(what I will be referring to instead of Falna)
Dunamis is a form of divine power given to mortals from a god or goddess to make them able to grow their power and fight monsters in their world and is said to be the grace given by Gods and Goddesses to their Familia members and is part of a gods divinity itself, while not having any true divine traits or powers per se, more like False Divinity or False Divine Power, and the power itself on level 1 is nothing someone using their Ki can't accomplish anyway, over time, especially taking into consideration skills, development abilities, and blessings taken into account, they get strong enough to overpower said Ki user without a Dunamis and is also the only way to become a strong adventurer, but using it in conjunction with Ki would guarantee the person to be one of the strongest among their level, as no one else in their level can match them
this grant's the user immense power from the start despite all their current parameters being at 0I at the beginning until they get a Dunamis from a god, though some who have strong godly blood in them can have high status from the start even if it doesn't show on their Status and others can use Ki to increase their "Level" by 2 to even 3 levels based on how much godly blood they have in them or Ki they are able to use, though some people have very little godly blood in them currently since bloodline is hard to maintain with big factors in them already and Ki is one of the many Skills hard to master and maintain, especially when fighting
When given a Dunamis, they gain much better abilities and are able to further increase them through battle, training, and basically everyday life activities though this is not included Parameters and the higher one status is, the better since these improve with every status update and level, a level 5 is said to be able to destroy a large mountain with ease if they are not careful, and are able to fight enemies said to be a threat to the world itself with power able to destroy part of the world with ease with a good chance of winning themselves, they can even compare to most demigods in history, and after getting past level 5, the should be able to beat any of them with ease, such as Hercules or Gilgamesh, so it's safe to assume they could match such demigods at level 5
They become able to harm beings such as shadow monsters and ghosts, or being made of Mana or Ki as well as being able to see them while those without a Dunamis can't cannot, this can also help protect the adventurer's soul from any attacks that target or weaken a person's soul to the point where they are immune to such, with that, the soul of the person, at least by the god's standards, will shine and glow so bright, it can burn the eyes of the gods themselves, proven when one looked too long and went blind from it for a week, this is further intensified if the person can use Ki
it also grants the person an accelerated healing factor, while it doesn't heal them instantly or very quickly, it still heals them relatively fast, so while the average time for bone healing takes between 6 – 8 weeks, for someone with a Dunimas even at level 1, it would only take them 3 to 4 days, assuming they don't have the regeneration skill which allows them to regenerate can be a few hour's or even few seconds, same with fractured bones that can heal in a week at worse even if their whole body has all its bones fractured, they also gain immunity to almost all sicknesses and diseases, only the most deadly and fatal of which can even infect them, and most can even cure themselves of it if they are a high enough level
Dunamis Card Design
When a god consensually drops a piece of their blood on someone as well as have the person's consent to do so, their body will seem to have glowing cracks which is just the divine power of the god or goddess flowing through them to get a Dunamis (this is done namely by the god cutting their finger with a knife and dropping a piece of their blood on their wrist or forehead), then the mortal who would become that god's "Children", "Followers", "Worshipers", "Clan" or most popularly called, "Adventurer" and will then be able to pull out a special card from their hand with a red string like rope attaching to it connected to their wrist with no ability to be cut off, meaning the adventurer cannot lose this card no matter what and also makes it impossible to steal it from someone, not that it would do any good anyway since this card's important and private details will only be readable to the person and their god themselves, anyone else who tried to see it will only see a sheet that has their age, race, gender, level, and Familia on it, as well as a picture of the persons face as well, a defense mechanism that allows one to see their status without worry of anyone being able to read it, and god's who try to force the card to reveal the secrets will be given a bolt of lighting that is divine to harm there divine bodies as well
This card also doubles up as an Identification Card since it's the quickest way to identify someone with a Dunamis as it cannot lie nor change what the person is, so for any adventurer who presents themselves to someone before a fight or as a formality, they would present their Dunamis Card as a sign of their status and power to show what would happen to them if they try to pick a fight, it also as a morality speck in the form of a color dot (granted, these do not mean the person is good, evil, and everything else in between as a Lawful Good person is more likely to become a villain than a Chaotic Evil person at times based on who it is)
"Blue" means Lawful Good: in both their action, motivation, and intention, taking into consideration everything they are doing in terms of their motivation, reason, and methods for their actions, the gods don't like these types of people, describing them as "idealists who believe they are not evil because they don't break law's and do as there told without question or hesitation by the authority figures" and are actually more likely to become evil simply by their blind and unbending faith in themselves, there warp sense of justice and their own narcissism believing they know what's best when that really isn't the case at all, doing far more harm than good, and inadvertently become evil by nature by there own ignorance, stupidity, narcissism, warped sense of justice and order, and an overblown ego that puts a god's ego to shame, if anything, being Lawful Good 9 times out of 10 mean's they're just plain ignorant to there own evil and sins who have a hero complex, seeing the grey world in black and white, it is for this reason why 98% of dark Familia's have these kind of people in there a familia's, all lead by someone who is evil to all but these people for one reason or another
