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Manyfist

WIP Slave Harem

May 27th, 2018
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  1. Slave Harem
  2.  
  3. Origins
  4. -Drop-In
  5. -Explorer
  6. -Battle Slave
  7.  
  8. Drop-In
  9. •I Saw A Documentary On It! (100cp) - Even a drop-out can learn through the power of TV! Thanks to your religious watching of TV, you have the basic understanding of 21st century science. You also have a sixth sense how to apply that to magic.
  10. •Delicious Food (200cp) - Good food is often reserved for the Nobles, however you have an almost encyclopedic knowledge on Earth breakfast, lunch, & dinner dishes. It comes with a six sense how to substitute lower quality items or native ingredients that closely match. For example, dragon skin is chicken skin. Lastly eating a home cooked meal will grant you a boost in all your stats, your MP, as well as health & MP regeneration. More dangerous it is to get the ingredients, more of a boost it’ll give. The boosts lasts until your next meal or when you go to sleep, whichever is first.
  11. •Likeable Guy/Gal (400cp) - There’s a lot of pitfalls in this world & navigating them without help will get you no where. Fortunately for you, you’re the likable type, which seems to draw people to you to help you out. You’re so likable you could meet influential people in passing & quickly build a beneficial relationship with them.
  12. •??? (600cp)
  13.  
  14. Explorer
  15. •Navigator (100cp) - In your head you have a mental compass, allowing you to always figure what direction is North. This allows you to have an excellent sense of direction, making it almost impossible to get lost. Lastly, when you enter a new area you have a rough mental map of a large area, like a labyrinth floor. As you explore the area, the mental map becomes more in-depth, more accurate & more detailed than any map or photo.
  16. •Enemy Radar (200cp) - Your senses have been enhanced. This allows you to smell scents like a dog, see like an eagle, hear like a bat, as well have a six sense akin to a mana sense. You can sense magic, greater the intensity of magic, clearer & more detailed it is to you.
  17. •??? (400cp)
  18. •Rare Finder (600cp) - Dungeon crawling often requires you to have something on farm status, where you kill something over & over for that rare drop or a certain item you want. With this perk your luck in having anything that should be rare is now common place. If something is so rare that once in a blue moon it happens, like a monster card drop, it is instead similar to what was rare before. What’s also similar to what was rare before is multiples of said previous rare thing. Maybe even multiples of that formerly really rare thing, which before was unheard of, now drops once in a blue moon.
  19.  
  20. Slave
  21. •Drop Dead Gorgeous (100cp) - True beauty is really rare, and it often drives up the price. You have such beauty, which manifests however you wish, be it elegance, sexiness, or cuteness. The advantage of being such a beauty is that it makes adversaries drop their guard more often. Especially if they’re attracted to your looks in anyway, but this also affects those that wouldn’t or can’t appreciate your beauty.
  22. •Because It’s Master (200cp) - Slaves are often told secrets by their master, however more often than not, the slave will spill the beans for their own advantage. Especially if put under a spotlight, after all a slave could win their freedom this way or be transferred to a better master. You’re different, you’re able to keep secrets with ease, even under interrogation or torture. Lastly you’re able to lie about a secret & put a spin on it, that is believable until proven otherwise. Even then if you have a good relationship with the person whom sees through the lies, they’ll mentally justify it & leave it alone. After all, because it’s Master, you don’t wanna give up anything that could harm Master.
  23. •Battled Hardened (400cp) - There’s not much in terms of entertainment for the poor. Especially for children whom often have more free time than adults. So even before being sold into slavery & forced to put your life on the line, you were already doing so with the various monsters that wonder out from the any number of local or distant labyrinths. This has allowed you to keep a cool head & really enjoy any battle. Not only are you able to keep your cool, you often excel at either being really agile or really tough. If you’re really agile, you’re able to dodge & weave with a fluid grace that leaves enemy attacks missing by cm or if the opponent is quick by mm. So long as you’re quicker than your opponent & said opponent doesn’t catch you off guard or in an AoE which you can’t avoid in time.
  24. On the other hand, maybe you’re just really tough. If you choose toughness, you’re able to take hits which would kill or seriously injure anyone else. Instead you barely take any damage from said attack, but attacks from vastly stronger opponents will instead cause major injury & could possibly be very quickly fatal if not dealt with in time. However while magic here can’t heal sickness or major injuries like broken bones or missing limbs, if you choose toughness you’re able to completely recover by having a large meal & a restful night sleep. Severed can’t be regrown but if held in place overnight it’ll be good as new.
  25. •Go For The Throat (600cp) - TBA
  26.  
  27. - When In Rome (100cp) - Slavery is a common thing in this world, it’s perfectly acceptable to have slaves. However this might not always be the case in other places which have outlawed slavery. This is where this perk comes in to play. With this perk you’re except from societal norms & laws regarding slavery. Only so long as you treat your slaves reasonably well, like a farm animal. That means you have to feed them, cloth them, & give them shelter as well as not permenantly injuring them on purpose. Failure to do so will break the conditions of slavery & said slave will be freed.
