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Personal Immersion of Legends

Essence of the Player's Handbook

By smearing some of your blood onto the artifact​

· You gain access to the Player's Handbook. A magical artifact that cannot be transferred, damaged, stolen, modified, interfered with, or lost and will show you your status and abilities. Its size and shape are similar to that of a passport and have an interface comparable to a Smartphone. When not in use, the handbook will be stored within your soul and summoned with a thought.​

· The handbook has an encyclopedia section where all information you have gathered will be stored for later use. Information is automatically gathered through the use of your senses, even if you are not paying attention to the source or unconscious. You may simply touch a book or open a computer and you will immediately download the contents of it into your encyclopedia. In addition, it will create a transcript of any conversation you've heard that you can play back at a later time. The encyclopedia also includes a dossier section where the profiles of important and/or noteworthy individuals or groups are listed in detail. The handbook can also analyze this information to look for flaws or contradictions before running simulations to provide only the most accurate information. It is also possible to ask the handbook to make predictions based on relevant information. Finally, the handbook will keep track of any objectives that you have agreed to do and show a progress report filled with every detail that is relevant to the task. If you dislike viewing information on such a small screen, the handbook can project a 3D holographic display instead.​

· The encyclopedia acts also as a secondary memory bank for your entire life's experience. In the event that you suffer irrecoverable amnesia or insanity; the handbook will upload a copy of your ego, personality, and memories from prior to your breakdown directly into your mind. Optionally, you can choose to relive past experiences as if it were your first time.​

Your base stats are Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, Magic, and Resistance. You start off with 10 points in each base stat, which is the equivalent of an average adult human. Once you hit 100+ points is when you become superhuman.​

· Strength is a measurement of physical power, physical defense, quality of your bones & muscles, speed, and endurance. A high strength eventually allows for you to overclock your physical and magical abilities at the cost of increased strain on your body. When paired with constitution or magic, you will be able to damage foes that are normally immune to raw physical strikes such as ghosts, slimes, and gods.​

· Dexterity is a measurement of your agility, reflexes, flexibility, reaction time, and balance. High-level dexterity allows your body to perform simultaneous independent actions at once. This means that you can deflect a sword with your index finger and immediately shoot lightning from your pinkie even if your mind is suffering from intoxication.​

· Constitution is a measurement of your health and stamina. This is also the stat that determines how much life force you have, how easily you can manipulate it, and how fast it recovers. Constitution also increases the rate at which you recover from injury and a high constitution can even allow you to recover from fatal injuries or regenerate from nothing. A high constitution stat will also halt your aging and revert you back to your bodily prime. Finally, your constitution increases the power and efficiency of bloodline traits.​

· Intelligence determines how easily you can learn, conceptualize, analyze, visualize, solve problems, and reason. Increasing intelligence also increases your thought speed, increases mental processing, allows for multiple parallel thought processing, and reduces the cool down of abilities. High intelligence can also allow you to analyze and predict the future based on available data. Finally, a high intelligence will eventually grant you psychic powers and eventually reality warping.​

· Wisdom determines willpower, pain tolerance, common sense, empathy, awareness, enlightenment, and intuition. With wisdom, there is a metaphysical sphere around you that can detect & identify anything within or enters your sphere. The higher your wisdom, the greater the range and more clarity on what that something is (such as killing intent or a flying arrow). Finally, wisdom determines the strength and manipulation of your soul (and adjacent traits/powers).​

· Charisma is a reflection of your personality, controlling the flow of a conversation, personal magnetism, leadership ability, and appearance. High-level charisma is not mind-control unless outside factors, such as intoxicants and magic, are involved. You normally cannot convince someone to do out-of-character actions unless they already had traits, experiences, or thoughts that would lead them to commit it. For example, you cannot convince someone to sleep with you unless they already had some form of affection for you. As your charisma increases, you will be able to apply it against entities that are normally immune to charisma or have alien mindsets.​

· Magic is the stat that determines how much mana your body has, how easily you can manipulate mana, and how powerful your supernatural abilities are. In addition, a higher magic stat will result in higher magical resistance and an increased rate of mana generation. (Mana is a catch-all term for every supernatural energy source that isn't life force).​

· Resistance is a measure of your ability to combat every abnormal or negative condition such as poison, toxin, infections, diseases, panic, fear, insanity, hypnosis, illusions, psychic attacks, corruption, soul attacks, conceptual attacks, forced transformation, memetic effects, emotional manipulation, fate/destiny manipulation, parasites, addiction, loss of senses, amnesia, possession, temperature, pressure, and radiation. Anything that is weaker than your resistance is automatically nullified and destroyed.​

