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地方騎士ハンズの受難 CHIHOUKISHI HANS NO JUNAN (F 1.

0)

Across the multiverse, there are dozens of worlds similar to this one. A medieval world of
knights and lords, influenced by the introduction of basic magic. This is a world where one man
by the name of Hans Suellar hopes to live out his life in peace, free from the troubles of political
intrigue or national conflict. A former war hero, Hans has settled down in a small village close
to the border of the kingdom.

Unfortunately, his wish isn't going to be granted. The whims of fate have declared that this
world will be the destination of a very specific group of people – they introduce themselves as
the “Japanese”. In their own world, they're normal school children, farmers, businessmen,
chefs, Yakuza and so on. Here in this world, they're living anomalies, it wouldn't be a stretch to
say they have the potential to become walking disasters. And unfortunately for Hans, they're
showing up near his village at an alarmingly fast rate.

There isn't much that Hans or the people of this world can do but follow the flow and see
where they'll be carried along to. But that won't stop certain groups from trying to take
advantage of these newcomers, and inevitably, Hans will be swept up in all of this, a man
helpless against the whims of fate.

Hans' misfortune aside, now that you're here you might as well make the best of a complicated
situation. With this (+1000 points) you should have enough to make basic preparations. That
aside there are some details you should figure out before considering what preparations are
suitable for your stay.

[Basic Details]
The most important detail to consider would be the matter of whether you're a native of this
world or someone from another world. This influences your choice of background as illustrated
below, but it is also pertinent to physical details such as your race and your appearance.

Background Description
Someone who woke up to find themselves in a completely different world. You have no recollection of
how you got here, though otherwise your memories of the other world are intact. By default, you'll be
Japanese
a Japanese person, though if that isn't to your liking you can be a foreigner who just happened to be in
(Foreigner)
Japan before being whisked away instead. Be wary that people like you are highly sought after in this
world – the Japanese have become synonymous with abilities that defy this world's common sense.
The first social station of importance, knights were of great importance during the last great war, and
Hans Suellar happens to be a knight who made a name for himself during that time as well. For anyone
Knight looking to elevate themselves in society, becoming a knight is the path often recommended as while
knights are expected to risk their lives for their country, it is the only path which doesn't have strict
requirements in terms of one's pedigree.
With the war's conclusion, it isn't too uncommon to find more people looking to become government
officials, though nowadays becoming one is quite a challenge as the nobility often pull strings to make
sure their children secure positions. Nepotism aside, government officials are tasked with managing
Minister the day to day affairs across the kingdom and it isn't too uncommon to see highly ranked officials
governing entire regions. However, taking such a post means voluntarily participating in the kingdom's
political game – and with the end of the war, that game has intensified greatly, with subterfuge and
deceit only becoming more common among the participants.
As a member of the recently formed Solar Church, technically you're not a native of this country. The
Solar Church primarily operates in the neighbouring nation, where it is heavily involved with the
reconstruction process following the last war. That said, the Church has all sorts of shady dealings and
Solar Church
there are many rumors that the Church is the true power behind the nation, rather than the local lords.
Quite unlike a church, the Solar Church operates on principles of manipulation and sabotage, whatever
is deemed necessary to keep the people in line and keep the enemy guessing.
By default a Japanese (or a Foreigner) will have the race and appearance matching their
homeland. Though the same holds true for the natives, the difference lies in the variety of
sapient races that are indigenous to this world. Owing to this, if you're a native you don't
necessarily have to be human in nature, you could potentially be a member of any of the
“standard” fantasy races such as orcs, kobolds, dwarves, elves and others ( sapient monsters are
valid choices as well). Other than this, your age, gender and appearance are up to you to decide.

On top of possessing the standard traits associated with such races, natives of this world
naturally possess enough mana to perform rudimentary magic. Though they need a teacher to
learn how to utilize spells, the presence of mana in their bodies is enough to manifest a weak
shield around their bodies. While it can save you in
a pinch, don't depend on it especially if you don't
intend to cultivate your mana – the average
civilian with no magic training and a limited pool
of mana will only be able to withstand a single
blow (physical or magical) at best.

The rudimentary map here will give you a general


overview of your surroundings upon your arrival.
The x line demarcates the current border between
the royal kingdom covering the South and East
(which Hans Suellar serves) and the neighbouring
kingdom to the North. Hans Suellar's village,
where you'll initially arrive, is positioned at the
edge of the border near the edge of the mountain
range. Further inland lies the domain of the
Marquis Rockhammer, who can be considered
Hans' direct superior to some extent.
[PERKS/PERSONAL MODIFICATIONS]

All modifications within the chosen background are discounted by half, with the first tier free.

JAPANESE (FOREIGNER)
Japanese (Foreign) Culture 100

Though the Japanese who arrive in this world generally have no issues adapting to this world,
collectively there seems to be a part of them that remains fixated to Japan, and even after
accepting that returning to Japan may be impossible this part of them remains unchanged as
months and years pass by. Like the other otherworldly travellers, there's a part of you that is
tied to your original world, something that will remain a core part of your identity regardless of
where you go, what you encounter, or how long you spend away from “home”.

What aspect that is changes for each person. Some people latch on to a specific stereotype in
the sense that they'll behave as how somehow of their heritage “should” behave, while others
will remember specific cultural elements such as cuisine or festivity practices. What you choose
to carry with you will remain with you permanently, so you should take the time to consider
what it is you don't want to ever forget.

Though the potential exists for this to clash with local customs, you'll find that the locals are
unanimously tolerant of your cultural quirks – people instinctively accept that they are part of
your identity and as such, you can't really change or suppress it.

Otherworldly Fascination 200

Some people look at this world as a new lease on life, others see it as an unfortunate accident,
but given that no one remembers how they ended up here, there's no reason not to make the
best out of the circumstances and figure out what this world has to offer. Despite the obvious
challenges which should exist when it comes to learning the skills and practices of a foreign
world, you'll find the learning process to be remarkably simple. Picking up basic necessities
such as the local language or simple survival skills is practically effortless, but skills normally
restrictive in nature are where your learning prowess truly excels.

As you aren't a native of this world, the restrictions of this world aren't effective against you.
Learning skills that normally require you to be of a specific lineage or possess a special
physiology will still take effort, but the basic requirements are effectively removed. The effect
of this reduces in potency once you've successfully developed a foundation in the skill you're
learning, so after a point you'll effectively be on the same track as the locals ( before taking any
other learning capabilities into account).
Adaptation Mechanism 400

Every single Japanese to date has arrived possessing some sort of ability, some sort of magic
unique to them. None of them know how they came to learn this ability, and it doesn't seem as
though there's any correlation between their ability and their life back in Japan. As their magic
defies the limitations of magic native to this world, we can only assume that something
happened to the Japanese as they were moving from Japan to this world which bestowed
them with an ability without them knowing. Some of the Japanese refer to their ability as a
“cheat”, which the locals would agree is a rather apt term.

This ability has its own set of mechanisms and limitations. You have free choice of what you
want you ability to be, but once that choice is made the ability becomes locked in place – the
more specific the description, the more effective the ability becomes. A [General Spellcaster]
is less effective compared to a [Pyromancer], a [System User] is less effective compared to
someone who has a specific system for purchasing items using points. Your choice of ability
becomes integrated as part of your identity in a “baseline” state.