  28. - Hero (600cp) - It would seem that you’re a blatant cheater, but that’s okay because you’re the hero. You start off with the Hero class, which gives an immediate boost to everything & has the skill Overwhelming which accelerates your physical movement for a short burst, making everything seem slow in comparison for the duration. Plus you have 99 bonus points at the start & every level you gain you get a bonus point all of which you can move freely within a few moments between bonus skills.* (See to notes)
  29.  
  30. Skill Levels - There are 6 levels in most skills. Each skill level requires double the points from the previous level. With maximum of 64BP with the exception of stat increases which are a 1:1 basis. The list of the following are the known bonus skills at this current time. If the MC displays a new bonus skill, you too can emulate it.
  31.  
  32. - Character Rest (1BP) - This allows you to redistribute your bonus points.
  33. - Appraisal (1BP) - Gives you basic information when active. When used on people or demons; their given name, age, gender, tribe (race), level, first job, & equipment are displayed, if applicable. When used on items; their name, skills, & number of skill slots are displayed, if applicable. This is toggleable while active.
  34. - Incantation Shortening (1BP)- Activating skills & magic often requires a chuuni-like incantation, by shortening it you can just say the skill or spell name, like FIREBALL or OVERWHELMING.• Incantation Omission (3BP) - By increasing the rank you can instead just use a skill or spell by thinking about it. Saying a skill name out loud while thinking of another skill is useful for deceiving.
  35. - Job Setting (1BP-64BP) - Normally you only have one job active at any given time. With this skill you have ability to have up to 7 additional active jobs. An active job allows you to use their skills or magic. You have ability to switch active jobs on the fly. •Party Setting (1BP) - With this you’re able to set active class for the individuals in a party. However they can only have one active class.
  36. - XP Boost (1BP - 64BP) - This allows you to boost your XP gained by +10% at 1st rank up to +35% at the 6th Rank, increasing by 5% per rank.
  37. - Leveling Reduction (1BP - 64BP) - This allows you to reduce the XP needed to level by increasing the rank of the skill. The following is how much XP to level is reduced by 1st to 6th Rank: 1/2, 1/3, 1/5, 1/10, 1/20, 1/40
  38. - Crystallization Upgrade (1BP - 64BP) - Magic crystals are a black stone that’s about size of a chicken egg. Magic crystals change color according to the amount of magic they contain. When you defeat ten MOBS it’ll become red, after 100 it becomes purple, 1k+ it becomes blue, 10k+ it becomes green, 100k+ it becomes yellow & finally at 1mil+ it becomes white. You can increase the rate you receive by 4x at first rank & doubling for each rank beyond the first up to 88x increase in crystallization. Bosses often hold more magic energy. The color is equal to the amount of money it’ll sell for. Additionally carrying multiple crystals on you will split the magic energy amongst them.
  39. - Purchase Negotiation (1BP - 64BP) - You can increase the money that you receive either by selling or receiving, first by +10% but increases by +5% per rank up to +35%.
  40. - Discount Negotiation (1BP - 64BP) - Similar to Purchase Negotiation, you can knock off any money you have to pay by -10% to -35%.
  41. -Gamma Ray Burst (1BP) - This bonus skill requires a lot of MP to pull off, but upon successful casting of the skill it would appear if nothing had happen from the user’s point of view. However from everyone in front of the user a giant flash of light goes off, vaporizing even high level bosses in one hit.
  42. -Metor Shower (1BP) - This bonus skill require a lot of MP to pull off, but upon successful casting of the skill several molten rocks shoot forth from your direction. This does a lot of damage to the MOB that it hits as well any surrounding enemies close to the impact. This skill is very powerful but at same time very draining.
  43. -MP Depletion (1BP) - A simple skill that converts all your MP into magical damage, more MP you have, more damage it does.
  44. - Warp (1BP) - This skill is basically a teleportation to any place you’ve been before. The MP cost is based on distance to the destination as well the number of people in your party. This can be used in places that block normal means of teleportation.
  45. -Bonus Acessories (1BP - 64BP) - Each rank gives you a bonus accessory slot. When adding or subtracting an accessory slot, the accessory vanishes & reappears like it’s brand new. Any modifications are kept.
  46. -Level 6 Weapon (64BP) - You call into the existence a powerful weapon akin to Durandal, which takes shape in form of a powerful melee weapon of your choice. Like Durandal it has six skill slots. These skill slots may be the exact copy of Durandal‘s or be filled with any canon weapon skill or if you prefer it they could be empty. Empty skill slots require monster cards as well as a Master Smith to fill the slots.
