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Being Rewritten as "I Became God's Reaper in Another Universe"

Being Rewritten as "I became God's Reaper in Another Universe "

Crimson_Reapr · Autres
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39 Chs

The Price of Revenge and Ambition

*AN: Spent the last about 6 or so hours cranking this one out. I'll try to get another one out today (It's already Tuesday) but if I don't, then this chapter is the reason why. Also, I'm in grad school, so another excuse. Enjoy the chapter, a lot of info dump in the latter half of it. I'd say it's necessary to get a better understanding of things like power levels, mech and pilot capabilities, and the pricing of mechs. They won't be cheap... at all. Alright, enjoy.*

Word Count: 4260 Words 🙂 (15 pages 🫡)

*Third Person POV*

A Few Days Later

The late afternoon sun filtered through the cracked, grime-covered windows of one of the apartment buildings Aspen and Ghost had acquired from the Black Vultures. Dust hung in the air as the sound of hammers, drills, and heavy machinery echoed through the empty halls. The place was a skeleton of what it once was, a dilapidated structure on the edge of Kloln's business district, scarred by years of neglect. But it was theirs now, and it would serve their purpose. 

During these past few days, Ghost and Aspen had been laying low so as to not attract any more attention to themselves as mercenaries. A commission once in a while would be more than good enough for people to not notice them.

Aspen stood on the rooftop, surveying the city below, his Samurai Oni mask hanging loosely by his side. He felt a sense of grim satisfaction watching the neon-lit skyline stretch toward the heavens. Down on the street, Ghost was deep in conversation with a group of contractors they had hired to begin the renovation. His no-nonsense attitude had already earned him the respect, if not fear, of the crew. However, that didn't mean things were moving as smoothly as they'd hoped.

Ghost wiped the sweat from his brow as he stepped away from the small cluster of workers discussing the blueprints. "You guys better not be fucking this up," he said, his tone sharp but not angry. He had a way of commanding without raising his voice; one of the many reasons Aspen trusted him to handle the logistics of this operation. His actions also reassured Aspen that he had made the correct choice in summoning Ghost's soul from his former dead comrades.

"Yeah, yeah, we've got it," the foreman, a grizzled man with more years in construction than teeth in his mouth, replied. His name was Jarv, and while Ghost didn't think much of him, the guy was the best they could afford on such short notice.

"Here's the problem," Jarv continued, "you want this place up to code, you're gonna need to cough up more than the sixty-thousand credits you handed us. Hell, just fixing up the foundation's already eaten into a third of that. This building was in such shit shape that I'm surprised it hadn't been demolished by the city, especially if we take into consideration the fact that it's in the business district. We're talking wiring, plumbing, the works. You sure you don't wanna just do a surface job? Paint the walls, maybe throw in a few new pipes, and call it a day?"

Ghost folded his arms, expression unreadable. "I'm going to say this and I'm only going to say it once. We're not here to patch things up. We're here to rebuild and remodel. Everything. You need more credits, fine. But you don't cut corners."

Jarv shrugged. "Your money, your call. But I'm telling you, the job's gonna stall unless you cough up more dough. Materials are hard to come by, especially with the city tightening restrictions on supply routes. Price hikes everywhere."

Ghost grimaced under his breath. Aspen had hoped the 60,000 credits would be enough to cover the basics, at least get them through the initial stages of renovation. But this was turning out to be more expensive than expected, and they were running out of funds faster than anticipated.

After a moment's silence, Ghost nodded. "Alright. I'll handle it."

The foreman gave a half-hearted salute and turned back to the workers, barking orders about demolition and clearing out debris. Ghost remained still for a moment, calculating. There were only two solutions, and he knew Aspen wouldn't like either one of them, but they needed more credits, and fast. That meant either returning to the Black Vultures or returning for another high-risk mercenary commission.

Later That Evening

The drive through Kloln's streets was eerily quiet. Aspen trusted Ghost with what to do next so he had opted to stay behind at the building, overseeing what little work the contractors could still manage with the dwindling budget. Ghost sat alone in the MRAP, the glow of the city casting long shadows across his face as he navigated toward the Black Vultures' territory. The pistol strapped to his waist and the DMR sitting beside him were his silent companions.