"Blue-Green" Means Lawful Neutral: this means while they are good, they are not blind by their own faith and trust in themselves or the law as well as how the world really is, they still do so if necessary, but they are more or less willing to follow the rules laid out, but only if they believe it's right for the most part, the gods describe these people as more or less the goal of being good, following the rules and trusting yourself, but only to a certain point until people start getting needlessly hurt
"Blue-Purple" Means Lawful Evil: these are people who are something like "Honorable Thiefs" they commit crimes without a second thought for the sake of others, like Robin Hood, the gods describe these people as someone you want on your side when you need to break a few rules to get a job done nice and clean without civilian's getting hurt, and thus, are highly sought after by gods who are good, but do questionable actions and will do what is right, in fact, this is a high requirement for god's and goddesses like Artemis and Athena who are willing to do anything to save people in need, even if that mean's breaking a bunch of laws in that kingdom
"Purple" means Chaotic Good: these are people who will mouth off and start fights on a regular basis with either little or no respect to authority figures as well as often get arrested for crimes they accidentally commit, but will not harm those who do not deserve it or are able to fight back, like Tundreres as the gods put it, they're hard to deal with, but they are not out committing crimes and whatnot intentionally as they don't want to hurt anyone if it can be helped and will help, but say they were "Just Walking By" and such
"Red-Purple" means Chaotic Neutral: these people walk a fine line between good and evil really, they won't fight if they think it's wrong, or if their will to fight is weak cause they don't believe in it, based on what they believe, they can either be evil with a sense of morality, like being evil for a cause they believe in, like a soldier who has chosen to fight for his kingdom even if everyone thinks the war is not worth fighting, they care for people, but they may not have a choice in the matter at hand based on what it is, nevertheless, they will fight and kill and do just about anything to achieve it, but only if they can believe in what they are fighting for
"Red" means Chaotic Evil: their motives and action's can only be seen as evil, self-centered, greedy, and ignoring the emotions, consent, and rights of others, the gods compare them to themselves since they do many things without even considering the people they are affecting with half-hearted justifications, basically thing of "being evil for the sake my own benefit and dream's above all" kind of thing, on the flip side, they are also what a majority of Lawful Good people end up as more times than not when they trust the wrong people or think they know the answer to something without considering other options that would be far better
"Green" means Neutral Good: these are people who lean more on the good side when they help people selflessly, at times, they won't ask for compensation, but they won't exactly work for free, they also are willing to turn against their team if they believe the are in the wrong if they won't face reason and deny the truth, who can see ther enemies as people no matter what, and who can care for people more than anyone else
"Yellow" means True Neutral: this is for those who are willing to do good by committing acts that can easily be considered evil for the sake of others only because they have no other choice in doing so, these are the type of people who so long as they don't inadvertently or intentionally hurt innocent people who have nothing to do with the situation will do anything, even killing million's to do so, the gods love these people since they are the perfect balance between good and evil with the correct mindset, it keeps thing's interesting and makes them fun to watch
"Orange" means Neutral Evil: these are people who lean more on the evil side when they help people, but this only means they expect compensation such as money for their help, and only if it's morally ethical to get, these people are more or less moral merceneries in a sense as so long as they can get paid or get something out of something, and if it doesn't involve hurting innocent people needlessly, they'll do what they need to even if it's annoying to them
when an adventurer updates their Parameters, the god or goddess can do this by holding out their hand to the member of their Familia and using a method similar to using Ki and updating their Dunamis's Parameters there, like this, the god or goddess can do this to multiple member's at once, even all at once if they focus hard enough, and due to how it works, so long as they focus hard enough, they can also do this from any distance, in war games, the god's who are involved constantly update there Familia's Dunamis to continuously increase there Parameters even if only a little to give them that slight edge when needed as that can help decide the outcome more times than not, it also acts like a tracking device to know where their members are currently at all times so a god or goddess will always know what you're doing, or at least where you go, and the Dunamis also allow's the god or goddess to assess your memories, so it's safe to assume they know everything about you, while it will automatically sensor your naked body and skip over any intercourse you have as a privosy measure, everything else is fair game however, though when a god or goddess look's into yoru memories, you can see some of theres, namely, their most agonizing and painful regrets and mistakes in their life
Levels
