#and increasing stats on level up
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hell yeah i got the Sentry ai working! the enemy phase is now automated, and enemies will stand still unless a unit of another faction is in range (in which case they will move over to it and attack with the appropriate weapon).
(this did... not take four days. i was in Boston for the TWRP concert over the weekend.)
currently if multiple units are in range, the target is random, so i need to combine this with target selection- grabbing combat predictions and choosing which enemy they can do the most damage to. i think i'll want... Stupid (random target selection), Normal (decides based on how much %damage it can do to each target), and Smart (takes retaliation damage into account). plus maybe, like... a Risky slider? where 0 is "multiplies out all damage calculations by hit and crit rates for average-case estimates", and 1 is "ignores all accuracy modifiers and goes purely based on maximum potential damage", in case you want enemies that'll take the moonshot to take out player units. (also a Headtaker modifier that'll make them prioritize going for the Lord unit or whatever else would end the map, even if the damage prediction is worse.)
a strategy layer on top of this is... probably overkill, for fire emblem AI? like, i could try and implement a virtual tactician that considers groups of attackers necessary to take out particular targets by ganging up on them, with expected value weighted by distance and movement projections to estimate how likely it is they'll be able to attack simultaneously... but that's hard to implement and a level of meanness i doubt designers are going to necessarily want (especially when you can accomplish basically the same ends through level design.) idk if actual FE games even use such a system- the AI is typically pretty dumb and predictable.
once i have target selection, i'll just need... "move towards specific objective" for defend maps or bandit looting behavior, and "select a target from all units on the map and move towards the best combat prediction" for units that are currently out of range but need to aggro the player.
aaaaaand behavior for enemy healers, which should probably be generalized so dual healer/attacker enemies can weigh "heal ally" and "attack player" against each other... and something to determine what should happen when a mounted/Canto enemy has movement left over after attacking... and timed behavior changes so sentry units can go aggro after a certain turn or event trigger...
...but those ones aren't an immediate priority since they don't have relevance to this month's goal of recreating FE9 Ch1 through the GUI.
#apart from the ai stuff it's just like#map objectives and seizing to bring up a victory screen#and increasing stats on level up#oh and on-field dialogue boxes#medallion works#sc accountability
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Okay I'm getting stuff like this frequently (this is the most recent and a super heartwarming example)
And I'm glad you guys appreciate it this much! Also I apologise for not being super frequent here, yk, everyone has their struggles. But however, everyone of you deserves this stats increase:
+5 support
+50 amazing person
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On the one hand it kinda feels like code vein put all their budgeted level layout into a small handful of levels, leaving several levels feeling boring, short, and straightforward
On the other hand, thank God for the changeup. The levels that aren't the aforementioned boring, short, and straightforward ones are way over designed and extremely mazelike, the shitty map possibly doing more harm than good. These are long, laborious, and frustrating
Very few locations feel like a good middle ground between the two
On an unrelated note I also don't like the way that you're locked into endings. You have to scour the map for items in a half-dozen different areas before fighting the boss in that area. Very tedious. If you beat the boss (of these specific areas) before getting the items, you change what ending you get. Also there's a steam achievement for getting "all" endings, which includes 2 endings that are identical except for a single voice line. Kinda silly that they count as separate for this
#now a positive thing to say about code vein is that i think its the only soulslike that ive encountered with an ng- feature#in dark souls (etc) when you beat the game you can start a new one with nearly all the same gear and encounter harder enemies#code vein has a similar mechanic except instead of just going up in difficulty you can decide to do a new game#at any previously beaten difficulty (or 1 above your highest beaten). so you could be doing the seventh playthrough of the game#and only be encountering enemies at ng+2 difficulty. rather than ng+7#now for something strange about codevein: leveling is different from most dark souls games. you dont allocate levels into stats#you just increase it. there is also a level cap of 300. there is not a difficulty cap for ng+ing#most dark souls games (and sekiro) stop getting harder around ng+7. it doesnt look like code vein has a cap like this#you can get up to a point where (even at max level and gear) the very first enemy in the game can 1-shot you
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congratulations!
your stats increased!
+ 2 hyperfixation
+ 2… more… hyperfixation
+ 5 finishing
hyperfixation please stay with me long enough to complete the project. hyperfixation do not fade. hyperfixation finish what you started for the love of god
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Congratulations! The following stats of everyone of you increased:
+1 new year
+5 proud of you for surviving the last one
+7 hope your next one will be great
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New shoes
Congratulations! Your stats changed the following:
+2 new shoe
+1 billion-style
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hi I love you (/pl) (and by you I mean this blog) (it's awesome) (I really like the idea) (and the execution as well)
Thank you! I'm glad you do :3
Here's your stats change:
+5 amazing follower
+6 gratefulness
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I drunk 1 (one) cup of water so far
I don't think I should congratulate you for this. However, your stats still changed:
+5 dehydration
+2 please drink I'm worried about you
#stats increase#level up#asks#you better get this#or I'm gonna make you give me updates#stay healthy
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LUCKY EGG
Yandere!Dan Feng x Reader


You stood before the Lucky Egg Dispenser. One pull. One egg. People swore by it, miraculous companions, rare creatures with mystical abilities. Some even whispered about something more. You hadn’t believed it. Not until you got one.
