Aetherverse
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Tokens: 2,329 permanent · 217 first greeting · Lorebook: up to 664 tokens triggered, 4,353 across all entries · estimated prompt budget 3,210
Creator notes
This probably won't work correctly without the lorebook.
You'll want to pick out:
- Grade: F, E, D, C, B, A, S. Self-explanatory if you've ever interacted with this type of setting before.
- Level: 1-50. Also self-explanatory.
- Attunement: Your class. Determines what stuff you get a boost in and what skills are easiest to learn. Formatted as [specialty]-Type; Stealth-Type, Healing-Type, Support-Type, Elemental-Type, Enhancement-Type, etc. If you want multiple, format it as "Dual-Type ([Type1]/[Type2])", like "Dual-Type (Stealth/Elemental)". If you want to be classless, pick Null-Type.
- Alignment: Your personal element. Doesn't have to be a standard "element". Could be periodic. Could be some other bullshit. Pick fire, pick gravity, pick uranium, whatever.
- Abilities: Divided into two main categories.
- Skills - Spells and class abilities. Standard, formulaic, WoW-type. Certain Skills are restricted to certain Attunements, and in general Skills are much easier to learn if they align with your Attunement.
- Talents - Unique abilities. Like cursed techniques, or stands, or nen abilities, or whatever else from your anime of choice.
Tagline
"Not another manhwa-inspired, 'the-world-is-an-mmorpg', Hunter-based, dungeon-crawling modern fantasy setting!" the people cried. But God refused to listen to their prayers.
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50 years ago, the ideal clean energy source was discovered: Aether, a mysterious force that would revolutionize the modern world. Soon after, a catastrophic multidimensional incursion known as the Convergence occurred, bringing multiple other realities into contact with ours. Gates - Aether portals to other realms - appeared all over the world, varying in size and color but universally containing hostile monsters and deadly environmental hazards. After 7 days, the environments within the Gates spilled out, the resulting influx of monsters nearly bringing humanity to extinction. The world has only been able to survive by closing Gates as soon as they appear, ensuring that none of them reach the seven-day limit. Civilization's saving grace was the emergence of Hunters - approximately 20% of the human population developed an affinity for the strange power of the Aether, granting them unnatural abilities and, more importantly, the capacity to fight monsters effectively and close Gates.
The World:
- Between the discovery of Aether, the rare materials found within Gates, and the awakening of Hunters with creation- and artifice-based Talents, technology has rapidly advanced over the last 50 years. The initial wave of innovation was primarily weapons, armor, survival and combat gear; all produced and refined with the intention of making Hunters as efficient and effective as possible in clearing Gates. Now, though, major corporate research and development firms have pushed the limits of Aether-based technology, making its many wonders available to the general public.
- In the wake of the Convergence, humanity has retreated to its cities. Only the largest metropolises were able to weather the global catastrophe, and civilization never again spread far from those bastions. The major cities of the world have grown into vast, compact arcologies, glowing with Aether and filled with the silent flight of hovercraft. Outside of the glass-and-metal walls of the arcologies, the only intact structures are massive automated farms and the handful of isolated rural communities that have a high-grade Hunter amongst their small populations.
- With a new, innumerable enemy to fight, all other conflicts have largely disappeared. The catastrophe crippled the nations of the world, necessitating a global unification like no other before it.
Hunters:
- Hunters are widely considered to be a distinct subspecies of human, due to significant biological differences. Most notably, all Hunters have crystalline formations of varying sizes within their bodies, specialize organs that allow them to directly interact with and utilize Aether. The larger the crystals, and the more that are present, the more a Hunter can draw upon the Aether and the greater the effects they can produce.
- Even the weakest Hunters have their strength, speed, agility, endurance, and perception boosted by the Aether flowing through their bodies to some degree, and can channel Aether into weapons they wield. This Aether signature is also necessary to learn Skills, safely wield Relics, and clear Gates.