· You also have no growth limit and an automatic shoo-in for any requirements needed to wield any power, ability, or item.​

· You will also not suffer any backlash from using and hosting conflicting powers.​

· It is also impossible for your stats & powers to be stolen, sealed, copied, drained, or weakened regardless of circumstance and you will never lose control and cause accidental collateral damage.​

· If you so desire, you are able to enter into a passive mode where you can selectively choose to disable or limit stats to the point where you are indistinguishable from a mortal. Passive mode will immediately be disabled should you come into surprise danger or desire it.​

· Your base stats also stack with other power systems such as Falna, Cultivation, Essences, the Gamer, and Generic Isekai World System.​

· If you gain a power that comes with an unwanted caveat; it is possible to eventually remove it from the system with high enough base stats. 

· The Handbook will also display your vital signs. Showing you exactly what issues you are suffering from, even if the issue is metaphysical like damage to your soul or a conceptual loss of identity. By expending magical energy, the handbook can repair or remove negative conditions. You may also use this feature to cure others by using the handbook's camera to analyze and assess others. This section of the handbook also features the option to evolve yourself and assimilate bloodlines.​

· If you don't have enough magical energy to outright repair/remove a negative condition, you may instead choose to pay the amount in installments.​

· In the event that you lose the function of both hands and/or are unable to interact with the handbook; the artifact will automatically expend magical energy to recover the use of a hand.​

On the back of the handbook is a small camera that can record and take the highest quality photos and videos with audio. In addition, the camera comes with an analyzer program that can scan and analyze the target. The camera's lenses are able to see in multiple different spectra; allowing for the visualization of magical residue, ethereal entities, body heat, necrotic energies, specific chemicals, and more.​

The handbook comes with a mapping system that can detect hidden pathways. Should you come across a landmark, the handbook will record it and will be able to use it to quickly teleport to and from that location. The map is able to register vehicles that you own as possible landmarks. This method of teleportation is instantaneous, undetectable, and bypasses teleportation prevention methods. You can teleport party members with you.​

· Any location where you are given the exact coordinates will be considered a landmark, even if the destination is another world.​

· You can be automatically teleported in the event that you are sealed, trapped, or imprisoned with no way of escaping on your own.​

Another application of the handbook is its own infinitely pocket storage space. You can store the items you want by looking at them and releasing them in any spot you are staring at. Anything stored within this space will be perfectly preserved while inside. When you equip an item onto your person, it will automatically appear on your body without you needing to manually change into them. In addition, you can choose 10 items within your inventory that you can quickly summon and swap to, whenever you want with a thought. Finally, any living creatures that you have tamed, formed a contract, or befriended can be stored within Treasure-beast Orbs.​

· When inside, the sealed creature will fall into slumber and will slowly increase in strength as you level up. They will also not age, not die, not starve, no existing complications will worsen, and will heal themselves. Creatures inside can evolve into a stronger form and can help choose how they evolve by showing their evolutionary line. Each evolution is both qualitatively and quantitatively superior to the previous form.​

· If a bonded creature would suffer a fatal injury or risk being instantly killed; they would immediately be teleported back to their Treasure-beast Orb.​

· If a Treasure-beast dies, you are able to revive them by expending magical energy directly proportional to their strength. You are also able to pay this amount in installments if you aren't able to do so outright. This option is always available, even if the Treasure-beast was erased from space/time or conceptually.​

· Optionally, you can equip three Treasure-beasts; gaining their race traits, bloodlines, and abilities. However, equipped Treasure-beasts cannot be summoned and must be manually swapped using the handbook.​

· You can summon and recall a Treasure-beast with thought and are connected to them via an unhackable telepathic network.​

· Finally, the handbook can fuse up to three Treasure-beasts to create a creature that is greater than the sum of its parts. This transformation is temporary and lasts only five minutes.​

Finally, the handbook features an internal workbench that can craft anything so long as you have the recipe and materials stored within the inventory (it can even cook). The workbench also allows you to enchant items or break them into raw materials. 

When something is broken down, the production method and specifications are all stored in your encyclopedia. 

The workbench can also disassemble the corpses of your enemies into useful materials and synthesize bloodlines. 