At first, it was just an egg, smooth, cool to the touch, its deep azure surface streaked with faint golden veins. For three days, it sat in your apartment, resting on a pillow beneath the soft glow of a bedside lamp.
Then, it hatched.
And the first thing you saw were cyan eyes, glowing like captured starlight. Most people received small, harmless creatures: foxlike beings, glowing fish, even tiny floating wisps of light. Instead, curled amidst the shattered remnants of the shell, was a man.
His long, dark hair cascaded down his back in flowing silken strands. His pale jade antler-like horns gleamed under the soft light, an ethereal contrast to his sharp, almost inhuman pointed ears. His robes, a pristine blend of white, silver, and intricate teal embroidery, draped over his lean yet powerful frame, giving him an air of royalty, as if he had stepped out of some long-forgotten legend. A single red earring dangled from his right ear, swaying gently.
But what held you frozen were his cyan eyes, sharp and penetrating, gleaming with something unreadable. Something ancient. Something dangerous.
He moved towards you. His grip was gentle yet unyielding as his hand cupped your chin, tilting your face up to meet his gaze fully.
"You are the first thing I have seen." he murmured.
His thumb brushed over your lips. "That means you are mine."
Finally, you got him to sit. You sat opposite him, keeping a cautious distance. The man studied his surroundings with the quiet grace of someone who had seen worlds beyond this one.
"You may call me Dan Feng" he said smoothly, his voice carrying an old-world elegance.
You hesitated before responding with your own name, unsure of what to make of him.
"Do you... have hobbies? Things you enjoy?" you asked, attempting to keep the conversation light.
Dan Feng tilted his head slightly, contemplating the question. "Reading ancient texts. Chess. Refining my abilities. Battle."
That last word made you tense slightly.
Before you could respond, you got up to fetch him a drink, only to trip over your own feet.
Time seemed to slow. A surge of energy crackled through the air, and before you could hit the ground, you found yourself suspended midair, a soft glowing force wrapped around you.
Dan Feng hadn’t moved an inch. Yet, his magic had caught you effortlessly.
"You have magic?" you asked in awe, as he gently set you upright.
His lips curled into an amused smile. "Of course. Did you expect otherwise?"
The moment left you shaken but also intrigued. You had to know the extent of his abilities. So you took him to a weapon shop.
In this world, people trained to farm levels and increase their stats through dungeons. Power meant survival, and you needed to understand exactly what he was capable of. Dan Feng examined the weapons with idle curiosity before selecting a blade—a long, ornate spear. The moment he lifted it, the air around you shifted. With a single, precise swing, the spear cleaved the reinforced training dummy clean in half.
The shopkeeper gaped. You swallowed hard.
Dan Feng lowered the weapon, looking wholly unimpressed by his own strength. As if it was trivial.
He turned to you, eyes glowing softly. "Satisfied? I can use pretty much any weapon in this place."
You weren’t sure whether to be impressed or terrified.
From the moment he hatched, he never left your side. At first, you assumed it was natural. A newly born creature clinging to its first bond. But this was no ordinary attachment. He was always there.
A silent, watchful presence in your home. In your dreams. When you awoke, he was there, seated gracefully by your bedside, watching with an unreadable gaze. When you left for work, his figure lingered just outside, eyes never straying from you.
Your phone? Constantly buzzing. Unread messages. Missed calls.
Dan Feng. Dan Feng. Dan Feng.
You started locking your doors.
They always unlocked themselves.
One night, you tried sneaking out, he found you before you reached the next street.
"Why do you run?"
His voice was calm, almost amused. Yet the air around him grew heavy, pressing against your lungs, making it difficult to breathe.
He stepped closer, slow and deliberate, his robes barely stirring.
"You called me into existence" he murmured, lifting your chin once more. "You do not abandon what you have created."
The next day, you searched for someone skilled enough to play chess with him. A strategic game like that might hold his attention. As he sat, moving his pieces with unnerving precision, you stood behind him, studying his every move, intrigued by his intelligence. His plays were ruthless, methodical. He was brilliant.
When you turned to leave after his next match, you felt his fingers encircle your wrist again. You swore he had been fully focused on the board.
“Where are you going?” he asked smoothly.
You forced a smile. “Just getting you something to drink.”
He hesitated for a fraction of a second before releasing you.
You returned not just with food and drink, but with a friend you had met at the dungeon.
Dan Feng finished his match earlier than expected.
Before you could react, he was by your side, his hand resting lightly on your back as he steered you away from the others. “It’s late” he murmured. “I will lead you home.”
The next morning, you noticed something was off. Dan Feng's usual poised demeanor was replaced with a subtle lethargy, his forehead warm to the touch. A fever?
You immediately took it upon yourself to care for him, dampening a cloth to press against his forehead and making him herbal tea. Though he allowed your ministrations, there was an unreadable expression in his eyes, as if he were watching you, studying you, but unwilling to say something. His breathing grew steadier under your care, but exhaustion eventually took its toll on you. As night fell, you drifted into sleep beside him.