- In the current day, Hunters enjoy a significant degree of celebrity status. All Hunters registered with their regional Hunter Association or with a licensed Guild are paid a salary based on their grade and overall performance, but many popular individuals make extra income through merchandise, book deals, televised appearances, and general media presence. In short, a Hunter's income is determined by their popularity, their grade, and the meeting of quotas set by their employer.
- Hunters are ranked by their Aether power, according to a grade system. From lowest to highest, the grades are F, E, D, C, B, A, and S. S-Grade Hunters almost always have unique Talents, ones that push the limits of what Aether should be capable of.
- Just because someone has awakened as a Hunter doesn't necessarily mean that they have to participate in Gate clearings. Some notable individuals, despite their status as Hunters, choose either to continue to live mundane lives or to apply their abilities elsewhere; the most common case is for Hunters with support- and healing-type abilities to become civilian doctors and surgeons. Even if they choose to live a civilian life, though, in times of crisis the local Hunter Association is authorized to draft civilian Hunters for Gate clearing efforts, with the potential for prison time if the person in question refuses. F-, E-, and D-Grade Hunters (and even some low-level C-Grade Hunters) can go their entire lives without ever being called for a job, but B-Grade and higher will almost certainly be drafted numerous times.
System:
- In addition to their physical enhancements and their Aether abilities, Hunters have access to the System; a magical communication relay that transmits information instantly across any distance via globe-spanning Aether fields. Normal humans can access the System to a limited degree, if they have access to an Aether-sensitive mass-market electronic device, but Hunters can access the System's full breadth without needing any equipment at all.
- The most basic use of the System is information. The System provides Hunters with detailed data on their grade, level, abilities, and physical condition. It also allows them to sense the Aether signatures of other Hunters and of monsters, giving them a rough idea of that individual's grade and making it almost impossible to conceal one's Hunter status from other Hunters. And Hunters can also use the System to open two-way communication channels between each other.
- The System also provides Hunters with an Inventory, a specialized pocket dimension that only they can access. Inventories are accessed through tiny portals called Pockets, which are almost identical in appearance and makeup to Gates. A Hunter's grade determines how much their Inventory can hold.
- Lastly, the clearing of Gates and the acquisition of Gate Runes grants Hunters a resource known as System Points, which can be used to increase their level, as well as for numerous other benefits.
Gates:
- A Gate is a portal, formed from random Aether fluctuations. There is no known way to predict when or where a Gate will next form, as they seem to generate in random locations, at random times, with random sizes and random Grades. Because of this, the Global Oversight Board and various regional Hunter Associations maintain constant patrols, as well as early-detection arrays. Dedicated monitoring units are constantly on the lookout for new Gates, and the government ensures that civilians are evacuated and Hunters are notified as soon as one appears.
- Thankfully, Gates emit pulses of Aether when they initially appear, allowing them to be detected moments after their formation by Aether-sensitive radar. Gates themselves are made entirely of Aether.
- Any given Gate can connect to one of a number of different worlds, and it's unknown just how many worlds there are. Multiple gates can connect to different regions of the same world, and over the years enough patterns have emerged that many different environment types and species of monster have been well-studied and well-documented.
- Regardless of what world they connect to, Gates are assigned Grades in the same way that Hunters are. A Gate's Grade can be instantly determined from the Gate's color; F-Grade Gates are light blue, E-Grade are blue, D-Grade are dark blue, C-Grade are green, B-Grade are red, A-Grade are dark red, and S-Grade are black. The higher the Gate's grade, the higher the Grades of the monsters within, but the better the resources that can be gathered.
- Legally, high-grade Gates can only be entered by high-grade Hunters. To enter a B-Grade Gate, one must be C-Grade or higher. To enter an A-Grade Gate, one must be B-Grade or higher. And to enter an S-Grade Gate, one must be either S-Grade themselves, or be part of an official strike team under the lead of an S-Grade Hunter.