Consistently using the ability in this state will allow it to accumulate experience, which can
eventually be used to develop the ability into a more advanced state. This “level up” process
allows you to hone your ability and develop new functions for it, however those functions must
be tangentially related to the original concept of the ability.

While anyone can take this modification, it can only be taken once per individual.

Broken Logos 600

The natives of this world understand very little when it comes to the Japanese, and while the
Japanese don't have any problems when it comes to language, the fact that they don't
understand what happened either means that they're of very little help to solving the mystery
behind their appearance. In light of this, many locals have completely given up on figuring out
the how or why behind the appearance of the Japanese, instead accepting that a different
logic applies to these foreigners. They have no problem applying that same attitude towards
you as well. In fact it isn't just the locals of this world who take this approach – everyone treats
your outlandish and illogical powers in the same manner no matter where you go.

You might get a few raised eyebrows or a question or two the first time someone witnesses
your abilities, but once they have seen it before, the locals won't question you twice. What
makes this truly anomalous is that as awareness about your abilities spread, you'll notice that
the world itself seems to come into alignment with your abilities. After a point when enough
people have accepted your abilities for what they are, you'll notice that any natural conflicts
between your abilities and the world around you will stop being a problem. If you spread
awareness to even more people after that, the world effectively accepts your abilities as a
natural phenomenon, turning what would have been a handicap into an enhancement instead.
KNIGHT
Military Training 100

Given how recent the last war was, it is understandable that the nations in the region are still
dedicating the majority of their resources towards bolstering their nation's military strength.
Though a ceasefire is technically in effect, there's no telling when war might break out again.
Knights play a crucial part in this as they form the backbone of the army, and even if they go by
different names in different nations, the expectation that they'll be a professional soldier
remains the same.

The training that a knight undergoes is completely different from that of a normal recruit, who
generally aren't taught much beyond how to hold a spear and stay in formation. Depending on
their talents, some knights are taught how to use magic, whereas others are trained in the
usage of more esoteric weapons. As it applies to you, this can be used to either enhance
existing martial skills, hone them, or do the same with magic. In the event that you have no
expertise whatsoever, this can be used to bring you up to the level where you can hold your
own against a group of enemy soldiers.

Fledgling Legend 200

While war definitely isn't fun, for many knights it is an excellent opportunity to make a name
for themselves and in Hans Suellar's country, becoming a knight is one of the few ways to
ascend in society. For a normal person this would be a harrowing process, as not only would
they need to score a major accomplishment in battle, but they would also need to survive the
ordeal. The same doesn't quite hold true for you, as while others would start off with a blank
slate, people already recognize that you've accomplished something.

Normally you decide what you want to be recognized for. Perhaps a battle in your past, or
perhaps some other feat of skill that sets you apart. Whatever you decide upon, people will
acknowledge it as an impressive feat worthy of recognition – even if praising the “feat” would
not make much sense or the circumstances could not be considered flattering. If you can't
decide on something, be wary that an event may be taken from another person's memory of
you instead.

By accomplishing more feats, people will quickly build up your legend for you, spreading your
name and tales of your exploits as far as their words can reach. Even if the notion of making
achievements to grow your fame isn't appealing to you, people will still help your reputation
grow slowly, spreading the initial story about you by word of mouth. It just happens at a much
slower pace.

You can pick what is added to or excluded from these stories about you ( this in turn controls how
the general public perceives you, and as the stories change, people's awareness of you changes to keep
up), but sticking to actual events is in your best interests (even if it's something that you don't find
particularly significant). People will have no issues with a bit of dramatization (they might
exaggerate details on your behalf), but if it becomes clear that your legend is lined with lies and
tall tales, your reputation will suffer as a result. This works best if you choose events that were
clearly witnessed by other people, as it means those people will be a direct point of contact to
help you spread your legend and extend your reputation.

Adapted Combat Pattern 400

To train a large number of knights at once, the kingdom was left with little choice but to stick
to a standard training regimen. The knights are still undoubtedly reliable and more than
capable of holding their own in battle, but it is fairly common for knights ( and other soldiers) to
develop a combat style that suits them provided they survive long enough. You, fortunately
enough, don't have to worry about surviving through the tribulations of war, as even before
you step onto the battlefield you already have an established combat style to call your own.

As you would expect, these styles are unique because the users allow their personal
preferences and quirks to influence it. But while the intricate details of the style are unique,
there are some general aspects which are shared. Every style tends to revolve around a
preferred method of combat, sometimes utilizing a preferred weapon, intended to target a
specific type of enemy. Hans for example, has developed his own style of anti-mage combat
techniques, which largely revolves around footwork and use of his sword and shield. You'll
have to decide what suits you.

But whatever you choose, as your reputation grows and more people become aware of your
combat style, you'll notice that it'll gradually increase in strength and effectiveness. Even if the
intended targets of the style learn of its capabilities, it won't make it any easier for them to put
up any resistance.

Heart of the Storm 600

As Hans Suellar has come to learn, just because you aren't looking for trouble doesn't mean
that trouble won't find its way to you. But even though the war has come to an end, that
doesn't mean that the world has settled down and sometimes, having “trouble” find its way to
you can actually be a help rather than a burden. After all, at least when the conflict is on your
doorstep, you at least have the choice to resolve it in the manner that best suits you.

Every world has events that are bound to happen. Some people call it fate, or destiny, or some
other word to emphasize the inevitability. In this world, the arrival of the Japanese would fit
the description. And just like Hans, you have the ability to pull these events towards you, in the
same manner that two magnets attract one another.

This doesn't change the “what” or “when” regarding the event, but it will change the “where”,
relocating it so that it'll happen within your vicinity. This occurs regardless of whether it makes
any sense, though sometimes the geography can lead to major peculiarities – a Japanese
woman appearing inside a forest isn't exactly the most apparent example, but that does
happen quite a bit here in this world thanks to Hans living in the kingdom's fringes. If there's
something that you would rather avoid, keep in mind that you don't need to always have this
influence active. You should also take this into consideration: just because something is
happening close by does not mean that you need to involve yourself in the matter. Without
your involvement, events are likely to play out in the way as they would normally.

MINISTER
Pull Some Strings 100

To survive as a minister and be capable of managing an estate, an appreciation for other assets
is absolutely crucial. Not merely gold or grain, but human assets as well – no minister, no lord
can be without these things if they hope to stay in charge. But not all ministers are held to
equal responsibilities; some dukes and barons find themselves charged with the management
of far removed outskirts, places where necessary assets are few and logistics is a nightmare.

While this won't help you create assets, it will help in terms of logistics. As long as it belongs to
you or it happens to be something you could call upon, you can have it by your side at a
moment's notice – whether it's a bag of flour from a mill you own or a knight who has sworn
their service to you. Given that this isn't going to help you take things that you have no valid
authority over (or things that don't exist), if you want this to be effective you should aim to
spread your influence as far as possible and increase the number of people who acknowledge
your authority. The further your authority spreads, the more you'll be able to pull from during
your time of need.

If you're trying this with no measure of authority at all, you might still get something for your
trouble, but whether it'll be of any use is a coin flip at best.

Standardized Policy 200

While knights are crucial for keeping the peace, the responsibility for keeping the kingdom
running falls upon the ministers. But while the knights are trained in the art of war before
walking onto the battlefield, the ministers have no equivalent to prepare them for the
minefield which is this country's political sphere. A large proportion of ministers abuse their
position vying for material wealth and social benefits. As a result of this, the few ministers who
actually assume their responsibilities are burdened with tasks far beyond their capacity.

