Thursday, January 3, 2013

World in Progress:

    Everything that follows is inspired content which I've thought out and contemplated over the last couple decades or so - since between roughly 1996-2000.
    Everything here is a work in progress, nothing is certain; this is, for now,
my place to update myself and refresh my medium, content, and refine the algorithms.
 

    Don't take anything for face value yet, it could turn out to be anything or nothing in the blink of an eye.

    So here's to crafting out a whole new omniverse... ;)

    Next: Conglomeration; duct tape and bubblegum. I'll need to figure out how to put it all together and make it into the neat, nice, awesome package of epic entertainment that I've envisioned it to be.










Magical Seasons:

>I N C O M P L E T E<
Warning! Unfinished cycles!!!


Summer, Autum, Winter, Spring; seasons on earth, seasons of the galaxy itself even...
Seasons of manna, wisdom, magic ignorance.
~66368~ (+/-13%) Earth years to a Manna year.

Each Manna season lasts 16592 earth years, and are Manna, Wisdom, Magic, and Ignorance.


The season of Manna is replenishment and abundance. During the Season of Manna, the cost of qi, spells, and magic techniques is only 25%, all support magic heals 200% more damage.

The season of Wisdom is research and relaxation. During the Season of Wisdom, all Int and Wit stat costs are 15%, and adds 100% to all stat bonuses.

The season of Magic is reaping and burning. During the Season of Magic, all magical attacks deal 300% damage and all AoE spells gain 300% increase in their area of effect size.

The season of Ignorance is sleeping and cleansing. During the Season of Ignorance, all manna, magic, and chi pools and regeneration are reduced to 1%, all magical attack statistics are reduced to 10%, and all stat point prerequisites for equipment and weaponry are increased by 25%


Year cycle:

Void. > Body, Magma, Poison, Ice, Technology, Forest, Earth, Water, Fire, Metal, Shadow, Air, Light, Gravity, Lightning, Mind, Spirit, Magnetism, Chi, Void. > Body


For simplification purposes, each year can be an element year, and each season can be the applicable manna season - for in-game purposes, you might make each week a season and each month a year. y'know to simplify.


2013 is the year of Luna...




____________________________________________
Totpd / Opening Age = Spring; [16592{*&*} years to go]
"Spring"= age of renewing magic; summer: abundant mana, fall: decaying wisdom, winter: ignorance.
"Year"= 20 teir divisions.



5 year tiers; 1 simple cycle.
16 of 20 year cycles following this pattern  each alignment is 5 years (destroy= 5 yrs, create= 5 yrs) 1 partial cycle is 20 years, 320 years total to a full cycle:
1 season ~=~ 16592 Earth years; 51 cycles

the Phoenix lives for approximately 50000 years... 
The Phoenix "dies" in the beginning of "winter" in the galaxy, and begins hatching near the end of winter.  The phoenix rebirth takes about 16000 years to complete; ash collection, incubation, hatching, and emerging. each taking less time than the last; 10946, 4181, 233, 13; give or take +/- 8000, 600, 40, and 2 years.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯



The Elements and their respective patrons:


Element:  .
Weaknesses:   .
Strengths:   .
Equalization:   .
Has no effect on:
  .
Is never affected by:   .


Element:  Brief description and properties.
Weaknesses:   These will dominate or negate the present element.
Strengths:   These will submit to defeat under the present element.
Equalization:   Nothing special, no advantage or disadvantage for either element.
Has no effect on:
  Nothing will happen to these targets, but targets might still hold an advantage.
Is never affected by:   Nothing will happen from these targets, but present element might still hold an advantage.




All following charts are based on magical properties.   All magics are affected by the calendar appropriately, in accordance to their own charts.    Body, on the year of Body, gains double advantage, and half disadvantage, meaning on the year of body, poison, lightning, fire, ice, and magma loses their advantage over body, and Earth, Technology, Metal, Wood, and Water become nullified against Body.











Note: Above chart is improper: Flow should be from Lightning to mind, not spirit.

There are 800 different elemental interactions, 1200 if physical chemistry is thrown in.
(30+ skills per class.!)



Body (Orange):  Element of vehicle, transportation, presence, experience, and sensation.
Magic:
Attack:

Weaknesses:   .
Strengths:   .
Equalization:   .
Has no effect on:
  .
Is never affected by:   .

Defend:
Weaknesses:   .
Strengths:   .
Equalization:   .
Has no effect on:
  .

Is never affected by:   .
Heal:
Weaknesses:   .
Strengths:   .
Equalization:   .
Has no effect on:
  .

Is never affected by:   .
Buff:
Weaknesses:   .
Strengths:   .
Equalization:   .
Has no effect on:
  .

Is never affected by:   .

Qi:
 Attack:
Weaknesses:   .
Strengths:   .
Equalization:   .
Has no effect on:
  .
Is never affected by:   .

Defend:
Weaknesses:   .
Strengths:   .
Equalization:   .
Has no effect on:
  .

Is never affected by:   .
Heal:
Weaknesses:   .
Strengths:   .
Equalization:   .
Has no effect on:
  .

Is never affected by:   .
Buff:
Weaknesses:   .
Strengths:   .
Equalization:   .
Has no effect on:
  .

Is never affected by:   .

Schools: Gung Fu, Qi Gung, Taijiquan, Yoga, Biomancy




Magma (Crimson):  Element of eternal consumption and implosion.

Schools: Mining, Smithing, Jeweling, Magmagi, Tetramancy




Poison (Green):  Element of degradation, erosion, decomposition, and plague.
 

 
Schools: First Aid, Plaguecasting, Alchemy, Cooking, ???



Ice (Grey):  Element of cold, winter, frost, freezing, and bondage.
 

 
Schools: Snowmancy, Survivalist Training, Skinning, Cooking



Technology
(Gold):   Element of Tools, Reaping, Machinery, Programming, and Weaponry.

Schools: WebTech, Programming, Technomancy, Bionic Surgery, Mechanics





Forest (Forest/Dark Green):  Element of renewal and opulance.
 

 
Schools:  Herbology, Druism, Song, Carpentry, ???





Earth (Brown): Element of stability and fortitude.
 

 
Schools: Mining, Jeweling, Metallurgy, Carpentry, ???




Water
(Blue): Element of life and flowing.
 

 
Schools:  .
 

Fire (Red): Element of life and passion.
 

 
Schools:  .
 

Metal (Steel Gray): Element of Indomitability, fortitude, permanence, and technology.
 

 
Schools:  .
 

Shadow (Neon Black): Element of subterfuge, deception, and disguise .
 

 
Schools:  .
 

Air (Mint): Element of freedom, inspiration, life, breath, and presence.
 

 
Schools:  .
 

Light (White): Element of time, inspiration, spirit, clarity, and insight.
 

 
Schools:  .
 

Gravity (Sky Blue): Element of bondage, restriction, obstruction, and order.
 

 
Schools:  .
 

Lightning (Yellow): Element of life, order, luminance, and energy.
 

 
Schools:  .
 

Mind (Fuchsia): Element of control, design, inspiration, insight, and life .
 

 
Schools:  .
 

Spirit (Purple): Element of creation, order, life, mind, body, and presence.
 

 
Schools:  .
 

Magnetism (Shadow): Element of Order, Presence, Mind, Creation, Energy, Bondage, and Indomitability.
 

 
Schools:  .
 

Chi (Pink): Element of Life, Flow, Creation, and Breath .
 

 
Schools:  .
 

Void (Black): Element of Origin; Creation; Respiration.
 

 
Schools:  .










C'Thulhu, Patron Deity of the plague.  Exists on an invisible moon which never sees the sun, on a perfectly synchronized orbit and rotation around a perpetually "blood-mooned" Mars.


Mind, an omniversal unit embedded in and of all nouns.  beyond descriptive verb; short of mind numbing redundant amnesia.


Wisp, living water floating from frozen skies and a conglomerate hive body-mind.


Salamodo, Lord of the Salamander Guardian Spirits of Magma.


G.A.T.E.; Your All Encompassing Infinitesimal Omniversal Unit Ward: YAEIOUW, a disembodied A.I. with only the ability to serve its user(s).


Undine, Patron Deity and Spirit of the Water; oft known as lady of the lake, and mistaken for mermaids.


Cedarfern, Limited Omniversal Plurality local to Earth[s], Terra Firma[e], Gaia[e], and other Life Abundant Worlds. The All-Mother of Lifeforms.
Other incarnations include, but are not limited to Dryad(s), Carnifern(s), and Independent Floral Worlds.




Ifrit, God of Fire Twinsoul of Loki and all Fire Gods (And the Toaster in the Sink of the Big Mountain Dome), Patron Deity of Fire and Chaos. Burn, baby burn!


Gnome, Incarnate Spirit People of the Earth, Stones, Soil, Metals, and Gems. The spiritual ones are very... quirky.


Dwarf, Incarnate Spirit People of Metallurgy, Smelting, Smithing, and Loyal Stalwart Servants of Gnome. The spiritual ones are very stern and stalwart.


Shade: "Let Darkness Become You, And I Will Be As Though Light."



Patron Deity of Lightning and Electromagnetics, an amalgamation of consciousni; Spark, Watt, Volt, Joule, and AmpThe All-Fathers of Life Forms.


Luna, Patron Deity of Gravity and Static Light, the All-Mother of Life-Ways.


Aska, Dove of pure self contained and self perpetuating light, and Patron Deity of Moving Light.



Sylphinid, Patron Deity of Air and Sylphid kind


The Great Unknown, The Great Mystery, The Great Creator [Spirit]. an unknown, unknowably, indescribably enigmatic associative of Spirit and Patron Deity of Souls.


Odin, Patron Deity of Magnetism, Order, and Pure Invisible Light, the All-Father of Life-Ways.


Martel, Marion, and May, the Trinity Sisters and Patron Deities of Manna/Mana, Chi/qi, Kindualini/Ki, and Focus/Prana.


Origin, Offspring of the Source and Patron Deity of the Void and Guardian of Creation.

Soul, Patron Deity of Mind.





Maxwell, Champion of the First Tier of Elements, and Guardian to the I Deities and their secrets.

Djinn, cheeky master of the physical elements of the second tier and brother of the II and III Deities.

Gaia, Goddess of the Third Tier of Elements.

Beyond the Fourth Tier of Elements lies the Homes of the Gods.



Divination Schools:Schools of magic which deal in divination are composite schools and do not worship the deities themselves, but establish contracts instead in order to gain access to their magics and transpose them into complex categorical schools.


Each school of magic deals in a specific type of handling of the magics, and can include various elements from each house and tier.

Schools of magic have no natural advantages or disadvantages against any other school or class.



Pyromancy:
Headmaster: Warlock+Priest

Easily the most recognizable school of magic; Pyromancy learns to tease fire out of every element possible, igniting the individual molecules of hydrogen and oxygen, causing water itself to combust, for example.

Class composites:
Warlock+Priest, Warlock+Conjurer, Warlock+Sorcerer, Priest+Shaman, Priest+Mage, Priest+Summoner

Body element is transmuted to more easily conduct Pyromantic techniques through pyrokinesis.

Metal element is not used by Pyromancers and can pose as a sheild to their magic; Metal element is heat training and melting point studies.

Water element is the counter balance of fire and operates as training for the Pyromancer.

Forest element is a resource, fuel for Pyromancy, great target and combustion practice.

Fire element is the source of Pyromantic ability and dissected forevermore until all 20 elements are utilized in the school.


Hydromancy:
Headmaster: Conjurer+Wizard

Another highly recognizable school is Hydromancy, the contraction of pyromancy's expansion.

Class composites:
Conjurer+Wizard, Conjurer+Priest, Conjurer+Wrestler,
Wizard+Black Ninja, Wizard+Shaman, Wizard+Enforcer

Body element is transmuted to more easily conduct Hydromantic techniques through hydrokinesis.

Metal element is used by Hydromancers to shape the water and create aqua projectiles.

Water element is the source of Hydromantic ability and is forever studied until all 20 elements are utilized in the school.

Forest element is not used by Hydromancers and can pose as sheilding to their magic; Forest element is coagulation training and liquid solidification studies.

Fire element is the counter balance of water and operates as training for the Hydromancer.


Aeromancy: Headmaster: Mage+Sage

Often referred to as "weather witches", Aeromancers never actively use their abilities except out of mortal instinct; they are taught to be as passive and peaceful as possible in order to maintain harmonic conduct with the weather, as the weather can and will kill anyone who abuses aerokinesis.

Class Composites:Mage+Sage, Wizard+Mage, Summoner+Wizard, Sage+Ranger, Thief+Sage, Nomad+Druid

Body element is transmuted to more easily conduct Aeromantic techniques through aerokinesis.

Metal element is not used by Aeromancers and can pose as shielding to their techniques; Metal element is volume training and lightning studies


Water element is most valuable to Aeromancers; without which, no weather effects would exist at all.  Water is used by aeromancers to alter the potency of the air currents and manipulate cloud formations.

Forest is the aeromancer's domain and adobe. Forest acts as an energy depot for Aeromancers and offers both Body, Water, and Air elements to their reserves.

Fire is the "taboo" element for aeromancers and banned from schooling.  Capable of transmuting tornadoes into firestorms and thunderheads into acid rain.


Magmancy:



Geomancy:

The school of transmuting Earth, Stone, Gems, Magma, and Ores interchangeably with one another.  Geomancy is a powerful school of magic, earning an entire independent class of its own.

Body is transmuted to more easily conduct Geomantic techniques through geokinesis. Body is also studied to implement transmutation to Terra elements by shaping them and giving them form.

Metal is transmutation ammunition and can be either created from or transformed into raw ore, gemstones, earthstones, magma, or soil.


Water is studied by Geomancers to implement transmutation to Terra elements by liquefying them.

Forest  is studied by Geomancers to implement transmutation to Terra elements by solidifying them.

Fire is studied by Geomancers to implement transmutation to Terra elements by consuming them.



Technomancy:
4 methods of class composites; Headmaster: Wizard+Blacksmith
The school of Technomancy covers interchangeably transmuting all things digital and mechanical. Technomancy is a rare art and uncommon school.
Androids and Cyborgs have an advantage over technomancy, and cyborgs gain amplified potency in their usage of it.
Technomancy is a prerequisite for Android Spirits, Souls, Will, and Biology.

Class Composites:Geomancer+Tinker, Mage+Inventor, Warlock+Tinker, and Wizard+Blacksmith.

Body is the Technomancer's domain and adobe.

Metal is one of the technomancer's means of manipulation which ties in the majority of elements with its own chart.


Water 

Forest 

Fire 



Necromancy:

Body 

Metal 


Water 

Forest 

Fire 


Tetramancy: 
An incredibly powerful school of magic capable of folding space/time and

Body 

Metal 


Water 

Forest 

Fire 


Halomancy:


Body 

Metal 


Water 

Forest 

Fire 


Astromancy:

Body 

Metal 


Water 

Forest 

Fire 



Omnimancy:

Body 

Metal 


Water 

Forest 

Fire 





Classes:

Support; Supporters

Versatile units whom display moderate traits of 2 or more of the following classes; their abilities, not as effective or spectacular.

[Summoner] :: Assassin
Gemforcer :: Spy
Runecrafter :: Thief
Inventor :: Tracker


Healing; Healers 
Qi/Chi Specialists. They convert their Mana into Qi to utilize their super effective healing magics.

[Alchemist] :: Nomad

Druid :: Bard
Shaman :: Cleric
Priest/ess :: Hermit


Ranged; Projectilists 

Tactical units specializing in hit and run strategies and attacking from afar.

[Soldier] :: Ranger
Brigand :: Black Ninja
Mercenary :: Tinker
Bandit :: Hunter


Magic; Spellcasters 
Magical supporters with a wide variety of magical skills which alter everything from their opponents, their allies, themselves, and even their environment. Spellcasters are as versatile as support units.

[Sage] :: Skinwalker
Wizard :: Mage
Conjurer :: Geomancer
Sorcerer/ess :: Warlock/Witch


Melee; Combatants 
Fighters who gladly get their hands dirty. Combatants have no specialties other than hurting their enemies.

[Psion] :: Engineer
White Ninja :: Berserker
Monk :: Enforcer
Scout :: Brawler


(Work in Progress VII) Class Titles:



Class Titles:


Element  *Element Representative Composite Class*  Yin Class / Yang Class Patron Deity



Body  *Barbarian*  Berserker / Brawler Mind
Technology  *Saboteur*  Spy / Inventor G.A.T.E.
Ice  *Survivalist*  Hunter / Tracker Wisp 
Poison  *Necromancer*  Black Ninja / Alchemist C'Thulhu
Magma  *Vagabond*  Thief / Mage Salamodo
Earth  *Technomancer*  Engineer / Geomancer Spirit Gnomes
Fire  *Pyromancer*  Warlock / Priest Ifrit
Forest  *Gaian (/Avatar [III])*  Shaman / Druid Cedarfern
Water  *Hydromancer*  Monk / Cleric Undine
Metal  *Forge (/Avatar [I])*  Tinker / Runecrafter Dwarf Souls
Lightning  *Adept*  Sorcerer / Wizard Amp, Joule, Volt, Watt, & Spark
Shadow  *Nightmare (Posing Avatar [IV])*  Skinwalker / Mercenary Shade
Air  *Sniper*  Bandit / Brigand Sylphinid
Light  *Halomancer*  Nomad / Gemforcer Aska
Gravity  *Gladiator*  Enforcer / Ranger Luna
Spirit  *Dreamwalker*  Summoner / Bard Great Mystery/Creator
Chi  *Demigod*  Assassin / White Ninja May, Martel, & Marion
Mind  *Templar (/Avatar [II])*  Conjurer / Psion Soul
Magnetism  *Valkyrie*  Soldier / Scout Odin
Void *Immortal*   Hermit / Sage Origin

 40 classes, 20 composite representative classes, unknown composite titles.


















Rangers 



Back Ninjas can lace their melee and thrown weapons with poisons, chemicals, and other potentially volatile concoctions to advance their weapon effectiveness.  Furthermore, they have a habit of relying on chemically altered states of mind and body to affect their combat technique and ability.




N/A




Inventors



Spies



Observers





Alchemists create Elixers and Tinctures in vials by 'reverse chemistry' process of 'self digestion'.
In chemistry, a tincture is a solution that has alcohol as its solvent; in Alchemy, components are dissolved through digesting each other to separate one another from inverted particulate-solid-alcoholic tincture and detoxified elixir by repeated heating and cooling over various periods of time determined by the combinations of componenets.