Pulling up to the same decrepit warehouse they had visited just days ago, Ghost parked the MRAP and stepped out. The streets were still, though the presence of unseen eyes weighed heavily on him. He could feel the tension in the air as he approached the rusted metal door. It creaked as it opened, revealing the dim, smoke-filled interior of the gang's hideout.

The atmosphere inside was different this time, it was warier, more on edge. The members of the Black Vultures who had witnessed his and Aspen's actions the last time they visited, eyed him cautiously, like cornered animals unsure whether to fight or flee. Ghost didn't bother with pleasantries as he walked straight to the back of the room, where the gang leader, the same man Aspen had threatened days ago, was sitting at a makeshift desk.

The leader, his scarred face a mask of barely concealed resentment, looked up as Ghost approached. "Back so soon?" he said, his voice dripping with sarcasm. "What, were you not satisfied with what you took from us?"

Ghost met his gaze without flinching. "We're going to need you to cough up some credits," he said bluntly, "because due to your lack of attention to the buildings, just getting one operational and ready to rent is burning quite the hole in our pocket."

The leader let out a bitter laugh. "You've got some nerve, pilot. You think you can just waltz in here, demand our hard-earned money, and we'll just hand it over? That's not how this works."

Ghost remained unfazed. "You know, I'm not the one calling the shots. I'm more reserved and I'm not as impulsive as my… boss. So let's get something straight. You work for us now. That's exactly how this works. The faster we get these buildings operational, the faster we all start making more money. And trust me, you'll be seeing your cut soon enough, he's not a selfish man."

The leader's sneer faded slightly, replaced by a more calculating look. "You expect me to believe that? You come in, kill half of my most trusted men, take my properties, and now you want me to bankroll your little real estate venture? What's in it for me?"

"You get to keep your head," Ghost replied coldly. "You want to stay in charge of whatever's left of your crew, you do what we say. You want to keep on breathing? You give me the credits we need. So stop walking that line because my patience is wearing thin. If this was my boss you would've already had a bullet between your eyes, your men too, and he would've been taking the credits from your corpses' Nexus."

The leader glared at him, fingers twitching as if considering reaching for the gun tucked beneath his desk. But he didn't move. He knew better.

After a long, tense silence, he exhaled and leaned back in his chair. "How much?"

"40 maybe 50 thousand," Ghost said.

The leader's eyes widened. "Are you out of your mind? I don't have that kind of credit lying around."

Ghost leaned forward, his face inches away from the man's face and his voice a deadly whisper. "Then you find a way to get it. You've got drugs, weapons, hell, I don't care how you get it. But you will get it, or this little arrangement we have? It ends, and it won't be pretty. And then we'll move on to another group of lowlives we can use as cash cows."

The leader clenched his jaw, eyes flicking toward his men, who were watching the exchange from across the room. Finally, he gave a reluctant nod. "Fine. I'll get you 40,000. But this is the last time you'll extort anything from me, or you will force my hand into retaliating. After this, you're on your own."

Ghost straightened up, satisfied. "I'll make something very clear, you're in no place to negotiate. You're still breathing because you're more useful for us alive than dead. We'll be back in three days to collect. Don't make me come looking for you."

Without waiting for a response, Ghost turned and walked out, leaving the gang leader fuming behind him. As he stepped back into the night, he felt the weight of the task ahead. Securing the extra credits would buy them time, but it wouldn't solve the bigger problem. The deeper they got into this mess, the harder it would be to climb back out.

Three Days Later

The contractors were already making headway by the time Ghost returned to the apartment building with the fresh credits. Aspen was in the office, going over the floor plans for the upper levels when Ghost walked in, tossing a cred chip onto the desk.

"Got the rest," Ghost said simply.

Aspen glanced up, taking the chip and scanning it for confirmation. "How'd it go?"

Ghost shrugged. "Had to remind them who's in charge. But we've got enough to keep going. I also think they won't be of much use to us for much longer. Maybe some clean-up on aisle 6 may be needed."

Aspen studied Ghost for a moment, reading the unspoken tension in his expression. "We're getting close, but this is just the beginning," Aspen said, his voice calm but firm. "The plans I have in mind are big, this is nothing but a drop in the sea in the meantime. You think they'll do anything stupid?"