Having a sound policy is crucial now more than ever, as people are bombarded with outlandish
situations and no one has any clue what the appropriate response is. While you can't speak for
other people, you can at least ensure that the people under your jurisdiction know exactly how
they should respond. When you've made an executive decision and you need to make sure
everyone knows the plan, this will ensure that even if they're outside the reach of conventional
communication they'll still know what needs to be done.

This isn't limited to instructions in the form of orders, but you can use it to convey instructions
in the sense of knowledge as well. If there is a practice that you understand the workings of
(The Japanese are very keen on spreading the knowledge of rice growing and rice cuisine for some
reason), you can use this to spread knowledge of that practice across the people who recognize
your authority. In doing so, they'll learn the practice, at least on a rudimentary level. Naturally,
if your knowledge is flawed or what you're distributing out has specific requirements which
can't be met by the average person, the results will be noticeably less effective.

Proxy Manager 400

Trying to do everything by yourself may remove certain headaches if manpower is an issue, but
even if you can take on all the responsibilities of management by yourself, being able to
delegate tasks and distribute work is still an important quality for a leader. If your subjects feel
like they cannot be trusted, they can end up feeling excluded or alienated and even if your
intentions are sincere, they may still find it difficult to develop a sense of engagement.
Delegation isn't merely for work efficiency, it's an important tool for building strong
relationships as well.

If you worry that the difference in ability between you and your subjects is too great or that the
burdens you face are simply too much for your subordinates to take on, this can help ease your
worries while reinforcing your subordinates by establishing a stronger connection between the
two of you. Your chosen subordinates become your proxies via this connection provided you
sustain the connection with a paltry sum of energy. Naturally the more proxies you establish
the more energy it takes to sustain, but unless your territory is massive you should not need
more than three or four chosen proxies active simultaneously.

For your proxies, this can grant them a portion of your strength (if you so choose to bestow it
upon them) whereas for you, this makes it so that you can watch over your territory through
the eyes of your proxies – even move to their aid in a blink of an eye should they encounter
something that far outstrips their capabilities. The nature of this power and the responsibility
that's associated with it should make it clear to your chosen proxies that they're highly valued –
the vast majority of people will not take this for granted and generally speaking, you need not
worry about betrayal on their part unless a truly superior force is involved.

National Cover Up Story 600

This world is quite far behind Japan when it comes to information distribution. Even though
magic tools have led to many improvements to general quality of life for those who can afford
it, there isn't an equivalent to the Internet which allows for rapid dissemination of news and
facts. As such, information control is very highly valued, especially now as mysterious black
haired strangers with phenomenal powers are dropping into the world. For the average
minister, spies are a critical asset, not only for obtaining information but also for conveying
information on occasion.

While you're free to employ spies if you can find and trust them, another option exists,
allowing you to utilize the populace living in an area under your jurisdiction. This doesn't need
your people to undergo any sort of modification or conditioning, rather it is a phenomenon
which is passively enforced all across the territory under your control. By declaring something
to be true (or false), perhaps through casual conversation or through a formal decree, it will
become true (or false) in the eyes of the people. As long as the people acknowledge your
authority, they'll continue to act under the impression that your claims must be true, even if it
means ignoring proof from outsiders that claim otherwise. Those among your people who
believe you in this fashion are immune to mental influence ( such as interrogation, drugs, or magic),
as they won't pay any mind to anything else when it comes to your claims.

Naturally this has its uses for misdirection, especially if you have some method of quickly
distributing information across your domain. But as your influence increases or the number of
subjects who elect to follow you grows, you'll find that you can utilize this to subconsciously
influence outsiders as well. As long as they come into contact with your people for long
enough, even outsiders will buy into whatever you happen to be claiming as fact. If they stick
around for long enough, the effects of this will persist even if they leave your territory.

You should keep the importance of “time” in mind if say for example, you're trying to hide
some Japanese acquaintances – while your own subjects will have no issue believing a claim
such as “No Japanese live here”, any outsiders who venture into your territory will need more
time to accept that. This is especially true if they're constantly encountering the Japanese or
have prior knowledge of who they are.

SOLAR CHURCH
Third Party Independence 100

As a religious authority, the Solar Church has no hand in the affairs of the state, at least not on
paper. But when there happens to be a country reeling from a failed war and an entire
population primed for religious influence, it would be folly not to intervene. But the Solar
Church has prepared well for this and has trained their agents ( i.e you) to act in such a manner
that they can always claim “plausible deniability” even if their agents are caught.

Whenever the situation calls for it, you can completely disassociate yourself from any
organization (whether it's an affiliation to a kingdom, a cult, or even a higher power ) and act
“independently”. Regardless of whether anyone witnesses your actions, they won't be able to
trace who it is you're working for. In cases where working for “nobody” would be
disadvantageous to the cause, you can claim allegiance with an organization, and while people
may not believe you wholeheartedly, they also won't pursue the matter and try to expose you.

Under the Sun 200

The Solar Church doesn't believe in militant evangelism. Certainly there is no doubt that the
influence of the church must expand further, but the Solar Church prefers to take an approach
that addresses the wishes and desires of the flock. Particularly in these times, right after the
country has lost a war, people are plagued with countless troubles – the path of least
resistance lies in listening to their woes instead of forcing religion upon them with gospel and
grand promises.

People seem to have no issue opening up to you. If you give them the time of day, they'll
confide in you, almost as if they're performing a confession. If you're willing to listen to their
problems, or better yet, do something about their problems, it won't take long for those
people to devote themselves to you and whatever cause you choose to support. Since these
relationships are a matter of trust and faith, you should generally refrain from doing anything
which would betray the trust of your devotees – but so long as you've helped them before,
you'll find that people are noticeably more lenient towards any offences you commit.

Solar Radiance 400

The eyes of men are easily clouded by the whims of their hearts, and religion is a prime
example of this, as people can allow their faith to warp their perception of something, seeing it
as what they want it to be rather than what it really is. The concept of an icon isn't new to
religion, and certainly not the Solar Church, who know all too well how to make use of a public
figure that the masses can know and love. You just happen to make for a convenient tool in this
regard – but because of this, if you talk to the people who are affected by you, you may notice
something a little peculiar.

The faith that people have in you appears to actively warp their perception of you. The
stronger their faith is, the closer you'll be to becoming a symbol of “perfection” in their eyes.
But perfection being subjective as it is, different people will see you under a slightly different
light, it isn't going to change your appearance completely, but the qualities about you which
are accentuated which be different from person to person. The consequences of this aren't
limited strictly to your appearance but extends onto your powers as well. You'll find that it isn't
just your image that the people have faith in – but as people's faith in you grows, their faith in
your capabilities will grow as well, and you'll naturally become more powerful in order to
answer their prayers.

Faith can be quite fragile though, so don't strain this too much, as it takes time to build faith
and even more time for people to find their faith again if they happen to lose all of it.

Solar Shadow 600

For every light that shines, there exists a shadow to complement it, and just as the Solar Church
aims to become an entire nation's proverbial “sun”, they make use of “shadows” extensively in
order to stay ahead of their enemies. And for a church that supposedly appeals to the wishes of
the people, the Solar Church has managed to make a good number of enemies among locals
and foreigners. As an agent of the church, you're privy to a key ability utilized by the church's
“shadows” which makes them effective checks against the church's enemies.