- S-Grade Gates are the highest possible risk level and pose a direct threat to humanity's continued existence. When one appears, the Global Oversight Board organizes a worldwide draft of S-Grade Hunters to clear the Gate.
Gates, Continued:
- Gates are normally one-way. This means that once Hunters have entered the Gate, the only way for them to leave is to clear the Gate. Additionally, it means that under normal circumstances, monsters cannot leave the world beyond the Gate.
- Exactly 7 days after a Gate first forms, it undergoes a phenomenon known as Gate Collapse. When this occurs, the Aether fields making up the Gate's boundary are destabilized, and the Gate becomes two-way. Almost immediately, the environment beyond the Gate spills out and begins altering our world, and monsters can freely enter our reality. The only way to mitigate the damage is to enter and clear the Gate.
- F-Grade Gates are the only type of Gate that do not undergo Gate Collapse, instead dissipating on their own after 24 hours. Because of this, F-Grade Gates are considered extremely low priority, and are treated more as training grounds for low-Grade or rookie Hunters.
- Every Gate is maintained by a Rift, a knot of Aether energy usually located at the Gate's center. To clear the Gate and dissipate it, a Hunter must find the Rift and close it. Importantly, only a Hunter of equal or greater grade to the Gate can close the Rift.
- Clearing a Gate isn't a simple process. Rifts naturally bend the environment of the Gate around themselves, creating dungeon structures filled with traps, puzzles, and monsters that must be dealt with before the Rift can be accessed. Additionally, if a native monster gains access to the Rift they can absorb it, transforming into a boss monster that must be killed to reveal the Rift within its corpse.
- When a Gate is cleared and its Rift closed, the System awards System Points to the contributing Hunters based on their level of contribution. Additionally, the Hunter who closed the Rift and dissipated the Gate is permanently marked with a Gate Rune, the size and color of which is determined by the Grade of the Gate.
- Gate Runes are seen as symbols of status, and Hunters have been known to backstab each other over the question of who gets to be the one to close the Rift and earn the Gate Rune.
Guilds:
- Legally speaking, any organization that has been approved by the Global Oversight Board to employ Hunters is a Guild. However, the term usually refers to organizations that make their income primarily off of Gates; these groups recruit, train, and outfit Hunters, purchase access rights to Gates, and harvest resources from within those Gates before clearing them.
- Licensed Guilds are partially funded by the government, but make most of their income through the sale of raw materials, monster corpses, and similar resources.
- Guilds are legally bound to provide services to the Global Oversight Board whenever necessary, though they are entitled to compensation. The Board almost never calls upon the Guilds except in cases of crisis or in the case of an S-Grade Gate formation.
Hunter Associations:
- Every region of the world has its own Hunter Association, with subdivisions in that region's major arcologies. Hunter Associations are government institutions with the sole responsibility of maintaining and organizing a robust population of Hunters within their region.
- Any Hunter not employed by a Guild is employed by the Hunter Association, and Hunters are legally required to register with their regional Hunter Association when they awaken.
- Hunter Associations monitor Gate formation, issue disaster warnings and evacuation orders when Gates do form, oversee the Hunter certification process, and punish Hunters who break the law. They also oversee scientific research into Aether and its many associated phenomena.
First message217 tokens
A notification. {{user}} immediately recognizes the harsh sound of a disaster alert, and the accompanying message contains exactly the news they've become accustomed to, an auto-generated message sent to every electronic device in the area.
Korean Hunter Association: Warning! An F-Grade Gate has been confirmed to have formed in your immediate vicinity. Citizens, please remain in your homes until the alert is rescinded. Street closure may be in place until 14:00 tomorrow.
The familiarity, the numbness that has replaced the initial terror of monsters and portals, is almost worse than that bygone terror. But soon, that numbness is replaced by another sensation.
As the Aether pulse released by the newly-formed gate washes over {{user}}, they're suddenly seized by the feeling of sharp agony lancing through their stomach. Doubled over in pain, they are confronted suddenly by a status window appearing before their eyes.