Ghost shook his head. "Not anytime soon. They're scared, and they should be. But we've got to stay ahead. We finish these renovations, turn this into a real asset, and we won't need to rely on anyone else. Then we can move on to the other building and do the same with it. We can either sell it or rent it out."

Aspen nodded, standing up and looking out the window at the city beyond. "Renting it to some tenants would be good long-term, just as any smart investment. Selling could help boost us on our quest, and get us some mechs. But maybe it wouldn't be enough considering they're already expensive enough as is on the official market, let alone the black market."

Ghost nodded his head, "Yeah, I've taken the liberty to gather information on mechs, considering that I didn't remember much of them except how to pilot one after you resurrected me."

Aspen looked at Ghost quizzically, "Wel, I guess I just learned something. I thought you would remember everything."

Ghost shook his head, "Unfortunately no, I can recall many things, but for some reason, it's like my knowledge is limited. Like I'm being stopped from remembering. The same applies to pilot-level information. I just know I'm Epsilon level but before searching for any of this information I didn't know where I was standing."

"Interesting," responded Aspen. "Show me what you got."

Ghost nodded, "Alright. I put it all into this chip right here." He motioned as he waved a chip around. He then walked to the wall where a translucent screen was hanging from the wall. He proceeded to tap the chip onto the screen and the information in it was promptly shown on the screen.

"Pilot Levels (Innate and Individual Progression)

Abyssal Level (Transcendent Tier - Mythic) 

- Description: Abyssal pilots exist as a theoretical concept only, representing an unattainable pinnacle of piloting potential. Legends claim an Abyssal pilot could single-handedly obliterate entire armies, defying the laws of physics and warfare. No one has ever reached this level, as it's believed to be beyond human capacity. The Abyssal pilot is a figure of myth—spoken of in hushed tones in mecha academies and strategic command rooms. 

- Traits: 

 - Beyond Perfection: An innate, near-omniscient grasp of combat, strategy, and mecha control. Their predictive abilities seem almost supernatural. 

 - Transhuman Reflexes: Reaction times so fast they perceive and process battlefield data as if time moves slower for them. 

 - Overwhelming Presence: Their mere arrival on the battlefield can crush enemy morale. 

 - Reality-Warping Combat: Their piloting feats seem to break the rules of mecha limitations and even the laws of physics. 

- Examples: None—this level remains purely theoretical. 

- Promotion Requirements: 

 - Piloting Hours: Infinite—this level is considered unattainable by human standards. 

 - Innate Talent: Incomprehensible piloting instincts and abilities that transcend what is humanly possible. 

 - Mental and Physical Evolution: Theoretical candidates would possess god-like reflexes and mind-body integration with their mech. 

 - Psychic Resonance: Legend speaks of an unbreakable psychic connection to the mecha, allowing it to move as an extension of their will. This is considered unattainable by current technological and biological standards. 

Omega Level (Top Tier - Unmatched) 

- Description: Omega pilots are the highest echelon of real-world piloting mastery. Their instinctual understanding of mecha combat, battlefield strategy, and mental fortitude allows them to command entire wars. Omega pilots are near-mythical in status, their feats spoken of with awe by fellow pilots. Their connection to their mechs transcends normal interface systems. 

- Traits: Unparalleled reflexes, perfect combat awareness, mastery of multiple weapon systems, and the ability to read the flow of battle at an almost precognitive level. 

- Examples: Legendary war heroes or pilots with battle records that defy explanation. 

- Promotion Requirements: 

 - Piloting Hours: 45,000+ combat hours in real-world or simulated environments. 

 - Innate Talent: Requires a natural-born instinct for battle that can't be taught—exceptional reflexes and heightened perception beyond even top-tier human abilities. 

 - Mental Stability: Must have the mental fortitude to survive the incredible strain of sustained combat at a level most humans cannot handle. 

 - Synergy: The pilot must exhibit a flawless connection with their mecha, with response times that feel almost instantaneous. Only pilots with this degree of innate synchronicity can reach Omega level. 

Alpha Level (Elite Tier - Master) 

- Description: Alpha pilots are the elite, often deployed for the most dangerous and critical missions. Their bond with their mechs is deep, allowing them to perform advanced maneuvers and combat strategies that would be impossible for lower-tier pilots. Alpha pilots are the backbone of elite forces, feared and respected by all. 