Level is the measure of strength in an adventurer and where they usually stand, level 1 adventurers are given much respect by ordinary mortals, level 2's and 3's are basically counts to everyone else and well respected by others of their level or below, and 4 and above are as good as Dukes and sometimes even kings for their immense power, meaning level is everything in this world, so many level up as soon as they have all their abilities at D as to not only raise in the ranks, but also because the jump in power makes fighting stronger enemies much easier as they can increase their strength to improve their abilities and get a new skill and development ability to increase their strength and power, while it is more beneficial in the long run to increase each of your status between C, B and even A at times, the time needed to get status that high may take months or even years to accomplish and that's assuming they work tirelessly in training and fighting in the dungeon
In order for any adventurer to level up, the adventurer must have all of their Parameters at a D (500-599) rank or higher in order to allow a level up, and they could hold off on leveling up if they so desire as they can still improve their Parameters even though they can level up, and if they can level up, this makes increasing their Parameters 5 times faster than before, for many of the strong adventures who want to balance their status, they have all there stats normally balanced at least all or at least one of there main Parameter focuses at C (600-699), B (700-799) or even A (800-899) rank based on their limit's or some with these various ranks, for the highly skilled adventurers when they reach their peak in a balanced state, though some who want their 2 or 3 of their favored Parameters at S(900-1000), they can only get the least at a low C or D at that point, so for those that want to be powerful, they would hold out on leveling up if everything's not at C or B, but 2 or 3 of there stats could be at A or S if they work hard with it, but have to have another set of abilities in a low grade or status number lower than B or C or at D, and just defeating monster after monster doesn't lead to a level up at all even if they are in hordes or armies, and can even stagnate some adventurer's if they just fight weak monster's all their life, as a result of this, this could make them suffer what is commonly known as a "Status Down", the event where their Parameters decrease as they update their status and in some cases, can in the most severe cases can even suffer what is called a "Level Down" which is when an adventurer revert's back to their previous level if it's that bad, depleting status if much greater than increasing their status, so once this is found, the said adventurer typically never update their status again at the risk of losing even more power, or drastically risk their lives to increase their status.
In order to level up and gain more in their status, one must both meet the status requirements by beating many strong enemies to get your status to meet the requirements to level up, which is the easy part of the requirements compared to the second think necessary, and accomplish something grand that even the Gods would be impressed with, while this has no real specifics or set guidelines, all that's known is that the adventurer would need to so something that's grand and very impressive that even the god's can't deny as spectacular, such as defeating a stronger opponent than themselves where there winning was not seen as possible, even if they were in a group and contributed little let alone by themselves in some rare, but commonly associated cases, or in some pitiful cases that many frown upon, survive an event that they shouldn't have come out of alive in just by sheer luck and persistence (such as successfully running away from a very powerful enemy, though the guild does post your level up and how you level up after with details on the event, so in this case, they would be a laughing stalk to there fellow adventurer's, though say they slay a monster that for their level, was completely suicidal to attempt and succeeded, then there would be undoubtable respect for the person).
The main thing adventurer's do to level up is to defeat many monster's they can handle with difficulty in large numbers that make them struggle, such as many do in this case as that kind of feat is very common for many who level up from level 1 to 2, and sometimes level 2's or 3's would defeat many monster's they can handle in group's that should push them even harder alone sometimes, and then they level up, it's not the most surefire way to level up and may not even work, but it's the safest, and most common method used for many for years as it does have a 20 percent chance overall, and if they don't level up, they do get a big boost in their status as a result anyway so they are sure to get something out of it, so it's very popular, however, an even harder way to level up is to beat a monster that is much stronger than the adventurer in question by being a level or 2 higher, or to fight and win against an adventurer who's level is higher than the adventurer who wants to level up in a fair fight, thus, these adventurers are both respected and feared as they tend to be the more lethal and powerful kind as killing or defeating an adventurer who's a level or 2 above you is normally impossible and seen as suicidal with the strength difference, and in many cases, and in some adventures cases can get a level down if some certain circumstances allow this, where their status and level deteriorate with special circumstances as well, normally from not adventuring or training their bodies, as an indication they're going to get weaker if they do not get back at it
though once they get to level 3, and for many, even at level 2, leveling up becomes much, much harder as they would need to do something that is nearly unseen and even more difficult to accomplish, such as beating a floor boss with major contribution and effort in the fight, or facing an army of monster's single handedly with each one able to fight you on even ground, and from their, the feat's needed to level up become that much harder for them, and that is why level 6 adventurer's let alone level 7's are so rare, because the standard's in leveling up from that point become far too risky and difficult for them and also for others around them, so it's more trouble than it's worth for some families and their members, so they sometimes stick to their normal rought's unless there's a situation or opportunity to push themselves without consequence, such as a dungeon dive with a party or an exploration with their familia, this is also why many of the level 4 adventurer's and up hardly get a decent chance to level up with significant results since they need number's as they go further and further down into the dungeon, and even then, improving their status will also be harder for them as the higher up their level becomes, the slower their progression will become