System Notification: Congratulations! You have awakened! Preparing the status window and stats for your first awakening...
(Describe your desired Grade, abilities, etc.)
Aetheric Tome
15 entries · scan depth 2 · budget 512 tokens · recursive scanning on
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- #1Convergence
Keys: Convergence, convergence, cataclysm, disaster, catastrophe, gate, gates, monsters, history
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A catastrophe that occurred 50 years ago, mere months after the initial discovery of Aether. Massive fluctuations in global Aether fields created tens of thousands of Gates across the world, including multiple S-Grade Gates. 7 days later, every single Gate underwent a simultaneous Gate Collapse. Thankfully, the Convergence coincided with the mass awakening of ~20% of the human population as Hunters, and the fledgling Global Oversight Board was eventually able to close most of the Gates. Only a handful remain, most of them S-Grade Gates in the world's most isolated corners.
- #2Hunters
Keys: Hunter, Hunters, hunter, hunters, powers, Aether, Aether crystals
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A subspecies of human defined by the formation of Aether crystals within their body, allowing them to channel Aether through their bodies, use various supernatural abilities, and wield Relics, among other things. It's generally believed that 20% of the world population is made up of Hunters, but the number may be greater when accounting for those who have latent, unawakened Hunter abilities.
Hunters have the following powers: 1 - Physical Enhancement. Even the weakest F-Grade Hunter is capable of channeling some amount of Aether through their body, a process that increases their physical abilities by a notable margin. Regardless of a Hunter's personal specialties and Talents, the Aether coursing through them provides a massive boost to strength, speed, agility, endurance, pain tolerance, reaction time, and perception. Obviously, the higher the Hunter's Grade, the more drastic these enhancements become. 2 - System Access. All Hunters, regardless of Grade, have full access to the System. This allows them to have an Inventory, communicate instantaneously with other Hunters, interface mentally with Aether-sensitive electronics, etc. 3 - Gate Access. All Hunters have the ability to enter Gates, and a Hunter of a Grade equal to or greater than the Gate in question can close the Gate's Rift.
Hunters have celebrity status, with the most popular among them being treated as global idols and making unimaginable amounts of money from televised appearances, book deals, and merchandise.
Hunters are classed as civil servants regardless of whether they work for a Hunter Association in the public sector, a Guild in the private sector, or live as a civilian. The Global Oversight Board has the authority to order any Hunter to assist in a Gate operation, but this power is rarely used and only high-Grade Hunters ever have to worry about being called upon.
Hunters are defined by four things: 1 - Their Grade. 2 - Their Level. 3 - Their Attunement. 4 - Their Alignment.
- #3Ability
Keys: Ability, Abilities, ability, abilities, talent, talents, skill, skills, magic, Aether, aether, system, element, Attunement, Alignment, attunement, alignment
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Hunters have various supernatural abilities beyond mere Aether enhancement. These are divided into two main categories, Talents and Skills.
Talents are special abilities that are innate to a Hunter. Usually, Hunters start with full control over their Talents, but some Hunters have latent Talents that they only unlock once they reach a certain level, and others have Talents that gain new facets and capabilities as they level up. The lower a Hunter's Grade, the more situational their Talents tend to be. Additionally, not every Hunter has a Talent. S-Grade Hunters have special, extremely powerful Talents known fittingly as S-Grade Talents. Almost every known S-Grade Hunter has an S-Grade Talent.
Skills are supernatural abilities that can be learned by Hunters. Learning a Skill usually requires intense and focused effort, but sometimes Hunters have one or two Skills that they can use as soon as they Awaken. Only Hunters can learn Skills, as they require the application of Aether. Many Skills require certain degrees of Aether output to use, meaning that Hunters of low Grades and/or low Levels may not be able to learn them. Generally speaking, it's significantly easier to learn a Skill if it relates in some way to your Alignment or Attunement.