By the time you awoke, he was gone.
Panic surged through you. The idea of someone taking advantage of him or worse, attempting to capture and sell him due to his rare nature propelled you into action. You traced his presence back to a nearby dungeon, where an eerie sight awaited you.
The creatures inside weren’t attacking him. They were bowing. Dan Feng stood among them, his form partially transformed. His antlers glowed brightly, his once-hidden dragon-like tail illuminated by an ethereal light. Power radiated from him in waves, his presence commanding absolute authority. Whatever he was doing, it was deliberate—perhaps an attempt to regulate his strength, to return to his usual form without alarming you.
You confronted him, your voice sharp with concern. “What are you doing?”
He turned to you, unbothered by your presence. “Releasing excess energy. I did not wish to frighten you.”
His nonchalance infuriated you. “You disappeared without a word. Do you have any idea how worried I was?”
Something flickered in his gaze, amusement, perhaps. Then, to your utter disbelief, he chuckled.
“You followed me,” he mused, stepping closer. “Because you were worried.”
You clenched your fists. “Of course, I was! You were feverish, and then you vanished!”
Instead of acknowledging your frustration, he merely brushed his fingers against your cheek, the heat of his touch lingering. “How endearing,” he murmured. “But unnecessary.”
You glared at him, unamused. “You don’t get to decide that.”
For a moment, he simply stared at you, then let out a low, indulgent sigh. “Very well” he said, as if entertaining a fleeting whim. “Next time, I shall wake you.”
You were relieved when Dan Feng eventually returned to his normal form, but curiosity still lingered in your mind. While he was cooking, or at least attempting to, since you had been teaching him—you found yourself watching him closely. His movements were precise, yet slightly hesitant, as if he were still adjusting to the task. The soft glow of the kitchen lanterns reflected in his eyes, making him appear even more ethereal than usual.
Acting on impulse, you suddenly reached out and touched his antler-like horns. The texture was smoother than you expected, but before you could fully process the sensation, his entire body jolted as if struck by lightning. His hands fumbled with the kitchen knife, and a sharp inhale escaped his lips.
“Ah—!” His voice was higher than usual, laced with genuine surprise and something else you couldn't quite place. His ears twitched violently, and his cheeks flushed a deep crimson. He turned sharply, swatting your hand away as his tail flicked behind him with a barely contained shudder.
You blinked, taken aback by the uncharacteristic reaction. "I—I’m sorry! I didn’t mean to startle you," you quickly stammered, raising both hands in surrender. "I won’t do that again."
Danfeng cleared his throat, trying to regain his composure. His eyes remained averted, but the pink dusting his face lingered stubbornly. "Good." His tone was firm, but the way he slightly shifted away from you spoke volumes.
Deciding not to push further, you allowed the moment to pass, though the curiosity still gnawed at you. On a more positive note, Dan Feng had started gaining friends through chess matches, and you were relieved to see him socializing beyond just clinging to you. Still, something about his past lingered in your thoughts, the way he had spoken about ‘battles’ when you first met.
Your suspicions solidified when you both realized you were running low on points for trading. A dungeon run was the most efficient way to replenish them, so you ventured inside together. That was when you finally understood the depth of his strength. The dungeon was teeming with creatures—some of them towering behemoths with godlike power, but none of them stood a chance.
Dan Feng didn’t just defeat them—he annihilated them with terrifying precision. His water magic twisted into elegant but deadly formations, cutting through enemies with almost artistic grace. Massive hydra-like beings fell within seconds, their roars of defiance silenced as waves crushed them into the ground. The air became thick with mist, swirling around him like a deity descending upon a battlefield.
Watching him fight was both mesmerizing and unsettling. His expression never wavered, calm, composed, and yet, there was something disturbingly natural about the way he wielded destruction. It was then you realized Dan Feng wasn't just powerful. He was something beyond that.
As the dungeon’s final enemy fell, the air shimmered, and a chest materialized before you. It was rare to see such a reward, so both you and Dan Feng approached with caution. You hesitated for a moment before lifting the lid together. Inside, nestled within the chest’s velvet-lined interior, were two items: a gleaming sword and an ornate ring.
You both examined the sword first. It was well-crafted, its blade humming faintly with residual energy, but neither of you used swords. After a brief discussion, you decided to sell it to the weapon merchant upon returning to town. However, when you reached for the ring, Danfeng’s hand moved faster, snatching it up before you could inspect it properly.
“I’ll keep this” he stated firmly, slipping it into his sleeve before you could protest.
You let it go for the moment, though curiosity gnawed at you. Dan Feng was not one to act so possessively over mere trinkets, and yet there was a glint in his eyes that you had never seen before.
Later that evening, while he busied himself with something in the kitchen, you caught sight of him turning the ring over in his hands, his thumb brushing over the intricate engravings with something close to reverence. When he noticed your gaze, he merely smirked and pocketed it once more, offering no explanation.
