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DanMachi ideas

UNLESS written otherwise I'd use these as the "Basic Settings", BUT that's just would be my preference/bias lol feel free to change it obviously.

Same World Settings/Background for Loki, Freya/Syr, Hephaestus, Hestia, Ais, Riveria, Haruhime, Aisha, Tione, Tiona, Rose, Tusbaki, Anya, and Ryuu as my Webnovel "Cliche Fanfic with Multiverse Travel" ONLY for Danmachi Characters, and "Worldly Laws"/Rituals etc... (no OC or HOTD characters etcetera etcetera)

Location: Just outside Orario inside forest near city gate just out of sight of others.

Timeline: 3 weeks BEFORE Bell joins Hestia's Familia.

Able to speak, read, and write commen language of danmachi.

Body: Cloud Strife but brown hair, slightly more muscular, and blue eyes.

[That's just my ideal body appearance really.]

------------------------------------------------------------ Darksouls Spells/Magic

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Wearing DS:3 Faraam armor set. (Helm, Armor, Gauntlets, Boots.)

Has ALL Dark Souls III Items, Spells, Scrolls, Armor, Weapons, Consumables, Catalists, Talismans, Pyromancy Flames, Rings, Arrows, and Bolts all inside 'Inventory' with Maximum stack amount. (Inventory works and functions just like the game.)

Faith simply being a stat no worship etcetera needed/required to use/cast 'Miracles' so on.

All DS:3 stats set to 99. DanMachi's Mage development ability fully affects DS:3 spells. (Strengthen the power, the length of time, the amount of targets, and the effect are of spells/magic)

DS:3 spells are treated/count/act like no chant magic like 'Firebolt'. BUT must be keyed to a name/word. (IE make 'Soul Spear' chant/word yo cast be 'Mana Spear', or 'Magic Spear'. Another example to make 'Soul Stream' chant/word be 'Kamehameha' etcetera etcetera.)

ALL skills/development abilities gained affect DS:3 spells.(IE concurrent chanting would allow heal miracles to be cast while moving etcetera etcetera)

DS:3 spells listed as 'Sorceries', 'Miracles', and 'Pyromancies' under Spells section of DanMachi's Status Board. (Hexes added under main base [miracles etc] and are interchangeable at home, bed, or dungeon stairs.)

Gain an additional attunment spell slot every level up.

NOT UNDEAD, OR ASHEN ONE. Race is High-Human and NOTHING MORE.

[Can also instead do a FULL OP and just instead make it a MAX 99 stat character with 1 of every item, spell, and max upgrades etc.]

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World of Warcraft Exchange Skill

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As a Half-Weretiger/Half-High-Elf with elf ears and tiger tail AND no other physical traits.(no fur arms etc.)] Age set as 17yrs old.

Wearing basic clothes of Boots, Pants, Belt, Underwear, Shirt, Socks. Also have a Hunting Knife, watter filled Canteen, small Backpack with a handful of Jerky, a Blanket, one full set of clothes, a Map of the area, a Fire-Starter. And a small pouch with 2,500 Valis.

Unique Inherent skill "Exchange" that makes self/user able to buy a spell, abilities, skill, power, talent, specialization, item, trait, or unlock from World of Warcraft for the price of Monster Cores/Mana Stones by exchanging for said thing though a thought controlled interface semi transparent screen/window like shop chosen from all listed above,  but cannot exchange/purchace something that level pre-requests have not been met.

Exchange-able things listed in sections of 1-10, 11-20 etc and only able to use that same floor stones/cores for said sections. (example: Mage Fireball Rank 1, is a lvl 3 spell so would take cores/stones from monster ON the 3rd floor to gain.)

(Level requirements are a 1 dungeon floor is equal to 1 WoW level. IE lvl 10 wow = 10th floor etcetera etcetera) (Class requirements are also removed/irrelevant.)

"Monster Rex" Cores/Stones are required to exchange for 'Racial Traits'[WoW]. BUT only able to gain 2 per Rex Core/Stone.

Variant Cores/Stones are equal to 5 normal core/stones, and are the only way to gain 'Talent Points' at a 1:1 ratio.

Spells, Powers listed under the "Spellbook" magic spell on status.

Abilities, Skills, Talents, Specialization, Traits listed under the "Abilities" skill on status.

Main/Sub-Professions(Sub-Skills) lised under the "Professions" development ability on status.

Given 1 free Random Spell, 1 Random Trait, 1 Random Heirloom Armor, once first joined a Familia. [I'd join Hestia]

WoW expansions based off of dungeon floor reached: 1-40=Classic, 41-60=Burning Crusade, 61-70=Wraith of the Lich King, 71-80=Cataclysm, 81-90=Mists of Pandaria, 91-100=Legion.

Things exchanged based off of expansion, but able to pay 1 Monster Rex Core/Stone in order to "Lock" thing/spell etc... But can only be done once per thing/spell etc... then will have to re-get thing/spell etc... from the beginning at current expansion both will share same cool-down time and once one is used the other will enter cool-down as well, CD will link to the longer of the two duplicates.

For Items: Materials/Consumables cost multiple by every 10 group (IE the first 1-10 cost X core/stone per one, the next 11-20 cost X2 nornal, 21-30 cost X3 nornal etc...)

