Chapter 1: A New Game
A/N: This is my very first fanfic- I'll just see how far it goes. I have a plan for a character that travels through different universes, like Marvel, Star Wars, Harry Potter, etc. to mix things up, but I'm just taking it one step at a time for now. Reviews and constructive criticism welcome, please no flames.
Disclaimer: I own nothing- I'm just playing in other people's universes. I owe a lot of my inspiration to other fanfic writers and readers out there- I really appreciate you guys, I've totally enjoyed being part of the community ever since quarantine started.
Crystals of light flew through the air, shining brighter than a thousand suns. They glistened in the darkness, the powdered glass almost like raindrops as time slowed down around her. The constricting strap around her chest slammed her back into the leather seat as she was flung forward, hands thrown up in front of her face while the metal entrapping her groaned in pain. Dark shadows ebbed and flowed, rushing inside the sinking car to drown her, suffocate her while she was ensnared inside. Bubbles escaped her mouth far too quickly, fleeing the grasping tendrils of death itself, and it became harder to breathe. Her chest was wracked with pain as air abandoned her, black encroaching on the edges of her vision as the world faded away…
GAME OVER.
Would you like to begin a new one?
[Yes]
[No]
Neon green words blinked into view, hovering in front of her face, casting an eerie glow through the midnight void. Reina Jones greedily drank in the air around her, still half-convinced she was underwater, trying to lessen the phantom feeling of agony that clutched at her heart. Wasn't death supposed to be peaceful? And what the hell did those words mean? Will I get a second chance? I lived a short life that ended too early… it would be nice to try again.
+ [Yes]
Initializing…
Initializing…
Initializing…
Welcome to the game.
The void crept closer, closing in on her, and she barely had time to panic before her surroundings had changed.
"Perfect! She does seem like a good candidate, doesn't she?"
"Brilliant mind, she'll do nicely."
"We shall see, won't we?"
Pillars reached for a far-off ceiling, framing a beautiful circular room with warm tan walls. Grand windows illuminated seven figures resting on a dais, seated atop dark thrones. Each wore the skull of an animal on their head, with golden eyes and robes made of shadow. Their blank faces gazed impassively down at her, and she knew, in an instant, these figures controlled her fate. Death wore the skull of a raven, and Time's face was hidden by a dragon skull. Magic had the face of an owl, where Luck's mask was a rabbit. Fate bore the face of a tiger, Logic wore a hawk's skull, and Change was represented by a snake.
Magic's voice was soft as she spoke. "Before we get you started, there are a few things we need to go over."
"Usually, Death deals with spirits, but you, my dear, are a special case," Fate chimed in. "We are the governing beings of the Planes, and it gets rather boring watching events play out the same way repeatedly. We all agreed to pull a being from the Core World of Plane Origin, one with knowledge of specific Planes."
"So, welcome to the game. We'll communicate with you through the interface you saw earlier," Time adds on.
"We'll give you a few advantages before throwing you into these worlds, of course. Unfortunately, it is rather difficult for the mortal mind to handle these powers, so instead, you get the gamer interface," Luck explains.
"You will retain your past knowledge, however much you have, of these respective stories… you see, every single story in your universe is real, in a way. Reality is split up into Planes. Each Plane is created from an original story, and each one of these Planes contains both Core and Echo Worlds. These worlds can be as small as a single planet and as vast as a multiverse. Core Worlds contain the official storylines of the series, while Echo Worlds are storylines created by other writers."
Death's cold voice cuts through the air, but Change waves him off. "Don't worry about all the statistics, however- we'll be sending you to the Core Worlds specifically, where you can change things up a bit."
Logic rolls her eyes. "You'll be fine dear, you have a wonderful mind. To help you through the challenges you will face, you'll be allowed to use Player's Mind- which I'm sure you have heard of somewhere from the fanfiction that you read. Now, you'll have plenty of time to figure out how these things work, so let's get you started, shall we? If you are ever inconvenienced in Planar affairs, feel free to reach out to one of us for help. Don't interrupt Death while he's getting his massage though, make sure to timestamp your rituals, Time doesn't like it when that's neglected, don't use magic against Magic, remember to believe in Luck, trust in Fate, and change things up. Do have fun!"