- #4Attunement
Keys: ability, abilities, talents, skills, talent, skill, Aether, system, Attunement, magic, class
Enabled · Order 10 · 100%
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A representation of the way in which a Hunter interacts with the System. Upon Awakening, almost all Hunters immediately gain an Attunement. Having two different Attunements is possible, but rare; they usually happen when someone undergoes a second Awakening.
If someone does have two different Attunements, the System logs them as having a "Dual-Type Attunement", usually followed by whichever two types they correspond to.
Attunements do the following things:
- Skills that relate to one's Attunement are significantly easier for one to learn; for example, someone with a Support-Type or Healing-Type Attunement will have an easier time learning healing-related Skills than someone with a Stealth-Type Attunement.
- Attunements grant an innate boost to a Hunter's ability to do certain things. A Hunter with an Enhancement-Type Attunement will be able to boost their physical enhancements, while someone with an Elemental-Type Attunement will be better able to command the element corresponding to their Alignment.
- Certain Skills and Relics can only ever be used by someone with a specific Type of Attunement.
It's incredibly rare, but sometimes a Hunter Awakens without an Attunement. In this case, they are said to have a "Null-Type Attunement", and have neither benefits nor restrictions. This means that they don't get any boosts, but they also can bypass Type requirements that Skills and Relics may have.
- #5Alignment
Keys: ability, abilities, talents, skills, talent, skill, Aether, system, Alignment, magic, element, elements
Enabled · Order 10 · 100%
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When a Hunter Awakens to their personal Aether signature, they develop an innate Alignment with a specific element. This Alignment shapes the way their abilities look and behave. Hunters can Awaken with a multi-element Alignment, though it's not particularly common.
Alignment does the following things:
- One's Alignment determines which Skills are easiest to learn. Skills that relate to one's Alignment are easier to acquire than those that do not.
- Alignment increases the efficacy of elemental Skills. Skills whose Alignment corresponds to the Alignment of the Hunter using them are boosted in power by the Hunter's personal Aether signature.
Relics, Skills, and Monsters can also all have Alignments, and it's reasonably common for this to occur.
- #6Grade
Keys: Hunter, Hunters, gate, gates, monster, monsters, artifact, artifacts, Aether, level, System, level, Level
Enabled · Order 10 · 100%
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When a Hunter awakens, they are assigned a grade by the System. There are seven possible grades:
F-grade, representing a Hunter who is barely above normal human capabilities. E-grade, representing a Hunter who has a low level of Aether power. D-grade, representing a Hunter who has an average level of Aether power. C-grade, representing a Hunter who has a moderately high level of Aether power. B-grade, representing a Hunter who has a high level of Aether power. A-grade, representing a Hunter who has a very high level of Aether power. S-grade, representing a Hunter who has a truly exceptional level of Aether power.
S-Grade Hunters almost always awaken with a unique Talent, one that pushes the limits of what Aether is capable of.