All other Items cost X amount bought.

Professions cost X number of owned Professions.

1st floor cores/stones equal to 10 WoW copper in exchange value, 2nd floor's equal to 20 copper, 3rd floor's equal to 30 copper etc etc.

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Dungeons and Dragons 3.5E Character addon [Can use any Edition Rulebooks. I just prefer 3.5e]

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Has unique spell 'Spell Compendium' that allows holder to learn three spells of 'Arcane', 'Nature', or 'Divine' but only up to equal 'Adventure Level' starting with level zero spells once level 1 (IE spell lvl 0,1,2,3,4,5,6,7,8 9. At ad-lvl 1,2,3,4,5,6,7,8,9,10)

Spells cast by ONLY calling out the spell's name and mana/mind. (IE no hand or item components.)

Also able to gain an extra skill taken from special abilities based off of actions etcetera taken/done for each level. (Example ad-lvl 1 gained 'Scribe Scroll' [feat], and at ad-lvl 2 chose luck skill plus gained 'Lay On Hands' [S.A.Paladin] as well.)

Every even 'Adventure Level' gained able to chose/obtain a feat as well as other things gained.

All extra skill/abilities/feats gained from such are listed under the unique 'Inherit Skill' 'Special Abilities'

Ad-lvl-1 spells taken. Sp-lvl-0: Cure Minor Wounds (Divine), Mage Hand (Arcane), Electronic Jolt (Arcane)

Skill/S.A. gained: Lay On Hands (Paladin)

Feat gained: Scribe Scroll

Development Ability: Luck-I

Skill: [Unique] Dragon's Power (2x spells power/strength but 2x cost), Concurrent Casting, Tough-I, Stealth-I

Ad-lvl-2 spells taken. Sp-lvl-1: Cure Light Wounds (Divine), Magic Missle (Arcane), Ice Dagger (Arcane)

Skill/S.A. gained: Aura of Resolve (Paladin of Freedom)

Feat gained: Armored Mage (Light)

Development Ability: Hunter-I, Luck-H

Skill: [Unique] Dragon's Power (2x spells power/strength but 2x cost), Concurrent Casting, Tough-H, Stealth-H

Ad-lvl-3 spells taken. Sp-lvl-2: Shield Other (Divine), Scorch (Arcane), Swift Fly (Arcane)

Skill/S.A. gained: Divine Health (Paladin)

Feat gained: Brew Potion

Development Ability: Mage-I, Hunter-H, Luck-G

Skill: [Unique] Dragon's Power (2x spells power/strength but 2x cost), Concurrent Casting, Tough-G, Stealth-G

Ad-lvl-4 spells taken. Sp-lvl-3: Remove Curse (Divine), Fireball (Arcane), Dispel Magic (Arcane)

M.T.-lvl-0 spells: Create Water (Divine), Mending (Arcane)

M.T.-lvl-1 spells: Ice Gauntlet (Divine),Shield (Arcane)

M.T.-lvl-2 spells: Cure Moderate Wounds (Divine), Resist Energy (Arcane)

M.T.-lvl-3 spells: Cure Serious Wounds (Divine), Haste (Arcane)

Skill/S.A. gained: Mystic Theurge (+1 Arcane,+1 Divine spell for each level)

[makes it 3+1A.+1D.=5spells each lvl]

Feat gained: Craft Wonderous Item

Development Ability: Swordsmen-I, Mage-H, Hunter-G, Luck-F

Skill: [Unique] Dragon's Power (2x spells power/strength but 2x cost), Concurrent Casting, Tough-F, Stealth-F

Ad-lvl-5 spells taken. Sp-lvl-4: Dimension Door (Arcane), Wall of Ice (Arcane), Dragon Breath (Arcane)

M.T.-lvl-4 spells: Cure Critical Wounds (Divine), Flight of the Dragon (Arcane)

Skill/S.A. gained: Arcane Attunement [sp] (Dusk Blade)

Feat gained: Craft Magic Arms and Armor

Development Ability: Blacksmith-I, Swordsmen-H, Mage-G, Hunter-F, Luck-E

Skill: [Unique] Dragon's Power (2x spells power/strength but 2x cost), Concurrent Casting, Tough-E, Stealth-E

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Saiyan in DanMachi

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Saiyan does also include Saiyan Monkey Tail as well.

Gain unigue "Magic, and skills"

This includes basic Saiyan skills/powers/abilities those being.

Magic: Ki-Techniques. [Kamehameha, etc listed here.]

Development Ability: Ki-Control. [Same as DanMachi's "Mage" Development Ability.]

Skills: Great Ape Form, Zenkai Boost, Saiyan-Physique.

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Final Fantasy Shop

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Able to use/gain/buy ALL Final Fantasy Systems/Abilities/Skills/Spheres/Spells/Items etcetera etcetera. Things are bought with Gil or Experience Points through Moogle that is summonable once every 24 hours, it appears instantly from a puff of white smoke nearby.

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Celestial Grimoire

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What's on the Tin lol. Having the Celestial Grimoire in Danmachi listed as a Skill that allows for more than 3 spells but only allows Spells from the Grimoire and no others. (Celestial Grimoire as in the one like the Celestial Forge.)