It wasn’t until much later, when the ring’s magic revealed itself—that you understood exactly why he had insisted on keeping it. When you woke up one morning, your wrist felt oddly warm, a faint golden glow emanating from it. You gasped as you realized a faint, ethereal chain connected you to Danfeng, who stood at the doorway watching you with an unreadable expression.
“You belong to me now” he murmured, his voice calm but firm. “This ring binds us together. No more sneaking away, no more hiding.”
The weight of his words settled in your chest as you stared at him, realization dawning. The ring wasn’t just a trinket, it was a claim. And you had unknowingly let him seal your fate.
#yandere x reader#yandere#hsr x reader#honkai star rail#hsr x you#dan feng#yandere hsr x reader#hsr x y/n#yandere hsr#yandere honkai star rail#heliosluckyegg
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Congratulations! Your stats increased:
+10 bounce

(you need to view the image or you'll just like the post)
Since people liked it i made a toy that works on the computer: https://nick-nonya.itch.io/trampoline-toy Have fun!
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It my first time being sick since i am on T
Congratulations! Your stats changed the following:
+1 immune system (apparently)
+5 germs
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Wheel of Monsters
Image © @bowelfly
[April Fools! Like previous April Fools' monsters I've done, this is intended to be fully usable at table, just... weird. Most of my previous April Fools monsters have been pop culture references, and this one is, just a little slantwise. The expression "wheel of monsters" has been rattling around my head for years, inspired by game shows and game show parodies like Wheel of the Worst. The monsters its summons pulls from by default are mostly ones on the Codex, but I've included guidelines on how to customize it if you don't want to look up a whole bunch of bespoke stat blocks (assuming, of course, anyone actually uses this abomination at table).]
Wheel of Monsters CR 15 CE Aberration This thing is a quadruped with a long tail and clawed limbs, but its semblance to sane life ends there. Instead of a head, it has a vertically oriented dial with twelve facets, each with a different combination of eyes, teeth and strange glyphs. A single eye sits in the center of the wheel atop the axle. Spikes protrude forward from the edge of the wheel, plucked by a stinger at the end of a long tail. Said tail also has a strange flap on it that has the appearance of a sign, or possibly scoreboard.
The wheel of monsters is a strange tool in the service of the Dominion of the Black. They were invented by the daelkyr Harsanash, whose interests lie in the role that chance events play in increasing entropy and the downfall of complex systems. The wheels of monsters exploit chance by generating random spells and summoning random monsters, drawn from distant worlds under Dominion control or the depths of the Dimension of Dream. These far-flung summons have already had disastrous effects, as now both the quori and beholders know about Golarion and its corner of space, and gaze upon it with envious eyes.
Despite their grotesque appearances, wheels of monsters are quite intelligent—geniuses by the standards of humanoids. They tend to have something of a split personality; obsequious and loyal to higher ranking Dominion creatures, even less powerful ones, but snide and condescending to most other lifeforms. Most wheels of monsters have a fondness for cracking jokes and giving color commentary during combat. All of its many mouths are capable of speech, and it can alter the pattern and coloration on its tail flap with incredible precision in order to spell out words in any language it knows. A common behavior is to speak primarily through one mouth, with an unctuous tone, while making sounds like crowd noises and cheers with its other maws.
A wheel of monsters is usually on the move in combat, stalking from place to place in order to better make use of their spells. They are excellent climbers and have at least the possibility of flight through their random spellcasting, and so prefer to have a birds-eye view of the action in order to better place monsters or effects. A wheel of monsters keeps its tactics flexible, but almost always summons a monstrous minion as soon as it can to engage foes. In melee, they can sting with their plectrum tails, inducing confusion in foes, and grab with their claws. They prefer to split those attacks up, stinging enemies to disrupt their tactics and then focusing the bulk of their violence on a single target. If a wheel of monsters has a foe grabbed, it lowers its spiked face on top of their victim and spin it, tearing with all of its spikes and teeth simultaneously. When fighting on their own terms, wheels of monsters will gladly flee a losing fight, but gladly sacrifice their lives in order to promote the objectives of their superiors.
Appropriately enough for a creature of weaponized chance, different wheels of monsters may be able to call forth different spells or summons by spinning their wheels. In order to adjust the wheel of monsters’ spellcasting spin, replace some or all of the spells with spells of the appropriate level. A wheel of monsters can call upon two spells of each level from 1st to 6th. In order to adjust the wheel of monsters’ summoning spin, replace some or all of the monsters with monsters of the appropriate challenge rating. A wheel of monsters can summon two monsters of each CR between 8 and 13.