Leveling up is hard to do without a proper dungeon, and the Dugs are decent, producing adventurer's that are at least level 2 or 3, Level 3 was considered an excellent adventurer in that case, and are sometimes the leader of there villages and towns, level 4's are extra rare as dug's have not the normal capacity for producing capable monsters for adventurer's compared to a proper dungeon by, however, they are laughed at because of the dug's they fought in by actual adventurer's who fought in the dungeon as the average level adventurer's you find outside of dungeon cities are typically level 1's, and rarely ever a level 2, and even more rare is level 3 which is said to be the highest you'd find in normal circumstances, though there are level 5's and 6's that can be found, but they usually travel to battle the monster rexs that are said to be as lethal as the ones in the dungeon's, or retired adventurer's looking for a simple life or new line of work, though there are some cases where village leader's become adventurer's in dungeon cities to become a high-level adventurer, however, this is a small practice as they become targets for other familia's as some familia's strive to have the most capable or promising adventurer's in their familia, though they are famous nonetheless with their achievements heard from if they become strong, though this is not always the case and some go home as they cannot make it in the dungeons
Magic
while those without a Dunamis can still use magic, it is still rare for some people to develop magic and the level it can be at is only that of a very small effect compared to someone with a Dunamis, an adventurer, however, get slightly higher chances for being able to develop magic as they have magic concentrated through their bodies, and there are late bloomer's as well, developing magic later on in there life, though some develop magic at the age of 3, especially the elves, while the kind of magic someone can use is by anyone who does the chant right, some people don't have the mana or capability to support said magic, like magic exclusive to the elves, cannot be used by the human's just because they performed the chant, and if they are comparable, they have to bite their fingers to draw from there blood as the magic will require small bits of blood as a result of the magic being used, though, having a magic circle will not only increases the magic's effectiveness and damage 10 fold, it will also use half the mana otherwise, though a magic circle cannot be made easily and take years of practice and dedication to do correctly, the benefits are there, but one would need to use magic in order to do so, and one can develop magic of their own
On average, adventurers that aren't mages, as they can use any magic they desire, can use up to 1-5 different spells they can use, excluding runes as that is a special case since you aren't limited to any spell but instead writing, and Alchemy, which in itself is a special form of magic, having all 5 magic slots filled is rare, but having magic in one slot is more possible while also still being rare, though the "Rule of Thumb" with magic is the longer the chant the stronger the magic is, and the strength and effectiveness of the magic is also determined by how long the chant it, though some magic is powerful even with a short chant, but this doesn't mean all magic act's in such a manner, some short chant magic spell's can make up in bulk by mixing reaction's with someone else's spell, or another spell casted as well, making it more effective overall
Blessed Ability
This is a different category from magic or curses in both being involved in this and not being either-or, as it's a special ability of magic or physical ability that's usually associated with a curse for an adventurer, while this is rare, some are blessed with a special ability that is usually unique only to them, they are typically named as such "the blessing of" and then the name of a deity or heroic figure like Freya, Loki, Lycaon, Fenrir, Artemis, Ares, Zeus, Miach, Artemis, Kama Karna, Rama, Cu, Arthur, Gilgamesh, the list goes on, and sometimes, the type matters as the individual have a special power that helps them increase their strength and power
Adventurers status format for their Dunamis
(the set up of a status format in all adventurers, some of these are not available as some of these slots remain empty, however, some develop over time)
( Adventurer's name in full)
(Name of their deity) Familia
(Adventurer's level)
Parameters
Strength 0I-1000S (EX is 1600)
Vitality 0I-1000S (EX is 1600)
Dexterity 0I-1000S (EX is 1600)
Agility 0I-1000S (EX is 1600)
Magic 0I-1000S (EX is 1600)
Attack 0I-1000S (EX is 1600)
Defense 0I-1000S (EX is 1600)
Resistance 0I-1000S (EX is 1600)
Speed 0I-1000S (EX is 1600)
Mana 0I-1000S (EX is 1600)
Magic (name of magic, the chant to use the magic, and the effect/way to use it)
Development Abilities
(name of their abilities that help them in certain tasks) ( letter to signify how strong this ability is from I to EX)
Skills (these improve a certain field that is able to improve their skill in something based on what the skill intends to do)
(The name is the skill): ( how the skill works and affects the adventure) (letter to signify how strong this skill is from I to EX)
Blessed ability
(this is a blessing of a legendary person known in history just like familiar servants, and those that get a familiar or familiars with the same incarnation as this will get an added boost in their power in both master and servant)
Curse (this is a type of magic that is constantly active to the adventurer, even after death sometimes, and doesn't require Mana or a chant to use, but Mana does strengthen it, and the person cannot turn it off of their own accord, but they can manage or suppress it if they please with training/practice of their curse/curses)
(Name of the curse): (how the curse affects the person and their life/abilities)