- Traits: High-level combat expertise, exceptional reflexes, and tactical mastery. They are often leaders in combat, commanding squads of lower-tier pilots. 

- Examples: Elite squad captains, military aces, or top-tier independent mercenaries. 

- Promotion Requirements: 

 - Piloting Hours: 30,000-45,000 hours of experience in live or high-level combat simulations. 

 - Innate Talent: Requires an inherent ability to lead, adapt, and process complex battlefield information in real-time. 

 - Strategic Vision: Alpha pilots must display innate tactical acumen, often being able to think several steps ahead of their opponents. 

 - Mastery of Mechanics: Must demonstrate mastery over all aspects of their chosen mech, from weapon systems to movement and energy management. Their control must feel natural, as if an extension of their body. 

Beta Level (Veteran Tier - Advanced) 

- Description: Beta pilots are seasoned veterans, often excelling in specific roles on the battlefield. They have significant combat experience and have proven themselves in numerous engagements. While not at the level of Alpha or Omega pilots, they are reliable and skilled enough to outmatch lower-tier pilots consistently. 

- Traits: Refined situational awareness, specialized skills, and the ability to perform well under pressure. 

- Examples: Experienced mecha operators, long-time soldiers, and second-in-command figures in elite squads. 

- Promotion Requirements: 

 - Piloting Hours: 15,000-30,000 hours of combat and simulation training. 

 - Innate Talent: Must have a natural affinity for a specific combat role (e.g., sniping, close combat). 

 - Consistent Performance: Ability to perform well under various battlefield conditions and situations. 

 - Mentorship: Often requires guidance from higher-tier pilots to refine skills and unlock potential. 

Gamma Level (Intermediate Tier - Skilled) 

- Description: Gamma pilots have a solid foundation of combat skills and can handle most battlefield situations. They are reliable but still have room for growth in high-pressure or complex scenarios. Gamma pilots are often the backbone of mecha combat forces, providing consistent performance in both offensive and defensive roles. 

- Traits: Good reflexes, strong in their specific specialty, and able to hold their own against weaker opponents, though they might struggle against higher-tier foes. 

- Examples: Competent but not extraordinary pilots, usually found in regular combat roles or as support to more skilled leaders. 

- Promotion Requirements: 

 - Piloting Hours: 6,000-15,000 hours of combat and training experience. 

 - Innate Talent: An inherent skill for specific combat scenarios that allows for reliable performance. 

 - Adaptability: Must demonstrate the ability to adjust strategies and techniques based on different combat situations. 

 - Team Play: Ability to work effectively within a team and support higher-tier pilots during missions. 

Delta Level (Basic Tier - Competent) 

- Description: Delta pilots are competent enough to handle basic mecha piloting but lack the finesse or advanced skills of higher-ranked pilots. They can perform adequately in controlled environments but may falter in chaotic or high-pressure situations. These pilots are usually seen as support roles rather than front-line fighters. 

- Traits: Adequate technical proficiency, able to follow orders well, and decent in specialized or limited combat roles. Their skill ceiling is moderate. 

- Examples: New recruits, support pilots, or those who have plateaued in their development. 

- Promotion Requirements: 

 - Piloting Hours: 3,000-6,000 hours of basic combat and training experience. 

 - Innate Talent: A basic ability to learn and adapt, with potential for growth through dedicated practice and mentoring. 

 - Basic Proficiency: Must demonstrate competency in the operation of a mech under guided conditions. 

 - Guidance: Requires support and training from higher-tier pilots to develop further skills and overcome limitations. 

Epsilon Level (Entry Tier - Novice) 

- Description: Epsilon pilots are beginners or low-skill individuals, often still in training or early in their combat careers. They struggle to perform complex maneuvers or adapt quickly in combat, making them vulnerable in battle. These pilots require guidance and training to become more effective. 

- Traits: Slow reaction times, limited combat awareness, and prone to mistakes. They often serve in non-combat roles or as trainees on the battlefield. 

- Examples: New trainees, cadets, or those who have minimal combat experience. 

- Promotion Requirements: 

 - Piloting Hours: 600-1,500 hours of initial training and practice. 