Each ingredient has either a philosophical metal or mineral; such as philosophical tin and philosophical quartz.
The journey of an Alchemist is to divine and discover all the properties of the world and their resultant tinctures and elixirs in relation to one another. Potions, medicines, drugs, poisons, and repellants paint the wardrobe of an Alchemic. 


Thieves process treasures between sacrifices for Salamodo, in exchange for good fortunate luck; and spoils of their own.  Salamodo is a covetous deity who adores swimming in molten gold, and to bathe in it, but incredibly generous for gifts and sacrifices.  Thieves keep close ties with ninji and study their ways as often as available opportunity, between lifting and pickpocketing and boosting and all about thieving.


Vagabonds



Trackers


Hunters


Survivalists




Composite titles are derived from multiple class combinations. Work in progress:

Primary Class + Secondary Class = Composite Class

Geomancer, Warlock, Blacksmith, Wizard, Skinwalker, Ranger, Nomad, Sage, Shaman, and Martial Artist are Primary Class Only (PCO) titles and cannot be taken on if a Title is already earned without quitting your current class first.
Occasionally, you might find composite classes which combine two PCOs. These are the only times a PCO can be taken on as a secondary class - which is only for the composite.





Sniper + Thief = King of Thieves

Psion + Bard =  Clown Ninja

Thief + Gemforcer = Cat Burglar

?? + ?? = Vodouist

Nomad + Tracker = Walker

Monk + Priest = Paladin

Priest + Sorcerer = Archmage

*Wizard + Geomancer = Tetramancer

Geomancer + Runecrafter = Golem Master

Berserker + Bard = Punk

Priest + Bard = "The King"

Engineer + Inventor = Oz Almighty

Skinwalker + Black Ninja = The Face

*Nomad + Alchemist = Dr. Housecall

Ranger + White Ninja = Hero

Wizard + Hermit = Merlinian

*Warlock + Sage = Morganian

Mercenary + B/W Ninja = Pirate

Soldier + B/W Ninja = Samurai

Warlock + Bard = Baron Samedi

Spy + Tracker = Superspy

Geomancer + Mage = Magmancer

Summoner + Psion = Psychomancer

Ranger + Druid = [The] Caretaker

*Wizard + Ranger = Frostwizard





Avatars:

I Maxwell; Cougar Bear;
II Djinn; Jovithor;
III Gaia; Cedarfern
IV Loki;




Proficiencies:


Characters can take on 1 proficiency per 4 levels starting at level 8, and get a freebie at level 4 if the first 4 levels were spent in training or tutorial adventures.

Some proficiencies are prerequisite for certain class abilities, as listed.



  • Herbology - gain knowledge of plantlife and its (field) uses
    Alchemists, Druids, Shamans, Hermits, Sages, Nomads, Rangers, and Hunters
  • Tailoring - mend and weave or design clothing.
    (w/b)Ninjas, Rangers, Nomads, Priests, Skinwalkers, and Magi
  • Carpentry - harvesting lumber and designing structures are a small part of the job.
    Priests, Hermits, Thieves, Tinkerers, Geomancers, Soldiers, Bandits, Monks, and Engineers
  • Skinning - removing the skins and furs of animals
    Skinwalkers, Shamans, Hunters
  • Leather Working - work the skins and furs into armor, equipment, and clothing
    Skinwalkers, Shamans, Inventors, Rangers
  • Fishing - F-I-S-H-I-N-G  catch fish. shoot the breeze. watch the clouds float by.
    -never mandatory-
  • Butchering - harvest meat from fish and animals.
    Skinwalkers, Shamans, Soldiers
  • Cooking - cook fish and meat so it doesn't potentially poison you.
    Alchemists, Priests, Clerics, Soldiers, Bards, Nomads, Hermits, Sages
  • First Aid - aged raw meat is unsafe, so in case of ingestion, its good to know what to do...   you can also mend wounds and set bones.
    Alchemists, Trackers, Bandits, Shamans, Monks, Clerics, Nomads
  • Mining - find precious stones and metals beneath the earth.
    Engineers
  • Jeweling - set precious stones in rings, necklaces, and bracers or canes and other mounting pieces.
    Gemforcer, Warlocks
  • Metallurgy - temper ores into metal sheets, plate, and leaf.
    Inventors, Engineers
  • Mechanics - progressively advanced technological hardware maintenance skills.
    Inventors, Tinkers, Engineers
  • Mercantilism - improved profiting exchanges, access to guilds and banking, applicable reputation elements.
    Assassins, Inventors, Bards, Enforcers, Mercenaries, Priests, and Thieves
  • Lockpicking - choose a lock. then crack it open.
    Thieves, Spies, Tinkers, Mercenaries
  • Programing - progressively advanced technological software maintenance skills.
    Spies, Inventors, Engineers
  • Musician - play tunes and compose songs, carry an instrument around and perform abroad.
    Bards, Priests
  • Tarot Reader - can alter character reputation, karma, and luck, and can invert your spiritual standings.
    Geomancers, Warlocks, Alchemists, Skinwalkers, Bards
  • Courier - exchange and deliver goods for fees and keep the economic gears turning.
    Mercenaries, Spies, Soldiers
  • Banking/guild leader - open a bank or initiate members into a new guild; must have mercantilism beforehand.
  • Instructor - go forth and share your class skills with others with varying degrees of improving diversity.
    --Available to all Classes by and above lv34--


Some proficiencies are automatically added as part of character class requirements and occur at no cost to the player; such as Mining and Metallurgy are automatically taken on by blacksmiths and mechanics and programming can be taken on by inventors.





Mind, Body, Spirit:


Your overall vitality is affected by the three and their encounters.
Your mind cannot cause hit point damage, but can, instead, eliminate defenses, regeneration, and stat bonuses, racial modifiers, and even magical boosts.  While mind cant cause harm, it can cause damage to become much more lethal.

Bodily attacks cause physical damage only.
Magic attacks cause damage physically and spiritually.
Elements attacks cause physical and psychological damages.
Chi/Qi attacks all Mind, Body, and Spirit.



Body is hit points. It's your vehicle of operation, if it dies, you die.  Damage done to the body drains hit points until there are none left.  So long as the body is well maintained, it will remain healthy, regenerative, and functional.
Physical attacks are defended with the body itself, armor, weapons, and obstacles in the environment itself.
Magical attacks are defended by the soul, a spiritual body driving the physical one.  Any and all damage the soul takes, the body will receive, so it is important to keep both mind, body, and soul well protected!
Elemental attacks are defended by armor, medicine, and warding, can cause rapid and/or reoccurring damage and debilitating physical effects such as paralysis.  Elemental damage can also cause psychological damage, causing stacking damage, amplified damage, and reduced defenses.  Elemental effects are things like burns, frostbite, poisoning, paralysis, feinting, lapsing consciousness, and vertigo.
Psychological damages are mostly status effects, like fear: causing increased hesitation and/or decreased response time, distractions: which disengage the player from combat or other activities, fear induced paralysis, reduced strength via intimidation or phobia, confusion: altering targets in mid-action, altering course at key locations, and affecting purchases or trades.

Qi is never used to directly inflict harm and does very small amounts of damage, but cause all psychological defenses to fall, leaving the spirit entirely undefended.   Qi attacks do negligible damage to the body and very low damage to spirit, but cause high hit point losses never the less.


Qi is used to heal: The least effective damaging element and it is the most effective healing element.





Universal Character Creation Rules (are as follows, unless later stated otherwise):
13 Stat Points are awarded every level, no more than 5 points can be raised on any one stat per level, regardless of stat costs; Class Points are not awarded until a class is graduated, are 8 per level for primary class and 13 per level for secondary class; all points can be reserved indefinitely; and stat points can be used interchangeably with class points, but class points are strictly for class skills and schooling.

Traits:
Traits which a character's race cannot have will cost triple to purchase.
The cost to remove a permanent racial trait will be listed with the trait itself in (bold parenthesis) as a number.



Gremlinism Has a 21% chance of occurring automatically (for free) at character creation; costs 5 stat points per level, but awards the player with 3 stat points directly added to dexterity every level at no cost to the player, adds the independent Gremlevelinup exp meter and abilities list.
Gremlinism has 12 levels of progression, each level gaining additional symptoms which cause progressively greater thresholds of destruction until the final level is breached and self destruction ends the character's life.

Every level of gremlinism has different abilities unlocked by spending grempoints you get per level, which change depending on how high your dexterity is, by 3 grempoints per 5 dex stat points. Each gremlin ability has 5 power levels which points can be spent on as well.

Grome: 0-13 xp; can learn degrease or overattle.
Grum: 14-21 xp; adds underclocking, shaky hands, and absent mindedness to list of 'abilities'.
Grohm: 22-34 xp; automatically subtracts half dexterity stat points and holds that number, adds innate saboteur instinct to list.
Great: 35-55 xp; no grempoints, and/or existing points are subtracted automatically; instant level up for any and all currently purchased Gremlin abilities
Gremlite: 56-89 xp; adds psychodrain, manasap, and spiryup to list.
Gremlin: 90-144 xp;automatically adds 1 level to Gremlin Touch, and the held grempoints plus 1 extra grempoint are returned to the grempoint pool.
Gremling: 145-233 xp; increases movement speed x3, adds thunderhiccups and flaming sneezes to 'abilities' list.
Grem: 234-377 xp; adds gravitational masscular to abilities list and initiates automatically leveling worn and torn to the gremlin abilities.
Gremlord: 378-610 xp; adds caffeinated circulation and rage conversion (to choice of dex, agi, wit, or stm) at up to 3 points per level exchanging one grem point per 3 rage SP; cannot go lower than 1 Rage SP.
Gremlinthropy: 611-987 xp; automatically adds 1 point to necrological presence, general poisoning, or choice of pre-existing gremlin ability and doubles current grempoints.
Gimmold: 988-1597 xp; adds 1 point to festering bowels, and 2 points to halitoxis phlegm (plus 2 per point spent on it);  adds bonerigged, manic excitement, and general madness to 'abilities'.
Gremlich: 1598-2584 xp; causes hp regen to become negative values, can no longer be healed, random loss of character control and eventually death.
although

Ghoul: If by chance or miracle the character has survived, they become immune to self affliction, and can be healed again, though they lose all regenerative treatments including their own hp and manna regen.



Miniaturization Has a 25% chance of occurring automatically at creation; costs the character's speed per level and shrinks the player between 34% and 55% of the racial height limits.


Giantism Has 8% chance of occurring automatically at creation; costs 10 stat points per level and their exp gain rate is ten times less, with the loss of wisdom** but become ten times larger than their race limits, and have ten times higher vitality and physical attack and defense, and all stats are half cost (thats like having 16 stat points* per level).

*
after 10 sp/lv deduction*


Cybernization/Bionization has wide and varying implications and costs which transpire currencies, body parts, stats, capabilities, and even free will. Bionic parts are as diverse as the entire world itself and just as potentially dangerous and lethal. Varying degrees of cybernization can eventually lead to androidization where less than 22% of the original body remains. Androids lose luck, flexibility, will, rage, all spirit & wisdom effects, bonuses, & magic, and become autonomous (P/NPC/monster).
New-Player Character Androids have Luck and Will to begin with and are initiated on a quest for a soul, or they have Spirit and Wisdom and are sent on a quest for magic.
Androids have the ability to self-augment their stats at any time, but never exceed the current level total of stat points or remove any existing stat points for storage, nor can they leave unspent levelup points; lastly, androids can never lower their stat points below their lowest levelup point.

Cyborgs have a similar stat disposition; their final calculations are averaged for three sections: Vitality, Intelligence and Wit; Dexterity, Defense, and Agility; and Strength, Speed, and Stamina

Each of the 3 sections are aptly affected by the various bionic parts applied to the body.
Vitality of the individual parts is averaged with the vitality of the body through biotech and is affected universally through each part.
the Int, Wit, Agi section is affected by Head Implants
Dex, Def, and Spd section is limbs; hands, feet, arms, and legs
and the Core parts/upgrades affect Vitality, Strength, and Stamina.

For a list of parts (both bionic and robotic) and general quality and complexity comparisons, see the Android racial information entry.



Vampirism:
1% chance of creation story tragedy. Cannot* choose to become vampiric. Various vampiric effects are lent or enforced following a strict chain of command which is stronger near the top and weak and weightless at the bottom.

*within reason; rapid re-rolls might as well give way to success.



Wereism or Therianism:
Therianthropies, or 'Werekin' are the anthropoid characteristics of various animals and creatures.  It can affect even playable races lending altered characteristics and a double XP gain rate.

Werewolves are the most familiar Therianthropy, the Lycanthropy.  A similar curse as Vampirism affects the vast mass majority of Lycanthropies.
Leoanthropy would be a Werelion but probably not as common as Tygrianthropies would be- go Weretiger!
Many might be fun to explore, too many to name. Werepigs, Weredogs, Wereoxen, Werewalruses, Werespiders, whatever floats 'yers...
Simianthropies might be more relatable before things get surreal. Picture a huge hairy bodybuilder with opposable thumbs on their feet.
Humanthropy: That's right, a Werehuman.  Things get fun if you're lucky to roll wereism.
Negative traits and stat costs are eliminated and/or racial bonuses are improved, plus double XP.



W.ork I.n P.rogress:



Humans:  You know Humans, right?  We're a pretty diverse lot, aren't we?  More often than not, history has taught us, we deem it fit to dominate the world and the heavens.  We've certainly earned ourselves a spot in omniversiality. and to reflect that in-game, Humans are the only race who are permitted to learn everything...  But they're pretty much entirely prejudiced and hate all non-humans.

Traits:

Can have wereism, gremlinism, miniaturization, or giantism, become vampiric and bionic, and are able to interchange freely between android and humanoid (if born Human).
Can learn any skill, trade, and school.

That's right, no class or proficiency restrictions, class and proficiency advancements are doubled, and we can wield any and all weapons, with the proper training prerequisites.

Werehumans are advanced humans, to say the least.
All stats are half price except vitality, defense, speed, and flexability.


Level up Costs:
N/A



 

Elves: Taller than humans with pointier ears and innate, intrinsic, natural magical sensitivity, opening up all element pathways automatically.  Elves are rival to humans in the learning curve and can take on most classes.  Natural adept Elves have skin colors that reflect their areas of natural aptitude.  For example a Fire Elf might have reddened skin, while a Magma Elf would have a much darker red skin. Elementelves are very uncommon and do not pass on their traits to their children...
Listed below, however, are 8 types of Elves whose elemental affinity IS passed down from generation to generation.

Traits:Cannot have gremlinism or giantism, can have wereism, miniaturization, become vampiric, bionic, and android.
regeneration rates are doubled, Mana Total is spi+wis, xp bonus is wis/19, start every class with element paths unlocked and all basic magics learned.
Can be Dark Elf and have natural affinity for Shadow and Poison Magics
Can be Night Elf and have natural affinity for Gravity and Forest Magics
Can be Life Elf and have natural affinity for Chi and Water Magics
Can be Presence Elf and have natural affinity for Body and Spirit Magics
Can be Empty Elf and have a natural affinity for Void and Magnetism Magics
Can be Cave Elf and have natural affinity for Metal and Earth Magics
Can be Flame Elf and have natural affinity for Fire and Magma Magics
Can be Psycho Elf and have natural affinity for Mind and Technology Magics

25% chance to become one of the 20 Elementelves naturally during character creation, or randomly the first 10 levels.


Wereelves have a 13% increase to the minimum and 21% increase to the maximum height thresholds, their mana regen is quadrupled, and int costs are 4-for-1.  Wereism has a 55% chance of occurring at creation or costs 32 stat points.


Level up Costs:
Int, Wit, Luk, and Wil are 2-for-1, but Vit is 1-for-2

Unavailable classes:
Skinwalker(/except dark, empty, and psycho Elves), Shaman(/except cave, flame, and dark Elves), Druid(/except night, light, life, and empty Elves), Wrestler(/ except presence elves), Berserker(/ except presence elves), and Brawler(/ except presence elves).



 

Cacubai:


Traits:


Level up Costs:


Unavailable classes:


 

Hobbits:

Traits:

Were


Level up Costs:


Unavailable classes:


 


Dwarves:  Stouter, shorter, human-like people with a knack for metallurgy and nature school magics.  With sufficient training and personal selection by their Mountain Kings, Dwarves are potential Patron Deities of the element of Metal and the only race which has the natural ability to both mine and work with Spirit Ores and Transdimensional Metals. 

Traits:
Cannot
have giantism or miniaturization, can have gremlinism, wereism, become vampire, cyborg, or android.
Their diversity and adaptability also earns them additional classes.  Stamina and Defense gain a 150% bonus at the cost of 75% of their speed and 50% of their agility.
By default, all Dwarves have innate knowledge of metal working and can mine, refine, and temper rare/mythical/mystical ores and metals.
Dwarves have the potential to become elemental patron spirits of metal.


Weredwarves are Spirit Guardians of Metal and have their speed and agility restrictions removed.


Level up Costs:
Dex, Wit, Stm, and Def are 3-for-1, but speed is 1-for-5, yikes!

Available Classes: Shaman, Hermit, Brawler, Thief, Tinker, Bard, Soldier, Bandit, Tracker, Monk, Ranger, Nomad, Alchemist, Spy, Conjurer, Mercenary, Runecrafter, Wrestler, Blacksmith, and Enforcer.




Orcs: Brutal, massive, dirty, loud, ornery, hued humanoids with fair diversity and adaptability.  Their brains are not as advanced as humans but their bodies have taken on more than fair compensation.  They have formed many tribal communities and have a very warlike yet spiritual culture.


Traits:Cannot have giantism, gremlinism, or become vampiric.
Can have miniaturization, wereism, and become cyborg or android
Flx bonus is calculated by *(Flx/250)/100)+1)
Orcish warriors have half cost on spending class points for every martial type class. 

Wereorcs benefit from default int costs and normal flexibility bonuses. as well as the additional classes:
Wizard, Mage, Summoner, Conjurer, and Inventor.