True to their name, these people do not operate out in the open. Rather, they spend most of
their time hidden within the shadow of a designated target, typically a high profile individual or
someone with access to locations or information that the church is interested in. It's unclear
whether this is magic or some sort of special ability, as the church keeps those details under a
veil of extreme secrecy and the ability is practically unheard even in the region where the Solar
Church is most active. You can utilize someone as a vessel in the same fashion, provided that
there is an established relationship of trust and faith between you. Nothing short of the death
of your chosen vessel will have any impact on you, and while you have full awareness of your
vessel's surroundings, it is impossible to detect you for outsiders who are weaker than you.

Naturally, the more people who believe in you, the more potential vessels you'll have if you
need someone to latch onto – and even if you're only going to be residing in one vessel's
shadow at a time, as long as there are devotees around you can transfer yourself from one
shadow to another in a pinch.

Communication also won't pose a challenge for you, since as long as your mental faculties
aren't impaired, you can communicate with all vessels nearby via your thoughts. And in the
worst case scenario, it is possible for you to exert your will over your vessels, be it by issuing a
general directive to them in groups or seizing control of their body to make use of their
powers. But unlike residing within their shadow, this is fairly intrusive and as such, it'll require a
fair bit of practice and a keen understanding of your available vessels to use effectively.

UNAFFILIATED
Discounts where specified.

Flag Raising 100

See enough of life and you begin to notice patterns for the events and “coincidences” which
occur. Others watching your talent at work might call it precognition, but calling it “pattern
application” would be more apt. Not only can you instinctively tell when something big is about
to happen, you can influence the world around you and force something to happen. This is
unlike manipulating the future, as you're influencing the world with the idea that “something
should occur” given your instincts and experience rather than dictating what will occur.

As such, while you can determine based on what you see that something will unfold and you
can determine generally whether the event will be good or bad, you won't be able to
determine specifically every person that event may pull in or exactly when it'll happen. While
the prediction aspect of your talent can remain active for as long as you need it to, you can't
force events to happen over and over. If you try to do so, eventually the process will fail and
nothing will happen.

Just Your Average Fantasy Citizen 100

Blending in with the locals is something that can take substantial effort, especially if you
happen to be a foreigner in this world, but you've managed to take the process and perfect it.
Normally it would be your appearance or your powers which would clue people in to you being
from elsewhere, but neither of these will give you away, especially not your powers. As long as
you need to conceal your presence, this will suppress everything which could come off as
“foreign” about you, making those nearby see you as just another bloke off the street.

The facade can be broken, especially if you choose to demonstrate your powers, but if you lay
low for a while it'll be completely effective once again. Even if people should know that you
aren't a local, their instincts will make them think nothing of it.

Sincere Response 100

Just as the locals don't expect the Japanese to be capable of doing everything perfectly, no
one expects you to be good at everything either. But even when you know that you can't get
the job done, as long as you're willing to give it an honest shot, people will at least recognize
the effort you put in. The harder you work, the less noticeable it will be even if you fail so at
least all that effort won't be for naught.

With time you'll notice that effort doesn't only translate over to results, but the process itself
won't be as difficult as it normally would be either. If you can stay positive and engaged in your
tasks, you won't feel like it is particularly challenging and even those around you will become
inspired by your efforts.

Mana Coating 200 (100 for Natives)

The people of this world are naturally attuned to magic, but that doesn't mean everyone has
the capability to manipulate it properly. While in theory, everyone native to this world
possesses something akin to a “magic shield”, in reality a great number of people don't
understand the workings well enough to use it effectively.

The natural magic shielding stems from a manifestation of one's magic pool into their
immediate surroundings. Normally for someone with a paltry pool of mana, this is barely
enough to withstand or even deflect a mundane weapon strike. But in your case, should you
already possess some form of magic this dramatically enhances that pool and allows you to
manipulate it in the same fashion. The more magic you possess, the stronger your shield
becomes, the only catch being that while the shield is extremely effective against mundane
assaults, its effectiveness is limited against magic. Arcane forces are barely mitigated by this, if
at all – it's why mages and magic enchanted equipment are as highly valued as they are.

Level Up 200

Though the abilities of the Japanese are too diverse to apply any single classification, those
who have attempted to understand the power of the Japanese have learned that regardless of
the ability, the common point between these abilities lies in how they develop. With this
modification, you can take an existing skill, talent, or proficiency that you know and convert it
to work in the same manner. In a sense, this allows you to apply one of the aspects which
makes the abilities of the Japanese “cheats” and apply it to something else you already know.
In the case of the Japanese (and you via this modification), training has no visible effect
regardless of the method used. They can train as hard as they like, but until they hit a specific
threshold, the strength and scope of their ability will remain unchanged and cannot be
modified. Once that threshold is met the ability will “level up” and evolve, expanding in both
strength and scope by a degree that far outstrips the growth it would have had through
regular training.

Each time this is taken, you can choose one element to modify in this fashion. The manner in
which the ability grows will change to match the behaviour as described above, but the ability
itself will immediately “level up” once as well. Choose the ability carefully – just as the abilities
of the Japanese are varied in initial strength and scope, you can opt to choose something
general as the target of this rather than something specific – but the more specific the skill you
apply this to, the more effective the growth process is.

Lingering Memories 200

The Japanese who were thrown into this world have caught the attention of many important
people in this world, but truthfully speaking, they aren't the only anomaly present in this world
– merely the most recent. The other major anomaly is a rather well kept secret, because those
who are in on the secret don't quite understand how it came about, but they're also aware of
the consequences of what may occur if knowledge of their “condition” were widespread.

While the Japanese were transferred to this world with body and mind intact, these people
retained only their memories – they arrived to this world via reincarnation, living new lives as
natives of this world. This “condition” applies to you as well – not just in this world, but also in
future worlds as you see fit. As a “reincarnator”, there are certain details regarding your
existence which will remain consistent every time you choose to reincarnate into a world. As
other “reincarnators” would describe it, no matter how long they have lived in this world, that
part of them which comes from their previous life does not fade from their mind.

This effectively allows you to decide who you were prior to reincarnation, compiling together
memories, habits, and skills to form an identity. From what you choose to put together, you
can decide upon innate talents which complement the identity you've created. The simplest
approach to this would be to have talents that enhance a specific job that would match your
identity – a Japanese non employed man might have a talent for staying at home for instance.

This identity holds a permanent spot in your mind – no matter what happens to your mind, the
identity is protected and will not be overwhelmed or overwritten. But it is precisely because of
this that striking a balance becomes critical, if your pre-reincarnation identity contains too
much information, you run the risk of it overshadowing new experiences completely or you
may face challenges retaining new information.
[COMPANION MODIFICATIONS]

Companions cannot take companions of their own.

Tag-Alongs 50/300

Import a companion for 50 points; companions get the same treatment as you but are instead
granted 700 points to spend as they see fit, outside of purchasing companions.
You may import in batches of 8 at 300 points with the same benefits.

[Drop-Ins] 100/200/300

An anomalous companion arrangement which can be taken for up to 10/20/30 companions


(depending on which tier you purchased, you don't have to use the full 10/20/30 slots ). The
companions chosen here are mutually exclusive from anyone imported via [Tag Alongs], and
those imported with this option are not eligible for [Tag Alongs] either. The companions
imported via this arrangement do not receive any points to work with and the manner in which
they arrive is also peculiar.