Character Selection:
[Import previous character]
[Start from scratch]
Addition: Player's Mind [ON/OFF]
The Player can handle stressful scenarios easier due to a reinforcement of their mental expressions. It suppresses the Player's emotions to a much lower level where they are capable of functioning during the crazy situations they often end up in. It does not get rid of emotions entirely, allowing flashes through, but the Player runs the danger of making decisions that may place one in harm's way to serve a greater and logical goal. This is toggleable on/off.
Reina Jones stands immobilized, staring at the words. The heck was that? That was an abnormal amount of information in a very limited amount of time… I suppose I'll try to figure it out later, let's just stick with creating a character… one stressful thing at a time.
+ [Start from scratch]
Choose your player name and gender:
Reina Jones, female
[Yes]
[No]
It would be so weird to have a different name and gender- let's just stick with my original ones, it would make things so much easier.
+ [Yes]
You have been given 100 AP (Ability Points) to begin with: distribute them amongst the following ability scores.
Str (Strength): Should be obvious, dummy. Represents your strength in the game. Used for strength-based checks, like attacking an enemy, lifting a heavy object, or prying open a door.
Dex (Dexterity): Represents your agility and reflexes in the game. Used for dexterity-based checks, like using a ranged weapon, avoiding an attack, or piloting a ship.
Con (Constitution): Represents your toughness in-game. A higher constitution increases your stamina, HP, and generally just makes you more impervious to outside damages.
Int (Intelligence): Represents your, guess what, Intelligence in the game. (Surprise!) Used for figuring out puzzles, learning new information, and working through problems.
Wis (Wisdom): Represents your experience in life, in the game. A character with high wisdom and low intelligence may be able to spot a trap, but not tell what its purpose is. This ability fosters a general awareness of the world around you.
Cha (Charisma): Represents your ability to talk to people in the game. Used for charismatic-based checks, such as performing in front of an audience, striking fear into the hearts of your enemies, lying to a city guard, or simply asking someone out.
Luk (Luck): If you need someone to tell you what this is, we have a problem. Represents your luck in the game. Useful for gambling, or just getting out of a sticky situation.
Str: _
Dex: _
Con: _
Int: _
Wis: _
Cha: _
Luk: _
Ok, so what's the most useful? Int, Wis, and Cha will be important if it's harder to progress them in-game- unless points are given in specific abilities by doing activities related to them.
Good thinking! By training up a certain ability, you can gain a new point in the ability you are training. For example, doing exercise can grant you points in strength.
Good to know. Ok, then… let's see how this goes.
Str: 10
Dex: 16
Con: 14
Int: 18
Wis: 16
Cha: 16
Luk: 10
Confirm?
[Yes]
[No]
+ [Yes]
You have been granted 15 PP (Perk Points) to begin with. Negative choices can grant more Perk Points. Select a Perk to learn more about it.
A massive list of Perks stretched on for a while; everything from Alert to Dual Wielding, Healer to Politically Skilled. She picked out a few Perks that caught her eye- there was also a list of disadvantages underneath. Each disadvantage granted more Perk Points, and some she'd been expecting anyways when starting a new game.
Lost One made it so that she would have no previous acquaintances in the world where she spawned in- not too hard to get over, and it gave her an extra 2 Perk Points. Underage started her out as a child, for an extra 3 Perk Points, although physical stats would be dampened until she reached 16. Bad Luck gave her a negative spawn for another 3 Perk Points- risky, but one she was willing to take. Headhunted could be dealt with as well. It placed her in the crosshairs of an evil organization, but for a whole 5 Perk Points. That totaled an extra 13 Perk Points, allowing her 28 Perk Points overall.
She had already picked out the ones she wanted. Most importantly, perhaps, was Prodigy, which cost a full 10 Perk Points but was worth every one of them, if not more.
Prodigy (10 Perk Points)
The Player is in tune with the powers of reality- and it shows. This Perk gives access to cosmic powers of a particular plane, leaving the Player incredibly gifted in terms of raw amounts of magic for that reality, higher than ever seen before. All magic performed is stronger, and the Player's "core" of magic runs deeper.