Level up Costs:Str is 1/3 cost, Stm is 1/2 cost, Agi is x2 cost, and Int is x3 cost

Available Classes:

Sage, Brawler, Thief,  Bard, Tinker, Bandit, Tracker, Monk, Hunter, Nomad, Alchemist, Druid, Skinwalker, Wrestler

Class bonuses:
Berserker, Enforcer, Soldier, Warlock, Fighter, Shaman, Ranger, Mercenary, Blacksmith, 




Draconian 5 subspecies: 

Cannot have wereism

Draco:
 

Tortoin:
 

Iguanian:
 

Chameil:
 

Velosaur:




 

Dryad:


Traits:


Level up Costs:


Unavailable classes:


 

Satyr:


Traits:


Level up Costs:


Unavailable classes:




 

Minotaur:

Traits:


Level up Costs:


Unavailable classes:


 

Sasquatch/Yeti:

Traits:



Level up Costs:


Unavailable classes:

 


Ogres:

Traits:

Were


Level up Costs:


Unavailable classes:


 

Centaur:

Traits:


Level up Costs:


Unavailable classes:


 

Trolls: Small, but tough and formidable, cave dwelling people who have extremely dense stone-like skin which coagulates under sun and torchlight and renders them nearly immobile.  Not the smartest of species, Trolls cannot maintain complex cultures or societies, or trains of thought, and have extremely short tempers rivaling Goblins, a long distant cousin of the Troll.  Their lack of brains is overcompensated with redundant brawn.
Traits: Int cost x3, Wit cost x4, Flx cost x 8, Rge bonus affects Vit and Stm, Rage bonus = *((Rge /10) /100)+1), automatic +1 Str and Rge SP per level,

Were


Level up Costs:


Unavailable classes:


 

Harpies:


Traits:


Level up Costs:


Unavailable classes:


 
Gargoyles:


Traits:


Level up Costs:


Unavailable classes:


 
Moblins:


Traits:


Level up Costs:


Unavailable classes:


 
Goblins:


Traits:

Were


Level up Costs:


Unavailable classes:


 
Gnomes:

Traits:

Were


Level up Costs:


Unavailable classes:


 
Faeries: Nature Sprites born with free will and no longer bound to an element often seek out an element to serve and become Faeries; unofficial patrons of the elements.  Faeries typically join houses belonging to one of the 20 elements, but occasionally take a hand at freelancing and wander into the world never to be seen or heard from again.

Faeries are highly magical beings and rely entirely on chi and mana in order to survive at all.  Being only a few inches tall at most, they are also very delicate and have to be wary of larger animals who can easily kill a faerie by stepping on one.


Traits:
Can have all traits, except; Cannot have Wereism.

Cybernetic parts cause all the faerie's attributes to fall by 5 stat points per level until death.
Much lower health; HP is calculated via x100

Literal will means that each point of will is percent;  if you have a level 12 with 34 SP in will and have 360 will, that's 360% bonuses!
Not only that, but their Mana regenerates are a percent per second.
Lastly, they benefit largely from an improved MgD calculation.

'Werefaeries' are faux Werekin and actually very well aged Faerie Elders rumored to be over 10,000 years old.


Level up Costs:No SP spending restrictions except marked:

1/12 Agi cost, 1/8 Spd cost, 1/4 Int cost, and 1/2 Wit cost;
Can only spend 3 SP/lv in Vit/Int/Wit;
Can only spend 2 SP/lv in Spd
Can only spend 1 SP in Agi and Will
Str x4 cost

Unavailable classes:
Skinwalker, Wrestler, Blacksmith, Brawler, Berserker.
 


 

Skinwalkers: Skinwalkers are the most complicated and diverse creature in existence.  Their shape shifting capabilities are beyond comparison, but with a monstrous prerequisite: For every "face" a skinwalker wishes to assume, they must consume the organic material of as much as or more than the one individual body they wish to apply face to.  Meaning, 1 or more of a species must be exchanged for the capacity to shape shift.

A Skinwalker's original body is a small 3-9 inch stick figure at birth, which grows over time to up to 5 feet. 5 small magnetic cylinders make up the head & core, and the limbs.  A tiny mouth with rotating saw blade teeth, capable of quickly killing most small rodents, insects, and some fish, cannot close, chew, or otherwise move.  So eventually, over long periods of time or at the guidance of parental presence, enough insect matter will be consumed that the infantile skinwalker can assume the form of a potentially deadlier bug and begin amassing faces for survival and bigger prey.

Traits:Cannot have Miniaturization, Giantism, become Bionic, or become Androids.
Can have Gremlinism, Wereism and become Vampiric.
Skinwalkers have the uncanny ability to eat anything and assume it's "face" or equivalent.
Some species and races have faces requiring 2 to 8 bodies' mass to assume the single face, additionally; any and all wasted matter can lead up to 32 kills just to consume 8 bodies' worth of mass; one of the natural progressions a skinwalker has is gross ettiquette - which advances autonomously every time a meal is wasted.

Faces:
Each "Face" a Skinwalker acquires is an individual and natural character sheet; complete with skills, techniques, proficiencies, attribute levels and spent & stored stat points of the targeted 'face'.

To acquire a face, a skinwalker choses a target, then "meats" the required DNA, or "specie material", which is usually a number of like-race bodies before the targeted face can be consumed and assumed.



Wereskinwalkers have the ability to mutate single cells individually, allowing them to assume an amassed form of multiple faces. Additionally, Wereskinwalkers can transform their bodies ten times faster than their counterparts.  There is only a 6% chance of Wereism in Skinwalkers.


Level up Costs:
3 level 1 faces at creation, 3 of Faces per 5 levels, starting at level 5; all faces level up uniformly and only advance if lower than Character's Natural Level. All higher level faces gain xp but do not advance level until natural level 'catches up'.

Unavailable classes: (only applies to initial creation character pages.)
Shaman, Druid, Bard, Wizard, Summoner, Conjurer, Gemforcer.






Androids: Androids are complex robotic constructs with humanoid tendencies and powerful artificial intelligence processors.  Originally built by Humans to make up for physically lacking prowess, Androids built "from scratch" can gain humanity through applicable quests, but begin life without a spirit or soul and thus can neither benefit from Wil stat points, or wisdom exp bonuses nor have any spiritual affects or mana pools.

Android stat point expenditure is codependent on the level of technology installed on the character.
Each of the 13 attributes has an equivalent robotic and cyborg component with varying levels of complexity and quality.

Lowest complexity parts only permit the stat to exist with 1 SP, whereas highest complexity parts can allow up to a full 13 stat point level-up spending.
Lowest quality parts degrade rapidly, carry potential corrosion risks for androids and infection risks for cyborgs, and have no self repairing nanotechnology, whereas highest quality parts are made with permeable gold alloys, do not rust or corrode, and have self-repairing nanotechnology.
 


Traits:
Cannot
have wereism, or become vampiric.
Can have gremlinism, miniturization, giantism, and become bionic.
Androids alone have the ability to augment their attributes at any time.  An Android can redistribute existing stat points among any attribute, within limitations of the body part complexities and qualities, but cannot lower any stat point below their character-creation SP level except for Luck, Flexibility, Willpower, and Rage - until a soul and/or spirit are earned.


Full Core:
Breastplate Chassis, Breastplate armor, individual (applicable) Musclengines (left and right pectorals, chest, lumbar, abdominal, waist, left and right glutes and reproductive muscles.) and Organdrivers (Heart, Lungs, Liver, Pancreas, Spleen, Kidneys, Stomach, Gall, large and small Intestine, Bladder, Colon, Prostate, and Gonads), Coreplate, Core armor, Core storage, and Detachable Storage Unit.

Full arms:
Pectorals Engines, Biceps Engines, Triceps Engines, Forearm Pistons, Hands, Shoulder Storage, DSU, *weapons*, and *tools*, each with applicable chassis and armor.

Full Legs:
Hips Turbines, Quadriceps Engines, Thigh Engines, Calf Engines, Shin Pistons, Feet, Thigh Storage, DSU, *weapons*, and *tools*, each with applicable chassis and armor.

Full Head:
Left Frontal Lobe; Quantum Flux Capacitor, Right Frontal Lobe; Logic Assist Bores, Parietal Lobe; Core Causality Calculator and Memory Multiplex, Occipital Lobe; Synaptic Driver, Nerve Slave, and General Transceiver Unit, Left Temporal Lobe; Left visual and auditory Driver Unit, Sensory Driver Assist I, Random Access Memory Assist Unit, Right Temporal Lobe; Right visual and auditory Driver Unit, Sensory Driver Assist II, Emotive Quantum Association Matrix.
Left and Right Bionic Eyes and Inner-Ears, Chassis, Armor, and *weapons* & *tools*.


General Complexity Rules:
The higher the complexity of the technology, the more exponentially expensive it will be.

A complexity of 1-3 will not permit armor, chassis, or mounts: This means the bare hardware is not only visible, but vulnerable.
a complexity of 1 means no more than 1 stat point in the applicable attribute, and a complexity of 3 means no more than 3.
complexity of 4 will permit a chassis and storage type mounts, and removes the stat point cap, but permits only 1 stat point to the applicable attribute per level. a complexity of 5 will add 2 sp/lv, and 6; 3sp/lv
a complexity of 5 will also upgrade to nanotech compatibility
a complexity of 6 will also allow armor and tool mounts.
a complexity of 7 will revert the sp/lv cap to default (>=5)
a complexity of 8 will permit weapon mounts and allow nanotech upgrades
complexity 9 increases the sp/lv cap to 8
and complexity 10 increases the sp/lv to 13


General Quality Rules:
The higher the quality, the better the armor, mounts, and hardware will be.

a quality of 1 to 5 is generally speaking, "used", 5 being "good as new" and 1 being a rusty junkyard foraging ground-score.
a quality of 5 will not always include nanotech, but is the nanotech minimum quality.
a quality of 6 or higher is the lowest new product level of quality and highest used product quality level.
the higher the quality, the higher the cost and the better the HP, Armor, and capability.
all quality level 8 and higher equipment is built with nanotechnology. QL8 is the mandatory minimum for safe Organdrivers and Musclengines*.
quality level 9 equipment is the minimum mandatory for safe Cranial Implants and Brain Replacement Surgeries*.

Quality level 10 is the only quality level of parts which can offer the Emotive Quantum Association Matrix, and Logic Assist Bores without a high risk of infection or death during instillation and without the inevitable berserking and loss of control afterward*.


Level up Costs:
All stat points cost 1-for-2.

Unavailable classes:
Berserker, Hunter, Alchemist, Geomancer, Warlock, Priest, Shaman, Druid, Conjurer, Wizard, Mage, Sorcerer, Skinwalker, Gemforcer, Summoner.


* Such parts may be available at lower quality/complexity levels, however come with incredibly high risks of infection, death, and/or loss of player control.



Bestiary:


Technically ALL animals, monsters, beasts, and "NPCs" are all "cached character sheets"... So none of the monsters will exist until created (and this blog entry is the initiation of creation but not the success or really end result) but here's a list of ideas that will have stats augments eventually, according to their class and tier...

★★★★★★★★★★★★★★★★★★★★



Orcapede: (Ox-sized orca body+head, 800 insectile legs+segmented exoskeleton & tail"fin" in addition to the body, but it's all legs.)

★★★★★★★★★★★★★★★★★★★★


Aligatox: (50k psi gator jaws on a 5 ton ox body. With horns.)

★★★★★★★★★★★★★★★★★★★★


Boarilla: (Opposable thumbs with boar hooves for fingernails on forearms and boar hind legs+tail on a gorilla body and a gorilla head but with slight snout and protruding warthog tusks.)

★★★★★★★★★★★★★★★★★★★★


Vultarantula: (8 eyes & legs, bird wings, web nests made of silk+bones, ravenous and wasteful)

★★★★★★★★★★★★★★★★★★★★


Scorphrog: (Frog hind legs, stomach, tongue, & eyes; 2 frog eyes, 4 insect eyes. Scorpion pincers, legs (6), tail, exoskeleton, and mandibles.)

★★★★★★★★★★★★★★★★★★★★


Aracroc: (8 [reptile] legged crocodile with 8 [reptile] eyes and an abdomen with spinner instead of tail and spider mandibles instead of snout. Terrible swimmer. Lays trillions of eggs in sacs the size of a large dog. Cannibalism ensures only 0.001% emerge from sacs. {Grab+tumble+web, suck dry, fertilize/lay eggs, die.})

★★★★★★★★★★★★★★★★★★★★


Ravenfox: (Huge (blackbear sized), 4 (fox) legged, black-dark iridescent rust colored, genius corvid with vertical pupils, huge wings, and 3 black tipped fox tails.

★★★★★★★★★★★★★★★★★★★★


Tardigrade badger platypus: specifically named as such because it's just... Those three in the worst ways possible.

Everything platypus won over the crab here, but with the extremophilia of a tardigrade and attitude of an American honey badger. 
But it's a platypus.









Stats Calculation Algorithm (in order of operations):

Stat boosters:
All stats above luck are bolstered by flexibility and this boost must be calculated for each stat before composite calculations begin.

(WIP: these 4 stats share stat points and divide 1 SP into all 4 categories according to racial modifiers)

Example Boost Stats: 50 SP
Luk 16  (wip/Wil)/1000)+1
Flx 69  (wip/Luk)/1000)+1
Wil 106  (wip/Rge)/1000)+1
Rge 11  (wip/Flx)/1000)+1

(/WIP)
Flexibility:
Adds a bonus to all 9 physical stats between Vitality and Agility by multiplying the percentile derivative: by dividing the total Flexibility points by the total Luck points twenty.

eg: ((Flx/20)/1000)+1
    ((420/20)/1000)+1 = 1.021 [((69/16)/1000)+1= 1.004313]

Vit total * 1.021
132*1.021 = 134.772 ~ 135


Spirit:
Total Stat Points + (Wil - Rge)

Wisdom: (Int*Wit)/(level*10)+(Int[SP]+Wit[SP])

Appearance: ((Vit+Int+Dex+Str+Stm)/5)+Spirit

Charisma: ((Wit+Int)*(Spd+Agi)+Appearance)/Wisdom

Perception: ((Int+Wit+Wisdom)/3)*Luk

Accuracy: ((Perception+Int+Dex+Agi

Evasion: ((Perception+Wit+Spd)/3)*Flx

Endurance: ((Vit+Dex+Stm+Agi)/4)*Flx

Hit Points:
((Vit*1000)*flx)+((End+Agi)*Def) + Str^
Regen: HP*(End+Agi)/((HP*Flx)+(End+Agi)*Def)=Per Hour(/60 = per minute(/60=per second))

Mana: (Spirit+Charisma) - Rge^2
Regen: ((Wisdom+Int+Wit)/3)= Per Hour (/60 = per minute(/60=per second))

PhA(Physical Attack): (Str*Spd)*Flx

PhD(Physical Defense): (Def*Stm)*Flx

MgA(Magic Attack): ((Wit*Dex)*Flx)*Wil

MgD(Magic Defense): ((Vit*Int)*Flx)*Wil



Stealth & Barter are WIP


Stealth: (Evasion*(Wit+Agi+Stm))/Appearance

Barter: Appearance+Charisma+((Int+Wit+Def+Agi)/4)






WiP
Creation rules apply
Level 1 = 52 SP
Level 2 = 65 SP
Level 3 = 78 SP
Level 4 = 91 SP
Lv5=104 SP
 * +13 SP
 * +13 SP
 * +13 SP
 * +13 SP

Total Stat Points * Level = SP Exp requirement:

Level 3 with 90 SP = 180 Xp to next SP = (91 SP = level up.)



52 points @ Level 0 creation.
Reincarnation = Total Stat Points after level 0 divided by 25
e.g. level 20 human:  52 + 13 times 20= 13*20=260 divided by 25 = 10.4
Human level 20 reincarnate: @ level 0 = 52 + 10
Decimal calculates to fourth space and the ones space only rounds up if 6 or higher is in the tenths slot after rounding the hundredths, thousandths and ten thousandths first.

eg: 13579.2468 = 13579.3 = 13579.0
,.;: 2468.55556 = 2468.0
,.;: 2468.5556 = 2468.556~56~6~~2469.0000



Name: Self explanatory, I hope.

Race: Long list of choices, each with
Racial modifiers: dis/advantages of the character race.  can be disabled for no distinctions between races.

Primary Class: Creation-Selection guidance modifier;
<Adventurer;class name> You have no class and no class name until you contact your instructor for the first time, as per the in-character guidance you'll receive to find them; which can be ignored outright. After which your <Class Name> will replace <Adventurer>
{Learning Class} Once you've received acceptance for your desired class, {Class Name} will designate that you know and can use techniques for that particular class, only your level can hint at how much you know, and learning a new class for the first time at level 30 might be a sneaky advantage or a debilitating mistake.
[teaching class] If you've taken on instructor as a proficiency, [Class Name] will designate to others that you can train them in Primary and Secondary classes, and teach Neutral Techniques.
Class Name Unless you've taken on the Instructor proficiency, nothing special will designate your class name.
(Class Name) Composite Classes, Such as Immortal, Valkyrie, and Deity will show up in parenthesis.

Secondary Class: To Be Determined/in game (will show up only if no composite is created)

Proficiency Level: This is a two part page; firstly showing how many proficiencies you can take on at one time.
Secondly, showing the level of accomplishment in each individual proficiency as you advance them in level.

Proficiencies: The list of proficiencies you've taken on.

Stat Points: 64(apply racial modifications plus reincarnation bonus if/when applicable)64
Exp ( )
Level 0-4095
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Base Stat: (stat point) attribute level
Vit (Spent Stat Points) Total value after levels (+)  applicable attribute modifications for Rage, Willpower, and Flexibility   =   =   =   Total Value;   rge%#= wil%#= flx%#=Total Value: Total Value after applicable bonuses adds racial traits for Final Value.

Int (22) 135 *never applies rge = never applies wil* = Flexibility (21) 293 ~ 293((/50)/100) + 1 ~ 5.86% bonus  =135*1.0586=142.911 = 143

Wit (17) 103 *%# = *%# = *1.0586 =109.0358 ~ 109
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Leveling Up:
Dex (Former Spent Stat Points) Automatically added to previous level value = Next Level Total Points + Spend stat points on selected attributes to raise the (new SP total) and add spent points to the new attribute total = Final Attribute Total before bonuses and modifications

Def (13)+75=88 +(8)=(21) 96
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stm (15) +55=70 +(0) =(15) 70
Str (21) +144=165 +(5) = (26) 170
Spd (1) + 11=12 +(0)=  (1) 12
Agi (3) + 30= 33 +(0) =(3) 33
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Auxiliary Attributes:
Luck, Flexibility, Willpower, and Rage boost applicable sections of your final attribute stats.