  47. - Stat Improvement (1BP - 99BP) - You can dump all your BP into a stat. These are:
  48. - HP - How much damage you can take before dying.
  49. - MP - How much energy used on skills & magic. Running out of it, you become really depressed & even suicidal.
  50. - Strength - How much physical damage you can deal.
  51. - Stamina - How long you can fight
  52. - Intelligence - How much magical damage you can deal.
  53. - Endurance - Reduces pain & damage taken.
  54. - Spirit - How fast & how much MP & HP you regenerate.
  55. - Dexterity - How accurate your attacks are.
  56. - Agility - How well you can avoid attacks.
  57.  
  58. ITEMS
  59. Undiscounted
  60. - Basic Supplies (0cp) - Spacious backpack, 10 silver (1000 nars), copper weapon, wooden shield, & leather jacket.
  61. - Information Card (0cp, 100cp) - Everyone in this world has an information card which gives your full name, age, tribe (species), & job/occupation (only the first shows), gender, & legal status. Any slaves you own is displayed as well & sets up a feedback link with said slaves with conditions. The normal condition is that should the master die, the slaves die, but also conditions include designating someone to inherit a slave or free them upon death of the master. Only Head Villager & Slave Trader can edit the information card. For 100cp this follows you through out your journey. Upon death the cards naturally pop out of the right hand. Activating this card on yourself or others require a chant.
  62. Drop-In
  63. -Track Suit (100cp) - Wardrobe of cheap disposable track suits.
  64. -Large Tub (200cp) - A large tub that can easily fit 6 people in at once. Magically fills & drains with hot water, also comes with body soap & shampoo.
  65. -Ring Of Determination (400cp) - Normally you’re limited to one accessory, however with this ring you can wear as many accessory equipment as you like. These include stuff like magic rings, earnings, anklets, & etc. Additionally it strengthens & increases any damage dealt by its user.
  66.  
  67. Explorer
  68. -Black Magic Crystal (100cp) - You have an infinite supply of black crystals, however you only have one on you at a time. To receive a new one you just have to place the old one away or sell it. Should you lose it, it’ll reappear in your warehouse within 24hrs. Additionally these crystals are of extreme quality, they gather energy 2x as fast as a regular crystal, stacking with any other boosts. For example 88x + 2x = 91x, not 176x.
  69. -Small House (200cp)
  70. -Lord Title (400cp)
  71.  
  72. Slave
  73. -Collar (100cp) - This is an attractive collar, a sign of an expensive or well pampered slave.
  74. -Silk Wardrobe (200cp) - Silk is very expensive, only the Nobility really can afford it. However you have an entire wardrobe of silk clothing & accessories. This includes lingerie, apron, maid/butler outfits (including XXX versions), sailor fuku/school uniform, stockings, & evening dresses/suits for formal occasions. Everything is immune to stains, doesn’t rip or tear on accident, & always smells fresh.
  75. -TBA (400cp)
  76.  
  77. COMPANIONS
  78. -Import
  79. -Canon
  80.  
  81. DRAWBACKS
  82. - Culture Shock (+100cp) - Slow to adapt to other cultures
  83. - Suspicious Mind (+100cp) - Always think that people have alternative motifs, & those that do you think they don’t.
  84. - Monster Magnet (+200cp) - MOB nip that attracts the MOBS to target you more often.
  85. - XXXXX (+200cp) - You can only speak Japanese but you can understand only Brahim, an uncommon language but its required for activating skills & magic. Any translating devices or abilities only gives you basic & broken Japanese pidgin. Any attempts to learn the language faster than a normal human fails.
  86. - Enslaved (+400cp) - Your status has been changed to that of a slave. This includes any companions which you may have. As a slave you have only your underwear that belongs to you. Everything else including your warehouse will be the possession of someone else. If you’re already a slave, then you’ll be sold to a horrible master that will treat you like canon fodder just to advance. Any items will be returned to you at the end of your stay here. Killing your master or having a companion kill them, will result in you dying & being sent home. If your master dies in any other way, you’ll be inherited by someone else, with the same restrictions applying.
  87. - Outlaw (+600cp) - Your class or if you have multiple classes your first class must be set to Thief, Bandit, or Pirate. Which means you’re a criminal. In this world criminals are kill on sight, especially those with large bounties on their head. In addition to having a criminal class, you have a large bounty of 1mil Nars, & will double every winter. Lastly as a criminal you can’t own any slaves, other than any companions imported as your slave.
  88. - Level 1 Master Race (+600cp) - Leveling is for chumps & you’re no chump. By taking this drawback you do not gain any experience points, which means you’ll be stuck at level 1 for the duration of the jump. To make matters worse you can’t access any abilities from previous jumps. You’re still able to unlock multiple jobs but they’re unable to level. This drawback applies to any party you join, but will disappear as soon you leave the party. Lastly you’re required to beat a single boss in a Labyrinth by yourself at least once every few days.
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