacuuming ect.
Driving: Cars, homemade race cars, bumper cars, dodgems, bicycle, unicycle, you know... anything with wheels that you can steer will get you points in this skill.
Sewing: how to put needle and thread to make or repair clothes and sew name labels into clothing.
Embroidery: because those finishing touches mean the most to that special someone!
Knitting: nothing is better than a woollen scarf.
Start from Scratch: Make a full item of clothing with just raw fabric.
Sports: there are too many to list, so as each one is played a subcategory appears.
Art: each aspect of art creates a subcategory, if you should choose to gain skill points in this. Doodling on your homework can help increase this skill. Note! Paining fences is not affected by this skill!
Music: Any instrument learned creates a subcategory. Singing counts. Reading sheet music can increase skill, listening to music doesn't.
Handiness: Who needs a guy? Do you own work!
Plumbing:
Electricals:
Carpentry: make your own bookcases, shoe racks, shelves and cabinets or even wooden sculptures! Anything using wood increases this skill.
Blacksmith: any kind of metalwork counts towards this skill.
Writing: With a pen, pencil, quill or even chalk or a stick in the sand, any kind of mark-making in recognisable words will increase this skill. Higher skill level improves handwriting, spelling and grammar and grants abilities such as;
Apology letter
Formal invitation/acceptance
Formal letter
Forged signature: no more going to parents or guardians. You can now forge peoples signatures. The higher the skill, the more likely people will believe you!
Essay: This skill improves essay writing skills. A good essay is like a girl's skirt, long enough to cover the subject, but short enough to be interesting.
Speech: Each language has its own subsection and levelling it up helps to improve your spoken grammar, pronunciation, enunciation and vocabulary. Starting level for this skill depends on language abilities when starting the game. Magical languages are harder to level up.
Flirting:
Public speaking:
Lying: a good lie can just roll of the tongue, and everyone will believe you, if you can max out this skill.
Persuasion: persuade others to your point of view. Make them do whatever you want.
Reading out loud: this is a skill almost in its own category. Not many people can do it without stuttering or stumbling, to do it well is impressive.
other skills will be added as the player progresses and uncovers more, these are just the ones I can think of at the moment.
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Moral Alignments.
Good- Good characters work for the betterment of others
Very Good: Very good characters work towards a public goal of Good. They listen to the people and work to achieve a goal everyone wants, but will not accept Neutral as the final answer. They seek to keep Evil at a minimum while promoting Good and righteousness. Very good characters are widely accepting of others but won't stand for evil.
Neutral Good: Neutral good characters are the types who are willing to help anyone out, regardless of their alignment. They are typically healers or peace keepers. They look for a neutral peace, father than one made by either good or evil. They believe that everything is all about balance, that something evil could be used for good, just as something good could be used for evil. Good and Evil are just objective standards.
Objectively Good: They are willing to do anything for what they see as right. For The Greater Good. They call themselves light but many of their actions, while working towards a final goal of peace and Good, may in themselves be questionable or even illegal. They work for their own version of good, rather than one society asks for and will not stand for anyone doing anything 'evil'.
Peaceful: They prefer to stay out of any kind of conflict, instead allowing others to make the decisions. They will keep strong ties to people but refuse to get into a conflict, even if one of the people in the conflict is their closest companions. They are the type to follow the establishment without question. They differ from Neutral Good characters as Neutral good ones will become involved in conflict to create peace, Peaceful characters stay out completely.
Evil- Evil characters work for themselves
Very Evil: These characters live for the suffering of others. They care little about others or any particular goal, they simply wish to spread as much pain and suffering as possible. They can hold a grudge indefinitely. They rule others with fear or manipulate from the shadows, either way, they're not someone you want to be too close to.
Neutral Evil: Cold. Heartless. These are the people who travel alone and sell out their skills to the highest bidder. Mercenaries who would turn on their first employer if their enemy offers more money. They hold no allegiance to anyone but themselves and don't care for the lives of those around them. Get in their way and they'll kill you. It's nothing personal, it's just business.
Necessary Evil: These are the characters who know that sometimes an unpleasant task needs to be done. They do not enjoy doing what they do but it has to be done. Sometimes someone can't be taken down legally but can't remain around for the good of the people. It's a thankless task, but someone's got to do it.
Lawful- Lawful characters desire order
Very Lawful: These characters are usually the ones involved in Law enforcement. They make sure the laws are followed and enforce the rules whenever possible. They don't care if the laws they enforce are there for the good of the people or to keep them oppressed. As long as the Law is being followed they don't care.
Neutral Lawful: These characters will follow and enforce the laws, but know that sometimes the law needs to be ignored to do the right thing. They are able to look the other way if they need to or break a few laws to bring a criminal in. They have a strong moral code and do not allow rules that suppress free will and choice in individuals.
Lawfully Evil: These are the characters who believe the rules are there to be exploited. Their actions are considered barely legal.
Criminal- Criminal Characters desire chaos
Hard-core Criminal: These are the worst of the worst or criminals. They commit the worst crimes and often very publicly. They are the types that spark fear into those who see them, the ones who commit the worst of crimes possible. Only the bravest officers go after these types.
Criminal: A criminal is someone who doesn't care for the law, but won't go out of their way to break it. They live off the dirty dealings and the underworld. This group consists of large gangs or mafias. They have no qualms breaking a few laws to get what they want and often plan large scale criminal acts.
Petty Criminal: A petty criminal is the type who only commits petty crimes. They frequently get warnings or perhaps fines (If they get caught) but never do anything to warrant jail time. They sometimes gather in small groups but never more than a handful or else they would have to turn to larger crimes.
Reluctant Criminal: Sometimes, someone has no choice but to break the law. Blackmail, threats, poverty, sometimes a life of crime is even a better option to their life before. They try not to break many laws, just enough to get by. Occasionally this alignment may refer to someone who is being forced into the ranks of a major criminal and has no choice in which laws they break. A reluctant criminal always feels bad for what they've done and anyone they've hurt.
Juvenile Delinquent: A juvenile delinquent is a child who is constantly breaking the rules. They don't care for rules or authority and are often in trouble for their actions. Being children, no real consequences come from their actions until later, in their late teens. Once they become an adult their Moral Alignment changes.