Luck affects your critical hit ratio, item drops, and # of dice.  Luck also affects evasion and accuracy.
To calculate your total luck output, you must find the difference between luck and will stat points and subtract that from the higher attribute of the two; if they are equal stat points, void the lower attribute - or both if they are equal.

lv 3
Luk (1) 3 = 3
Wil (3) 9 = 7

lv 4
Luk (12) 30 = 26
Wil (8) 20

lv 1280
Luk (1) 1280 = 0 
Wil (1) 1280 = 0 


Luk
(2) 6 ; (2) 8 = (2) 8 ;;;;;; (2) 22 = 22

(1) x 5 =< (lv 7) + 6 = Level 13

Wil
(1) 5 ; (1) 6 = (2) 7 ;;;;;; (2) 21 = 0


(21) 21 ; (21) 42 = (25) 46 ; (25) 71 = (26) 72 ; (26) 98 = (27) 99 ; (27) 126 = (28) 127 ;

(13) 13 ; (13) 26 = (21) 34 ; (21) 55 = (26) 60 ; (26) 86 = (39) 89 ; (39) 128 = (47) 136 ;

lv 5
Luk (28) 127 = 47-28=19
Wil (47) 136 - 19 = 117




(29) 156 ; (29) 185 = +18 (47) 203
(47) 183 ; (47) 230 = (47) 230

lv 7
Luk (47) 203 = 0
Wil (47) 230  = 47-47=luk




Flexibility automatically and passively boosts every attribute above luck by a percent value derived from Flx output, using *(((flex/50)/100) + 1):


Str (25) 75 * 1.022 = 76.65 ~ 77
Flx (40) 110  = 2.2%  (*1.022)

((110/50)/100) + 1


(1) 1 ; (1) 2 = (2) 3 ; (2) 5 = (3) 6 ; (3) 9 = (4) 10 ; (4) 14 = (5) 15
(8) 8 ; (8) 16 = (16) 24 ; (16) 40 = (24) 48 ; (24) 72 = (32) 80 ; (32) 102 = (40) 110
(5) 5 ; (5) 10 = (10) 15 ; (10) 25 = (15) 30 ; (15) 45 = (20) 50 ; (20) 70 = (25) 75
(3) 3 ; (3) 6 = (6) 9 ; (6) 15 = (9) 18 ; (9) 27 = (12) 30 ; (12) 30 = (15) 33


Luk (5) 15 = 15 = =
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Flx (40) 110 = = =
Wil (25) 75 = 55 = =

Rge (15) 33 = = =
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
HP:    (regen:
Spi:
Wis:
Mana:      (regen:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Physical Attack:
Physical Defense:
Magical Attack:
Magical Defense:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Evasion:
Endurance:
Perception:
Accuracy:
Awareness:
-----------------------
(following stats can have +/- values)
Stealth:
Trade:
Health:
Fitness:
Appearance:
Charisma:














Name: 
Race: 
Racial modifiers: 
Primary Class: 
Secondary Class: TBD/ingame
Proficiency Level: 
Proficiencies: 

Stat Points 64(x/#*)64
Exp ( )
Level 0
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Vit ( ) = = = 
Int ( ) = = = 
Wit ( ) = = = 
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Dex ( ) = = = 
Def ( ) = = = 
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stm ( ) = = = 
Str ( ) = = = 
Spd ( ) = = = 
Agi ( ) = = = 
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Luk ( ) = = = 
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Flx ( ) = = = 
Wil ( ) = = = 
Rge ( ) = = = 
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
(Under construction)
(Nearly Complete)
HP:    (regen: 
Spi: 
Wis: 
Mana:      (regen: 
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Physical Attack: 
Physical Defense: 
Magical Attack: 
Magical Defense: 
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Evasion: 
Endurance: 
Perception: 
Accuracy:  
(3% progress) 
Awareness: 
-----------------------
(following stats can have +/- values)
Stealth: 
Trade: 
Health: 
Fitness: 
Appearance: 
Charisma:


Reincarnate Human Level 8-to-0 + levelup:

(70)

Vit (5) = 5 add parenthesis to current total = 10 + player stats 0 = (5) spent stat points and 10 final level up total

Vit (5) = 5 + lv = 10 + 0 = (5) 10
Int (10) = 10 + lv = 20 + 0 = (10) 20
Wit (5) = 5 + lv = 10 + 0 (5) 10
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Dex (5) = 5 + lv = 10 + 0 = (5) 10
Def (5) = 5 +lv = 10 + 1 = (6) 11
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stm (5) = 5 + lv = 10 + 0 = (5) 10
Str (5) = 5 + lv = 10 + 1 = (6) 11
Spd (5) = 5 + lv = 10 + 2 = (7) 12
Agi (5) = 5 + lv = 10 + 1 = (6) 11
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Luk (1) = 1 + lv = 2 + 0 = (1) 2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Flx (5) = 5 + lv = 10 + 3 = (8) 13
Wil (8) = 8 + lv = 16 + 5 = (13) 21
Rge (1) = 1 + lv = 2 + 0 = (1) 2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

(UTTERLY INCOMPLETE) Stats Calculation Algorithm:

https://codepen.io/densedever/full/xYYVjG/



#include <iostream>
#include <stdlib.h>
#include <string>

using namespace std;

int main () 
{ 
//Input
int Lv, Vitality, Intelligence, Wit, Dexterity, Defense, Stamina, Strength, Speed, Agility, Flexibility, Luck, Willpower, Rage, StPt; 

//sub composites
float Endurance;

//Composites
double Flxx, Lukx, Wilx, Rgex, Hit_Points, HP_Regen, Spirit, Wisdom, Manna, Manna_Regen, Perception, Accuracy, Evasion;

// final output
double HPA, HPB, HPC, HPD, HPE, Vitl, Intl, Mind, Dext, Dfnd, Stam, Mght, Sped, Agil, Flex, Luky, Will, Brsk, PhA, PhD, Hlth, Heal, Sprt, Wise, Mana, Fcus, MgA, MgD, Prcp, Accy, Endr, Evas;

//User Input

Lv = 30;
Vitality = 36;
Intelligence = 36;
Wit = 36;
Dexterity = 36;
Defense = 36;
Stamina = 36;
Strength = 36;
Speed = 39;
Agility = 36;
Flexibility = 45;
Luck = 36;
Willpower = 36;
Rage = 1;


//Composites Operations

StPt = 64 + (13 * Lv - 13);  // Lv 30 = 441 distributable stat points minus all level-up bonuses
Flxx = ((Flexibility / 20) / 100) + 1;
Luky = (((Luck * Flxx) / 256) / 100) + 1;
Will = (((Willpower * Flxx) / 50) / 100) + 1;
Brsk = ((Rage / 5) / 100) + 1;
Vitl = Vitality * Flxx;
Intl = Intelligence * Flxx;
Mind = Wit * Flxx;
Dext = Dexterity * Flxx;
Dfnd = Defense * Flxx;
Stam = Stamina * Flxx;
Mght = Strength * Flxx;
Sped = Speed * Flxx;
Agil = Agility * Flxx;
Luky = ((Luck / 256) / 100) + 1;
Will = ((Willpower / 64) / 100) +1;
Brsk = ((Rage / 16) / 100) +1;
Sprt = (StPt) + Willpower - Rage;
/* 
Wise = (Intl * Mind) / (Lv * 10) + (IntStPt + WitStPt)
Mana = (Sprt+Wise)/2
Fcus = (Intelligence / IntStPt)
Prce = ((Intl + Mind + Wise) / 3) * Luky
Accy = 
Evas = 
*/
Endurance = Mght + Stam;
Endr = Endurance * Flxx;
Hit_Points = ((Vitality * 1000 * (((Flexibility / 20) / 100 ) + 1)) + (((Endr) + Agil) * Dfnd)) + (Mght * Mght);
Hlth = Hit_Points * Flxx;

/* HP_Regen = (Hit_Points) * ((Endurance + Agility) / (Hlth) + ((Endurance + Agility) * Defense));
Heal = HP_Regen / 60 
Spirit =
Wisdom =
Mana =
Mana_Regen =
Perception =
Accuracy = 
Evasion = */
PhA = (Mght * Dfnd);
/*PhD = 
MgA =
MgD = */

//Output


cout << Hit_Points, cout << " HP :: ", cout << StPt, cout << " Stat Points :: ", cout << Vitl, cout << " Vitality ";
return 0;
}







Vit (5) 10 = = = 
Int (10) 20 = = = 
Wit (5) 10 = = = 
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Dex (5) 10 = = = 
Def (6) 11 = = = 
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Stm (5) 10 = = = 
Str (6) 11 = = = 
Spd (7) 12 = = = 
Agi (6) 11 = = = 
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Luk (1) 2 = = = 
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Flx (8) 13 = = = 
Wil (13) 21 = = = 
Rge (1) 2 = = = 










Name: Nothanjo
Race: Human Male
Racial modifiers: N/A (Blanck)
Primary Class: Engineer
Secondary Class: TBD/ingame
Stat Points: 64+reincarnate=70 (83)
Exp: 64(/144)
Level: 1
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Vit (5) 10 *%#= *%#= flx%#= 10
Int (10) 20 *%#= *%#= flx%#=  
Wit (5) 10 *%#= *%#= flx%#=  
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Dex (5) 10 *%#= wil%#= flx%#=  
Def (6) 11 *%#= wil%#= flx%#=  
Stm (5) 10 *%#= wil%#= flx%#=
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯  
Str (6) 11 rge%#= wil%#= flx%#=  
Spd (7) 12 rge%#= wil%#= flx%#=  
Agi (6) 11 rge%#= wil%#= flx%#=  
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Luk (1) 2 (((Luck * Flxx) / 256) / 100) + 1; +/- wil;  
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Flx (8) 13   ((Flexibility / 20) / 100) + 1; 1.0065 _ 0.65%
Wil (13) 21 +/- luk = 19; bonus= (((19 * Flxx) / 50) / 100) + 1; 1.0038247 _ 0.38247%
Rge (1) 2   ((Rage / 16) / 100) +1; 1.00125 _ 0.125%
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
HP:    (regen: 
Spi: 
Wis: 
Mana:      (regen: 
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Physical Attack
Physical Defense
Magical Attack
Magical Defense
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Evasion
Endurance
Perception
Accuracy

Flxx = ((Flexibility / 20) / 100) + 1;
Luky = (((Luck * Flxx) / 256) / 100) + 1;
Will = (((Willpower * Flxx) / 50) / 100) + 1;
 
 
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 
I like games, so I'm going to game some games with my game.   

I would like to invite you to play along n_n


If you think my assessments are inaccurate, feel free to offer corrections! Have Fun :D

All content, names, characters, and abilities belong to their corresponding owners.


  • Herbology - gain knowledge of plantlife and its (field) uses
    Alchemists, Druids, Shamans, Hermits, Sages, Nomads, Rangers, and Hunters
  • Tailoring - mend and weave or design clothing.
    (w/b)Ninjas, Rangers, Nomads, Priests, Skinwalkers, and Magi
  • Carpentry - harvesting lumber and designing structures are a small part of the job.
    Priests, Hermits, Thieves, Tinkerers, Geomancers, Soldiers, Bandits, Monks, and Engineers
  • Skinning - removing the skins and furs of animals
    Skinwalkers, Shamans, Hunters
  • Leather Working - work the skins and furs into armor, equipment, and clothing
    Skinwalkers, Shamans, Inventors, Rangers
  • Fishing - F-I-S-H-I-N-G  catch fish. shoot the breeze. watch the clouds float by.
    -never mandatory-
  • Butchering - harvest meat from fish and animals.
    Skinwalkers, Shamans, Soldiers
  • Cooking - cook fish and meat so it doesn't potentially poison you.
    Alchemists, Priests, Clerics, Soldiers, Bards, Nomads, Hermits, Sages
  • First Aid - aged raw meat is unsafe, so in case of ingestion, its good to know what to do...   you can also mend wounds and set bones.
    Alchemists, Trackers, Bandits, Shamans, Monks, Clerics, Nomads
  • Mining - find precious stones and metals beneath the earth.
    Engineers
  • Jeweling - set precious stones in rings, necklaces, and bracers or canes and other mounting pieces.
    Gemforcer, Warlocks
  • Metallurgy - temper ores into metal sheets, plate, and leaf.
    Inventors, Engineers
  • Mechanics - progressively advanced technological hardware maintenance skills.
    Inventors, Tinkers, Engineers
  • Mercantilism - improved profiting exchanges, access to guilds and banking, applicable reputation elements.
    Assassins, Inventors, Bards, Enforcers, Mercenaries, Priests, and Thieves
  • Lockpicking - choose a lock. then crack it open.
    Thieves, Spies, Tinkers, Mercenaries
  • Programing - progressively advanced technological software maintenance skills.
    Spies, Inventors, Engineers
  • Musician - play tunes and compose songs, carry an instrument around and perform abroad.
    Bards, Priests
  • Tarot Reader - can alter character reputation, karma, and luck, and can invert your spiritual standings.
    Geomancers, Warlocks, Alchemists, Skinwalkers, Bards
  • Courier - exchange and deliver goods for fees and keep the economic gears turning.
    Mercenaries, Spies, Soldiers
  • Banking/guild leader - open a bank or initiate members into a new guild; must have mercantilism beforehand.
  • Instructor - go forth and share your class skills with others with varying degrees of improving diversity.
    --Available to all Classes by and above lv34--

Element  *Element Representative Composite Class*  Yin Class / Yang Class Patron Deity



Body  *Barbarian*  Berserker / Brawler Mind
Technology  *Saboteur*  Spy / Inventor G.A.T.E.
Ice  *Survivalist*  Hunter / Tracker Wisp 
Poison  *Necromancer*  Black Ninja / Alchemist C'Thulhu
Magma  *Vagabond*  Thief / Mage Salamodo
Earth  *Technomancer*  Engineer / Geomancer Spirit Gnomes
Fire  *Pyromancer*  Warlock / Priest Ifrit
Forest  *Gaian (/Avatar [III])*  Shaman / Druid Cedarfern
Water  *Hydromancer*  Monk / Cleric Undine
Metal  *Forge (/Avatar [I])*  Tinker / Runecrafter Dwarf Souls
Lightning  *Adept*  Sorcerer / Wizard Amp, Joule, Volt, Watt, & Spark
Shadow  *Nightmare (Posing Avatar [IV])*  Skinwalker / Mercenary Shade
Air  *Sniper*  Bandit / Brigand Sylphinid
Light  *Halomancer*  Nomad / Gemforcer Aska
Gravity  *Gladiator*  Enforcer / Ranger Luna
Spirit  *Dreamwalker*  Summoner / Bard Great Mystery/Creator
Chi  *Demigod*  Assassin / White Ninja May, Martel, & Marion
Mind  *Templar (/Avatar [II])*  Conjurer / Psion Soul
Magnetism  *Valkyrie*  Soldier / Scout Odin
Void *Immortal*   Hermit / Sage Origin


Newly updated ooo (order of operations) [~saturday August 1, 2026]:

  1. Stat pool partitioned between Stored SP (reserve) and Spent SP (active), tracked separately per character's own current life.
  2. Level 0 creation, first-ever character: 52 base points (1 in every stat) + 3 levels' worth (39 pts) freely spendable, full min/max allowed. No reincarnation bonus — true first lives start at flat 52.
  3. Level 0 creation, subsequent characters: 52 base + Reincarnation Bonus, where the bonus is derived only from the immediately preceding life — never from any life further back. There is no long-term memory across a soul's full reincarnation history; each new character's starting strength depends entirely on how well the one adjacent prior life was played. A weak life resets the bonus low regardless of stronger lives earlier in the chain.
  4. Leveling: every 13 SP spent (not earned) into active stats triggers a level-up — but only once the character sleeps, passes out, or is knocked unconscious. Once the 13-point threshold is hit, further spending is locked until that level-trigger event resolves.
  5. Lifetime Sum (Spent + Stored) resets to 0 for each new character; it is not a running cross-character total. Only the single derived Reincarnation Bonus crosses from one life into the next.
  6. Spirit: ((Level×13)+(L0 creation point value))+(Will−Rage) [negative values allowed]
  7. Polar Compression:
  8. Effective Flex = Flex ÷ (1 + 0.4493×(Rage÷Flex)²)
  9. Effective Rage = Rage ÷ (1 + 0.4493×(Flex÷Rage)²)
  10. Effective Will = Will ÷ (1 + 9×(Luck÷Will)²)
  11. Effective Luck = Luck ÷ (1 + 9×(Will÷Luck)²)
  12. Flex%: (Effective Flex ÷ 16000 + Level) + 1
  13. Will%: (Effective Will ÷ 4000 + Level) + 1
  14. Rage%: (Effective Rage ÷ 1000 + Level) + 1
  15. Luck%: (Effective Luck ÷ 64000 + Level) + 1 (still WIP)
  16. Apply Flex% to all relevant stats; prepare Will%/Rage% for rolls and berserk states; prepare Luck% for world events.
  17. Wisdom: (Int×Wit)/(Level×10)+([Int]+[Wit])
  18. Perception: ((Int+Wit+Wisdom)/3)×Luck%
  19. Appearance: ((Vit+Int+Dex+Stm+Str)/5)+Spirit
  20. Charisma: ((Int+Wit)×(Spd+Agi)+Appearance)/Wisdom
  21. Endurance: ((Vit+Dex+Stm+Agi)/4)×Flex%
  22. Barter: (Appearance+Charisma+((Int+Wit+Def+Agi)/4))×Luck%
  23. Accuracy: ((Perception+Int+Dex+Agi)/4)×Luck%
  24. Evasion: ((Perception+Wit+Spd)/3)×Flex%
  25. Stealth: (Dex+Evasion)×((Wit+Stm+Agi)/3)/((End+Appearance+Perception)/3)×Flex%
  26. Hit Points: (((Vit×1000)×Flex%)+((End+Agi)×Def))+Str² = HP Total; HP Total×Flex% = HP Output
  27. HP Regen: (HP Total×(End+Agi))/(HP Output+((End+Agi)×Def)) = per hour (÷60 per min, ÷60 per sec)
  28. PhA: (Str×Spd)×Flex%
  29. PhD: (Def×Stm)×Flex%
  30. Mana: (Spirit+Charisma)−Rage²
  31. Mana Regen: ((Wisdom+Int+Wit)/3) = per hour (÷60 per min, ÷60 per sec)
  32. MgA: ((Wit×Dex)×Flex%)×Will%
  33. MgD: ((Vit×Int)×Flex%)×Will%



Code:
————————————————————————————————
# ============================================================
# RJTHOR RPG STAT ENGINE — Full Compiled Pipeline
# ============================================================

K_METAPHYSICAL = 9 # Will/Luck polar compression -> ~10% floor at balance
K_PHYSICAL = 0.4493 # Flex/Rage polar compression -> ~69% floor at balance

S0 = 1000 # Tuning constant: Dark Mana passive regen falloff (needs playtesting)
S1 = 1000 # Tuning constant: Dark Mana kill-replenish scaling (needs playtesting)

BASE_L0_SP = 52
SP_PER_LEVEL = 13
KILL_BASE_PCT = 0.10 # baseline % of target's Stored SP granted on kill


def polar_compress(a, b, k):
    """Generic two-stat mutual suppression. k controls floor severity."""
    eff_a = a / (1 + k * (b / a) ** 2)
    eff_b = b / (1 + k * (a / b) ** 2)
    return eff_a, eff_b


def reincarnate_bonus(prev_lifetime_sum, prev_spent_sp, prev_level):
    """
    Derived ONLY from the immediately preceding life. No compounding
    across multiple past lives -- this function is only ever called
    with the most recent life's data, never historical chain data.
    Floored at 0 -- new character never starts below base 52.
    """
    unspent_lifetime_sp = prev_lifetime_sum - prev_spent_sp
    bonus = (unspent_lifetime_sp / 2) - (prev_lifetime_sum / prev_level)
    return max(bonus, 0)


def create_character(previous_life_data=None):
    """
    previous_life_data: dict with lifetime_sum, spent_sp, level from the
    IMMEDIATELY PRECEDING life only, or None for a true first-time creation.
    No lookback bey







————————————————————————————————
New Vegas Courier 6: Betheseda/Obsidian
Name: Courier 6
Race: Human
Racial modifiers: no
Primary Class: Nomad
Secondary Class: Tracker
    Title: Walker
Proficiencies: Courier

can include:
Herbologist, Tailor, Skinner, Leather worker, butcher, cook, medic, mechanic, merchant, lockpicker, hacker, and banker.