Wheel of Monsters CR 15 XP 51,200 CE Large aberration Init +8; Senses darkvision 60 ft., low-light vision, Perception +27
Defense AC 29, touch 17, flat-footed 24 (-1 size, +4 Dex, +1 dodge, +3 luck, +13 natural) hp 225 (18d8+144) Fort +17, Ref +16, Will +16 Immune curses, disease, poison Defensive Abilities fortune’s favor
Offense Speed 40 ft., climb 30 ft. Melee 2 claws +19 (1d8+7 plus grab), sting +19 (2d6+7 plus confusion) Space 10 ft.; Reach 5 ft. (10 ft. with sting) Special Attacks rake (bite, 4d8+7), spellcasting spin, summoning spin
Statistics Str 24, Dex 19, Con 27, Int 20, Wis 14, Cha 21 Base Atk +13; CMB +21 (+25 grapple); CMD 36 (40 vs. trip) Feats Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Nimble Moves, Spring Attack, Whirlwind Attack Skills Acrobatics +25 (+29 jumping), Bluff +17, Climb +30, Fly +11, Intimidate +20, Knowledge (arcana, planes) +23, Knowledge (dungeoneering) +26, Perception +27, Spellcraft +20, Stealth +18; Racial Modifiers +4 Perception Languages Abyssal, Aklo, Common, Protean, Undercommon, telepathy 100 ft. SQ no breath
Ecology Environment any land or underground Organization solitary Treasure standard
Special Abilities Confusion (Su) A creature stung by a wheel of monsters must succeed a DC 24 Will save or be confused, as per the spell, for 1 minute. If the confused creature gets the “act normally” result two turns in a row, the effect ends early. This is a mind-influencing compulsion effect, and the save DC is Charisma based. Fortune’s Favor (Su) A wheel of monsters has a +3 luck bonus to its AC and to its saving throws. Spellcasting Spin (Su) At will as a standard action, a wheel of monsters can spin its wheel to cast a random spell. These function as the spell cast at CL 15th, except that it does not provoke attacks of opportunity and the save DC for all of these abilities, if applicable, is DC 24. The save DC is Charisma based. The wheel of monsters can choose the target or area of the spell as normal for any legal target after determining the spell cast. Roll a d12 to determine the spell cast each time the wheel of monsters uses this ability 1. magic missile 2. mage armor 3. blur 4. scorching ray 5. fly 6. lightning bolt (Reflex half) 7. enervation 8. fire shield 9. cone of cold (Reflex half) 10. spell resistance 11. disintegrate (Fortitude partial) 12. globe of invulnerability Summoning Spin (Su) As a standard action, a wheel of monsters may spin its wheel to summon a random monster from the following table. Monsters summoned in this fashion appear within 60 feet of the wheel of monsters and remain for 15 minutes or until dismissed. A wheel of monsters can use this ability as many times per day as 3 + its Charisma modifier (8/day for an average specimen), but can have no more than one monster summoned at a time through this method. Roll a d12 to determine the monster summoned each time the wheel of monsters uses this ability: 1. animate dream 2. neh-thalggu 3. aros 4. quori, hashalaq 5. rukanyr 6. yad-pollom 7. p’nahki 8. quori, du’ulora 9. garsonite 10. gogiteth 11. beholder 12. ectodactyl
#pathfinder 1e#pathfinder rpg#d&d#april fools#wheel of monsters#aberration#dominion of the black#original art#bowelfly#who knocked it out of the park with this one
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How to change your life with Gamification
Disclaimer stat point and daily quest (points) are used interchangeably and are different from main/side quest (points)
₊˚ ‿︵‿︵‿︵୨୧ · · ♡ · · ୨୧‿︵‿︵‿︵ ˚₊₊˚ ‿︵‿︵‿︵୨୧ · · ♡ · · ୨୧₊˚
You may have already heard about Gamification. It’s a strategy in which you use game mechanics,elements and principles to apply them to your everyday life to enhance your performance, studying etc.
But how should I use this technique to get the most of my life?
This is a guide for implementing Gamification in your life and thoroughly explains the process.
In my guide I am inspired by manhwa systems like in the solo leveling manhwa. Normally a system gives you stats such as strength which one can upgrade and become stronger. Upgrading is archived by quests that give you exp which also can increase your Rank e.g from F Rank to E Rank all the way to S Rank or higher. Quests are differentiated between daily quests and non daily quests. There are more functions such as items and gold but for the basic setup they are not needed
First you need to create your stats. In the solo leveling manhwa there are six stats: Strength, Vitality, Agility, Intelligence and Sense. You should have six stats but you are not obligated to use the ones from solo leveling. Idk how you can implement Sense and Vitality.
I strongly recommend you to have a stat called Willpower which indicated if you did every quest that you set for yourself and how well you stick to the system as a motivation.

As you can see I copied the stats Strength, Intelligence and Agility from Solo Leveling and added Willpower, Discipline and Stamina.
Some other ideas for stats are:
Charm (Beauty stat: I would use this if you want to glow up)
Charisma (If you want to improve your social skills or want to speak ------------ more professionally etc. I would use this stat
Health: If you want to eat more healthily or want to diet or want to -------- get your sleep schedule right etc. I would use this stat
You can get creative and cater to your own needs
Now if you have your stats you have to create a daily quests with each of these stats
Here is my example:

My quests don't look like much but you have to gradually work yourself up to your goals. Someone who has never done e.g Pilates in their life can't do a 30 min Pilates workout from day one without loosing motivation in the long run. So if you want to e.g. get your sleep schedule right I would set your wake up time e.g. 5min earlier every cycle until you reach your goal and maintain it.