 - Innate Talent: Some potential for growth, but typically needs considerable training and mentoring to develop basic skills. 

 - Commitment to Learning: Must show willingness and effort in training, alongside adaptability to feedback. 

 - Mentorship: Reliance on more experienced pilots for skill development and battlefield understanding. 

Knight Class (5.0 - 5.3 Meters) 

 - Price Range: 1,000,000 - 2,000,000 Credits 

 - Overview: Basic, entry-level mechs suitable for support roles or reconnaissance. These are reliable but basic machines with simple weaponry and no advanced systems. 

 - Minimum Pilot Level: Epsilon 

 - Recommended Pilot Level: Delta 

 - Strengths: Affordable, agile, and easily maintained, suited for newer pilots or support missions. 

 - Weaknesses: Lacks firepower, armor, and advanced systems needed for complex combat.

Parallax Class (5.5 - 5.8 Meters) 

 - Price Range: 5,000,000 - 10,000,000 Credits 

 - Overview: A step up from Knight mechs, Parallax mechs offer better speed, firepower, and flexibility. Frequently used by skilled pilots in various combat scenarios. 

 - Minimum Pilot Level: Delta 

 - Recommended Pilot Level: Gamma 

 - Strengths: More versatile in combat, balanced between offense and defense. 

 - Weaknesses: Still lacks the specialized technology and durability of higher-tier mechs.

Rakshasa Class (6.0 - 6.3 Meters) 

 - Price Range: 20,000,000 - 30,000,000 Credits 

 - Overview: Heavy combat mechs designed for front-line warfare. Rakshasa mechs boast strong firepower and heavy armor, making them ideal for sustained engagements. 

 - Minimum Pilot Level: Gamma 

 - Recommended Pilot Level: Beta 

 - Strengths: Durable and capable of withstanding long, intense battles. 

 - Weaknesses: Slower and bulkier, requiring more skill to maneuver effectively.

Warlock Class (6.5 - 6.8 Meters) 

 - Price Range: 40,000,000 - 60,000,000 Credits 

 - Overview: Warlocks are tech-heavy mechs, using advanced energy weapons, sensors, and electronic warfare capabilities. They excel at disabling enemy systems and controlling the battlefield from a distance. 

 - Minimum Pilot Level: Gamma 

 - Recommended Pilot Level: Beta 

 - Strengths: Long-range combat and electronic warfare. 

 - Weaknesses: High-tech systems are vulnerable to malfunction or hacking, and they require advanced pilots to handle their complex systems.

Valkyrie Class (7.0 - 7.3 Meters) 

 - Price Range: 70,000,000 - 90,000,000 Credits 

 - Overview: Known for its modular weapon systems, the Valkyrie is highly adaptable, excelling in both melee and ranged combat. It's the preferred choice for pilots who need versatility. 

 - Minimum Pilot Level: Beta 

 - Recommended Pilot Level: Alpha 

 - Strengths: Flexible in combat, able to excel in a wide variety of scenarios. 

 - Weaknesses: High operational and maintenance costs, requiring skilled pilots to fully utilize its potential.

Sentinel Class (7.5 - 7.8 Meters) 

 - Price Range: 150,000,000 - 200,000,000 Credits 

 - Overview: A tank-like mech with superior defensive capabilities, Sentinels are designed to absorb and withstand heavy fire. Often used to defend key points or objectives. 

 - Minimum Pilot Level: Beta 

 - Recommended Pilot Level: Alpha 

 - Strengths: Immense durability and defensive prowess. 

 - Weaknesses: Sluggish movement and lack of offensive flexibility. Requires a tactically-minded pilot.

Void Sentinel Class (8.0 - 8.3 Meters) 

 - Price Range: 250,000,000 - 280,000,000 Credits 

 - Overview: Capable of space combat, the Void Sentinel features advanced propulsion for zero-gravity maneuvering. It is designed for battles in space or orbital environments, making it an essential part of space-faring fleets. 

 - Minimum Pilot Level: Beta 

 - Recommended Pilot Level: Alpha 

 - Strengths: Space combat-ready, with long-range weaponry and advanced armor. 

 - Weaknesses: Expensive to maintain and repair, and it requires skilled pilots to navigate space conditions.