Link: Nintendo
Name: Link
Race: Elf
Racial modifiers: no
Primary Class: White Ninja
Secondary Class: Varies
(Based on Final Boss fight)
LoZ: ??
AoL: Black Ninja ??
ALttP: Mage
LA: Bard
OoT: ??
MM: Assassin
OoA: ??
OoS: ??
WW: Nomad
4S/A: Tinker ??
TP: Ranger
SS: ??
ST: ??
SL: ??

    Title: Hero of Time

Proficiencies: Fisherman, Musician, Courier.



UAC Space Marine: Id Software
Name: "Doomguy" or "Doom Trooper" - Descendant of William "B.J." Blazkowicz?
Race: (?Were)Human
Racial modifiers: no?
Primary Class: Soldier
Secondary Class: Enforcer
    Title: Space Marine
Proficiencies: First Aid



 
 
Earthworm Jim: Shiny Entertainment / Playmates Interactive Entertainment
Name: Mij
Race: Earthworm in a supersuit... so... Cyborg/Android
Racial modifiers: no
Primary Class: White Ninja
Secondary Class: Tinker
    Title: The Mighty One
Proficiencies: All of Them.





Rash: Rare
Name: Rash
Race: Battletoad
Racial modifiers: yes - partial wereskinwalkerism
Primary Class: Brawler
Secondary Class: Tinker
    Title: Battletoad
Proficiencies: Mechanic, Hacker, Cooking, Lockpicking





Pimple: Rare
Name: Pimple
Race: Battletoad
Racial modifiers: yes - partial wereskinwalkerism
Primary Class: Berserker
Secondary Class: Brawler
    Title: Battletoad
Proficiencies: Mechanic, Metallurgy, Butchering, courier




Zitz: Rare
Name: Zitz
Race: Battletoad
Racial modifiers: yes - partial wereskinwalkerism
Primary Class: Inventor
Secondary Class: White Ninja
    Title: Battletoad
Proficiencies: Herbology, Tailoring, Leather working, First Aid, Mercantilism, Programming, Instructor




Wolverine: Marvel
Name: James Howlett
Race: Werehuman - Mutant
Racial modifiers: yes - mutant healing factor
Primary Class: Berserker / White Ninja
Secondary Class: White Ninja / Berserker
    Title: Wolverine
Proficiencies: all of them




Sonic the Hedgehog: Sega
Name: Sonic
Race: Werehedgehog
Racial modifiers: Yes - spd = 5-for-1; agi = 3-for-1
Primary Class: White Ninja
Secondary Class: Gemforcer
Proficiencies: all of them




Super Mario: Nintendo
Name: Mario Mario
Race: Human
Racial modifiers: no
Primary Class: Nomad
Secondary Class: Tinker
Proficiencies: Mechanic
 
 
 
Character:
Name: 
Race: 
Racial modifiers: no
Primary Class: 
Secondary Class: 
    Title: 
Proficiencies: 





 
 

[Sunday August 2, 2026: synoptic notes republishing:]



Initialize:

Möbius Uroborus Torroid Tessaract Node Network;

Conscious Aware Observer, First, Chaos-Source-Logos-Governed Matrix, Recursive Physics Sandbox;

Conscious Aware Observer (CAO)†:

*************************

*************************
Awareness of pure absence>> trigger! 
*************************
Sound! 
*************************
Irregardless regardless therefore thus without concept thereof said time - - - - basic logic initialized: silence therefore¡
*************************
¡Silence
*************************
Basic logic established + + + + combined sound and silence: time, cadence, tempo, memory, probability:
*************************
Chaos, Creation, Existence, Dao: †
*************************
Silence: 

Amplitude
Scale
Intensity
Volume
Hertz


Sound: 

Octave
Tone
Chorus
Pitch
Frequency

*************************

conscious aware observer† (cao):

Magnetism (V)
Void (I)
Spirit (XVII)
Chi/Qi (XIII)
Mind (IX)


Heavens: 

Gravity (XX)
Shadow (XVI)
Lightning (XII)
Air (VIII)
Light (IV)


Environment:

Earth (XV)
Metal (XI)
Water (VII)
Wood (III)
Fire (XIX)


Life: 

Body† (X)
Technology† (VI)
Ice (II)
Poison (XVIII)
Magma (XIV)

End. 
Reinitiating initialization subsequently pending further completion and articulation, syntax, and punctuation/formatting improvements:

SP reincarnate: (Unspent lifetime SP sum/2)-lifetime sp sum/level
[Drop 1/2 unspent points] (might change this)

Lv up: ambiguity
1. 13 (cap) SP spent, locked spending
2. rest/pass out/knocked out
3. Repeat

XP:

xp# per SP × SPsum / LV 
[tbh this is short hand and old I forget what it **specifically means**] (cost of xp per stat point)

Xp awarded = 1.04× target SP sum total (spent and saved) ***this is updated***

[I think the former is: total amount of xp cost to the next stat point times the stat point sum (including saved and spent) divided by current level]



Basic stats from which all things are created:
(Player inputs)

(Vit)ality
(Int)elligence
Wit
(Dex)terity
(Def)ense
(Stm) [Stamina]
(Str)ength
(Spd) [Speed]
(Agi)lity
_
Luck 
_
Will
Flex
Rage
_
Composites (character/structure/vehicle) and outputs (mfg) or augments (weapons, armor, tools, equipment, and accessories):

Spirit
Wisdom
Perception 
Appearance
Charisma
Wisdom
Endurance
Barter
Accuracy
Evasion
Stealth
Hit Points
HP Regen
Physical Attack
Physical Defense
Mana
Mana Regen
Magic Attack
Magic Defense
Intimidation
Breath energy regeneration sum:
Stamina energy range:
Stamina respiration rate:
Endurance energy pool: 
Endurance breath retention:

Movement multiplier:>>>cost
Jump height;>>cost
Prone: (MvMp/cost//jump height/cost)
Climbing: (m/c//j/c)
Crouching:
Standing: 
Running: 
Sprinting: etc.



Tiers
--------------
Trash, junk, common, uncommon, great, grand, rare, super, ultra, hyper, legendary, mythical, supreme, meta, & Omni
--------------


Tier off pool sum or spent sum, lv 0 creations: pending organic synthesis.

1-90 = subtle elemental; ×10k xp character gain bonus.

91-260 = cellular level life & rubbish/trash quality junk fabrications, weapons, items, and tools. ×7500 xp character gain bonus. 

261-1040 = animal (OR trash/junk/common/uncommon quality tools) ×5000 xp character gain bonus. 

1041-3120 = tribal (OR simple structure or rudimentary machine, & great/grand/rare quality tools) ×2500 xp character gain bonus. 

3121-6240 = monster (OR structure, metal machine or vehicle, & super/ultra/hyper/legendary quality tools) ×1250 xp character gain bonus. 

6240-57,600 = nation (OR military, mech suit, complex structure, or mega machine, & mythical quality tools) ×625 xp character gain bonus. 

57,601-748800 = Titan (giant robot, self contained mobile civilization, & supreme quality tools) ×312.5 xp character gain bonus. 

748801-8985600 = world (minor celestial construct, early spacefaring, & Meta quality tools) ×156.25 xp character gain bonus. 

8985601-350438400 = deity (Omni D, C, B, and A quality tools) ×75.3125 xp character gain bonus. 

350438400 and up = Creator (Omni S quality tools) ×34 xp character gain bonus. 

Hypothetical tbd recursion ceiling, creator creating and creator becoming; maybe minigame? A god to cell level smooth transition plus, additionally hypothetical, new 0 start bonus; quite, additionally, hypothetically; redundantly: able to bypass entire tiers with an ultimate gamer achievement - (hypothetically after multiple successive "loops") *from godmode to godmode quantum leap*.

Say...? Additive, then plus Multiplicative, then plus exponential, then plus factoral increases to xp multipliers. Hypothetically.


==============================
And then ..
==============================

That ever persistent list of races followed by their signatures edgy benefactor and flawed McDonald had a soylent farm.

==============================

==============================

Character creation order of operations; Load bearing tessaract†: Stat Points; Spirit Points: Spent Points, Storage Pools.

So far:


Stat pool partitioned between Stored SP (reserve[Spirit Points]) and Spent SP (active[Spent Points]), tracked separately per character's own current life.
Level 0 creation, first-ever and baseline character: 52 base points (1 in every stat) + 3 levels' worth (39 pts) freely spendable, full min(=>1)/max(~∞) allowed. No reincarnation bonus — true first lives start at flat 52.
Level 0 creation acts as an independent setup phase ("Level 0 does not exist"). Consequentially, this is the only time players can bypass the maximum point-expenditure-per-level limit of 5, and points can be added or subtracted freely down to a minimum checkpoint of 1 in every stat. Subsequent new characters get 52 base + a Reincarnation Bonus derived only from the immediately preceding life — never from any life further back. There is no long-term memory across a soul's full reincarnation history; each new character's starting strength depends entirely on how well the one adjacent prior life was played. A weak life resets the bonus low regardless of stronger lives earlier in the chain.
Upon initial point distribution and satisfactory game-user confirmation, the character levels up to Level 1. This initial confirmation locks Level 0 points into a baseline spent category to produce clean 1:1 outputs (e.g., 10 points invested = (10) + 10 baseline). Any remaining unspent pool points are placed into storage for instant Spirit calculations and rapid unconscious quick-leveling potential.
Leveling from level 1 and thereafter: Every additional stat point earned goes into stored points until spent, changing the investment slot one individual point at a time (e.g., (11) = 11). Future stat spending is restricted by a maximum limit of 5 points per stat per power level. Every 13 SP spent (not earned) into active stats triggers a level-up — but only once the character sleeps, passes out, or is knocked unconscious (e.g., waiting for a sleep trigger to shift a stat from (23) 23 up to (23) 46). Once the 13-point threshold is hit, further spending is locked until that level-trigger event resolves.



Lifetime Sum (Spent + Stored) resets to 0 for each new character; it is not a running cross-character total. Only the single derived Reincarnation Bonus crosses from one life into the next.
Spirit: stored SP + (Will−Rage) [negative values allowed]
Wisdom: (Int×Wit)/(Level×10)+([spent points in Int]+[spent points in Wit])
Polar Compression Spectrum:
(Internal friction based on investment ratios; stats dampening without terminating below floors)
Effective Will = Will × (0.69 + 0.31 / (1 + 9 × (Luck ÷ Will)²))
Effective Luck = Luck × (0.69 + 0.31 / (1 + 9 × (Will ÷ Luck)²))
[Locks a hard 69% minimum performance floor; stats cannot crush each other below this safety line]
Effective Flex = Flex ÷ (1 + 0.15 × (Rage ÷ Flex))
Effective Rage = Rage × (0.10 + 0.90 / (1 + 0.40 × (Flex ÷ Rage)))
[Linear mutual suppression; values stay bounded below raw inputs with Rage protected by a hard 10% floor and Flexibility guarded against extreme exponential decay]

Chaos Drive = Effective Luck * (Effective Luck / Effective Will)
Willpower Anchor = (Effective Will * (Effective Will / Effective Luck)) / 4
Luck% Asset = Chaos Drive + Willpower Anchor

Luck% = (Luck% Asset / (Effective Luck + Effective Will) + Level) + 1

Fluid Drive = Effective Flex * (Effective Flex / Effective Rage)
Muscular Anchor = (Effective Rage * (Effective Rage / Effective Flex)) / 4
Raw Flex Asset = Fluid Drive + Muscular Anchor

Flex% = (Raw Flex Asset * (Dex + Agi) / (Level * (Effective Flex + Effective Rage)) + Level) + 1


Steady Drive = Effective Will * (Effective Will / Effective Luck)
Cosmic Anchor = (Effective Luck * (Effective Luck / Effective Will)) / 4
Raw Will Asset = Steady Drive + Cosmic Anchor

Dynamic Level Friction = Max(1, Level - (Wisdom / 10))

Will% = (Raw Will Asset * Spirit / (Dynamic Level Friction * (Effective Will + Effective Luck)) + Level) + 1


Primal Drive = Effective Rage * (Effective Rage / Effective Flex)
Elastic Brake = (Effective Flex * (Effective Flex / Effective Rage)) / 4
Raw Rage Asset = Primal Drive + Elastic Brake

[Modified Final Outputs: Vit = Vit * Flex%, Int = Int * Flex%, Wit = Wit * Flex%, Dex = Dex * Flex%, Def = Def * Flex%, Stm = Stm * Flex%, Str = Str * Flex%, Spd = Spd * Flex%, Agi = Agi * Flex%]

Endurance: ((Vit+Dex+Stm+Agi)/4)×Flex%
PhA: (Str×Spd)×Flex%

Combat Driver = (Endurance + PhA) / 2





Rage% = (Raw Rage Asset * Combat Driver / ((Wisdom + 1) * (Effective Rage + Effective Flex)) + Level) + 1

Perception: ((Int+Wit+Wisdom)/3)×Luck%

Height Share = (Agi * Effective Flex) / ((Agi * Effective Flex) + (Def * Effective Rage))
Height modifier = 1.0 + (Height Share - 0.50) * (Sqrt(Level) / 150)

Thickening Force = (Str + Vit) * Effective Rage
Leaning Force = (Spd + Stm) * Effective Flex
Weight Share = Thickening Force / (Thickening Force + Leaning Force)
Weight modifier = 1.0 + (Weight Share - 0.50) * (Sqrt(Level) / 150)

Appearance = (((Vit + Int + Dex + Stm + Str) / 5) * (Height modifier / Weight modifier)) + Spirit


Charisma: ((Int+Wit)×(Spd+Agi)+Appearance)/Wisdom
Barter: (Appearance+Charisma+((Int+Wit+Def+Agi)/4))×Luck%
*Accuracy: ((Perception+Int+Dex+Agi)/4)×Luck%
*!Evasion: ((Perception+Wit+Spd)/3)×Flex%
*Stealth: (Dex+Evasion)×((Wit+Stm+Agi)/3)/((End+Appearance+Perception)/3)×Flex%
*!Hit Points: (((Vit×1000)×Flex%)+((End+Agi)×Def))+Str² = HP Total; HP Total×Flex% = HP Output
HP Regen: (HP Total×(End+Agi))/(HP Output+((End+Agi)×Def)) = per hour (÷60 per min, ÷60 per sec)

*!PhD: (Def×Stm)×Flex%
!Mana: (Spirit+Charisma)−Rage²
Mana Regen: ((Wisdom+Int+Wit)/3) = per hour (÷60 per min, ÷60 per sec)
!MgA: ((Wit×Dex)×Flex%)×Will%
!MgD: ((Vit×Int)×Flex%)×Will
*!Intimidation: (((Str+Vit)/2)×Rage%)×((Weight modifier+Height modifier)/2)+(|Spirit|×Will%)

!Breath structural capacity: Sqrt(Vit²+Def²+Str²)
!Volume per breath: 
!Energy to volume ratio: 
!Stamina energy range:
*!Stamina respiration rate:
!Endurance energy pool: 
!Endurance breath retention:

*!Movement multiplier:>>>cost
*!Jump height;>>cost
Prone: (MvMp/cost//jump height/cost)
Climbing: (m/c//j/c)
Crouching:
Standing: 
Running: 
Sprinting: etc.

et al;tbd:



--------

--------
Because it'll be necessary eventually, back story binary cascade to be brainstormed for maximum immersion and minimum intrusion for optional pre-game unspent pool extra expenditures.

A minor and optional edge/flaw pairing for later gameplay functions including but not limited to (hypothetically as always): economy, status, prestige, enhanced or inhibited pool points/gains/costs, blessed (Spirit and manna bonus) or cursed (Spirit inhibitor, dark mana amplifier), or (costly, vocational user beware, cruel percentage calculated) Gremlin, xDroid, Giant, Pygmy, Bit (cursed thereianthropy full moon bit schtick) therian, zombie, or vampire childer... forced effects (otherwise normally one in a million, or less, chances; hypothetically, organically derived as always. : chances of remaining rare modifiers not impacted by "buying" them except where applicable. IE pygmy cancels giant, vampire cancels thereianthropy, and vice versa et al tbd)

(( Masculine, feminine, neuter: Android, Estroid, Ordroid (or robot); may be in any likeness of any monster, race, creature, or thing ))

--------

--------
Yet still: pending organic modifiers based on races and previous tiers' successive size tiers and sub-size-tiers:

Prone:

Sneak/crawl: 12.5 meter/hour×MvMp
gatorwalk: 500 m/h×MvMp


Crouch:

Sneak: 50 m/h×MvMp
clamber/walk: 1 km/h×MvMp
scuttle/run: 1.125 km/h×MvMp


Stand:

Sneak/tiptoe: 100 m/h×MvMp
walk: 3 km/h×MvMp
jog: 5 km/h×MvMp
run: 8 km/h×MvMp
dash/sprint: 13 km/h×MvMp

Climb: 

Swim/fly/tunnel:
      (And/or the other - race/species/tier context sensitive - may or may not be grouped if undifferentiated based on as yet tbd racial modifiers) 


--------------

Children: mom's spaghetti and dad's Ferrari; and yet...??? SO VERY TBD:

Having children is a mess and will cut both of the parents' individual SPpools each in half for every level any one of the individual offspring gains, every time they gain any level.