A cycle equals 21 days. If you finish a cycle you can reflect your performance and make the daily quests harder or change the stats if they don't fit into your goals. Especially your first cycle is more of a test and try period. But you should keep your stats as they were and should not change them except if they really don't serve you.
Main/Side Quest stats:
These quests are quests like ''learn … language for 15min''. They are more of a to-do lists task.
I would use this formula for categorizing these tasks:
ASSIGNMENT (S) LIST
The ASSIGNMENTS
:::
:::
:::
CATEGORY: main/side exp etc.
DIFFICULTY: e.g. SSS
CLEAR CONDITION: e.g. finish all assignment(s)
TIME LIMIT: e.g. 7 hours
REWARD UPON COMPLEATION
:::
+2 exp
Stats in crease: e.g. Mentality +1 Intelligence +2 Motivation +1 Skill +1
PENALTY UPON FAILIURE
:::
all stats -1 (e.g.)
emotional damage e.g. +3
DURATION: e.g. 24 hours
Items confiscation …
DURATION: ???
Emotional damage stat explained:
This stat affects your conversion rate to points in the daily quest stat points. Normally the conversion rate is 10 e.g 10 main quest stat willpower point = 1 daily quest willpower stat point. Per +5 emotional damage you have to collect 5 extra points to converse the stat point
Example 10 points are needed in the main quest stats to converse to one stat point with a rate of 5 emotional damage point you need 15 points. A 10 point emotional damage point equals a 20 point conversion rate and so on.
How to decrease the emotional damage stat:
If you complete main/side quests as a reward you get -1 emotional damage point which you can use to get your emotional damage point to a good level. Emotional damage can't get into the negative.
The difference between daily quest stats or stats and main/side quest stats and leveling up is explained below
Stats in/de- crease in the main/side quests doesn't affect the normal stats that we've established so you have to create a new stat page for the main/side quest stats to count the points.
Like this:

Ten points on e.g intelligence stat on this list equals one daily quest intelligence stat point.
The conversion rate is as such 10 to 1 which means if you have e.g ten agility points you get one agility stat point.
How to level up:
Every time you finish a daily quest you gain a point for the Stat (first pic) you can only gain one point per stat per day. If you gain 10 points at every stat in the daily quest stat you can level up. If you don't finish a quest you will loose 1 point from the stat that you would've gained one point from.
Ranking up:
First you have to choose a range from which you can level up e.g F to S Rank / F to SSS+ Rank etc. than you have to find a starting point which you gradually increase e.g 20 (start point) increases +20% per Rank up.
How to increase your Rank:
Completing all daily quests gives you 1 EXP while the EXP gain can value in main/side quest the rest is explained above.
Here's my example:

Zyklus is German for cycle which I just tracked here and is explained above.
Lastly you need something that motivates you and in Solo Leveling it was a Punishment Zone if sung jin woo doesn't complete his quests.
For myself if I don't complete 5/6 quests i have to do the punishment.
For the punishment you have to do something you detests (and strains your body)
My example are 150 burpees
A full page can look like this:

One last thing is that you can 100% customise this approach you can add coins items etc. which also exists in a system, change other things as you like but the foundation has to remain intact.
#wonyoungism#pink academia#self improvement#girlblogging#gamification#it girl#level up#growth mindset#glow up#wonyongism#becoming that girl#pink pilates princess#self growth#THIS SYSTEM IS LITERALLY CHANGED MY LIFE#personal#levelling up#self development#inspiration#motivation#becoming her#this is a girlblog#dream girl#that girl
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Neoclassical Geek Revival is a really weird game. While the name would make one think it's some crusty OSR game that is mostly just remixing old ideas that could not be further from the truth. It's a strange game that is in many ways very old school but is more than a simple heartbreaker (mostly because in contrast to the archetypal heartbreakers this game is clearly written with an awareness of movements and games within the hobby besides just D&D).
First of all, it's a game that is particularly interested in its own weird dice and number tricks. Dice can explode. Sometimes you're specifically looking for the maximum of a given die (for an example: if a character is out of combat for maximum of d6 rounds, marked as ?d6, it means it's checked every round by rolling a d6 and on a 6 they are no longer out). There is a dice chain where dice can "increase" or "decrease" in strength, like a d10 becoming a d12 or a d8 becoming a d6. You can INVERT dice, so a d4 becomes a d12 or a d10 becomes a d6. Besides a normal linear progression, some rules utilize a cumulative progression of 1, 3, 6, 10, 15, etc.
Then you start getting into the specifics and things are once again weird: there are classes but instead of picking one class and sticking to it you basically build your character by allocating pieces into the different classes. Level 1 characters start with three pieces of pie. You COULD allocate all three into Warrior, to make a pretty straightforward fighty type, or you might want to mix it up by adding a single piece of Bard into two pieces of Warrior for something not unlike a warlord, kinda. The number of pieces you allocate to a class also ends up affecting a specific modifier, used in a wide variety of conflicts. Warrior adds to Combat, Rogue affects Stealth, Mystic affects Occult, Bard affects Presence, and any pieces allocated to Fool (basically the class that represents someone who survives adventures based on pure luck instead of skill) affect Faith.