Every year, 1/2/3 individuals (again, dependent on tier) will arrive somewhere near you under the
Japanese (Foreigner) background. By default, they have the [Japanese/Foreign Culture] &
[Adaptation Mechanism] modifications of which they decide the details for. Of note, they also
gain two purchases of [Level Up]; they can choose what these apply towards. Because they'll
stay here until the time comes when you leave, this means that those companions who arrive
later stay for a shorter period of time. Also, you should note that they may not all arrive
together in the same place or the same time, so keep a lookout for them, or another country
may try to poach them...

This can be used to create new companions (OC – if you don't have enough companions but don't
want to “waste” slots), however, the same restrictions apply.

“Natives” 50/100

So long as you can convince them to join you, you can arrange for anyone from the locals (even
a Japanese person who has found themselves here) to become a companion of yours. While
they gain 700 points to spend as they see fit, choices made to help them won’t kick in until you
successfully convince them to join you. For natives attaining the abilities of a Japanese or vice
versa, it'll be similar to learning a new form of magic, and whatever their choice of background
is, it only serves for modification purposes with no effect on their core identity.

If you find convincing them to be a hassle, you can arrange to pay the higher cost to make
them a companion immediately, they'll attain whatever they purchased immediately as well.
This can be used to create new companions (OC).
Mass Production Model [X] 50+

Manual labour in this world is typically the task given to golems, or in regions where people
capable of manipulating golems are in short supply, relegated instead to servants or slaves.
Having a personal team of workers will make your time here much easier and this group will
follow your orders unerringly. Your relationship with them is close to that of a lord and their
followers, but if that doesn't sit well with you changing how they see you is a simple matter.

These aren't golems as the locals here would recognize them. The most apparent difference
comes from their physical form, which depends solely on what you envision them to look like
(If you're going to be residing alongside humans, giving them a human appearance would be for the
best), but upon interacting with them you'll find that more substantial difference is that these
entities are capable of interacting with others as a nomal human would ( regardless of their
appearance). Being a mass production model, every single individual in this companion group
will have the same appearance as whatever you designate for them initially. People won't
notice anything off with a group of goblins that all look the same, but an entire group of
humans that looks identical to one another may attract substantial scrutiny.

You start off with 2 individuals initially. Each purchase adds 2 more individuals. If you'd prefer,
you don't have to count this as a companion group.

The companion group has the following trait applied to each individual.

[Designated Function] – Similar to how golems function, this companion function excels in one
specific function, to the extent that any skill they learn can be applied to that function, even if it
doesn't make much sense (such as using elemental magic to perform a gardening function). This
doesn't restrict them from learning capabilities for other purposes, but it does enhance their
capabilities based on whichever function you designate for them.

Special Defence Force 50+

(200 points worth of purchases free with Fledgling Border Settlement purchased)

This independent defence force is perfect if you have a small village that needs defending, but
lack the resources or an excuse to maintain a military presence in the area. This group isn't
anything worth mentioning to begin with; at best they would be considered a volunteer militia
but even that would be stretching it. However, what they lack in experience they make up for
in dedication and potential, as long as they're given proper training they can quickly rise to the
demands of their station.

But aside from being volunteer soldiers, these are still people at the end of the day, so unlike
magical entities or monsters, each of them come with their own individual pecularities. If
you're going to take them on as companions, you should take the time to learn about them on
an individual basis. Because each of them is an individual, they aren't all necessarily the same
race, and the group can be a mix of different races and social backgrounds. To begin with you'll
only have 2 recruits, but each purchase doubles this amount (if it's necessary, you can split the
group up into individuals), and each individual in the group counts towards expanding the
Fledgling Border Settlement's territory area.

The companion group has the following trait applied to each individual.

[Designated Regimen] – The intensity of their training is what sets this group apart from your
normal militia, and periodically (roughly every year) the entire group will undergo a training
session (equivalent to taking the Military Training perk). This persists as long as the companion
group or individuals remain active. The aspect which they'll gain experience in can change from
year to year, but once a training regimen has been decided it applies to the entire group.

Tamed Pack 50+

Because there are no means of naturally domesticating monsters, typically monster packs are
considered a disaster in the making. As the pack grows in size they typically outgrow their
home environment, which leads them to stray away and this is typically when they come into
conflict with humans. Because of this, the idea of a “tamed pack of monsters” is wholly alien to
many of the natives here – if you plan on living alongside humans, you should clearly explain
the circumstances so there aren't any misunderstandings.

This allows you to form a companion group (if it's necessary, you can split the group up into
individuals) by domesticating monsters you encounter. You start with 8 initial slots, each
additional purchase adds 4. You can choose whether to arrive with monsters already filling the
slots (those found in this world are of the typical fantasy variety ) or encounter them during your
time here. Do note that you can only tame monsters if you can subdue them – as such if you
lack strength, you should consider leaving the slots open.

The companion group has the following trait applied to one member of your choice.

[Designated Alpha] – Out of the pack, you can choose one of the monsters to serve as the pack
leader. All the other monsters in the group will defer to this pack leader, and in turn if you need
to coordinate among the monsters, the pack leader can handle delegation and other aspects of
organization for you. Whoever you choose as the leader will always be stronger than the rest
of the pack, such that the leader will benefit from any growth in strength that the other
monsters of the group undergo.

Mana Exchange 100 -> 50

Should you have an excess amount of points that you have no use for, you can utilize this to
directly convert your points for your companions to use. Conversion occurs at the indicated
rate, and applies to all of your companions. Only you can take this option.
[ITEMS]

Items taken by companions are bound to them.

Magic Stone Vein 50

Magic stones are the lifeblood of most countries, as they are the key resource crucial to both
military and civilian research & development. Unfortunately in the aftermath of the recent war,
recovery efforts have meant that most of the accessible magic stone veins have been stripped
bare. Which is all the more reason why you should keep the fact that you have an automatically
replenishing magic stone vein to yourself. It would be best if you don't even let any portion of
your supply enter the market, so no kingdom has any reason to suspect anything.

All magic tools in this world are crafted using magic stones, which is especially pertinent for
military assets as magic stone coated equipment is resistant to conventional force, requiring
some form of magic to penetrate. Magic stones are equally crucial for civilian utility tools, as
many high precision tools including sensors, scanners, and specialty fabrication equipment
require magic stones to function properly. While having a vein doesn't teach you how to craft
using the ore, there's nothing stopping you from learning the trade from artisans in the
surrounding countries.

A Japanese Vending Machine 50/100/200

A machine every bit as alien to this world as the black haired strangers arriving at Hans Suelar's
border town, this machine's ability to procure and redistribute goods is unmatched by any
store you'll find in this world, even in commercial hubs such as the kingdom's capital. Being an
entity from another world, the vending machine has the following default property.

[Nandemoya] – Anything that you've encountered on your travels can be sold by the vending
machine, but the vending machine operates on a limited rotating stock, so buying what you're
looking for will depend on luck. Items sold here will be priced based on the value they possess
in their world of origin. As the vending machine successfully closes sales ( regardless of who buys
it), its Level will increase, enhancing the quality of the items it stocks. The greater the profit,
the more experience it will attain.

