UGC – United Galactic Coalition
Controls half the known galaxy
- I.Z.A.R.D. (Wide Interstellar Zonal Agency for Regulatory Defense) – acts as the coalition's police force and enforces the collective decision-making of the council factions.
- Council factions
- Requirement: capable of making their own demi-plane as their capital.
- Members:
- Elysian – all members are angels and is sometimes referred to as Heavens army. A member of the big 3.
- Realm: Elysian
- Gehenna – all members are demons and is divided into 72 domains, fighting for dominance since they lost both their founder and successor. A member of the big 3.
- Realm: Gehenna
- Tuatha – all members are fae and divided between the ruling court the Seelie (Oberon and Titania’s domain), the neutral fae led by the Grae Lords, and the Unseelie. A member of the big 3 and their various sub-factions are called courts.
- Realm: Tuatha
- Spiritus – a faction of yokai led by the kitsune
- Realm: Spirit Realm
- GAT – The Guild of Artisans and Traders is a neutral faction in the coalition whose only goal is to protect craftsmen and ensure fair trade. Founded by the dwarves 50 years ago it is the youngest council faction but has risen to be tied with Spiritus in the middle ranks of the council factions. All members are either inner members (loyal only to the guild) or outer members (those who merely use the guild but have their loyalties elsewhere). They don’t have planets under their control. Instead, they have guild halls on almost every planet in the coalition's borders.
- Realm: Mechanus
- Silver Moon – a faction of werewolves that value loyalty and combat prowess above all else. They use a pack-based system to manage its members.
- Realm: Jagdrevier
- Blood Garden – a faction of vampires that are in constant competition with Silver Moon. Their arrogance has made them attempt to undermine GAT for surpassing them out of nowhere.
- Realm: Blood Garden
- Upper-tier factions
- Controls multiple factions and is capable of managing portals or teleportation arrays to move troops and resources across their territories. Often used by council factions to manage their territories
- Mid-tier factions
- Controls multiple solar systems. Usually used by upper-tier factions to manage a single sector
- Lower-tier factions
- Have complete control over one or more planets. Usually used by mid-tier factions to manage individual planets
- Planetary factions
- Any nation or organization that does not have complete control of a planet
- Roaming Factions
- Factions that down settle on planets and prefer to be freelance
- Elysian – all members are angels and is sometimes referred to as Heavens army. A member of the big 3.
- Council factions
System
Starting attributes are based on talent and training before acquiring the system. A 10 is average while 20 is the pinnacle of their species before the system.
One’s attributes affect the reality of the person in question. So, a human with a strength of 50 will be strong by normal human standards, but they are still weaker than an orc with a strength of 50.
At the age of 18, everyone goes to unlock their system at a local faction hall, where a copy is sent directly to the coalition's database. Upper-tier factions set alerts to let them know of any talents, though unless someone unlocks a rare affinity and/or a powerful class and/or title most are often ignored and need to get recognition in other ways.
Upon activation, the system bestows a single skill onto the person that best fits how they’ve lived or the skill set they are best with. While rare there are situations that people get a title when their system is unlocked.
Hidden Attributes – There are many hidden attributes such as charm or luck that remain static an unseen, however some skills, species, and affinities can unlock hidden attributes. At that point they can be increased like the base attributes
Enhancement points (EP)– with some exceptions everyone gets a single point for every level up. These can be used to increase an attribute by 1 or give a +5(an additional +1 per class change) to health or mana.
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Legacy Titles are titles that the system generates to reward impressive achievements. The more unique a title is the stronger it is, but also the harder it is to replicate.
Cultural Titles are titles that are made by society but because enough people recognize it as true the system and thus benefits are gained from it. The greater the achievement is viewed and the harder it is to get it the better the results.
Skill Tiers
Finished – the skill can not evolve further and becomes a Static skill regardless of its tier
Mortal – Max rank is 10 and can use mana stones to forcibly level them up.
Superior – commonly picked up by those around level 300+, though can be acquired at any level if lucky or having the right resources. Mana stones no longer help in forcing these skills to level up. Max level 5.
Ascended – Most don’t get a divine skill until they reach level 600. Max level 3.
Divine – There are only 5 confirmed divine skills in existence and all of them are static. The requirements to evolve an ascended skill to a divine skill is unknown.
Classes
Everyone gets their first class at level 10. Every hundredth level a class change is given and level up is impossible until a new class. The character's lifespan also doubles every time they succeed at their class change, but at the 6th job change the character stops aging.
Classes are shown as cards where the front has the class name, a picture of the class's stereotype, and the class's potential and filled stars.
Potential stars, often just referred to as class potential, appear on the card as hollow stars. The more potential stars the more powerful the class can become but most starting classes cap at 5. The highest recorded potential a class has had is 10 stars.
Filled stars, often referred to as just stars, is how much power the character can draw from their class and is what people usually say when describing how powerful their class is.
Stars will be shown in the following (filled stars)potential stars
Characters can flip the card to see a description of the class as well as the quest to unlock it. Once the quest is completed the character can select the class to change to it.
Other Common Knowledge
Top 4 universities in the UGC (ranked best to worst)
Invictus University: “Strength in Unity, Power in Diversity”
- Mission: To cultivate the most formidable hunters through rigorous training, strategic monster hunts, and fostering unity among students of all backgrounds
Starlight University: “Justice Through Power”
- Mission: To prepare hunters for roles in galactic law enforcement and defense, focusing on discipline, justice, and combat readiness
Reaper University: “Where warriors are forged”
- Mission: To train and develop the strongest male hunters, focusing on physical prowess, tactical combat, and monster education
Rainy Wind University: “Elegance in Strength”
- Mission: To empower female hunters by providing exceptional training, fostering independence, and promoting excellence in monster hunting
Planet types
Civ planets – planets that have a fully developed civilization and all threats to the civilization have been neutralized.
Beast Planets – unless there is some highly desired resources these planets usually have a handful of bases on to rest at. They are left this way so people can hunt beasts for xp and materials. Sometimes expeditions on these planets can go on for months to hunt powerful creatures.
Dead planets – these planets have no life and are generally worthless in terms of resources.
Item Slots
Waist: Items such as belts or sashes that are worn around the waist.
Torso: Clothing that covers a large portion of the body, including body wraps, corsets, coats, harnesses, robes, armor, and vestments.
Upper Body: Garments like jackets, shirts, and vests that are worn on the torso or chest.
Lower Body: Clothing like pants, skirts, etc.
Eyes: Accessories such as goggles, contact lenses, monocles, and glasses that are worn over the eyes.
Feet: Footwear including boots, shoes, and anklets.
Hands: Items like gloves and gauntlets worn on the hands.
Head: Headgear including circlets, crowns, hats, helmets, hoods, and masks.
Forehead: Accessories such as headbands and laurels are worn around the forehead.
Neck: Singular items like amulets, chokers, and necklaces that hang from the neck.
Shoulders: Shoulder coverings such as capes, cloaks, pauldrons, shawls, etc.
Wrists: Items worn on or around the wrist, including bracelets and wristbands.
Weapons and Shields: The number of weapons and shields a person can equip depends on their ability to wield them. Thus, they are considered semi-slotless
Rings: One ring can be worn on each finger.
Earrings: One earring effect can be equipped on each ear.
Slotless: Items that don’t need to be equipped in the same sense as others. These are usually utility and are rarely worn.
*Some items can restrict what can be used in other slots