Ficool

System

[System Rebooting…]

> Analyzing Fatal Event...

Cause of death: [Words]

> Analyzing Legacy...

Fear: [Words]

Pain: [Words]

Stress: [Words]

Karma: [Number]

Saved: [Number]

Defeated: [Number]

> Evaluating User Intent...

Protocol: "[Words]"

> Loading Pack...

[#### Pack Granted]

> Rewinding Local Timeframe…

> Status: Reinserted into Timeline – [Day] — [Time of day]

> Welcome back, Warren Wade.

> Try again.

Core Principles

Higher Karma = Better Packs.

Final karma earned = base karma × cumulative multiplier.

Rules

— People that are saved turn into karma if he doesn't die in the act or shortly after.

— Packs quality depends on Karma. More good Karma better Packs

— Karma resets each death as to not spam packs.

Karmic Retribution

Saving someone's life (Low-Risk): +50

- Person must survive

Saving someone's life (High-Risk): +100—150

- Helping in Fire, fighting villains, etc.

Helping someone (Basic): +10

- Tutoring, giving directions, helping carry something, etc.

Helping someone (Moderate): +25—40

- Protecting from bullies, stopping a fight, helping an injured person, etc.

Emotional support: +1—30

- Must be genuine; superficial attempts may give little or nothing.

Forgiving: +10—100

- Depends on the weight of the offense.

Telling the truth: +20

- Only if it costs him socially, emotionally or physically.

Letting someone suffer: -5—100

- Especially if he could've stopped it.

Lying to protect himself: -1—30

- Context matter.

Fear-Pain-Stress Categories

Negligible: x1.00 (No change)

- Barely noticeable. Everyday discomfort.

Mild: x1.05

- Uneasy but manageable. Some discomfort.

Moderate: x1.10

- Noticable distress or damage. Affect focus.

Severe: x1.25

- Intense Pain/Fear/Stress. Impacts performance.

Crippling: x1.50

- Overwhelming—trauma, panic, agony.

Example

Saving someone (+100 karma)

While in:

Severe Pain (×1.25),

Moderate Fear (×1.10),

Mild Stress (×1.05)

= 100 × 1.25 × 1.10 × 1.05 = 144.38 karma

Skill Tiers

Novice: Basic

- Reliable but simple.

Intermediate: Trained

- Sharper Execution. More effective.

Advanced: Skilled

- Intuitive use, adaptive responses.

Expert: Elite

- Pro-Level efficiency.

Master: Mastered.

- Borderline Superhuman technique.

Example

Combat Skill (Basic) → Combat Skill (Trained) → Combat Skill (Elite). Basic stuff.

Boost Tiers

Minor

- ~5—10%

Moderate

- ~15—25%

Enhanced

- ~35—50%

Superior

- ~60—80%

Zenith

- ~90—100%

Example

Pain Tolerance (Minor) → Pain Tolerance (Moderate) → Pain Tolerance (Enhanced).

[Starter Pack]

– Combat Skill (Basic)

– Pain Tolerance (Minor)

[Hunter Pack]

– Acrobatic Skill (Basic)

– Stealth Skill (Basic)

– Tracking Skill (Basic)

[Firefighter Pack]

– Fire Resistance (Slight)

– Heat Resistance (Slight)

– Lung Capacity Boost (Moderate)

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