Viper Class (8.5 - 8.8 Meters) 

 - Price Range: 300,000,000 - 400,000,000 Credits 

 - Overview: Built for speed and aggression, the Viper is designed for fast, decisive strikes. It excels in hit-and-run tactics both on the ground and in space. Its agility makes it a deadly weapon in the hands of a skilled pilot. 

 - Minimum Pilot Level: Alpha 

 - Recommended Pilot Level: Omega 

 - Strengths: Fastest large-class mech, perfect for blitz tactics and high-mobility warfare. 

 - Weaknesses: Fragile compared to other heavy mechs, requiring expert reflexes to avoid damage.

Ghost Class (9.0 - 9.3 Meters) 

 - Price Range: 470,000,000 - 500,000,000 Credits 

 - Overview: Ghost Class mechs specialize in stealth and reconnaissance, equipped with cloaking systems and electronic warfare capabilities. They excel in covert operations and surgical strikes. Fully functional in space, they are also designed for infiltration missions. 

 - Minimum Pilot Level: Alpha 

 - Recommended Pilot Level: Omega 

 - Strengths: Stealth and electronic warfare make them nearly invisible on the battlefield. 

 - Weaknesses: High maintenance costs, and they require highly skilled pilots to manage their stealth systems and complex tech.

Reaper Class (9.0 - 9.3 Meters) 

 - Price Range: 580,000,000 - 700,000,000 Credits 

 - Overview: The most advanced mech class, combining cutting-edge tech with devastating firepower. Reapers are designed for high-stakes missions where failure is not an option. Whether on a planet or in space, Reapers dominate the battlefield with unrivaled power and precision. 

 - Minimum Pilot Level: Omega 

 - Recommended Pilot Level: Omega 

 - Strengths: Unmatched in power and versatility, capable of crushing entire armies or fleets in space combat. 

 - Weaknesses: Extremely expensive to maintain and repair, with long downtimes after battles.

---

Mecha Types (Same as before)

Echo-type 

 - Height: The shortest within their class. 

 - Cost Impact: -10% reduction in price (cheapest within the class). 

 - Pilot Level Impact: One level lower than standard. 

 - Characteristics: Great for quick strikes, higher mobility, but less stability and firepower.

Trailblazer-type 

 - Height: The tallest within their class. 

 - Cost Impact: +10% increase in price (premium version of the class). 

 - Pilot Level Impact: One level higher than standard. 

 - Characteristics: Maximum range and power, excels in open terrain or space combat.

Swordsplitter-type 

 - Height: Slightly taller than Echo-type. 

 - Cost Impact: Base price within class. 

 - Pilot Level Impact: Standard level. 

 - Characteristics: More offensive focus, best for aggressive combat.

Bezerker-type 

 - Height: Slightly shorter than Trailblazer-type. 

 - Cost Impact: +5% increase in price. 

 - Pilot Level Impact: Standard level. 

 - Characteristics: Heavily armored, suited for brutal close-range combat.

Roscoe-type 

 - Height: Midpoint between Echo and Trailblazer. 

 - Cost Impact: +2% increase in price (due to balanced performance). 

 - Pilot Level Impact: Standard level. 

 - Characteristics: Balanced for generalist use, adaptable to various roles and terrains.

---

Space Combat Mechs (Void Sentinel and Above)

- Void Sentinel, Viper, Ghost, and Reaper classes are all space combat-ready with propulsion systems for zero-G maneuvering, oxygen recycling, and radiation shielding for pilots."

Aspen took a while reading over all of the information before whistling in amazement. "Yup, seems like we're going to need a fuckton of credits…"

Ghost could only nod in agreement, "Yes, yes we will. I doubt the buildings would get us as much as we need to get our hands on really powerful mechs. We also aren't at the minimum pilot levels we need to be at if we want to pilot them. We are going to need to buy some simulator pods and those are also 10,000,000 a pop since they allow pilots to increase their actual level without having to personally experience hundreds, if not thousands of combat missions while piloting a mech."

Aspen sat back down on his chair and leaned back, his eyes still glued to the screen, "Yeah, this won't be as fast a revenge as I initially wished" he paused for a second before whispering to himself, "my own mission too…" his voice trailing off as his eyes seemed to lose focus as if he was looking at something in front of the screen itself, right in front of his eyes. "...or maybe not."