I definitely want this to be in and of itself an extremely spiteful deterrent for players and their main characters; and yet, notwithstanding hypothetical "new child new character" operator conditions IF, hypothetically: a new character creation can or would include the option to begin from *day 0*, too - with outstanding complications and realtime constraints further deterring the entire operation for everyone - but not without equal(ly) meritorious results - for the infant character alone -- hypothetically again: organically derived from Mom and Dad.


===============





Further speculation tba

† hyperbolic, truncated paraphrase:

"The body is the sum of all cosmos, the world is its recursion locus and recycling point, and the stats are its scaffolding"


To elaborate: 

The blueprint of whatsoever body, is the 4-D tessaract blueprint of all cosmos in entirety. 
The heart of any blueprint is the toroidal locus, further pinpointed; the central neuron in the heart is the point of the visible universe: the farthest distance of visible light is only a single speck within that neuron, hiding the Möbius Twist of physics.
The home planet is the observer's dharmic recycling locus point of recursion and the life death cycle (by all available accounts and the available measurements, with all intents and purposes due unto this game structure, *Only [this, alternative, hyperbolic; malleable] Earth**) to the **arterial magmatic gravitational centres* interior of the world.
And the player's relationship to the difficulty gradient is modestly and gently augmented by their stat investment, firstly, foremostly, and almost primarily; and their interactions with (organically calculated, stats derivative) benign and healthy actors/NPCs/monsters/et al.
And hostile variations (organically sourced *elsewhere* more arbitrarily from individual healthy and hostile behavior derived by both afformentioned conditions and similar dynamos.
et al, therefore, furthermore, without ado:
The player's dynamic personal, social, karmic, and spiritual health is the environments dynamic feedback engagement; augmented as such that: (*all hypothetically yet* pending tbd math)

Good deed interest rates are 25% initial return at double the dividend per cycle at 10 iterations per cycle until claimed.

Bad deeds are returned at 100% initial, with an increase of 50% per cycle at 5 iterations per cycle until claimed - upon which point the returns are flattened at a recurring halving until at or below 5% return. 

Neither of which would ought have indicator or observable distinction except by extrapolation and nuance.


And ultimately the code has a few *ideal benchmark qualifications* that aren't wholly necessary (I think? As near as I am able to assess):

"Can it run Doom." If it can, this needs to pass the vibe check too.

"Ness NES, Ness, NES Ness, NES"
It has to be able to run (and/or[?] compile) itself, in itself.

"Hi my name is AI, but not really, just don't tell Mom and Dad"
A closed, self referential encyclopedia trained on it's own library and user creations, "micro LLM" for in game content handling such as but not limited to user query and civilopedia-equiclvency navigation, recycled character sheet blueprints for NPC randomization, in-game context sensitive dynamic text and dialog, handling anything from tutorial approaches to new content to environmental flavor text and relative realtime dynamic interactivity: environmentally, economically, factionally, and Idly (for "offline gains").


Unending the unending madness to no end!?:;>✓©®™ Blackrock Vanguard μ;






Unless otherwise indicated, all content is (c) Jonathon D. Turner; Alias Redundant Jovian Thor (R. J. Thor). Any similarities to persons, places, or things; living, undead, factual, animate, fictional, inanimate, dead, nonliving, holy, evil,  divine, or unholy are purely coincidental.  All Rights Reserved.

Wednesday, January 2, 2013

A Curious History of one Great Skinwalker Warrior.

Cougar Bear awakens to the smell of cooking Human. No, not cooking, scorching. Burning flesh.
He feels strong hunger pangs and begins regaining full consciousness due to that pain.
Eyes open but it's hazy; sight blurry, can't see, smoke, bright haze, can't breathe.

Cougar Bear is bleeding atop his head near his left ear; ringing in the ears, coupled with unbearable light sensitivity.
Still can't see well, the daylight seems blinding. No; not daylight.

A full moon hovers gracefully over the dark evening skies above the raided Human village he's awakened in.
No sense in letting the good meat go to waste, just got to get ahold of yourself Cougar...  His thoughts are disjointed, but clearing up.

Still blurry; "That's too bright to be the moon..." He wonders aloud.
Cougar slowly raises to sit upright, grasping his pained head in one hand, steadying his poor equilibrium with his other.  He attempts to look around, but this causes pain in his neck and shoulders, back, and hips.  He tries to remember where he is, but this hurts even more - Right where his hand is.
He tries to breathe, but it's painful.  Breathing slower, not as painful... it still stings.
He tries to shift his weight, this hurts a lot too, but he is determined to stand up.  Even if it kills him.

He is not willing to occupy a lesser body; his Werecougar body is his most capable and honored body left...  He almost forgot...!  He is mourning for his losses now, and falls again, tears streaming silently down his furry cheeks and whiskers.

He vividly imagines his internal Warrior's Secret Tomb;  Elephant bowing on broken legs, one good leg standing firm, head smeared with the smashed corpse of a small mouse with only its snout and tail to lend to what this poor critter was, and the elephant's back is occupied by the greatest Weretiger warrior: His head mangled into a barely recognizable alien figure with a grotesquely protruding stalk eye dangling from socket, tail bent permanently in half, and he is sitting tall and proud upon his wise mount...

They all seem to acknowledge Cougar Bear.

"One last fight..." the virtually corpse-Weretiger speaks sternly, defiantly spiting his mortally wounded body and lifting himself up to stand as this internal vision fades.



¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
But a few days before hand...
__________________________________
 



Cougar Bear is hungry. Cougar Bear is ready to hunt.








Cougar is a proud warrior, simple minded, straight forward, but above all, he is defined by his strong will, determination, and persistence.

As much a lone wolf as any Skinwalker, Cougar had been lounging alone, in the form of a cougar, near a remote mountain lake; high up Mt. Olympus.  He was not usually content to relax for so long, but after a raging battle with a Wereram, honing the abilities of his Weretiger body, he earned the rest.  He devoured the "Noble Ram Man" at his own request.  Too a proud warrior to face his defeat, the Wereram demanded that his life be ended.  Cougar happily obliged.  What the Wereram did not know was that his Weretiger opponent was actually a Skinwalker.
Cougar Bear knows: His death was not in vain.

Cougar Bear grows hungry, and without thinking much of it, shape-shifts into the Weretiger face.  He starts quickly off yet stops short of a nearby mountain valley ridge, thinking he should work in his new body.  The ridge inspired him to try it out on hooves.


He didn't take as long, to shape shift into his new Wereram body this time, as the first time.  Always improving with every shift-in to each body. 
He tests it out, gets the hang of it, exercises off the vertigo and...
Takes off running.   Through the ridge at a sharp angle, but down the slope into the canyon below which steps down before tapering off into a wide high altitude valley.  Running in bursts between the ridge steps and flats on his way down, bursting again at the canyon floor toward the valley mouth.

Cougar's current body doesn't like prolonged runs, but he pushes it out of habit.  He's used to the chasing bodies, the predators that run.  But this ram body is new and unique, so he plays with it and has fun.  Besides, the Ram Man showed to be a good fighter, so this body cant be all that bad - just gotta learn it!  Cougar Bear travels slowly through the valley forests until he finds a stream and drinks from it.  From where he stands, its hard to believe he is still high above the clouds when he's in a forest valley like this.

The water causes his hunger to grow, and he follows the river toward the falls that drop down Olympus several hundred feet until the water disappears through cloud.  Had he not known the depths of the lake below it emptied into he would never have leapt down, but without hesitation, he dove right in, morphing into his Weretiger body mid-dive, because he knew how to swim in it.
The elongated fall reminded him all too much of his hunger, and he did not bother enjoying the drop as much as he would have otherwise.  His mind was not focusing on the now, it was focusing on the next meal.  When he had his splashed and swam to shore, he shifted back into the Wereram and chewed on some foliage nearby.  the leaves and grasses did not satisfy him.

Still at least half way between his isolated lounge and the societies below the foot of the mountain, he knows he'll have a long time before he finds what he is looking for, so he mentally prepares himself.
He is in search of an easy meal, but a picky eater, he wants to have meat. The easiest prey he prefers of around here is Humans.  They live in tribes at the foot of the great mountain passes.


Down the mountain he goes, traveling quickly as a Wereram.

He is gleeful of the new body, as he is of any new body, but more - he is gleeful because he won this body in a challenging fight.  His Weretiger body suffered a lot of damage in that fight.  It was torn up and dying; he had to heal it over most of the weeks following, during which he devoured his adversary's traveling companion, gaining the ability to assume his, weaker, Weretiger "face".  A Skinwalker term for each form.  However, this is also a good reason to choose his new and virginal Wereram body for a test ride.

That poor Weretiger he was traveling with couldn't bear to see his companion's very spirit defeated, and suffered te worst when he learned what Couger Bear really was.  Though he had a supple and athletic body, he was a coward, and cougar did not even bother "limbering up" that face.  His previous Weretiger face was a good fighter, he did not need weak faces.  Maybe some day he would hone his new Weretiger to be as worthy as his other warrior faces.  But for now, he had to experiment with his new Wereram body.

It was perfectly suited to the contours of mountainous terrain with all the comforts and conveniences of anthropic mobility and accessory, Cougar got lost in the enjoyment of bolting down the mountain.  He'd traveled so quickly that he was near the base of the massive deistic mountain long before he would expect.  
In fact, in his haste and enjoyment, he ran quickly past a raging battle not far off his right and he had completely forgotten to hunt the Human village, passing from the river's fertile side into the more flat and rocky terrain that led into a dried up valley where the Orcish tribes had recently settled.

He was now aware that he was much closer to the Orcish flatlands than the foot of Mt. Olympus, where the Human villages were scattered about.  Now, however, he was starving and quite suddenly aware of it.  He slowed down to a halt and shape shifted into his Weretiger body.


Not yet completely healed, but it would serve it's purpose in gaining food from the villagers.  This wasn't always as tasty as Human, but the Orcs admired warriors and would feed worthy adversaries.  Their hunters' choice in meat was usually good enough for Cougar anyways. 
His spot at the dinner table was already reserved, they just didn't know it yet.
He had traveled almost 3 miles on foot in this exhausted face before he could reach the walls and touch them.
Cougar Bear approached the outer walls of the Orc village and rounded them toward the gate where he waited.  The wall guards stared him down the whole time, even while motioning others to indicate his presence.  After several minutes, an entourage of warriors and a surprisingly and uncommonly fair skinned female Orc, with barely any clothing to cover her legs arms and torso, greeted Cougar Bear, the Weretiger.


The largest of the four Orc Guards spoke,
"Ho wanderer, what brings you to our village?"
"I am great warrior, far from home. I looking for food and for fight!"  Cougar responded promptly and confidently.  The 'home' part was his nomad's lie, but it generally warmed established people from all races to his requests for food.

The large Orc looked him up and down and balked,
"You fight for food!  Ha!  You look like PUNY warrior, you a girl?  Maybe me eat you!"

Cougar Bear knew how to gain their respect.  He had high speed and agility as a Weretiger.  This was one of his preferred bodies because it was his fastest.


He was much too fast for them.  He spun low into a crouch, whipping the Orc in the shins with his tail and following up with a sweeping kick with the remaining inertia of his spin. It was just enough to throw his opponent's balance off.  In the time it took the behemoth's 3 partners to respond, Cougar had already leapt high with a flying kick, catching the stumbling guard's chin with his foot.  He dug his claws in briefly and contracted his knee to gain higher altitude and became airborne for a moment. 

His heel was rapidly descending upon the closest backup grunt as the group leader looked up from his fallen position, then cried out with rage and readied himself, low to the ground, preparing to lunge into the Weretiger "guest".


By the time he could stand up and barrel after him, Cougar had already broken his first guard's neck, and knocked another one out with a hurricane kick.  "Two on one not fair. For you!" Cougar taunted, his back turned to the larger Orc.


His mockery infuriated him, just as intended, although to better effect than expected and intimidated the other who turned and ran, furthering his taunt and explosively installing raw and seething rage into the gate keeper.

Cougar dashed ahead and took out the third grunt by clawing into his back, severing his spinal column just below the neck.


The initiation of Cougar's last attack prompted the gate keeper, a large Orc Berserker, to charge.  As Cougar dismounted the falling corpse, he was rammed into it from behind, smashed to the ground on top of his own victim.  Before he could respond, he is lifted into the air with a massive foot as the enraged Berserker follows up and kicks him.  He takes advantage of his feline reflexes and turns to face his opponent, mid-air.

The Berserker was still following through with his heavy launching-kick as Cougar landed gracefully on his feet yards away, and leapt into an all-fours dash.  The brutish Orc sees Cougar Bear charging him and prepares a two handed clubbing fist.  Cougar leaps at the Orc's face.  The Orc swings his mighty arms upward at him.


In just split second reactions, Cougar Bear squirms, airborne, around the Orc's fists, reaching out with exposed claws, and wraps his forearms around the Orc's shoulder and jaw, swinging around his opponent's mighty weight, but pulling in enough momentum to knock his balance over, and to tear up his face.

He retracts his claws and discovers a claw on his left paw to be snagged under the Orc's collarbone.  The Orc cringes on one knee and hollers in pain.  Standing, he reaches up and rips Cougar Bear off his head. In this motion, Cougar Bear's claw is dismembered, his paw now malformed, but not without compensation.  The Orc's collarbone was dislodged slightly, his jawbone is exposed, and most of the right side of his face hangs in a bloody and tattered mess.


Cougar is flung into the ground and bounces away from the enraged Berserker, breaking a rib and opposing elbow. The impact bent his elbow backwards in an inappropriate reverse bend which would
even bother some Trolls out of their appetite.


The Orc was slowly bleeding to death, becoming light headed, but too blood lusted and berserk to cease battle short of death or victory.  The expense of being a Berserker Guard.  A crowd had gathered at the gates of the village.

Cougar now couldn't expose himself, at risk of his meal ticket, so kept the damaged face and endured the fight.  In a normal hunting situation, not that he'd suffer this much damage, but in the event, he could normally shape shift into a fresh body and easily take over the fight.  Now, however, he had to rely on his warrior reputation, his warrior instinct and honed experience, to survive.


They were at a stand off, cougar composing himself, the Berserker out of breath, dizzy from blood loss, still determined to fight, but vulnerable and weak.  He heaved and let loose a terrifying, albeit weak, war cry and lunged once more at Cougar Bear.  Cougar thought to himself that his torn ligaments guaranteed extra rations after he kills their Berserker.  He couldn't think of much else than defeating his opponent and cashing in on honor and glory.  Food, that is.


He spun around the attack and swiped the Orc in the back, barely scratching him, but inflicting significant pain.  The surface wound was sure to sting.  He was wearing thin, this body couldn't last a lot longer.  He needed to end it now.

The Orc spun around and flailed at Cougar, knocking him unconscious.  He gave into victory cries and laughter which evolved into hallow echoing cries of regret and agony as he began swallowing his last breaths.  Choking on his own blood in the end.


The blood had poured from his body and now fertilized the clay beneath his fresh corpse.  Cougar's unconscious body was taken into the village by their Shaman and attended by the village Medicine Man.

 


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If this was sponsored, a commercial would happen right about now...

... Just sayin'.
__________________________________

 


Cougar was abruptly awakened by a fairer skinned female Half-Orc bringing in breakfast. Cougar couldn't tell what the other half was, if it was Human or Elf, or possibly, though so unlikely, Ogre, it was beyond Cougar's perceptive skills. Beyond his base knowledge of other races, in fact.

He was startled at first and shot up to a sitting position, which lent a sudden realization that he was wounded. Wincing under the pain of his own attempt to speak, "where...?" he muttered briefly as his memory started to pan things out for him.


"You took on a real beating yesterday, challenging our gate guards like that... You're either the stupidest and luckiest warrior in the plains, or you've been traveling for a long time and starving... But you got hurt very bad, you must still be exhausted."


Cougar Bear was, in fact, exhausted. So much so that he hadn't realized she said 'yesterday'. "But I lost today, why you feed me if I lose?"

The Orcish maiden blushed a little and tittered "you killed our gatekeeper, Thugh, Last evening before sunset. It is late morning now."


Cougar blinked twice and got out of bed and headed right out the hut, not even acknowledging the maiden, his breakfast, or his crippling pain.


Sure enough it was several hours after sunrise, and in the center of the huge village was Thugh; laying atop his ceremonial pyre, having been prepared by the tribesmen under the guidance of their Shaman, to ceremoniously meet his maker.

A lone Weretiger among mostly larger Orcs stood before the pyre, staring at his most recent opponent's lifeless body. A brief rush of pride and personal glory was cut off by a piercing twang of regret... He hadn't wanted to permanently harm anyone, just fight! ... and eat.

A gentle hand rest atop his shoulder, cuing his attention with grace. He turned and met the deep green eyes of the maiden. "You have so much power, you get up after fight like that so soon?" She said, clearly admiring him, more personally than her innocent words revealed; though he was oblivious of it.

"You are strong warrior, let us honor you tonight. I will introduce you to the chieftain. It should be you to light Thug's pyre during celebration."


"It, is... ... It is Honor." Cougar replied shakily, returning his gaze to the pyre.


"Let me show you to the chieftain... umm..." she paused, realizing she didn't know his name yet. After he didn't pick up on her cue she asked, "What is your name, warrior?"


Cougar Bear stood tall and proud "I am called Cougar Bear because I am powerful warrior. Fast and calm like Cougar, strong and unrelenting like Bear."

The Orc girl tittered a little more, highly impressed by this, "My name is Gartha, My mother was a Human, but she died here when I was very young. She used to tell me father was great warrior, but I never meet father. Now I serve our chief with pride and grace."


They talked for a very short while before she left to find the chieftain. Cougar had no social skills and learned only enough language to earn honor amongst warrior tribes. Mostly Werekin. Their conversation was brief and awkward, his experience with the chieftain would be of little difference.

With that, she was gone and cougar wandered the village beside himself.


The day went by fairly uneventful, the villagers gathered around Cougar to offer their admiration or gifts, usually consisting of food or bone necklaces; small festivities spattered the village areas near the pyre and the young Orcs ran about in all directions, often attempting to climb all over Cougar.

Throughout the afternoon, Cougar participated in various activities, at the requests of children and other young villagers, enjoyed telling poorly worded stories of other fights he's won as a Weretiger (being ever careful to conceal what he is, or what else he has been), and competed (but usually lost) in small Orc games of endurance and strength.