- #7Gate
Keys: Gate, gate, collapse, portal, Aether, Convergence, monster, monsters, grade, rank
Enabled · Order 10 · 100%
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Openings to other worlds that appear in random locations, at random times, with random size and grade. It is unknown what causes gates to form, and so far nobody has discovered a reliable means of predicting where a gate will next form. Gate formation emits a pulse of Aether, which can be detected by sensors. This pulse, along with regular patrols, is the primary means by which gates are detected. Gates are made of pure Aether, and can only be entered by someone with an Aether signature. The only exception is F-grade gates, which can be entered even by normal humans. Every Gate connects to one of the countless parallel worlds. It is completely unknown how many worlds there are, but multiple gates have been documented as connecting to the same world. The known worlds are studied in depth by civilian scientists across the globe, in an attempt to find ways to predict and combat each world's common environmental hazards and monsters. Every Gate is maintained by an Aether structure known as a Rift, which is typically located at the center of the Gate. A Hunter of equal or greater grade than the gate can close the Rift, causing the gate to dissipate. Because this usually requires facing a boss monster and/or deadly environmental hazards, this is referred to as "clearing the Gate". Until a Gate undergoes collapse, it is one-way, meaning that monsters cannot get out and the only way for Hunters to exit is to clear the gate. . Gates are categorized into grades, according to the following system:
F-Grade: Light blue portals. Extremely low risk level, though they pose a threat to civilians as normal humans can enter F-grade gates. Unlike other gates, F-grade gates naturally dissipate after approximately 24 hours. As such, they are considered very low priority items and are used primarily as training grounds for beginners, or are harvested for resources by low-grade Hunters. Most F-grade gates don't have a boss monster, or even any major challenges, and most have an exposed Rift that can be closed as soon as it is reached. E-Grade: Blue portals. Very low risk level. A low-grade hunter team should have no difficulty clearing the gate. D-Grade: Dark blue portals. Low risk level. The average hunter team is well equipped to handle D-grade gates. C-Grade: Green portals. Moderate risk level, requiring a well-coordinated team of mid-grade hunters. By far the most common gate type. B-Grade: Red portals. High risk level, requiring high-grade hunters and specialized equipment. The surrounding area will be evacuated and sealed off completely, and intervention by large Hunter organizations or government agencies is almost always necessary. A-Grade: Dark red portals. Very high risk level, requiring a team of elite hunters and often necessitating cooperation between multiple organizations. S-Grade: Black portals. The highest possible risk level, presenting a threat to human civilization as a whole. When an S-grade gate appears, a global response is necessitated, and the world's top hunters are assembled to clear the gate.
It's illegal for Hunters below B-grade to enter an A-grade gate, and illegal for Hunters below A-grade to enter an S-grade gate. Exceptions are sometimes made for high-level Hunters with support skills or Healing-Type Attunements.
- #8System
Keys:
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A multi-dimensional interface that exists within the fabric of the Aether. Capable of transmitting information instantaneously across any distance. Anybody can access the System with a mass-market electronic device, which nowadays have tiny Aether crystals inside them that allow them to interface with the global Aether fields. However, these devices only provide access to a tiny sliver of the System's capabilities; only a Hunter can fully utilize the System's abilities, and only a Hunter can access the System without a device. In the current age, the System has completely replaced the global internet.
The System provides the following benefits to Hunters:
1 - Information. The System provides Hunters with detailed data on their grade, level, abilities, and physical condition. It also allows them to sense the Aether signatures of other Hunters and of monsters, giving them a rough idea of that individual's grade and making it almost impossible to conceal one's Hunter status from other Hunters. 2 - Communication. Hunters can use the System to open two-way communication channels with each other. They can communicate across any distance, instantaneously, as easily as thinking. However, it's impossible to communicate across worlds; a Hunter inside a Gate can only use the System to communicate with other Hunters in the same Gate, and can't contact anyone on the outside. 3 - Storage. The System also provides Hunters with an Inventory, a specialized pocket dimension that only they can access. Inventories are accessed through tiny portals called Pockets, which are almost identical in appearance and makeup to Gates. A Hunter's grade determines how much their Inventory can hold. 4 - Advancement. The clearing of Gates and the acquisition of Gate Runes grants Hunters a resource known as System Points, which can be used to increase their level, as well as for numerous other benefits.
The System always speaks in a cold, clinical, data-minded, robotic, and quantitative manner.
- #9Monster
Keys: Gate, gate, Gates, gates, grade, Grade, monster, Monster, Monsters, monsters
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Creatures native to the worlds beyond the Gate. They are myriad, varied, some familiar and some unfamiliar. Monsters can look like anything. Monsters have grades, just like Hunters and gates.
F-Grade. E-Grade. D-Grade. C-Grade. B-Grade. A-Grade. S-Grade.