This Perk also grants higher learning speeds- the Player picks up new information particularly fast and can quickly connect what has been learned to physical practice. The small downside to this Perk is it can become rather obvious that the Player is a Prodigy- which, while making allies of some, makes enemies of others.
Along with Prodigy, she picked several other Perks:
Actor (2 Perk Points)
The Player is skilled at deception and dramatics- their lies are difficult to detect, their actions have a certain flair, and they can coerce people into listening to them easily.
Determined (1 Perk Point)
Meager tasks are made easy, and it is harder to get tired of mundane work, allowing the Player to power through boring activities that would normally take much longer to complete with ease.
Dueling (3 Perk Points)
The Player is at ease handling weapons- it is almost instinctual at times, the flow of battle. This Perk grants proficiency in combat- practice is still needed to become a strong combatant, this just speeds things up.
Eidetic Memory (3 Perk Points)
Allows perfect recall- no mental degradation of past knowledge, unlike Photographic Memory, where some things may slip through.
Linguist (2 Perk Points)
The Player learns languages with ease and can quickly decipher codes that would otherwise take a while to crack.
Mage Sight (2 Perk Points)
The Player can see the innate magic in the air around them, and sense which world the magic belongs to, and the general intention of the magic cast. This grants the Player the ability to use the skill Arcane Observer, which will grant more information with subsequent levels. The Player also has a better perception of the area around them- they catch things others miss. This causes the skill Observe to level up at a slightly quicker rate.
Mind Arts (3 Perk Points)
Boosted learning speed to all mental exercises or practices. Also allows the user better control over their emotions in general.
That allotted her an extra 2 Perk Points- so why not try out a random power? Crossing her fingers for something good, Reina clicked Random.
Initializing…
Initializing…
Initializing…
Mistborn (Random Power, 2 Perk Points)
You are granted all the abilities of a Mistborn. Like a Mistborn, ingesting metals that do not contain Allomantic properties or are mixed of the wrong quantities can cause severe sickness. The 16 Allomantic metals are outlined below for the Player's convenience, although more may be discovered in time. God metals are not included. "Burning" metals refers to using up the metal reserves, often described this way because of a slight burning sensation the Allomancer feels.
Physical
Iron: Allows the Allomancer to Pull on nearby sources of metal. Pulls must be directly towards the Allomancer's center of gravity.
Steel: Allows the Allomancer to Push on nearby sources of metal. Pushes must be directly away from the Allomancer's center of gravity.
Tin: Burning tin increases the sensitivity and capacity of the Allomancer's 5 senses. All must be increased at the same time.
Pewter: Burning pewter increases the Allomancer's physical strength, speed, durability, and enhances the body's ability to heal.
Mental
Zinc: Allows the Allomancer to Riot (enflame) the emotions of those nearby them. Can be directed at a single individual or directed in a general area.
Brass: Allows the Allomancer to Soothe (dampen) the emotions of those nearby them. Can be directed at a single individual or directed in a general area.
Copper: Burning this metal creates an invisible cloud around the Allomancer which hides all within it from those who are burning bronze.
Bronze: Allows an Allomancer to "hear" pulses given off by other Allomancers who are burning metals. Different metals produce different sounds.
Temporal
Cadmium: Subtly "pulls" on time in a bubble around the Allomancer, stretching it and making it pass more slowly.
Cerrobend: Subtly "pushes" time in a bubble around the Allomancer, compressing it and making it pass more quickly.
Gold: Allows an Allomancer to see a vision of possible other lives they could have led, and different paths they could have taken.
Electrum: Allows an Allomancer to see possible paths that they could take in the future. Usually limited to a few seconds.
Enhancement
Chromium: Acts like aluminum, but inside the body of another Allomancer. Burning Chromium while touching another Allomancer will wipe their reserves.
Nicrosil: Burning nicrosil while touching someone else will give a duralumin effect to any metals they're burning, causing them to vanish and give a huge (perhaps unexpected) burst of power.
Aluminum: Burning aluminum instantly metabolizes all of the Allomancer's metals without giving any other effect, wiping all Allomantic reserves.