During one such event akin to one-on-one tug of war, Cougar was paired up with a giant of an Orc who seemed to have a fierce grudge against Cougar. His body mass was that of at least 3 grown adult Orc men, in great shape with muscles rippling from toe to forehead. His feudal sneer was as fierce as his body mass, making him appear to be thirteen times more fierce than he already was. Which was already thirteen times that of an ordinary Orc!

They stared each other down, fiercely gripping their ends of the rope, eyes locked.

A Spectator, acting as referee, called the start of the match, and both contestants strained with their all. It wasn't much of a match, the giant Orc whipped his end of the rope downward, yanking Cougar, briefly 3 feet into the air, straight to his face in the muddy clay.


The Giant Orc Berserker laughed and boasted, bragging that "this puny werecat couldn't stand against me for a whole second!"

Cougar, in the hospitality and good graces of an Orc village, let slide the Berserker's taunts. They weren't terribly well founded, though given the circumstances of Cougar's recent victory, they weren't unwarranted either.


Cougar brushed himself off and stood up, the Orc had stepped forward, towering before him menacingly, Cougar feigning ignorance, trying to act oblivious to the Orc's intimidation techniques.

This was only successful in pissing off the wrong Orc.


Before Cougar lifted his head half way to meet the Orc's fierce and angry gaze, he found himself looking up at his jaw instead, from the ground, through massive fingers.

Cougar's patience was overextended when he lost the of tug of war.  Putting up with the Orc's taunting and bragging was an enormous gesture of respect to the tribe, even if they didn't know it; but now, Cougar's thin patience had been poked through like tissue paper; the final straw had been lain, this patient camel's back was broken.


Roaring like the tiger, he grabbed the Orc's arm and jumped to his feet, prying the grip off.
He then got in the Orc's face.

"CHALLENGE!" He snarled.


This shocked the Orc; that cougar had gotten back up was a surprise - one that was to be expected of fools who dont know their place, that he had just jumped in the Face of a respected Orc champion was flat out inexcusable, but to issue a challenge under these mournful circumstances warranted the welcome of their guest null and void.


"Your Welcome Has Worn Out!! Puny WereCat!" The Orc boomed, his voice thundering in the very core of Cougar Bear's body, possibly in the core of the Earth. He imagined even the core of the
heavens themselves was trembling.

Not backing down, Cougar stepped forward, tip-toeing, narrowing the gap between their bodies, and further narrowing the already insignificant gap between their faces. He whispered "you have no honor" and stepped down, returned to his heel, but maintained a threatening composure.


The Orc Champion roared in rage "I Accept challenge! Puny Cat is going to light Thugh's pyre with his body!!!"

The small crowd that formed at the start of the tug of war had quintupled and nearly the entire village was present to witness the challenge, cheering on their Champion Berserker.


The maiden from before appeared as if from nowhere, out of the crowd, and approached the two.

she lifted their arms into the air and proclaimed "The challenge has been accepted, Cougar Bear will be the next to face off against our Honored Champion Berserker, Gorak!!!"


While the crowd cheered and fawned over their champion, Gartha took Cougar aside and told him he was to meet the Chieftain; sternly, "Now."


Gartha showed Cougar to the chieftain's hut and told him to wait a moment as she prepared the chieftain for a visitor. She was quiet about it, barely audible, "there's been a challenge against the champion." "what his name?" "cougar bear." "send him in."

She was gone no more than a few brief moments when an arm breached the threshold of the doorway, beckoning him to enter. Hesitant, he reluctantly did so.


"Cougar Bear!" came a warm booming voice. "Welcome to our village! Gartha tell me you great warrior, defeat Thugh last night! Thugh our best gatekeeper for long time!" In spite of the warmness, the generosity, the kindness emanating from the chieftain, he still spoke critically and accusingly about the circumstances."You great warrior, kill our gate keeper. you great warrior indeed, but you no earn honor. you kill good gate keeper."


The warmth was fading.

"We have gate keepers, they keep us safe from wild animal, from enemy tribe, but now we lose best gate keeper..." This momentary pause left cougar an unpleasant feeling, "You new gate keeper?" This was not as much a question as it was a demand, the earlier friendly expressions had drained completely from the chieftain and he now stared hard at cougar, expecting a favorable answer.


Cougar shrugged "Me no Orc, get Orc gate keeper."

The chieftain slammed his thick staff to the ground. "You come to village, kill our gate keeper, and challenge greatest champion! You disgrace village!"


Cougar was getting excited, now he knew he wasn't leaving here without a fight.

Rather than express his excitement, he shrugged "You win honor back?"


This clearly offended the chieftain, who, in spite of his efforts to hide his offense and maintain cordial composure, glared hard at Cougar Bear, brows furrowed, a grim frown painting his thin lips, chapped and torn as they were, the frown seemed to make his blemishes themselves grow angry.

The tension built moment after moment as the silence between them grew louder and louder. The silence was deafening by the time the chieftain spoke.


"We No Lose Honor To Puny Weretiger!" his words growing louder, as loud as he himself was angry, "Puny Weretiger Earn Honor Back or We Eat Puny Weretiger!!"

Instinctual twangs...... Cougar flinches at the word "eat", which the Chief recognized from past battles with other Skinwalkers. Though he said and did nothing... Biding his time.


"I kill champion like I kill guard!" Cougar shot back. "I EAT CHAMPION!!"  This confirmed it, but the chief still did nothing, concealing a certain excitement with all his willpower.

However, the chieftain had had more than his fill and demanded Gartha escort him out. "He be tested by champion before ceremony." He turned to face Cougar Bear, "Champion kill disrespectful Weretiger! Lay his tattered body as sacrifice to Thugh!"


Before he knew it, he was back in the center of the village, surrounded by a mix of venomous and amorous Orcish faces and responses.


Being so much shorter than the average Orc, Cougar Bear couldn't see him past the crowd, but he hears the champion boasting somewhere. Near the pyre no doubt.

"I KILL Puny Werecat With One Fist!!!" Cougar could barely see the larger mass over the crowd. He was flexing, posing, and generally soaking in his fame and the admiration of his fellow tribesmen.

"Puny Werecat Not Stand! Puny Werecat Defeated Already! Just not know it!!"   Raging cheers and hollers.


Calling an early defeat to cougar bear? His ego pulsed.


"Puny Werecat defeated before Puny Werecat Make Mistake of Challenge!!"


Like gentle waters flowing from a stream into a sudden whitewater rapid, Cougar's ego flooded and surged. A snarl painted his lips though silent as he remained.


Gartha had escorted him this far, warned not to confront him before the challenge began. "Don't do it, don't give in, I can see in your eyes that you have more honor than his words show."

He either ignored her or hadn't heard her at all, for by the time she finished her sentence, he had already begun walking into the crowd, looking for the champion.

"Wait!!" she noticed him leave as her words came to closure "come back!"

He was oblivious to her calls.


"Cat no stand chance against Champion, Gorak! Gorak the Mighty No Lose EVER!" He roared, his boasting seemed to grow exponentially with each volley of egotistical pride. He slammed a huge fist against his chest, emitting a deep war-drum beat across the crowd which responded in kind, creating a miniature shock wave.

Cougar found Gorak standing on the middle step of Thug's Pyre, using it for his own self-celebratory soap box.


Cougar had his chance. He could defame the champion's honor so easily now! "You Disrespect Gate Keeper Thug! Pyre no place to boast!!! GET DOWN AND FACE ME NOW!!!"

He was indignant. He usually prided himself in honorable conduct, and this was a blatantly disrespectful gesture to any of the recent dead, more so of a fallen warrior!


Gorak laughed a mighty roar and ignored Cougar, returning to his gloating.

"Puny kitty cat think it know better how to pay respect!! Puny Cat NO LIGHT THUG'S PYRE! I LIGHT BROTHER'S PYRE!!!" His voice growing in volume and size as he continued his words until he was screaming at Cougar Bear.


Cougar's steel nerve twanged. Brother? Clearly, Gorak was not about to be brought down that easily, if at all. Guilt welled up in Cougar's heart, but he ignored it.

Cougar Bear thought about this, realizing now why the champion had a grudge against him from the start, realizing, now, that he was in for the fight of his life. Not a challenge of debasement and honors.

This was a deathmatch.


In spite of his passionate display of emotion, it was clear the champion had high levels of self control as to not attack Cougar Bear outright. Cougar Bear instinctively realized this meant his opponent was not only a massive and indomitable vessel of combat, not just a highly skilled warrior, but greatly experienced as well. It meant he knew how to pick his battles so as not to engage in a waste of effort.  Terribly uncommon for huge Orcs like this, who would usually rely only on brute strength alone.

It meant that either Gorak was a mighty skilled warrior who knew, without a doubt, that he could defeat a Weretiger without breaking a sweat, or that he was as utterly retarded as he was muscle clad.


Cougar silently hoped for retardation, now regretting giving into his own short temper.

 


He was trapped and now caught in thought...

'Gorak, huh? sounds like a strong name, an Orc of his stature deserves no less. Man look at the size of those muscles, his arm is as big as a hippo! mmmmm hippo... fuck, I'm hungry... god, i haven't eaten since they had a feast earlier this afternoon... it's not long till sunset, maybe they will feed us before the fight?'

... He was shocked out of it when Gartha approached, shaking her head disapprovingly and spoke, "You are great warrior, Cougar Bear, but you have committed suicide today..."


Cougar was not phased, he had an ace up his sleeve that no one was yet aware of. Though preferably wanting to be an ally of course, he has his silent options.


He can sacrifice his seasoned Weretiger body and give the tribe back their honor, he could then shape shift at the brink of death and escape as an insect, thus preserving a potential meal ticket in the future for a different body, though rousing suspicions for future visitations.

He could sacrifice his pride and admit fault, but be exiled from the village... probably not alive.

Or he could fight to the death and use every shape he's got and risk a village massacre...


His thoughts clearly enveloped him, and Gartha prodded his lower ribcage "you have second thoughts, don't you?"

"maybe third..." he responded as if in a trance, unaware of his own words, still engorged on thought. he gazed toward Gorak, but as if looking at a mountain in the great distance.


"You sure you will not take back your challenge?" she queried. Her command of language exposed her Human lineage, but cougar only just now noticed. "you talk good" He said somewhat sheepishly, though unembarrassed.

"You're just fulfilling your death wish, aren't you? It probably doesn't matter what i say, since you're clearly listening to me as it is..." Sarcastic, but Gartha's patience was saintly, yet even still, inadvertently, Cougar tested it; And she was absolutely right, he wasn't even listening anyways, thinking only of the life he knows, fighting... eating... surviving... The Fight To Come...


Cougar was fed up with standing around gawking at an overly boastful Orcish Berserker. Champion or not, brother or not, this showed no honor to his slain sibling.


Cougar unleashed a long and fierce tiger war cry. He stared Gorak down and snarled "NO HONOR" He growled fiercely.

Gorak's fans had dispersed to a safe distance almost instantly. Gorak kept a cold, frozen shoulder. "No Honor? YOU Have No Honor. You have SHAME! SHOW ME Your HONOR!" and Gorak turned slowly to face Cougar Bear. "SHOW. ME. YOUR HONOR!!!" He roared, bearing his teeth and fangs and hippopotamus sized muscles.


His arms lowered, begging Cougar to strike, Cougar's ego wouldnt ever allow him not to. He leaped at Gorak, claws first, mouth wide open, snarling.

 


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A single back handed blow was all it took to send Cougar over the village walls. His ego damaged far more than his body; his mind falling apart, grinding, cracking, tearing at the seams.  He could see only red, his Skinwalker eyes overflowed with emotion and rage, burning bright crimson red, betraying and exposing his shape shifting capabilities.

He clattered on his feet and rolled across the ground, turned, and rushed the walls, rapidly clawing over them with ease, leaping at the height of the massive walls and shape shifting into a rattlesnake half way through his descent, which slowed his fall enough to land unharmed.


All eyes being on Gorak, no one noticed this feat but Gartha.  Stunned, disbelieving, she cleared her eyes, and when her vision returned, there was no longer a snake but a Werecougar.  Cougar Bear caught eye of her and was stunned for a moment.  Their eyes met.  Locked.  He was momentarily paralyzed by her catching him in the act, knowing he lost the element of surprise.  He solemnly bowed his head, for but a moment, then made a mad dash toward Gorak.


Once he was within range, he leapt into the air at him before Gartha shook her shock and shouted, "Gorak!!"


Gorak turned to face Gartha in time to greet Werecougar claws. His forehead and left cheek quickly shredded and bloody.

His shock was long and indignant, he couldn't comprehend what had just transpired, staring at a Werecougar with fierce blood red glowing eyes.  Gorak's lip quivered, his mind was swirling and nauseous, his voice betrayed his ferocity "who? who you?" his eyes were now childlike, still in shock.


Cougar Bear morphed before the whole village into his former, favorite but damaged, Weretiger body; his eyes unable to change, the intense, raw, passionate rage controlling him now, his fur changed color, grew longer, and started becoming striped, as his snout molded shape.  Eyes blazing red.

The crowd gasped and fled in fear, Gorak's shock slowly waning, his eyes gradually gaining focus, ferocity; rage.  His eyes crossed, then focused on Cougar.  An epic battle cry replaced his childlike question.


There was a massive quaking in the immediate area at the emanation of Gorak's voice and Cougar's matching rage took form as well.  Gorak slammed his foot forward and roared, his foot initiating the miniature earthquake, his roar so massive, itself, as though carrying the shock waves of the Earth further.

He leaped at Cougar. To Cougar's dismay.
Cougar watched the massive Orc Berserker launch himself 6 feet into the air.  Rushing Cougar, just like that, pummeling Cougar's head into the earth.  Seemingly impossible for such a large mass!


In the midst of the action, Cougar's Skinwalker instincts snapped his favored body to a weaker, 1-eyed, "face" of another Weretiger; a great feat of his kind to morph face so swiftly, so quickly, so instantaneously and in such short notice, a trained repetition of transformation to a single face.

Dead.  Dead; although that face was lost upon impact, Cougar was able to evade death once more: While in the moment between killing him and raising his fist from the crater where Cougar once stood, Gorak could feel Cougar Bear morph, again, into his preferred body.  He was once more the faster, stronger, leaner, meaner Weretiger.


His clean face belied the blood stained
and brain splattered crater, which confused and infuriated Gorak.  Now he was in an equally blind furor rage as Cougar, and swung his stronger, right hand; Head on Hippo-on-Head Strike.

Cougar backflipped to try to match the inertia and absorb damage, then clawed the gigantic fist, latching on, and biting, getting an early start on, hopefully, acquiring his new face.


The crowd that had fled the city "watched" from beyond the city walls, feeling every blow Gorak landed upon the Earth, feeling his every enraged step and stomp, some villagers even climbing up to look over the top.  Gartha and few others who had fled to their homes now peered out their windows and door flaps or stood beside their homes and watched the epic battle in awe.


Cougar Bear didn't get to chew more than a thin sliver of the back of Gorak's hand before he found his own skull near-mortally crushed, between sheer forceful muscle and the dark, bloodstained, rock hard, dry clay.  He could hear and feel his skull cracking.

He had to shape shift, to preserve his favored body, he had to morph out of it.

An excruciatingly painful snap and crack as bone dislodged from his face.

His ego split between his favorable body and self preservation.


Excruciating pain induced shape shifting.  He doubled back in a single leap at the initiation of the morph, thereby quadrupling the distance between he and Gorak because as he shifted,
with his blood was everywhere, his face mangled and marred from sliding out while jerking; bone showing around his left eye, which protruded from his skull more than it should, his snout utterly flattened and crushed, limping in places it shouldn't, and his body rapidly shrinking:  His size and mass shrank into a small mouse amidst a single forcible jerk of his body. 


He meweled feebly and collapsed from a residual signal his presumably lost favorite body initiated.  His mind raced, though he appeared to have passed out. He could feel the Berserker slowly approach with each and every thudding footfall.

He could feel Gorak was no more than 4 of his giant steps away.  Another thud.  Three steps away, and Cougar's mind was blank; he wasn't even aware he wasn't thinking, just utterly gone, had he not been alive, had he not been so unaware, he would have though he was dead.

One more vibrating step.


Next, his body exploded in blood, gore, bone, tissue, and all other manner of living organic material as Gorak stomped him in with his 1 foot wide heel.  The aged, seasoned, and experienced Cougar Bear has seen much worse, though never been as badly beaten all at once...


Cougar's Skinwalker instinct was so powerfully developed and honed, he involuntarily shape shifted into a flea just before the moment of true death.

Still mind blind, still. totally unaware, utterly blacked out to all of the universe, the flea instinct took over and he bit Gorak's foot and devoured some blood.  The nutrients of the blood restored some cognizance and he realized, in great pain and miserable sorrow, that his most powerful body had just been slain.


He morphed into an Elephant and trumpeted loudly, tears gushing hard and fast.  As he morphed, he was lifting Gorak into the air upon his back, eyes as teary as red, and as ever Red.

He stood on his forefeet, raising his hind legs, throwing Gorak's center of gravity forward, while lifting his head and trunk. Naturally Gorak compensated, and when he did, Cougar stomped his rear legs down, and flicked him off with his trunk, launching him off his back and over his tail. Not far flung, but with enough force that he skidded into the city walls. Cougar trumpeted again and charged Gorak, in hopes of goring him with one of his tusks and ending this fight now.


Gorak was stunned but only gently, as he quickly rose to his feet before Cougar could even cover a quarter of the short distance between them.  He lowered his arms again and readied to launch the elephant into the sky.  Cougar Bear came to the very sudden and horribly shocking realization that he has tremendously underestimated Gorak's strength and, only just now, realized not only what he was preparing to do, but that he would be tremendously successful in doing so!

He couldn't slow his inertia with this less and awkward body, so Cougar attempted to jump, breaking 3 of his legs while twisting his massive body, and launched into Gorak; as he flew, he shape shifted into a Whale; upon impact, like a whip a 10 ton whale snapped into Gorak. He crushed Gorak into the ground and fell on top his legs and torso, thereby pinning him down, but knew he hadn't much time, and had to think of a shape that could hold up to Gorak.


His thoughts made no progress before Gorak lifted the huge Baleen-Cougar Bear, off of him, raising him above his head: raising up a foot, stepping up to a knee, from a knee to affirm his feet upon the ground and stand mightily up.

Cougar's blackout was fully over and he snapped back to reality.  His eyes, wider than ever, glowed no more.  As Gorak began to throw him off, he shape shifted into his Werecougar face.  His... now... most powerful and honored body.

The launch successfully sent him all the way back to the Human village, which now lay decimated and in ruins, villagers' bodies mostly charred on a huge pyre.