The 100 cost model has an extra function

[Specialty Shop] – The vending machine can obtain a “secondary inventory” which, unlike the
“primary inventory”, can be tuned to sell a specific type of item, such as food or weapons.
Deciding how specific you want the tuning to be is up to you, though if you make it too general
you may find it difficult to buy what you're looking for, while making it too specific may leave
you with no variety in the stock for general customers. Each time the Vending Machine levels
up, you can reset the stock – the quality of both inventories increases based on the Level.
Finally, the 200 cost model has an additional function

[Vending AI] – This AI renders the Vending Machine sentient and allows it to function
autonomously including locomotion and basic social interaction. While you would have to help
it attain other functions, be it learning magic and installing a defence mechanism, the Vending
Machine's strength and the extent of its capabilities are dependent on its Level.

Beast Binding Drug 100

For years many people from both nations have made attempts to tame the monsters which
roam the land with little to no results to speak of. But recently, a new drug has been developed
that could be considered a breakthrough in the field, at least if all the military wanted were
extra beasts of burden. The basic variant of the drug used by the foreign testing unit suffers
from an unfortunate side effect in that the monster is robbed of their ability to respond to
anything other than basic commands, which means their effectiveness drops significantly if
they enter situations with rapidly changing circumstances or their assigned task is more
complex than “attack a target”.

This improved variant of the drug doesn't have that issue. With sufficient doses of this drug
(the exact quantity is dependent on the monsters' size), you can render even the most aggressive
monsters docile, and they will treat you as though you're their parent or their pack leader ( the
exact nature of this behave tends to differ based on species ). The drug periodically restocks
whenever your supply runs out.

Golem Cores 100+

Golems aren't an uncommon sight within the Kingdoms, though their operation typically
demands a certain level of magical expertise which limits the extent to which they can be used.
Unlike other magic tools, while Golems can come in all shapes and sizes to serve different
functions, they all share a common point – this being the “core” that acts as their heart. By
possessing a core, you can create a Golem simply by setting the core in a “mould” formed out
of the material that you want to serve as the Golem's body in the shape that you want the
Golem to take. If you lack confidence in your sculpting skills, you can instead rely on a blueprint
or mental imagery – though the latter naturally requires a high level of focus on your part or
else the Golem can come out looking a little odd.

As part of the creation process, you'll also want to designate the Golem's function as it is being
formed. If a Golem is left without a function, it'll act as a general purpose aide, but giving it a
specific purpose allows it to perform with greater efficiency. The Golems created with these
cores will retain their experience even if the Golem's outer shell is dismantled, which is an
important point to note because for a Golem to be properly “reformatted”, its core needs to
be stripped from its body. This allows the Golem's master to designate a new function and
form as they see fit. These cores will still retain their experience if destroyed, but take some
time in order to materialize.
Starting with 2 cores, each purchase of this doubles the amount of cores in your possession.
Magic Cuffs 100

In the previous war against the neighbouring kingdom, these cuffs were developed as a means
of countering the mages which represented a significant portion of the enemy's military
capacity. Though it does very little to suppress physical strength, it can completely negate the
flow of magic within the target. Though normally it would make sense to use these for
restraining an individual's wrists, these will take effect regardless of where they hook onto the
intended captive. If necessary, they can be detached remotely by thinking about it.

Monster Outfit 100+

These outfits are authentic enough that while wearing one, onlookers could mistake you as
whatever monster the outfit depicts. But as a magic tool, not only can this be utilized as basic
armor, it also allows the person wearing it to command creatures of the same species. This
works best with monsters that lack a strong sense of self and possess little willpower, but as
long as your commands aren't inherently malicious towards them, most creatures won't have
any issue obeying you.

Part of the magic contained here allows you to conjure creatures of the same species to your
side. These conjured entities are special in that unlike normal monsters, they'll always obey
your orders – but unlike a Golem, their capabilities depend on their species. By default, you can
conjure up to 4 creatures, each additional purchase increases this by 4 more.

Warning Hammer 100

A hammer that serves as an excellent disciplinary tool because of its ability to reduce damage
dealt to non-lethal levels. Sure, you can launch a person straight up into the sky with this, but
even after they come crashing back down from the heavens they'll still be in one piece –
though likely knocked out cold. Whether it's due to the shock, awe, and trauma that this
weapon causes or the consequences of a magic enchantment, foes that have been pummelled
enough by this hammer will swear their loyalty towards you – this effect is especially noticeable
when used against monsters and weaker beings.

Hot Springs 200

Japanese style hot springs do actually exist in this world, albeit in a kingdom very far away from
Hans Suelar's border town. With the number of Japanese “immigrants” steadily increasing in
this world, having a hot springs around will be quite lucrative ( assuming that you leave it open to
the public) as even a hint of a hot springs will attract the Japanese to you, and the Japanese will
be more than happy to pay even for a brief moment of familiarity. As long as these hot springs
remain open to the public you'll receive a steady influx of revenue, and even in other worlds
where Japanese people shouldn't be present, every so often a Japanese person will visit the
hot springs. How you choose to handle them is up to you, but you should note that some of the
Japanese who show up will possess an [Adaptation Mechanism].
Workshop Facility 200/300

Both here in Hans' country and the neighbouring countries, magic workshops form a large part
of the industrial heart. Be it golems, quality of life implements, military assets, or civil
infrastructure, magic tools have become an indispensable part of every day life, for civilians and
nobles alike. Having a workshop facility is enough to teach you how to make your own magic
tools – though naturally you will require magic stones to sustain operations.

If you had to sum up magic tools in one word, “versatile” would be the most appropriate
choice. A magic tool can be designed to replace or facilitate almost any sort of function
(provided you understand what that function is) – replacing a lamp for illumination, facilitating
medical examinations and inspections inside the body, transporting goods or circulating assets
– as long as the craftsman understands the process, the function and the intention behind the
tool this facility can produce the tool once enough magic stones are provided. Naturally, the
more sophisticated the tool needs to be, the more stones it requires and the difficulty of
producing a high quality product increases substantially. However, these challenges along with
the time that production requires are largely influenced by your crafting expertise.

The facility can be upgraded at a cost which will greatly increase its production rate.

Fledgling Border Settlement 300

Border towns are rarely populous, but that doesn't make them any less important, as they are
generally the only means a country has of asserting their territory. Borders drawn on maps
made through verbal agreements still need people present to ensure those agreements are
being upheld, and so a fair number of border villages exist to station small numbers of troops
(typically scouts) to ensure that no enemy nation pulls off a surprise attack.

This settlement isn't very large and the native residents are few to begin with. Most of them
are either farmers, tradesmen, or merchants necessary to ensure that the settlement can
sustain itself, but without some form of external support, the first few winters may present a
harsh challenge. The kingdom will recognize you as the settlement's “representative”, not
necessarily a lord or assigned knight – within the town your authority stands above all others,
but you'll have to figure out what your exact station is.

Since the settlement is intended to act as a front line, it doesn't have much in terms of facilities.
But the settlement does remember changes and new establishments within its recognized
territory, increasing the area only requires that you convince major individuals to settle down in
the settlement. Who qualifies as major individuals varies from world to world, here in this world
people such as the “Japanese” and those with great renown would fit the bill, but aside from
them, any companions of yours who choose to reside here will also contribute towards the
area extension. Companions can elect to reside here, even if you aren't bringing them along
with you on your adventures normally (ignoring deployment limits).
[SITUATIONAL MODIFIERS]

There is no limit to the amount of points you can accumulate via modifiers, but be wary that the
consequences from different modifiers can stack with one another.