Duralumin: Burning duralumin instantly burns away any other metals being burned at the time, releasing an enormous burst of power related to those metals.
Oh my God. This is actually really good- I love Brandon Sanderson's books. Wow, I was not expecting anything like this at all to happen today. Such a great random power- very useful, and out of sight.
You have used all your Perk Points. Would you like to confirm your choices?
[Yes]
[No]
+ [Yes]
You have been granted 50 SP (skill points).
These are only usable in-game after you have reached Age: 16.
Due to Underage, you will have to wait before these are unlocked.
You have unlocked a new skill!
Deception (Novice 1)
You have unlocked a new skill!
Acting (Novice 1)
You have unlocked a new skill!
Melee Weapons (Novice 1)
Subsections not available.
You have unlocked a new skill!
Ranged Weapons (Novice 1)
Subsections not available.
You have unlocked a new skill!
Combat (Novice 1)
Subsections not available.
You have unlocked a new skill!
Languages (MAX)
Subsections not available
You have unlocked a new skill!
Observation (Novice 1)
Subsections: Arcane Observer (Novice 1)
You have unlocked a new skill!
Emotional Control (Novice 1)
You have unlocked a new skill!
Mental Barriers (Novice 1)
You have unlocked a new skill!
Mistborn Physical (Novice 1)
Subsections: Iron (Novice 1)
Steel (Novice 1)
Tin (Novice 1)
Pewter (Novice 1)
You have unlocked a new skill!
Mistborn Mental (Novice 1)
Subsections: Zinc (Novice 1)
Brass (Novice 1)
Copper (Novice 1)
Bronze (Novice 1)
You have unlocked a new skill!
Mistborn Temporal (Novice 1)
Subsections: Cadmium (Novice 1)
Cerrobend (Novice 1)
Gold (Novice 1)
Electrum (Novice 1)
You have unlocked a new skill!
Mistborn Enhancement (Novice 1)
Subsections: Chromium (Novice 1)
Nicrosil (Novice 1)
Aluminum (Novice 1)
Duralumin (Novice 1)
Damn it, can't win them all, I guess. No use of skill points until I'm 16? Wait, just how old am I exactly?
You're about to find out.
Game start in [5]
[4]
[3]
[2]
[1]
[0]
Good luck!
And with that, everything faded to black.
Character sheet:
Name: Reina Jones
Lvl: 1
Age: ?
Race: Human
Title(s): None
HP: ?
MP: ?
FP: (?)
Buffs: (-)
Debuffs: (-)
Str: 10
Dex: 16
Con: 14
Int: 18
Wis: 16
Cha: 16
Luk: 10
AP (Ability Points): 0
PP (Perk Points): 0
SP (Skill Points): 50 (Unlocked when Age: 16 requirement is met)
Perks:
Actor
The Player is skilled at deception and dramatics- their lies are difficult to detect, their actions have a certain flair, and they can coerce people into listening to them easily.
Determined
Meager tasks are made easy, and it is harder to get tired of mundane work, allowing the Player to power through boring activities that would normally take much longer to complete with ease.
Dueling
The Player is at ease handling weapons- it is almost instinctual at times, the flow of battle. This Perk grants proficiency in combat- practice is still needed to become a strong combatant, this just speeds things up.
Eidetic Memory
Allows perfect recall- no mental degradation of past knowledge, unlike Photographic Memory, where some things may slip through.
Linguist
The Player learns languages with ease and can quickly decipher codes that would otherwise take a while to crack.
Mage Sight
The Player can see the innate magic in the air around them, and sense which world the magic belongs to, and the general intention of the magic cast. This grants the Player the ability to use the skill Arcane Observer, which will grant more information with subsequent levels. The Player also has a better perception of the area around them- they catch things others miss. This causes the skill Observe to level up at a slightly quicker rate.
Mind Arts
Boosted learning speed to all mental exercises or practices. Also allows the user better control over their emotions in general.
Mistborn
You are granted all the abilities of a Mistborn. Like a Mistborn, ingesting metals that do not contain Allomantic properties or are mixed of the wrong quantities can cause severe sickness. The 16 Allomantic metals are outlined below for the Player's convenience, although more may be discovered in time. God metals are not included. "Burning" metals refers to using up the metal reserves, often described this way because of a slight burning sensation the Allomancer feels.