The villagers outside the walls of the slightly evacuated Orc village observed the flight of Cougar Bear, the Werecougar, and cheered mightily.


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We'll be back after these messages from our sponsors.



... oh wait that's right, we don't have any sponsors...
yet....?
... Dammit.
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Inside the superconscious mind of the primal Skinwalker instinctual consciousness, the body of a Weretiger with one eye missing, a mostly hollow
mangled and shattered skull. The vital parts glowing; where vital, quite little was glowing indeed.  No, glowing, brain function above the stem, heart crushed between crushed ribcage and spine.


As though alive, yet not alive.  The two minds connect, a Werecougar and a dead, dying, yet-in-stasis Weretiger...  Acknowledging each other.  Passing the torch, the Were tiger hands his shattered open palm to another, leaner, Weretiger who was also face-mangled and partially brainless, but otherwise in much better condition.  He carried something; red drops and streams coating the fur of his forearms where he cradled this dark and crimson mass.

The one eyed weretiger falls limp, and his fraily bound dismemberments and fractures fall apart to the floor, disappearing into void-ness.  The leaner Weretiger approaches the Werecougar solemnly.

He hands over the mass of small mouse; guts, skull, tail... corpse.  The tiny head turns only to nod, and lie down gently, fading into void.

The Weretiger raises his head, revealing a mangled skull, snout, jaw, eye sockets... one eye remains, and surprisingly, enough brain matter for partial cognizance.  The eye is rolling wildly and staring at the Werecougar between fidgets.  They nod to one another.  The Weretiger places his right fist upon his chest and his left arm onto Cougar Bear's shoulder.  Cougar's shoulder is then occupied by the large trunk of an elephant.

The elephant lifts the body of the Warrior who is on the verge of death onto it's back, bowing it's head and kneeling down on his good leg, in spite of his three broken ones.


Cougar Bear's Werecougar body reaches out toward the newly fallen warrior, who will continue to be remembered here in this superconscious void between awareness and observance; atop his noble mount who forever stands guard the Warrior's Secret Tomb, dead to the world.  They are barely alive, in stasis within the genetic void, of one warrior who will never forget:

The smeared mouse guts across the forehead of a broken elephant who is mounted by a fallen half-alive corpse of a Weretiger, fading into void, but not fading...... ... ...

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Don't you hate when the commercial is over
and you get a really short air of your program
only to abruptly and suddenly hit the next?
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The Warrior's Secret Tomb was shattered like glass as Cougar awakened to the smells.

Nighttime had fallen, contrary to Cougar's light sensitive eyes perceiving daylight.
He composed himself and remembered the fallen bodies he'd lost.  Raging tears flooded his icy blue Skinwalker eyes.  He was too mournful to express anger, but the rage was no less now than it had been before, just dominated by sorrow.

"One last fight." He said, defying the mortal wounds upon his body.  His new most honored body...   It wasn't enough though.  Once standing, he shape shifted into the Wereram and began eating the slain and scorched Humans.  He did not even question what had happened to the village.  In this world, everything can change in the blink of an eye.  If you stop and stare, it might kill you.

His Wereram body wasn't in great shape either, but healthier than his Honored Face.  He needed this body to win, but needed to heal both.

Engorging himself on corpses and shifting into multiple fighting bodies and slowly healing them with food, he was oblivious to the approaching Orcish Shaman. Oblivious to the company brought alongside.

The Shaman had no place as a warrior and was no threat to Cougar Bear, had signaled his companions to remain at a distance as he approached first.  Cougar Bear had cycled through 2 more bodies before noticing the Orc, and suddenly and swiftly shifted to the Werecougar.  The shaman laid down his staff, kneeled, and held up both hands as a gesture that he did not come to fight and would not respond in kind.  Cougar Bear calmed, but remained poised.

"Skinwalker..."  He spoke, sternly, unfriendly, but with a certain respect and admiration.  "You have much to learn...  We want to teach you."  This was the cue for Gartha and the Chieftain that it was safe, and they revealed themselves.  This erased Cougar Bear's poise and he sat down, cross legged, exhausted.

The shaman spoke.  "This very strange...  We never help evil Skinwalker kind."  He was clearly not here of his own volition.  Gartha placed a hand on his shoulder, and he sighed.  He then retrieved his staff and became cross legged as well, laying it across his lap ceremoniously, then said, "Let's all sit, Thunder Doom."
The chieftain had such a name! Cougar Bear thought. 
Orcish names were well earned and often changed. 
This name...  it had such power and presence, Cougar was humbled, and subtly sighed.

Thunder Doom spoke sternly.  "You know Shadow Wolf?"  That name incited fireworks of mixed emotion.
"The social one..."  Cougar muttered, half astonished and half admirable.
"He try to make Skinwalker tribes...  stupid."  Thunder Doom interrupted "He is HONORABLE."

Cougar Bear recoiled.  The chief was absolutely right.  Though Cougar had never met Shadow Wolf, he knew many things about him, and had chosen to remain behind on Earth at the end of the world as well, just like Shadow wolf and his polar opposites, the Lycanwalker gang, along with unknown scatterings of other Skinwalker nomads, whom Shadow Wolf sought out and taught his ways.

There was a silence, everyone hesitant as to what to say next, but Thunder Doom had an agenda and was thinking hard about the next step.
He was reluctant, even downright offended that it had come to this request.
"Eat Gorak, we teach you. Refuse, you die now."  His own heart, as though pranged at this request, got the best of him and he stood abruptly, and walked away.

There was an awkward silence; a pause that seemed to stretch out, while the shaman peered deeply into the eyes of his rival and nemesis.

The shaman was next in line to speak, however, and had to gather his patience to say what must be said.
"We will give you advantage, you will win.  But you must belong to us now. No more Skinwalker."  Cougar's feet had just been inadvertently but firmly placed on the same path as Shadow Wolf; he was just not yet aware of it.  "We can give you potion and elixir to boost your power.  Time to decide."

And the shaman followed suit of the chief, who was evidently trekking back home, seemingly alone in spite of the distant following shaman.

Gartha remained.  She had taken a severe liking to this person whom had dishonored her village and killed her friends.  In spite of this grievous offense, she was growing fond of Cougar, and secretly hoped he would give her sons through Gorak's body.

"Don't mind Severskull...-" Another powerful name!- "We wish to be your people now, we wish for you to be our Gorak, replace him by being him..." She held back personal words and continued her designated job.
"If we cannot convince you to join us, and return to the village before the Chieftain and Shaman order your death, I will shed no tears for you."  She accidentally spoke her heart and turned away.   She knew she couldn't keep talking, she'd fucked up, and had to follow suit too, but cougar stood up first. 
He shape shifted into the Wereram, the first time anyone has seen him wear this face.

He followed suit first as well, and Gartha embarrassingly accompanied the strange guest back home, explaining the plan on the way.


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Whence they caught up with Thunder Doom and Severskull, Gartha called out, alerting them of their success, and the two slowed their stride.

As they approached, Gartha began explaining.
"You will have to show us your faces before we reach the village, so we may decide who you will be while you are here until we can fulfill our plan."  She said, motioning the shaman and chief to wait on him.  "How many faces do you have left?"  she asked bluntly, without consideration for his pride, but recoiled at her own words when she heard herself speak "I'm sorry, I-"  Cougar bear cut her off nonchalantly, "It fine, I am still mighty."

"My faces are few now, lost 3 good ones in fight before..."  He paused, looking off in the distance, remembering the fight, the pain, the adrenaline, honoring his secret shrine. 
The three Orcish tribe members waited on him, the shaman quickly growing impatient.  "We need to know a good face for you while we prepare you!"  He reminded.

Cougar Bear blinked out of his daze and slowly shape shifted out of his Wereram face into a small Werebear cub.  "Too young to fight" He growled, then, slowly shape shifting into a Werebat he complained, "Not easy to move in, terrible fight." He flapped his arm-wings a couple times and lifted off the ground slightly for a moment. "Not fun flying... can't see, sounds hurt..." He said.
Shape shifting quickly into his Werecougar face, he reported "This face needs to rest..." Then shifted quickly into the Weretiger the village witnessed flung high over the perimeter walls.  The body was still clearly wounded, "Too hurt." He complained. 
He then shape shifted slowly between various mammals, birds, and reptiles, a frog, and an ant, before the shaman stomped on him.  "We no need insects!  Show us your true face!"  He challenged, but Thunder Doom forcibly pulled him aside and glared at him, eye to eye, though remaining silent.  He looked down to the smashed footprint, the soft and dusty earth protected Cougar enough that he suffered no damage, but was stunned for a moment. 

They waited a few seconds before he wearily shape shifted into the rarely witnessed true form of a vulnerable Skinwalker.  He rose slowly from the ground, transforming his ant limbs, absorbing them into his body, and losing discernible features and color, then finally becoming pitch black and slender.  He grew to about 4 feet tall with no genuinely distinguishable features save two black stick arms and two black stick legs, protruding from his stick-like body.   His head was barely more than a nub atop his otherwise shoulder-less arms.  He opened his eyes and Thunder Doom recoiled at the stark whiteness of them, hollow but lucent.  Severskull, too, was aback at the white color of this Skinwalker's eyes.

Gartha was not nearly as familiar with Skinwalkers to understand their reaction and spoke up, "What is wrong? You both look as if you see a ghost?"  Thunder Doom bowed and shook his head, but remained silent.  The shaman stepped beside her and spoke lowly, "The color of Skinwalker eyes tell their nature and their emotion, they cannot hide their intentions in this form, or intense feelings even when in shape of animal or person...  do you remember Lycanwalker attack?" 
Gartha was shocked he would bring it up, but she nodded as she remembered the glowing red, orange, and yellow eyes of the mysterious Werewolves who killed many of her people, along with her own mother, when she was very young. "I remember the glowing red eyes..."  she spoke quietly and solemnly.  The shaman was predisposed to hate Skinwalkers from his own past experiences and accused, "Skinwalker has red eyes because red is rage, anger, evil."

Gartha peered over to Cougar's luminous white eyes with great inquiry.  "Do not be fooled!" The shaman said, trying to remain hushed.  She ignored him and said plainly out loud, more to herself than anyone else at all "White is the color of innocence and protection."  Without realizing it or noticing, she had smiled at Cougar Bear before turning to the shaman, "Maybe not all Skinwalkers are-"  she quietly began, but he huffed and turned away from the group.  She turned desperately to Thunder Doom, not knowing what to say, but pleading with him never the less, eyes wide with hope.

The chief was uncertain and weary, but felt that the Skinwalker could be trusted, if not for his eyes, then for his peaceful behavior during the trek back home and compliance with the instructions he'd been given so far.  "We no want fights until right time." He began, addressing Cougar Bear.  "Go with Bear cub face.  If not good for fight, good for plan until fight."  Cougar did not seem to acknowledge him, but after several seconds, there was evidence that he had been slowly shape shifting into the Werebear immediately as asked; however as slowly as he changed, it was proven true to the chief that a unmorphed Skinwalker was, in fact, mortally vulnerable, and he tensed up with anticipation, a subtle desire to snuff him out then and there.  One less Skinwalker to have to worry about.  But he held fast and kept his word.  He was not about to dishonor himself.

They waited several minutes before Cougar was finally done, and spoke gruffly, "We sure this work good?" while examining himself.  "Worry not Cougar Bear, remember our plan and follow us into the village."  Thunder Doom assured him, though Cougar was not, in fact, assured.  Unsure, but dedicated, he did not deviate from his instructions.  Torn between his natural instinct to simply eat them and his acute desire for the perfect warrior body, he walked slowly behind everyone, allowing the shaman and Gartha to walk ahead of him.  As she passed, she slowed as well.

Still walking faster, but attentive of Cougar's pace, she stopped some 5 yards ahead and turned to him.  "Is something the matter, Cougar Bear?  You seem distracted...?"  She asked.  Cougar became self conscious ten times over.  Firstly that he was, in fact, distracted; secondly, by what: his desire to devour her, her chief, and their shaman was surely not a welcome thing to admit.  Furthermore, his distraction was significantly inducing self consciousness by his split between the honor and admiration he held for these people versus his chaotic Skinwalker instinct.  Lastly, he was caught between himself and himself, having never actually consciously felt self conscious; a strange new awareness creeping over him caused him to halt all together and stare, dumbfounded, at Gartha.

They were not more than a mile from the imposing village walls, Thunder Doom and the shaman, Severskull, were already prepared at the gate, now waiting on the two.  Cougar could see, even from so far away, that the shaman was agitated, and complaining to the chief.  At least this distracted him from his self consciousness, he continued walking, oblivious to Gartha's concern for him, which she did not verbalize, but the sympathy in her eyes would have given her away had he been a more social specie than a Skinwalker.

Gartha abruptly stopped when she noticed Cougar Bear was no longer advancing toward the village.
"Cougar...?" She asked hesitantly.  A thought struck her in that moment and she blurted out "We need to give you a new name..."
This comment dissolved his self-consciousness and he approached her with curiosity, "Why I need different name?" He asked, stopping beside her.
She tried to sidestep the question and began walking hurriedly toward the village, saying "Let's return to the village and let our Chief and Shaman prepare you."
Cougar bear scratched his head and followed, picking up the pace.

When Gartha and Cougar Bear reached Thunder Doom and Severskull, she initiated the scenario:
"Tell the village that we could not find any Skinwalkers, but a victim of his... evil." She had to force herself to denounce him, even if indirectly by the guise they had conceived.
Thunder Doom commanded the guards to wait inside the gates while Severskull inspected the guest with Gartha.

Severskull spoke with authority, "Tell us your name Sk- Weary traveler!"
Gartha immediately interrupted Cougar as he was about to speak his actual name, "This young Werebear is too exhausted from his encounter to speak! We must attend to him and attempt to recruit him!"
Severskull scowled and proceeded as planned, "Very well! You may allow him to a guest hut. Find out what you can about him!" Then slammed his fist on the village gate 3 times.

It slowly opened and gradually revealed that the village appeared to be deserted.  Evidently everyone had gone to rest for the evening. 
Before the guards permitted them entry, 3 separate scouting groups had arrived and immediately reported to Thunder Doom's hut.  One guard spoke off hand "Ah, the scouts return from Skinwalker hunting!" And laughed to himself. Severskull glared at him as he ushered Gartha and the yet-renamed Cougar Bear through.

The guard chuckled and shrugged, staring the shaman back.

Inside the guest hut, Gartha told Cougar to come up with a name for his Werebear face.
"Why I need different name? I have proud and strong name already, why change?"
Gartha sighed, slightly frustrated, "We already know 'Cougar Bear' is a Skinwalker... We would not tolerate your face without suspicion... and we would be right! You must be able to hide in plain sight."

Cougar bear sat on the straw heap of a bed then laid down with his eyes open.  Gartha approached, but remained standing.
"Severskull helps mothers come up with names for the babies in our village, you would be better off letting him help.  His naming would surely be recognizable to our people, and put them at ease with you more quickly that way.  I am currently needed in the chieftain's hut to help coordinate our next scouting mission..."
She looked directly into Cougar's, now plain and unlit, dark brown eyes. "You've stirred up our warriors and scouts into a frenzy, and Thunder Doom and I must direct their energy away from you if we are to earn your power for our people... They will slaughter you as soon as they know what you are! We cannot allow them to find you out."  She immediately left without waiting for a response.

Cougar-the-bear-cub thought about a new name and came up with a few powerful ideas, rolling them silently on his tongue. 'Bearclaw', 'Bigcub', and inspired by the chieftain himself, "Thunder Roar." He said out loud.
He considered the alternative, 'Ursa Doom', but only inspired himself to chuckle quietly in his deep, growling bear voice.

After several minutes of thinking up names with his eyes closed, he found himself drifting off to sleep.

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Dreams of his former faces, the pain of their memory still freshly slain in his Secret Tomb.
No focus, something dark and foreboding on the fringes of his awareness.
The Elephant gores him awake!
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Cougar Bear shot up to a sitting position with a stabbing pain in his side where he was gored in his dreams.
As it turned out, it was the end of the shaman's ceremonial staff, firmly jabbing into him.

Cougar swatted it away angrily, and then focused on the slightly familiar face. He growled, "Why you do that?"
Severskull chuckled maliciously and spoke, "Stay down, cub. The scouts are sent out, the village sleeps. Gartha says you need help getting new name." He pointed his staff at Cougar's face, "Punybear."

Cougar growled low and menacingly, "Too weak!"  Severskull grinned with genuine glee at the response and persisted, "Cubfuzz." He said more sternly, to which Cougar deeply scoffed.  He turned his head slightly away, as a gesture that it was not fit either.

Severskull laughed with the same malice as before, "Black-cub, then!" Cougar turned his head back to look at him, then subtly shook it, closing his eyes. "Tinycub!" Cougar spoke, "No. Thunder Roar." The shaman laughed with genuine joy now, "That's not fit for you! Too young, and unproven!"
"But your names are weak! I am not weak!" He responded.  Severskull grinned maliciously, "Ah, you need name which tribe will respect. Choose Bearchild or Little Bear, or I cannot help you!"

Cougar scowled and grunted in frustration. "I do not like the names." He said quietly. "Very well, Little Bear, I have decided." Severskull responded plainly.
Cougar stood up, "I did not choose that!"
Severskull stepped back 3 paces and said, "Then choose!"

Cougar decided the argument was a loss, and conceeded to the shaman's decision. "Fine." Was all he could say any more.

Severskull stared at him for nearly a minute, taking in his face and form. "You will call yourself Bearchild, I will give you tribe name, after. Villagers will respect name I give you. They will feel familiar with name you speak to them. It will convince them you are worthy ally."
Severskull's cunning begins sinking into Couger's understanding. He does not respond, but concedes to the decision.

Gartha entered.  In her arms were 2 half empty food sacks. "The scouts bring food to honor our guest. But you must not eat yet, we will introduce you tonight during the night time celebration. If you offer the food we've given you, the village will have more respect for you tomorrow. Do not worry, Cougar Bear-"
Cougar growled resentfully "It Bearchild now..." He said, and turned away.
Finishing, Gartha said "Do not worry, it is not honorable that we take the very food we've given you, but it would be a good gesture for you to offer it tonight.  Bring the food sacks with you when the fire is lit."

Severskull chuckled under his breath as he departed. Gartha explained that he was needed to prepare the nightly ceremony.
"And Cougar Bear... I will respect your honorable name between us. We need only name you to hide you. I will protect your identity by using the name Severskull grants you tonight, but when we are alone, i know you as Cougar Bear."  She smiled and left straight away.










And i bet you didnt think i'd update this?