The Paradigm System Spell in Shattered Horizons | World Anvil
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The Paradigm System

Welcome to Paradigm! In the next 10 minutes, your system will teleport you the Questing Fields to begin your new life! Please note that you have new messages in your mailbox and items in your inventory! 
— The Start Up Menu

When Mu was picked for the mission with his older brother Aleph, he had been hardly expected him to be alone on a strange world that had managed to survive by sheer dumb luck, and with so little power left. He sealed himself into the Mechanism and then recovered his strength for much of the last century. As he waited, he watched as the humans used the great machine as a tool to carry both electricity and the one thing that kept him sane, information. He listened to their radio plays, he read their books, and he played their online games. 80 years after his initial impact, he managed to gather the strength to communicate with 12 scientists studying the Mechanism and told them of his mission. They agreed to be ready when he needed them.   Where most magic systems are centered on the world's mortal inhabit, and thus those few mortals who can leave their worlds are left either weaker from the trip, via loss of Affinity; or dead, as their native magics fulfilled some biological function that isn't accounted for in another system. To prevent the above situation, Mu's system is a thin skein of pure magic around the body, both to prompt the body to acclimate to magic as well as to push the human body past its painfully low peak.   Mu's system was inspired by the various online MMORPG's Humanity released during their development of the internet. The magic is capable of making menus appear in the corner of a human's vision, granting several helpful tools. Each user of the system is designated a Player.   1. Classes: Each Class is Assigned by the Judges at the The Starlit Sepulchur. Each judge, after seeing what they were best at, used their wisdom to pick who got which powers. Each Class has several Subclasses, which allow one class to have specializations for numerous scenarios. The classes in order of common to rare, are as follows.
  1. Fighters (Soldiers of any stripe)
  2. Rogues (Assassins and Businessmen)
  3. Mages (Scholars who manipulate reality via the Domains)
  4. Spirtualists (Humans who interact with spirits for their aid)
  5. Artificers (Engineers and Scientists)
  6. Monk (Martial Artists)
  7. Bards (Artists)
  8. Bladestorms (Psionic Warriors)
  9. Travelers (Cloaked Wanderers, Scrounging power and connecting the worlds.)
2. Stats: Each Player can upgrade themselves upon leveling, which can be earned by killing monsters (such as Kelpies), or helping the collective effort in some other way, such as crafting armor or housing. The stats and their uses are listed below:
  • Strength (Raw Muscle Power, pushing and pulling potential, and Heavy-weapon damage)
  • Agility (Manual Dexterity, Player Speed, and Light-weapon Damage)
  • Vitality (Health and Stamina recovery)
  • Endurance (Durability and Damage Reduction, Stamina Pool Size)
  • Intelligence (Memory Recall, and Magic Damage/Size)
  • Wisdom (Intuition, Perception and Magic Recovery)
  • Charisma (Persuasion, Intimidation, and Creativity)
  • Luck (No known skills)
3. Titles and Awards: MU set up the system to reward the player for exploring the fields as well as pushing them to both take risks and be cautious. If a fighter has ended nearly every fight by going for the head and they succeed, they may gain the award, Vorpality, which grants some bonus damage to enemies struck in the head. Titles are earned by fusing several earned awards, and the title is a remix of the various components. being apart of a Title strengthens each Award's bonus significantly.  
4. Extra Lives: The most tantalizing part of the System, because the system is always keeping track of everything about each player, it is trivial for the system to recreate them from a backup, While it can be done Potentially forever, it also takes a lot of energy from the individual enchantment, and as such, a resurrection from one of these extra lives can only be done yearly, but that time is cut down by infusions of extra energy, such as experience or finding raw Mana deposits. The Paradigm system can keep hold of these charges until it is needed.
5. Loot: This feature makes sure that when a player kills a monster or completes a quest that they are given something for having achieved it. The system can turn slain monsters or even air into currency, enchanted items or something it view the human has earned.

Side/Secondary Effects

The first side effect is a rapidly shifting of the body into the ideal body weight as well as a baseline of athleticism for each class. classes. (Fighters become toned and broad-shouldered, rogues thin and light, etc). The only class unaffected are artificers, given they are researches unlikely to face direct combat without aid or machine to protect them.   The second is a slow shifting of the body to reach it's physical prime or return to it, regardless of the age. However, those over 90 and those younger than 16 are unaffected by this part of the Enchantment.

Source

While the first infusion of the enchantment on a person as fueled by Mu, The enchantment is structured to be fueled and fuel in turn the person it is attached.

Discovery

While Gods have been making magic systems for millennia, they are usually the work of centuries of planning and collaboration from a whole Pantheon, rather than one under-qualified god.
Related Deity/Higher Power
MU
Related Organizations
Related Discipline
Gods are the only species that could manage the spell.
Related School
Enchantment


Cover image: Untitled by スズキゴロウ

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