- The Gamer
- The Player
- Ultimate Scheming System
- Urban Supreme System
- Metropolitan System
Users of this power have a special "game-like system" that can give special abilities, attacks, and/or boosts to the normal abilities of the users.
- Attribute Externalization
- Limited Potential Manipulation
- Limited Superpower Manipulation
- Limited Variable Manipulation
- Absolute Potential
- Health Point Meter
- Augmented Reality Vision
- Dimensional Storage But game-like
- Interface Creation
- Experience (Type 1): The system automatically gives a booster to the user's parameters/abilities once the user reaches a certain condition (e.g. leveling up).
- Experience (Type 2): Similar to the Type 1, in h is ,case the system gives "points" (normally 1 at each level up) that the user can spend as they wish for ability boosts or addition of new abilities.
- Points: The system gives "points" for specific actions (run for a certain time, fight against something or someone and win, help someone, etc.), that the user can spend as he/she wish for boost parameters (agility, defences speed, strength, senses, etc.) or skills (aiming with range weapons, use magic, use weapons, etc.).
- Object: The system requires "absorption", using or creating an object to unlock an ability or boosters. In the case that a specific object is required and that object in question is no longer available or no longer exists, the system will change the object with something similar (e.g. the system requires a 500 ml bottle but there are no more bottles of that volume, so the bottle will be changed to a 600 ml bottle instead, and so on).
- Chip: The system shows itself like plates of various shapes with empty points where different "virtual chips" can be inserted. Each plate active a special ability once filled with the chips that can have different shapes and functions.
- External Learning: Similar to the Object variation, the system gives its user the ability to learn skills from people in their party. The user must keep them in a party until the desired skill is fully learned or else risk the experience gained to slowly be drained.
- Idle Type 1: This system functions similarly to how an idle game would work. Meaning that the system gives points and resources to the player which in turn lets them upgrade their existing skills/powers/abilities. An example would be generating a training ground for swordsmanship and awarding level up points for using a sword/sword skills. Or the rewards could be used to acquire/unlock new skills and/ or new training grounds (Combat, ESP, Defensive).
- Idle Type 2: Unlike the Type 1 variation, this type requires the user to have utilized the system for some time. At a specific point, the system will give its user the choice of resetting entirely to redistribute points and resources.
- Ability Tier Activation
- Class System
- Game Interaction
- Meta Power Manipulation
- Meta Variable Manipulation
- Point System
- Training Regimen
- Video Game Physics
- Depending on the system's variation, the number of boosters and abilities that can be obtained changes.
- Depending on the system's variation, it's possible to block or seal something special that the users could've achieved.
- If the system uses a level-based growing with skill points at each level, depending on the maximum level that can be reached, it's possible the user may not reach the maximum level of each skill, leaving one or more unlearned or incomplete.
- If the system forces the user to choose a class (look Class System), any growth might be limited to the parameters and skillsets of the particular class.
- If the system forces the user to choose a class (look Class System), it's possible that the chosen class could not be changed.
- In a points-based system, it's possible that the points needed to increase a parameter/skill are shared (For example: If users were to put points into a certain parameter/skill, they might not be unable to input points to put into another parameter/skill, thus restricting them from maxing out certain parameters/skills).
- In the External Learning variation, separation from the party or party member(s) that are the source of the skill may result in the reset of the learning, forcing the user to learn the skill from scratch.
- If the system uses the Chip variation then a "quest system" is added as the only way for obtaining both chips and alternative plates, the "strength" of the chips and plates is pair to the difficulty of the quest so stronger chips and plates can be obtained ONLY completing very difficult quests, the ultimate chips and plates are obtained only via very difficult quests that can be done only one time.
- In the idle variation, the "Training Grounds" have rankings and can only have a limited amount of resources. This can result in the player having a limited amount of accessibility to the ground or a limit to how high skill can be upgraded.
- In the Idle Type 1 variation, it is possible that the system will use a device or interface as a vector for advancement. Meaning that the user can't go to an actual area to enhance themselves or bring something from the grounds to the real world.
- In the Idle Type 2 variation, resources can't be used on anything outside of the game and there could be a limited amount of time in which they can be used.
- Various Characters (Sword Art Online)
- Han Jee-Han (The Gamer)
- Playable character (Fallout series); via Perks (Experience Type 2 Variation)
- Playable character (Dark Souls series); via Souls (Points Variation)
- InFAMOUS main characters (InFAMOUS series); via the EXP gained (Points Variation)
- Playable character (Final Fantasy X); via Sphere Grid (Object Variation)
- Playable character (TES V Skyrim); via Perks (Experience Variation)
- Naruto and playable characters (Naruto Uzumaki Chronicles Series); via chips plates (Chip Variation)
- Mana Khemia Characters (Mana Khemia Series); via Growing Book (Object Variation)
- Sense Users (Only Sense Online)
- Rogue Galaxy Characters (Rogue Galaxy); via Revelation (Object Variation)
- Lost Odissey's Immortals (Lost Odissey); via team formation (External Learning Variation)
- Final Fantasy IX characters (Final Fantasy IX); via equipment (Object Variation)
- Garen Lombard (Mystical Journey)
- Jiang Bai (Metropolitan System)
- Xu Que (Ultimate Scheming System)
- Yang Ning (Metropolitan Supremacy System)
- Sung Jin-Woo (Solo Leveling); after his Double Awakening
- Joo-Heon Seo (Tomb Raider King)
- Various Characters (The Rising of the Shield Hero)
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