A Case of Mistaken Ethnicity +100

It could be your mannerisms or perhaps your appearance, but your encounters with other
people will always result in them assuming your identity in the worst manner possible. If they
aren't assuming that you're a “Japanese” with abnormal magical powers, they'll assume that
you're someone of great political importance. Depending on the individual, this isn't necessarily
problematic – while a case of mistaken identity definitely isn't the ideal outcome, the average
local won't use this information against you. But if you let the misunderstandings accumulate
and you meet more significant individuals, inevitably you're going to come across individuals
who will take action against you based on their assumptions of who you are.

Japanese Culture, As Taught via Isekai +100

While cultural dissemination is a natural occurrence whenever two foreign cultures collide with
one another, oddly enough this isn't the case in this world. Despite the small number of
Japanese “immigrants” who crossed over, their presence has taken the region by storm and as
a result, Japanese culture quickly overwhelmed the local culture.

The problem with this is that modern Japan doesn't exactly mesh well with a feudal world with
magic. Certainly there are aspects of Japanese culture which can be effortlessly integrated with
the local population, such as cuisine and recreational practices. But inevitably there are aspects
which clash severely with the norms, such as matters regarding human rights, war, and
aristocratic politics. As long as you live in an area where the “Japanese” are present, you will
bear witness to these changes as they unfold and the more “Japanese” that show up, the
quicker this happens.

Will this result in a moderately peaceful society like modern Japan, or will this result in utter
disaster as the difference in mindsets leads to a clash between foreigner and locals? There
probably isn't anyone who can predict how things will turn out.

Many Japan Interpretation +100/200/300

Based on how the people arriving from another world all identify as Japanese, it would be
reasonable to assume that they all come from Japan in the same world. But that is actually not
the case; even though the “Japanese” all come from Japan, they hail from different Japans,
resulting in differences in the history, media, and culture that they're familiar with.
Initially this difference isn't all that significant. The details which differ will primarily be limited
to aspects such as slight differences in history or certain cultural aspects deviating from one
another – effectively nothing that would lead to a substantial change in the mindset of the
Japanese who arrive here.

However, as this increases in severity, you'll begin encountering Japanese “travellers” arriving
from different time periods. Naturally this means that they will have mindsets that are vastly
different from other Japanese – the differences in culture could make one group come across
as barbaric or render it difficult for them to properly adjust to the world around them.

At its peak, the variations of Japan that people are pulled from start becoming rather extreme,
so you should anticipate “Japanese” who arrive from “Japans” where abnormal powers are
merely a fact of life. Whether it is onmyouji magic or video game powers, the arriving Japanese
all possess the potential to be exceedingly dangerous – and at the end of the day there's no
guarantee that every person who arrives will be morally upright. Needless to say, all it takes is
one bad isekai traveller to throw the world into chaos.

Mishap Magnet +100/200/300

Trouble follows you around like a needy child, and try as you might, you're not going to be able
to shake it off even if you have decided that all you want is to live a quiet life at your own pace.
If you're anticipating trouble, then at least you won't be as surprised when it does show up at
your doorstep, but what form it comes in may still be somewhat you did not anticipate.

This isn't especially dangerous at first, “trouble” primarily comes in the form of odd or
annoying situations that just pop up in your vicinity, and you may even be able to avoid the
repercussions by refusing to partake in any of the commotion. The frequency that this occurs
at is relatively stable, so you're never at risk of being overwhelmed by too much at once.

However, as this worsens, both the scale and frequency will increase. Rather than simply
dealing with situations that blow over harmlessly, you'll be met with situations which, if
ignored, will have substantial repercussions. Letting a dragon go may result in a village being
burned down, letting a scout escape can lead to a pack of monsters set loose on you.

At its worst, you effectively become the epicenter of utter chaos. There's no rhyme or reason
as to when situations pop up, but there's also no accurate way of predicting which situations
will lead to disasters versus situations that have no impact whatsoever. Worse still, if you leave
them alone, there's a chance that several different problems can pop up as a result. If you don't
want to be overwhelmed with a deluge of problems, the logical response would be to resolve
as many of these situations as quickly as possible – but inevitably you'll encounter situations for
which the means of resolution aren't readily available, and you may not even recognize the
situation when it first shows up.
Political Entanglement +100

Whether they like it or not, the “Japanese” are high value individuals who factor into the
decisions of policy makers across the kingdoms. Given the amount of power they have, it
would have been more peculiar if their presence was ignored. What is more peculiar is that the
people up high have decided to throw you in the same group as them – regardless of whether
you hail from another world or not. To these people your origins isn't what matters – your
presence is enough to warrant constant surveillance at the minimum.

Even if you don't mind the loss of privacy, this will make establishing your presence in this
world a challenge. Every action you take will be scrutinized, which means that there's a good
chance you may unknowingly offend a major individual or earn the ire of someone you had no
knowledge of. Keep in mind that even if you make friends and draw distinct borders, that
doesn't mean the other side will simply leave you alone.

Immigration Crisis +200/300*

Based on observations of the Japanese “immigrants”, it is assumed that they arrive into this
world with only their peculiar abilities, memories, and whatever clothing they have on them at
the time. But the fact that they arrive with their clothing intact is already troublesome, as it
implies that the transportation method doesn't distinguish between the living or the dead.

The headaches only increase with this anomaly, as objects from Japan will start to pop up
across the world. Something like a box of pocky or a manekineko figurine may have minimal
impact in this world, but if a self defence force F-15 or a giant robot show up this country will be
thrown into utter chaos.

At its peak, this phenomenon doesn't pull exclusively from the Japan that is “familiar” to the
Japanese present in this world, but from any world known to the people here ( including you and
your companions). While this will include worlds which are fictional, you should note that the
things transported over may not function in the same fashion.

Silver Serenade, Tale of the Prince of Iris Academy +200

In another world, another Japan, a “copy” of this world exists complete with major actors and
countries. Though this is probably unfathomable for the locals, Japan made a perfect
recreation of this world in the form of a dating sim visual novel known as “Silver Serenade”.
Does this mean that this world is merely a game? Or did someone from Japan who arrived here
return home and make the game based on what they observed from this world? No one knows,
but there are influences from Silver Serenade which have firmly taken hold of the world.

Somewhere in the kingdom that Hans Suellar serves is an academy known as Iris Academy, an
institution which caters to the children of the wealthy and priviledged upper class of the
kingdom. One girl is fated to overturn the status quo in this academy and in the process, send
the kingdom tumbling into disarray. Under the influence of Silver Serenade, the girl's path is set
in stone, even if she isn't aware of what she is doing, fate will guide her towards her destiny...as
well as her love.

The problem is that aside from these vague details, no one actually knows how Silver Serenade
is supposed to turn out. Even the Japanese who arrive with the knowledge of Silver Serenade's
existence don't have the knowledge of how things progress. This means that even if you set off
to Iris Academy (finding it shouldn't pose any problems), figuring out who the “Female Lead” is
will require significant effort – and on top of that, determining what “destiny” she will bring to
this land will need you to directly interact with her.

As some of the knowledgeable Japanese will tell you, side characters and minor characters in a
dating sim are often considered disposable and will find themselves in disadvantageous or
dangerous circumstances for the sake of the leads. If you try to stay away from all of the
commotion, you leave yourself at the mercy of the ”Heroine”. But if you intervene, you may
find yourself swept up into the plot of her “story” as it takes precedence over your own.