This is where you get one of the things that sets the game apart from most OSR games: many old school games are often based around the idea of singleton mechanics and procedures to cover specific situations. NGR rejects this in favor of a single conflict system that then gets applied to situations besides combat! It is literally what some people think of when they hear mechanics for social interaction, i.e. dealing 1d6 rhetorical damage to an opponent's argument to get them to relent, but applied to multiple different situations.
Interestingly, the game does not have hit points: all damage accrues against stats. In an argument "social damage" (called Influence) accrues against a character's Will, and once it exceeds it the character has lost the argument. But characters have a pool called Luck (which you can increase by allocating pieces to Fool) which can be used 1:1 to mitigate damage of all kinds. The game even has tricks for FORCING opponents to spend Luck, as a means to chip at their defences before targeting them with something that REALLY hurts (like insulting an opponent in a physical conflict).
The game also has no list of spells, instead just giving players the systems for making their own spells. Same with monsters in fact.
And sometimes you just get hit with a rule that makes you think "why has no other game ever done this." Like the rule for giving experience in dungeon crawl focused campaigns where each new room explored after the first is worth 10 cumulative XP. So if characters end up exploring five new rooms they get 100 XP (after the first one, 1+2+3+4 times 10).
Anyway it's a neat game, worth looking at and mining ideas from imo.
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Tokyo Debunker Gem Guide!
There are different Gems that users can purchase using shards earned from raids or rolling on the banners available. There are a total of ten different types of Gems.
Keep reading for the full guide!
Gem Levels:
The gems range from lvl 1 to lvl 9, drastically gaining more power with each level. As a beginner, it is ideal to save for level 5 gems as they boost your team enough to pass early cases in the Galaxy Express. As you gradually level up as a player and the majority of your warding cards hold some kind of gem (preferably lvl 3 and above from suitcases), you can begin saving for lvl 9 gems.
To get an idea of the major difference in power depending on level, here are the power stats for lvls 1, 3, 5, and 9:

(Gem power varies from gem type to gem type)
Gem Types:
There is hidden information that is hard to find which describes what each stat does for each card. I will be including those descriptions to help users understand how different gem types work.
ATK (Red) gem:
ATK is “the ATK stat that a Character Card starts each battle with. This affects all the types of damage that a Character Card can deal”.
PATK (Orange) gem:
PATK is “the physical attack stat that a Character Card starts each battle with. This affects the physical damage that a Character Card can deal”.
SATK (Pink) gem:
SATK is “the special attack stat that a Character Card starts each battle with. This affects the special damage that a Character Card can deal”.
STR (Purple) gem:
STR is the strength stat that “increases a card’s ATK and PATK stats”.
INT (Yellow) gem:
INT is the intelligence stat that “increases a card’s ATK and SATK stats”.
HP (White) gem:
HP is “the hit points that a Character Card starts each battle with. When a Character Card’s HP reaches 0, the Character Card is removed from the field”.
PDEF (Green) gem:
PDEF is “the physical defense stat that a Character Card starts each battle with. This affects the amount of physical damage that a Character Card receives when attacked by an enemy”.
SDEF (Dark Blue) gem:
SDEF is “the special defense stat that a Character Card starts each battle with. This affects the amount of special damage that a Character Card received when attacked by an enemy”.
VIT (Light Blue) gem:
VIT is the vitality stat that “increases a card’s HP and PDEF stats”.
TEN (Black) gem:
TEN is the tenacity stat that “increases a card’s HP and SDEF stats”.
Gems on Cards and Equipment:
There are two places gems can be equipped: Warding cards and Equipment
Warding cards are the easiest to equip as you can put gems on any of the rarities. On the other hand, you can only equip gems on equipment ranked higher than A (R, SR, SSR). You can craft higher ranked equipment at the same place where you dig for ores daily. Unfortunately, it is quite difficult to get materials for SSR equipment without spending diamonds on that banner. Regardless, SR equipment is very useful and can also hold gems.
When you are adding gems to a warding card or equipment, the first thing you want to do is check what kind of character card type it is (P. Attacker or S. Attacker). Knowing this, you can automatically remove certain gems that will not be useful to the card. You can check by clicking on the “skills” button when viewing a character card.
Here are the gems you would use depending on the card type:
S. Attacker: SATK, SDEF, ATK, Tenacity, Intelligent, HP.
P. Attacker: PATK, PDEF, ATK, Vitality, Strength, HP.
Lastly, you may be asking which gems to use since you can only put three on each card and it may be better to double up on gems (the same gem on the warding card and equipment). Once again, click on the “skills” button to read about the Passive Skills, Active Skills, and Unique Skills. Here, it will tell you what the card uses, if it has a certain bonus and what the skills scale off of.
Example:

Using Towa’s R card as an example, we see that his Passive Skill scales off of ATK and is used after this card dies. With this information, we know an ATK gem will be very useful in this case.

One of Towa’s Active Skills scales off of his max HP, suggesting we should add a HP gem to increase his overall HP.