· You can ask the handbook to create new recipes by experimenting with the materials and recipes within its inventory and database.​

· There is no limit to what can be crafted; the only restriction is knowledge and resources.​

You may also invite others to a party and share some of the handbook's benefits. If you kick an individual out of the party, they keep whatever stats and abilities they had earned. But they will not be able to level up, increase their stats, or spend any skill points. You are also able to erase all knowledge of the handbook from the minds of kicked party members.​

· Party members that die can be revived if you choose to sacrifice the equivalent amount of stats or something that the companion is worth. This method of revival bypasses circumstances that may impede the resurrection such as soul destruction and conceptual eraser. If the revived party member was using their soul to act as a seal or power source for a continuous ritual, rest assured that the seal/ritual will not break with the soul's absence; the sacrificed stats or item are used as collateral instead.​

If you somehow gain ownership of a property, world, afterlife, dimension, or reality marble; you can manage everything about it using the handbook.​

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Essence of Essence Configuration

By drinking this Essence you gain the following boons​

The ability to change parts of an Essence to better suit what you want​

The ability to outright remove unwanted sections of an Essence​

The ability to add entirely new sections to an Essence, the addition must make sense with the essence and at least try and follow the theme set. Now you can add things to Essences that seemed to be missing but should have already been there

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Essence of the Master of All Fiction

· By drinking this essence, you get the power to summon any fictional work ever created to your side. From the lowest erotic caption to the greatest classics, you can summon them to your side in the form of a book. You can enter the book and live as a background character (you can design your appearance before entering the story or enter with your normal appearance) in the story. You can even replace any character with yourself and may even take their appearance.

· If you spend 1 hour inside the story, outside the story only ten seconds would have passed. You can enter the world anytime you want and can even choose to enter the story during your sleep and you'll be well rested when you wake up. You can re-enter the story at the same point you have left or at any point you like.

· By holding your thumb and index finger together like you're holding a pen, a pen will appear in your hand. Whenever you have the pen in your hand, time will freeze inside the story. Optionally you can make it so people ignore the existence of the pen and any action you take when you have it in your hand. When you hold the pen in your hand, a script of the story appears in front of you, you can edit the script to make changes to the story and make physical and mental changes to any of the characters and change their backstory by changing the script. You can even edit the landscape. This editing will be according to your intent instead of being according to the wording. You can use the pen to make your character an important part of the story, instead of just being a background character. If the pen is damaged, it'll revert to its undamaged state in few seconds.

· You can pull objects out of any fictional setting by touching the word or image of the object with your finger or the pen, without entering the setting of the book.

· Any skill, magic and powers you learn or gain in the book (whether through study, experimentation or even as a blessing or gift from some other source) can be used in the outside world without any problem. If you learn Harry Potter style of magic, you can use it without any metaphysical rules usually needed for it to function present in your world. You can pull the magic system into your world, but it might have effects like giving other people access to the magic.

· You can choose to summon different versions of a setting from the multiverse, so you can enter versions wildly different from the one present in your world. (like entering a steampunk version of a cyberpunk story from your world, entering a pornographic version of a setting, etc).

· You also have access to an empty book called "The Book" that you can use inside and outside the story, the empty book can be used to write your own story and also be used to store objects, buildings and locations from other stories.

· Any companion you gain during your travels, whether they be lovers, friends or family can stay inside the empty book. Time freezes for people inside the book so they can stay the same age. Anything that needs time to grow or change like plants, alcohol, potions, etc; would experience the passage of time till they reach a state that is useful to you.

· You can bring any of your companions inside the empty book into the outside world. If they die in the outside world, they reappear back in the empty book.

· You can also bring items, buildings and locations from the empty book into the outside world. If they take any damage, they'll return to their undamaged state by being returned to the book.

· The empty book is called such because it appears empty to anyone else other than you when they see it. The book is immune to damage from any source imaginable and appears in your hand if you lose it. When unneeded, the book stays in your soul just like the pen.

· Your life is tied to all the fiction in the multiverse, so as long as a fictional setting or even a fictionalized version of an event exists, you will be alive and ageless. You can share your agelessness with all of your companions if you wish. If you're ever put in an undesirable condition like a time loop or anything similarly harmful, the pen and book will give you a suggestion that can be used to escape the situation or if it isn't possible, remove you entirely.

· For the purposes of this essence, 'fictional works' refers to any printed media (such as books, newspapers, comics, magazines), digital media (web novels/stories, scanned manga, hentai, doujins, CYOAs - The Pen simply takes the form of a stylus in these cases, the pen can be used to edit the cyoa), or any audio-visual media (music videos, television shows, songs).