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Prologue

Prologue — The Year 2150 and the Planetary System

In the year 2150, Earth became uninhabitable after a planetary collapse of climate and extreme heat. Humanity had no choice but to migrate outward to Mars and beyond. Survival in the cold, thin worlds of the system demanded more than technology; it demanded something older and stranger: the power of the planets themselves.

Scientists and explorers discovered eight Planet Cores — unique reservoirs of planetary essence bound to the eight major planets of the system: Mercury, Venus, Earth, Mars, Jupiter, Saturn, Uranus, and Neptune. Each Core can unlock a single core skill tied to a weapon that manifests from the planet's nature. Alongside the Cores are 24 Orbs, three per planet. Orbs are fragments of planetary influence that boost human nature abilities (strength, endurance, reflexes, and so on). Alone an Orb does almost nothing; together they can awaken a person's full potential — their FT (FULL Trait).

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Planet Cores and Weapons

Each planet has a Core that, when claimed by a Planet Traveler (PT), unlocks one weapon and one single Core skill tied to that weapon. The Core skill reflects the planet's science and environment (e.g., a cold planet → cryo effects).

The weapon is the physical expression of that Core; taking the Core binds the weapon and its single core skill to the wielder.

The 24 Orbs

There are three Orbs per planet (3 × 8 = 24). These Orbs are tied to human nature abilities (base human stats like strength, endurance, reflexes, etc.).

A single Orb gives only a minor improvement. Collect all three Orbs tied to a given planet to unlock that planet's full Orb upgrade effect.

Orbs strengthen a person's natural traits (not a flashy supernatural power by themselves). As Orbs stack and are upgraded, they unlock a PT, the full expression of the wielder's human nature enhanced by planetary influence.

Stealing Orbs

Orbs can be stolen, but only from someone who already holds an Orb (i.e., you may take an Orb from a PT who is carrying it).

Attempting to take an Orb directly from a planet, to touch an unclaimed Orb on the planet's surface, is fatal. The planetary energies will destroy anyone who tries to remove an Orb straight from its world. You must take Orbs from another holder, never directly from the planet.

Active vs Passive

Active Skills: abilities a PT can deliberately use in combat (tied mainly to Core weapon & Core skill).

Passive Skills: augmentations that improve the wielder's items, endurance, or bodily systems; Orbs primarily provide these passive improvements to human nature abilities and equipment.

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Becoming a Planet Traveler (PT) — The Tests

To be eligible to claim a Core and to interact safely with Orbs, a candidate must pass brutal trials to become a Planet Traveler. Only eight PTs exist at any given era — one for each Planet Core.

PT Trials

1. Health Purity — medical screening: no sickness or latent condition that could fail under the strain of planetary travel.

2. Endurance — proven physical, mental, and emotional stamina under sustained pressure.

3. Combat Skill — demonstrated ability to fight physically with or without weaponry.

4. Deduction & Intelligence — logic, strategy, quick learning, and reasoning under duress.

5. Pain Tolerance — the candidate must endure extreme pain; during this trial a tracker is implanted in the arm to ensure location tracking during planetary travel or if the candidate is lost.

After passing those five trials comes a Final Physical Overview — a conclusive, often lethal, physical test. Those who win become one of the eight chosen PTs and may go claim one of the Planet Cores.

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The Planet Weapons

When a PT claims a Core, a weapon tied to that planet manifests/activates.

Mercury → Scythe

Swift, metallic, razor-sharp: reflects Mercury's speed and metal-rich nature.

Venus → Chain Whip

Flexible and corrosive in feel; embodies the toxic, acidic atmosphere of Venus.

Earth → Sword

Balanced and versatile — the all-round weapon matching Earth's balance.

Mars → Warhammer

Heavy, brutal, destructive — Mars' iron-rust, warlike essence.

Jupiter → Trident

Storm-forged, conducts storm energy — symbolizes Jupiter's massive storms.

Saturn → Chakram

A ring-blade echoing Saturn's rings; precise, resonant, and deadly in motion.

Uranus → Halberd

Unusual hybrid polearm that suits Uranus's tilted, icy strangeness and stiffness.

Neptune → Gauntlets

Crushing power and pressure-based strikes: channels Neptune's deep-pressure, wind, and methane storm characteristics.

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Each Core grants one planet-rooted skill that directly ties to the weapon and the planet's nature. In simple terms — what they let the weapon do in combat:

Mercury (Scythe): metallic/magnetic enhancements — faster, cleaner cuts; magnetic modulation of the blade.

Venus (Chain Whip): acid/corrosive effect — corrode armor, resist poisons, survive toxic environments.

Earth (Sword): atmos control/flame boost — weapons gain combustion or explosive force; the wielder gains stamina/respiration advantages.

Mars (Warhammer): oxidized/thermal strike — superheated impacts and hardened defense.

Jupiter (Trident): gravitic & electric storm effects — gravity bends or plasma discharges.

Saturn (Chakram): ring shockwaves/crystal resonance — force rings that crush and precise resonance impact.

Uranus (Halberd): cryo/methane effects — cryogenic blasts; extra resilience to cold and weird atmospherics.

Neptune (Gauntlets): pressure shockwaves — compressive shock strikes; resist massive force and wind.

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