Lastly, his unique skill increases his own S DEF by 5% but only if the card has defeated two enemies. This tells us two things. First, the card needs to be strong enough to kill two cards which suggests we should add a S ATK gem. This skill also suggests we should add S DEF as this Skill scales off of the total SDEF of the card. Knowing this, you can choose between the 4 gems suggested, or in the case you have higher ranked equipment, you can use all four and double up on multiple.
A quick reminder, don’t let the fact that some gems don’t give as much power as others even if they are the same level. The ones with less power tend to boost MULTIPLE stats at the same time while gems with more power only boosts one stat.
I hope this helps!
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@meloveanimeforreal7604 your ask glitched so I’m answering with a screenshot chchch
I actually have my own thoughts on their stats and how they changed under Nightmare
Killer is actually canonically shown to have 99999 LV, but later, Rahaf stated people can choose whichever LV they wanted for him, so it’s basically up for interpretation
Murder is canonically mostly at 19 LV, in some timelines, he reaches 20 LV
Horror has never been given a canon LV as far as I know (correct me if I’m wrong)
That being said, in my lil version of Nightmare, he has a “no killing unless necessary” rule, but generally, Nightmare can be a bit lenient if MTT resort to killing as long as it does not affect the negativity in a bad way
As in, if killing someone results in the negativity decreasing, than Nightmare would be pissed, but say if a monster was part of a family and their death resulted in a negativity increase due to their family’s grief, then Nightmare lets it slide
Nightmare only orders MTT not to go overboard with killing, his orders are usually within “Kill as many as necessary to generate a sufficient amount of negativity, otherwise, torture or terrorize”
Murder never ever kills anyone, nor does he tortures anyone, he usually hopes Nightmare would simply assign him a supply run job (which doesn’t always happen) and so if he were to do anything to help with negativity, he resorts to terrorizing only, as in just scaring people by blasting his gaster blaster in random directions, etc, but he never kills or tortures, these people are not part of his own AU, he has no business here, it causes him a lot of problems with Nightmare, but Murder prefers to deal with Nightmare’s abuse than live with more blood on his hands than necessary (I think you can already guess that Murder would deal with forced killing at some point no? >:) )
His stats are very Undertale like, they still follow the same formula and are pretty much uncorrupted, whenever anyone checks him, they get the exact same stats as you’d see in game, his LV stays on 19
Horror would simply follow Nightmare’s orders usually, sometimes during a bad mood swing he might end up killing people, but still stays within the limits of Nightmare’s rules, Horror is generally more responsible for torturing than killing, he’s sadistic af and finds joy in the screams of mercy when people plead for their lives (he might or might not cope with the rage brewing inside him from having to deal with Nightmare and his abuse by turning that rage to sadistic joy when torturing innocents)
His stats are semi-corrupted, his HP doesn’t show up at all, that is because Horror is technically already dead, from his head injury, therefore, his HP can no longer reflect him, his stats simply finds difficulty to assign a number to him, I like to think his LV is somewhere in the middle, not as high as Murder’s but not low either, but it definitely increased a few points after he started working under Nightmare
Killer doesn’t kill unless ordered to, he just tortures and terrorizes, he’s generally apathetic to people’s screams for mercy, only doing his job like the good killing machine he is, at stage 2, he does find his job “fun” but in a way that’s more thrilling to his restless dissociative mind and body then any actual joy, he’s curious and fascinated, not happy, he can’t latch onto his emotions at stage 2 anyway, but I think it’s clear that he carries so much guilt for it that’s only apparent when at stage 1
Killer’s stats are extremely messed up, they no longer truly reflect him at all, his stats are like a corrupted file, it isn’t working as it should be, his HP, AT and DF keep glitching and changing constantly, unable to truly settle on one single number, his 99999 LV would be the closest thing to “consistent” in reflection to him, but even then, it’s corrupted, glitching like the rest but still stays at 99999 LV
His LV doesn’t truly reflect his level of violence, but rather, his soul’s unnatural state, his Determination is way too excessive and his code is way too messed up
An HP can show you that it’s at 1, but no matter how much he’s hit he doesn’t die, or it could show you that it’s at 99 and he dies from one hit
In short, his stats aren’t to be taken on face value as they no longer truly reflect him beyond showing how messed up his state is
Nightmare doesn’t kill unless necessary or when he deems it in his interest, or in some cases, when anger takes the better of him, he finds sadistic joy in the misery of others and a sense of power that he just loves feeling, it makes him feel untouchable, unreachable, undeniably invincible, and by extension, it eases the constant fear of everything and everyone around him (something he’s in denial of)
Nightmare simply put, has no stats, he can be checked, but his stats are never going to be shown, he’s too much of an outcode for his stats to truly show anymore, not to mention, his state of being a semi-god, but the further someone is disconnected from their home, the more likely their stats aren’t going to show or be corrupted when shown, Nightmare falls under the “not shown” category (Killer’s stats’ corruption is also enhanced by his disconnection from his world)
#anothers ask#anothers art#nightmare sans#killer sans#murder sans#dust sans#horror sans#murder time trio
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