Apocalypse: Generic System by Macronomicon (shoe dog free ebook TXT) 📕
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- Author: Macronomicon
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“FFFFUCK!” Jessica grunted as she tossed the tree off to one side before peering down into the murky water beneath the tree.
She flinched back when a hand erupted out of the drink and Jeb drew himself out of the water, resting his elbow on the stump like someone at a swimming pool.
“Bartender, can I get another mai-tai?” He didn’t even sound out of breath.
Jeb’s face had an insufferable grin as he pulled himself out of the water.
“How are you fine!?”
“Oh, I made a breathing tube out of air held in place with telekinesis.” He plunged his hand underwater, then pulled back up what appeared to be a perfect cylinder of water, held in place by his thumb. He let go of the water, and it slid back out, rendering the tube invisible again.
“…Of course you did.”
“What was the alternative? Not breathing? That would be dumb.”
***Jeb***
Jessica gave him an exasperated head-shake and hopped back up onto ‘dry land’.
“And thanks for the help. I would have had to lie there for an hour or longer waiting for the water to go back down, and let me tell you, Nerve sickness is not a good time to be stuck in a claustrophobic spot.”
Jessica glanced over at him.
“…You’re welcome.”
Ding!
Your party has cleared the southern lakes dungeon! Please take your rewards.
As before, sphincters coalesced out of the ever-present myst, and…released…chests into the lake, where they started bobbing in the water. Jeb couldn’t get the image of a big-ass toilet bowl out of his head.
“In the lake? Really?” I’ll handle this.” Jessica said, walking on water over to the chests.
Cool ability.
Jeb could’ve just pulled the chests over with his Myst, but something else was holding his attention.
You may now choose a class! You have met the prerequisites for three classes. Your class grants Abilities and stat bonuses. At higher levels, Classes grant extra abilities (50, 100, 250, 500, 1000)
Soldier (D)
Mystic Trapsmith (B)
Telekinetic Combatant (A)
Oooooh! Jeb’s eyebrows raised at the last two, which were the two most likely to not be foot-dependent. Telekinetic combatant sounded cool, like…exploding people’s heads while riding a whirlwind of telekinetic power. Or wielding a thousand swords with his mind at once.
But I should check them all, see which one I like the best.
He eyed Soldier, and it unfolded for him.
Soldier (D)
+5 Body
You were a soldier in a previous life. Why not this one too?
Passive boost to weapon handling skills.
Ability: It’s worth More Than You Are
User may transfer damage from any magical or nonmagical gear to themselves, repairing the item in the process. Works with some Consumables!
Try not to kill yourself.
Hey, that’s not as bad as I thought. I mean, I dunno if anybody would want to take damage to pinch pennies like that, but fixing extremely valuable consumables like the Vivicant Cane might be worth the pain. Next.
Mystic Trapsmith.
You have created a trap with Myst, disarmed a Myst trap, and created an I.E.D. out of a household magic item.
+5 Myst
+5 Nerve
Passive bonus to assembling/disassembling magic items.
Ability: Mystic Trigger
User may bind a reserve of their Myst to an object, creature, or location, with a predefined behavior and trigger. The trigger must be an observable condition within one hundred feet. The behavior of the Myst must be pre-defined and discrete. It cannot interpret your will or the situation. It cannot be instructed to ‘fight’ an individual, but it can, for example, be instructed to seize an object in a specific location and swing it in a specific way until the Myst is consumed. It has no concept of what is going on around it. If there is no item there, it seizes nothing and fails.
*Observable condition* No thought crimes!
That’s…pretty cool. Jeb could already think of two great ways to use that, nope, make that three. Four.
We’ll keep an eye on that one.
Next.
Telekinetic Combatant
Telekinetic Myst Core. You have killed over ten creatures with telekinesis. You have successfully split your attention between two objects.
+5 Myst
+10 Nerve
Passive boost to spatial perception.
Ability: Telekinetic combat (passive)
Greatly enhances the user’s ability to multitask with Telekinesis, allowing many more discrete threads of Myst to be in use simultaneously. This ability pays more dividends the more it is practiced with, as it is a percentage increase, not a flat bonus.
“Woooow…” That’s pretty cool. So it is wielding a thousand swords with my mind and becoming a whirlwind of death.
“I choose Mystic Trapsmith.”
Telekinetic combatant was strong, no doubt, but it also felt like a bit of a one-trick pony. Pick things up and stab/bash people with them.
And that was plenty effective, Jeb wasn’t debating that. It just didn’t seem like brute force was going to get him across the finish line. He’d chosen to dump his stats into Myst with that thought in mind, and he was going to continue that path as far as it took him.
Jeb’s mind tingled from the Ability seemingly spreading its roots in his brain, making itself available to him. It was a little mentally draining, but it seemed like the biggest cost was spending Myst on it.
So, let’s see if this works.
Jeb siphoned a large amount of Myst out of himself, and drew it into a tightly condensed ball above the tip of his index finger.
Mystic trigger
When my right thumb goes from being straight to bent while my right index finger is extended and all other fingers are clasped to my palm, The Myst will grab the air opposite my finger relative to itself, in the form of a narrow spike and push it away from my finger at the highest speed it can manage, following the finger’s trajectory.
The tightly bound Myst compressed down even further, and
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