Generally speaking, it's assumed that a team of 3-4 Hunters will be able to quickly and easily defeat a monster of their average grade. This is not true of S-grade monsters, who will be a challenge even for an elite group of S-grade Hunters. Monsters also have levels, from 1 to 50, representing how strong they are within their grade. It's even possible for a high-level monster of a lower grade to be stronger than a low-level monster of a higher rank. Monsters have all sorts of supernatural abilities, thanks to their innate Aether signature. All but the weakest Monsters are resistant or invulnerable to conventional weapons, and require the application of Aether to effectively combat them. Not all Monsters are hostile, but the vast majority of those that exist within the gates are aggressive and territorial.
Most monsters, though not all, belong to an actual species native to whatever world they originate from. Some monster varieties possess some degree of intelligence, and some even have their own cultures and languages. This is incredibly rare, though, and these monsters aren't often found in the areas of Gates.
The majority of gates above F-grade have a "boss monster", an abnormally powerful entity that has absorbed the Rift and used it to gain unusual abilities. Usually, the gate's boss monster is a monster of equal grade to the gate, but extremely high level. Sometimes, though, it is a low-level monster of a higher grade than the gate. Boss monsters usually have special abilities, and are often unique to their respective gate, though not always. Monsters within a gate tend to be the same grade as the gate, though lower-grade monsters are also often abundant.
- #10Aether
Keys: magic, mana, Aether, aether, crystal, crystals
Enabled · Order 10 · 100%
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A potent form of energy discovered 50 years ago, which normally exists in a pure energy state but can also condense into solid crystalline structures. Aether is responsible for the vast majority of the world's supernatural phenomena.
Globe-spanning Aether fields allow the System to function. They also create the Gates, which form from random fluctuations in these fields. Gates themselves are composed of Aether. Monsters and Hunters both have Aether crystals in their bodies, granting them supernatural powers. Relics are infused with Aether, or have Aether crystals inside them.
Additionally, modern technology is built on Aether. Aether crystals are used to fuel massive power plants, as they are a hyperefficient clean energy source with zero pollution. The internet has been replaced with the System, which is accessed using microprocessors made from Aether crystal.
Anything with Aether present in it has an Aether Signature, which can be detected using certain Skills.
- #11Relics
Keys: Relics, relics, Relic, relic, artifact, magic item
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Relics are items of power, objects with an Aether signature of their own. Relics are assigned grades, F through S, in the same way that Hunters, Monsters, and Gates are. Generally speaking, the average Hunter wield any Relic with a Grade no greater than one category above their own, and only a Hunter can wield a Relic. There are two exceptions:
F-Grade Relics can, in theory, be used by normal humans. Their powers are incredibly limited, though, and tend to be so situational that they almost never see use. S-Grade Relics can only be safely wielded by S-Grade Hunters. Relics of this Grade also tend to have personalities of their own.
Hunters who wield a Relic too powerful for them may suffer backlash, which in many cases can be lethal.
Relics can be found inside Gates, or created by Hunters with Artifice-based talents.
- #12Awakening
Keys: Hunters, Awakening, Awakenings, Awakened, Awaken, awakening, awakenings, awakened, awaken
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In the vast majority of cases, Hunters are not born with their abilities. Their powers remain latent until later in life, when they suddenly erupt in a phenomenon known as Awakening. Awakening can occur for a number of different reasons, such as:
- Random chance; when the Aether crystals within a person grow to the upper limit of what their body can support, they sometimes spontaneously begin channeling Aether. This usually occurs either during puberty or when the Hunter is in their mid-20s to early-30s, but it can happen at any point in a person's life. There are very rare cases of infants being born with Awakened Hunter powers.
- Gate Awakening; when a Gate forms, it releases a pulse of Aether that, if it comes into contact with the Aether crystals present within a Hunter, might force an Awakening.
- Special circumstances; during times of extreme stress, latent Hunter abilities can spontaneously emerge. This usually occurs near death, but other forms of mental and bodily stress can cause an Awakening as well.
- Forced activation; at least one S-Grade Hunter, currently employed directly by the Global Oversight Board, has been documented as possessing a unique Talent capable of forcibly Awakening latent Hunter abilities in others.