Physical
Iron: Allows the Allomancer to Pull on nearby sources of metal. Pulls must be directly towards the Allomancer's center of gravity.
Steel: Allows the Allomancer to Push on nearby sources of metal. Pushes must be directly away from the Allomancer's center of gravity.
Tin: Burning tin increases the sensitivity and capacity of the Allomancer's 5 senses. All must be increased at the same time.
Pewter: Burning pewter increases the Allomancer's physical strength, speed, durability, and enhances the body's ability to heal.
Mental
Zinc: Allows the Allomancer to Riot (enflame) the emotions of those nearby them. Can be directed at a single individual or directed in a general area.
Brass: Allows the Allomancer to Soothe (dampen) the emotions of those nearby them. Can be directed at a single individual or directed in a general area.
Copper: Burning this metal creates an invisible cloud around the Allomancer which hides all within it from those who are burning bronze.
Bronze: Allows an Allomancer to "hear" pulses given off by other Allomancers who are burning metals. Different metals produce different sounds.
Temporal
Cadmium: Subtly "pulls" on time in a bubble around the Allomancer, stretching it and making it pass more slowly.
Cerrobend: Subtly "pushes" time in a bubble around the Allomancer, compressing it and making it pass more quickly.
Gold: Allows an Allomancer to see a vision of possible other lives they could have led, and different paths they could have taken.
Electrum: Allows an Allomancer to see possible paths that they could take in the future. Usually limited to a few seconds.
Enhancement
Chromium: Acts like aluminum, but inside the body of another Allomancer. Burning Chromium while touching another Allomancer will wipe their reserves.
Nicrosil: Burning nicrosil while touching someone else will give a duralumin effect to any metals they're burning, causing them to vanish and give a huge (perhaps unexpected) burst of power.
Aluminum: Burning aluminum instantly metabolizes all of the Allomancer's metals without giving any other effect, wiping all Allomantic reserves.
Duralumin: Burning duralumin instantly burns away any other metals being burned at the time, releasing an enormous burst of power related to those metals.
Prodigy
The Player is in tune with the powers of reality- and it shows. This Perk gives access to cosmic powers of a particular plane, leaving the Player incredibly gifted in terms of raw amounts of magic for that reality, higher than ever seen before. All magic performed is stronger, and the Player's "core" of magic runs deeper.
This Perk also grants higher learning speeds- the Player picks up new information particularly fast and can quickly connect what has been learned to physical practice. The small downside to this Perk is it can become rather obvious that the Player is a Prodigy- which, while making allies of some, makes enemies of others.
Skills:
Acting (Novice 1)
Arcane Observer (Novice 1)
Combat (Novice 1)
Deception (Novice 1)
Emotional Control (Novice 1)
Languages (MAX)
Melee Weapons (Novice 1)
Mental Barriers (Novice 1)
Observation (Novice 1)
Ranged Weapons (Novice 1)
Mistborn-Based
Mistborn Physical (Novice 1)
Iron (Novice 1)
Steel (Novice 1)
Tin (Novice 1)
Pewter (Novice 1)
Mistborn Mental (Novice 1)
Zinc (Novice 1)
Brass (Novice 1)
Copper (Novice 1)
Bronze (Novice 1)
Mistborn Temporal (Novice 1)
Cadmium (Novice 1)
Cerrobend (Novice 1)
Gold (Novice 1)
Electrum (Novice 1)
Mistborn Enhancement (Novice 1)
Chromium (Novice 1)
Nicrosil (Novice 1)
Aluminum (Novice 1)
Duralumin (Novice 1)
Relationships:
Unlocked once Age: 16 requirement is met.
Addition: Player's Mind [ON/OFF]
The Player can handle stressful scenarios easier due to a reinforcement of their mental expressions. It suppresses the Player's emotions to a much lower level where they are capable of functioning during the crazy situations they often end up in. It does not get rid of emotions entirely, allowing flashes through, but the Player runs the danger of making decisions that may place one in harm's way to serve a greater and logical goal. This is toggleable on/off.
