SYSTEM SUMMARY

I asked GPT to make a summary so i can keep track of the info and not forget it, and after revising and correcting some things, i decided to post it here in case someone wants to revise too.

Since we all read thousands of novels and it's impossible to remember every detail.

1. Stats Overview

Stats are numerical representations of Jin's physical and mental capabilities, and they directly influence his performance in combat and other tasks.

Stat Categories:

1. HP (Health Points): Represents Jin's vitality. When his HP reaches 0, he is incapacitated or dies.

Base Value: Starts at 1000.

Increment: +100 HP for every 10 Credits spent.

Mechanics: Any purchased HP immediately increases both Max HP and Current HP by the purchased amount.

2. MP (Mana Points): Represents Jin's energy for activating skills.

Base Value: Starts at 100.

Increment: +10 MP for every 10 Credits spent.

Mechanics: Purchased MP increases both Max MP and Current MP immediately.

3. Attack Power: Determines the strength of Jin's physical and skill-based attacks.

Base Value: Starts at 1.

Increment: +1 Attack Power for every 10 Credits spent.

4. Defense: Reduces incoming damage.

Base Value: Starts at 1.

Increment: +1 Defense for every 10 Credits spent.

5. Agility: Affects Jin's speed, reflexes, and reaction time.

Base Value: Starts at 1.

Increment: +1 Agility for every 10 Credits spent.

6. Mentality: Reflects Jin's mental resilience, willpower, and resistance to fear or mental-based attacks.

Base Value: Starts at 1, increased by actions like resisting fear (+10 for standing up to Cheolwoo).

Increment: +1 Mentality for every 10 Credits spent.

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2. Skills Overview

Skills are divided into Active Skills and Passive Skills, with unique acquisition and usage mechanics.

Active Skills:

Require MP to activate.

Can be purchased from the Skill Shop or acquired via quests and events.

Example: Blind Spot Strike

Cost: 20 MP per use.

Effect: Temporarily blinds the opponent's perception, making the strike harder to counter.

Passive Skills:

Always active once acquired; do not require MP.

Provide constant benefits such as increased stats, resistances, or abilities.

Example: Weapon Mastery (from Reality Quest's influence): would increase Jin ability to wield weapons when the skill activates.

Skill Acquisition:

1. Shop Purchase:

Credits are used to unlock the right to learn the skill.

Skills must be trained manually, starting at 0% proficiency and gradually increasing with use.

2. Quests or Drops: Skills can also be unlocked by completing specific quests or defeating certain opponents.

3. Mana Enhancement: Skills can be activated with MP for stronger effects.

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3. Credits and Spending Mechanics

Credits are the primary currency for upgrades and purchases within the system.

Sources:

Defeating enemies (e.g., 10 Credits per defeated thug).

Completing quests (fixed rewards + hidden bonuses).

Hidden events and bonuses (e.g., spinning the Lookism Wheel).

Spending Mechanics:

Stats Upgrade:

10 Credits for +1 to any stat category (Attack Power, Defense, Agility, Mentality).

10 Credits for +100 HP.

10 Credits for +10 MP.

Skills Purchase:

Prices vary depending on skill strength, usefulness, restrictions, rarity and versatility.

Special Features:

Lookism System Wheel: Allows Jin to unlock low- or high-level episodes from the Lookism world.

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4. Health and Mana Regeneration

1. HP Recovery:

Gradual recovery over time (if not in combat).

Full restoration after sleep or healing items (if acquired later).

2. MP Recovery:

Automatically regenerates over time, especially when resting or sleeping.

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5. System Notifications

System notifications provide real-time updates on Jin's actions, progress, and rewards.

Examples:

[Stats Increased: +3 to Attack Power, Defense, Agility, and Mentality.]

[Quest Complete: Defeat the Boss Monster. Reward Earned: 300 Credits.]

[Skill Acquired: Blind Spot Strike.]

Visual Effects: When Credits or items are earned, they materialize briefly (e.g., glowing coins falling from the panel) before disappearing into Jin's inventory or balance.

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6. Quest Mechanics

Quests are divided into tiers based on difficulty and importance:

1. Standard Quests: Simple objectives like defeating a certain number of enemies.

2. Hidden Quests: Triggered by specific actions or events, offering rare rewards.

3. Boss Quests: Involve defeating powerful opponents, typically offering higher rewards and sometimes hidden bonuses.

Quests often feature system-imposed challenges, like:

Mandatory conditions (e.g., "Kick Gun with a Brazilian Kick").

Unique Rewards (e.g., hidden keys, skill drops).

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7. Key System Rules to Remember

1. Stats Mechanics:

Purchased HP/MP increases are immediate for both Max and Current values.

2. Progression:

Jin must train to raise proficiency in skills unless acquired at 100% (via rare conditions).

3. System Non-Sentience:

The system provides tools and updates but does not interact with Jin directly or display consciousness.

4. Death Risk:

Higher-level episodes, quests, or skills are marked with warnings when Jin's current stats cannot handle the challenge, possibly resulting in death.