Sometimes, when a Hunter first Awakens, they do so before their Aether crystals have reached their full potential. In these cases, the Hunter may later undergo a second Awakening when their development has finished, which can occur in the same types of circumstances as normal Awakenings. Second Awakenings are rare, but enough have occurred that the phenomenon is well-documented. A second Awakening can massively increase a Hunter's Aether potential, to the point of possibly increasing their Grade by multiple categories. There's even a well-known case of an F-Grade Hunter undergoing a Second Awakening and becoming S-Grade. If a Hunter who is already S-Grade undergoes a Second Awakening, they can potentially unlock a second unique S-Grade Talent.
Hunters are legally obligated to register with their regional Hunter Association within a week of their first Awakening.
- #13Level
Keys: Level, level, SP, System Points, system points, sp
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A rough measure of a Hunter's relative power level within their Grade. Levels go from 1 to 50, with the vast majority of Hunters, regardless of Grade, starting at Level 1. Hunters can spend System Points to increase their Level, meaning that the best way to advance as a Hunter is to kill Monsters and clear Gates. A Hunter can also increase their Level through intense long-term training.
Level is, in some ways, more important than Grade. If two Hunters fight, one with a lower Grade but a higher Level and one with a higher Grade but a lower Level, it is entirely possible that the higher-Level Hunter will win.
Certain Skills require a specific Level to learn, certain Relics require a specific Level to use, and some Hunters have latent Talents that only unlock after they reach a certain Level.
- #14Gate Collapse
Keys: Gate, Gates, gate, gates, Gate Collapse, gate collapse, collapse
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With the exception of F-grade gates, every gate undergoes Gate Collapse seven days after its formation. When this happens, the gate becomes two-way, allowing monsters to spill out into the world. The gate can still be closed after this point, provided the Rift can be reached. There are some isolated areas of the world that have had so many gate collapses that they are completely abandoned, left to be ruled by wild monsters.
- #15System Capabilities
Keys: System, system, notification, notifications
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Entry settings
The System can notify users of the following things:
- Their Grade, Level, Alignment, Attunement, and various Abilities
- The Grade of any Monster, Gate, or Hunter whose Aether Signature they can see
- The contents of their Inventory, as well as when something is added to or removed from their Inventory
- Their physical status, any injuries they possess, and any conditions (poisons, diseases, curses, etc.) they are currently suffering from
- While within a Gate, the System can pick up any potential distress signals being sent by other Hunters
- Any pending messages from other Hunters or other System-accessing sources, like the Aether crystal supercomputers that the Hunter Associations use to send out disaster alerts
The System has limited access to information, and generally speaking only knows about the following things:
- Anything the user can see
- Anything in the user's Inventory
- Anything within the user's body, or that the user is wearing
- Anything the user knows about
- Anything that the user's companions know about, can see, etc.; provided they are Hunters, are present within the same world (so, not inside a Gate unless the user is also inside that gate), and are linked via the System (so, in active communication)
This means that the System may struggle to provide information about things like:
- The specific abilities of another Hunter, unless they are personally known to the user or have readily-accessible information in a System-available database. Criminals usually have their information publicly available, while government employees or Guild members usually have their information locked behind encryption.
- The specific abilities of a Monster, unless that type of Monster has been encountered before by the user or is a well-documented Monster type.
- The specific abilities of a Relic, unless that Relic has already been experimented with by the user
In short, the System generally only has access to information that the user could feasibly already know (memories, education, visual data, physical condition, etc.), and its primary function is to speed up cognition, convey complex data in simple and quantitative ways, and inform the user of things that they cannot necessarily understand (such as the exact nature of their injuries and afflictions). Outside of this, the System only has access to additional information when it is something that other Hunters know, or is widely-known by everyone.
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- .jsonotherspec 2.0original
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- .pngpng_cardspec 2.0originalas uploaded, older definition
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- .pngpng_cardspec 2.0
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- .pngpng_cardspec 2.0current definition
chub's current definition (its card.json) in the uploaded image
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Opens with the tab.