The power to use an independent growing system. Sub-power of Video Game Physics.
Also Called[]
- The Gamer
- The Player
- The System
- Leveling Up
- Golden Finger
Capabilities[]
Users have an independent growing system; this system can boost the user's normal abilities and potentially gives new ones like special powers, attributes and other features that fit the users current form, making them more powerful the more experience they get. This allows users to grow in potential indefinitely, adding more to the user the stronger they get in any variety that best suits them.
This system can be "game-like" or otherwise, which best describes itself to the user to better understand their own status and power to continually improve and level up their abilities and adding new ones. Due to system functions, it can grant users their very own interfaces or other tools like a point or class systems to manage their personal status.
Applications[]
Techniques[]
Variations[]
- 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 Type 1, in this case the system gives "points" (normally 1 at each level up) that the user can spend as they wish for ability boosts or the 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 wishes for boost parameters (agility, defenses 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 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. This means 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 skill. 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.
Associations[]
- Character Class
- Game Interaction
- Organism-Artificial Intelligence Synergy via System
- Meta Power Manipulation
- Training Regimen
- Video Game Physics
Limitations[]
- 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 Character Class), 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 Character Class), 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 number 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.
Known Users[]
- Roy/Osiris (Custom Made Demon King); via Custom Made Demon King System (Points variation)
- Protagonists (Dark Souls series); via Souls (Points Variation)
- Satou Pendragon (Death March to Parallel World Rhapsody)
- Protagonists (Fallout); via Perks (Experience Type 2 Variation)
- Meltryllis (Fate series); via her id_es Skill, Melt Virus
- Playable characters (Final Fantasy IX); via equipment (Object Variation)
- Playable character (Final Fantasy X); via Sphere Grid (Object Variation)
- Han Jihan (The Gamer)
- SBURB/SGRUB players (Homestuck)
- Dan Yuseong (Infinite Leveling: Murim)
- Heroes (I Became the Strongest With the Failure Frame "Abnormal State Skill" as I Devastated Everything)
- Protagonists (Infamous series); via the EXP gained (Points Variation)
- Lost Odissey's Immortals (Lost Odissey); via team formation (External Learning Variation)
- Individuals connected to The System (So I'm a Spider, So What?/Kumo Desu ga, Nani ka?)
- Mana Khemia Characters (Mana Khemia series); via Growing Book (Object Variation)
- Jiang Bai (Metropolitan System)
- Yang Ning (Metropolitan Supremacy System)
- Garen Lombard (Mystical Journey)
- Seolhwi (Murim RPG Simulation)
- Jin Taekyung (Murim Login)
- Naruto and playable characters (Naruto Uzumaki Chronicles); via chips plates (Chip Variation)
- Sense Users (Only Sense Online)
- Rogue Galaxy Characters (Rogue Galaxy); via Revelation (Object Variation)
- Sung Jinwoo (Solo Leveling); formerly
- Sung Suho (Solo Leveling: Ragnarök)
- Various Characters (Sword Art Online)
- Playable character (TES V Skyrim); via Perks (Experience Variation)
- Almost everyone (The Time I was Reincarnated as a Slime)
- Various characters (The Rising of the Shield Hero)
- Joo-Heon Seo (Tomb Raider King)
- Ha Dowan (Reality Quest)
- Xu Que (Ultimate Scheming System)
- Kim Suhyeon (QUESTISM)
- Yun Jo (QUESTISM); formerly
- Frisk (Undertale); via Execution Points/EXP (Points Variation)