War of Heterodoxy +200/300

At the time of your arrival, the local kingdoms will be in an extended ceasefire period following
the war between the kingdom that Hans Suellar serves and their neighbour to the North.
However this ceasefire does not mean that hostilities between the neighbouring kingdoms
have ended, far from it. Within Hans' kingdom, internal discord is widespread thanks to the
number of aristocrats actively partaking in political “games” – the neighbouring nations
haven't overlooked this, but for the time they have committed themselves to rebuilding their
military capacity.

This normally would be a “nice to know”, but not necessarily worthy of being an immediate
concern. The problem is that the situation is devolving at an unanticipated rate, even before
taking the Japanese into account. Left to their own devices, it is very likely that the ceasefire
will fall apart within the year, resulting in both countries openly resuming their feud and
engulfing the land in war. With how many actors there are, in terms of aristocrats as well as
those who have secured the Japanese, once war does break out it will spread like wildfire
across the land until every country is fed to the flames.

If this is worsened, you and anyone affiliated with you will be recognized as a target for
elimination. Regardless of your social standing or your group's strength, you will be treated in
the same manner as a hostile nation. As such, your enemies will use every means at their
disposal to ensure that they come out on top. Putting at end to this isn't impossible, but it will
require a thorough purge of every potential enemy – not just the ones that openly declare war
against you. For every kingdom, faction, or organization that stands in opposition to you, you
can expect there to be a few groups working to manipulate others and rope even more parties
into the war – if you take too long, even neutral parties may be turned against you.
World Incompatibility +200/300

This world runs on its own set of rules, with an established range of things that “work” and
things that “don't exist”. Whether you're an outsider or a native, the world is going to force
those rules upon you – this does not merely restrict powers and knowledge that depend on
foreign elements to function, it'll also hinder you if you try to work outside the box. This can
make developing new tools and magic difficult, if you're into that type of venture.

Initially, this means that any of your abilities, tools, or knowledge which hail from another
world or goes against this world's prevailing logic will be significantly reduced in effectiveness.
There are some loopholes around this (for instance, because the abilities that the Japanese attained
were bestowed upon them by this world, they aren't handicapped by this ), but generally speaking
relying on foreign elements will be far less efficient and effective compared to native means.

But when this is taken to its limit, everything that originates from outside of this world will lose
their functionality, becoming mundane variants of themselves in the process. This will also
apply to any travelling companions of yours as well. In both cases, because this is an influence
exerted upon you by the world around you, if you're not in the world for some reason, the
problem of lost functionality is temporarily lifted.
Notes
Chihoukishi Hans no Junan (The Misfortunes of Local Knight Hans) is a short isekai
story revolving around the titular knight Hans, the son of a noble who opted out of the
political rat race once he had made a name for himself in battle. Though he had
intended to live out his life in peace, unfortunately for him he stumbles across the
Japanese as his world becomes the isekai destination for various Japanese people.
Each of which possesses some sort of ability that leads to trouble.

A short jump, there isn't much that stands out about it (the jump, the setting is a small
twist on stock Isekai). The three native backgrounds fit into specific niches, whereas
the Japanese/Isekai option is primarily defined by the [Adaptation Mechanism] option
for flexibility. The setting isn't particularly deep, and most notably, the manga of this
cuts off the last arc (involving the destruction of the Solar Church) and ends on a
somewhat ambiguous note. However it does throw in a couple twists and turns as
Hans slowly learns more about the Japanese who take center stage – while dragging
him along with them.

I debated having the standard Merchant background or running the “No


Discount/Extra CP” Dropin background, but there wasn't much of a reason for it given
how small the jump is.

Perk Notes
Japanese (Foreigner)
Japanese Culture/ *Regardless of your circumstances or whatever may happen to your identity, the “part” of
Foreign Culture you involving your cultural identity remains locked in place when you need it to. You can
lose your memories, have your appearance changed, have your personality altered, but that
won't affect how you behave as a Japanese person – if your identity as a Japanese person is
that you're overwhelmingly polite and helpful, you'll remain that way regardless of how you
change otherwise.
*Not necessarily restricted to Japanese culture, rather whatever culture you claim to be
from.
*People accept your eccentricities as a foreigner more easily and are tolerant of you when
you don't conform to local customs.
Otherworldly *Significantly improves your ability to learn skills from other worlds, makes it possible to
Fascination learn skills which would normally be restricted to the natives of those worlds, whether
because of magical or physical limitations.
*When you're learning something completely foreign/new, the rate your expertise develops
rapid accelerates until you reach a moderate level of competence. Training wheels.
Adaptation *Free-form Isekai “Cheat” Ability, allows you to choose what special ability you have
Mechanism entering this world, locks in place once the ability has been chosen and effectively becomes
an “independent magic”.
*Examples include things such as [Monster Tamer], [Super Strength], [Telepathy], [Points
Book], [Dungeon Master], [Reinforcement], [Healing] etc.
*Whatever you choose as your Ability, it will start as “Level 1”, and grows with time and
usage. As the Ability levels up, it expands in scope and strength, but the core focus of the
ability remains the same.
*Only 1 Mechanism can be taken per person.
Broken Logos *People around you will stop questioning how your abilities work, as well as any unnatural
phenomenon which occurs because of your presence. As more people accept your powers
at face value, any conflicts your abilities have with the world you're in steadily reduce in
severity. With enough people that accept your abilities, this reverses and the world will
empower your abilities instead.
Knight
Military Training *Basic combat training, applicable towards either specific weapons, or general
physical/magic development. Can be used to teach rudimentary magic to people with no
magic foundation, giving them basic magic that doesn't require any talent/skill to wield.
Fledgling Legend *You can use this to establish a persistent story/legend about yourself, beginning with a
moment that defines your presence (a specific battle, feat, encounter, etc.). Whatever you
choose to define you becomes a story that will be told about you, beginning with the places
you frequent often by those who have interacted with you. The more people you interact
with, the more places you visit, the greater the “region” this affects.
*Based on your activity in the world, you can modify this story, provided that someone
bears witness to your actions. When the story is changed, it automatically applies across the
entire affected region – the people who spread stories about you will immediately learn
about any changes and spread word based on those changes.
*This causes your reputation to grow passively even if you don't participate in any action.
You can choose whether this means people will recognize you on sight.
Adapted Combat *Allows you to develop your own combat style, combining a fighting technique package
Pattern (how you engage in combat, such as using swords, martial arts, magic, etc.) with a specific
target that the style is especially effective against (such as fighting mages, or supernatural
entities, fighting large groups, etc.)
*The effectiveness of this personal combat style improves based on your reputation. As
your reputation increases, even if your opponent understands how your technique works,
the strength and effectiveness of the combat style is still amplified.
Heart of the Storm *As long as you're present in the world, significant events either in progress or due to
unfold will be pulled towards wherever you are. Armies which were supposed to fight
elsewhere will show up close to your village, monsters which normally roam in specific
migration routes will make a detour towards you. Artifacts which should have been stored
in concealed locations can wind up missing and show up in a town you frequent. Special
people and major names pop up around you often.
*If an event is supposed to occur at a specific time (something tied to the world's history),
this doesn't change when it occurs, but instead changes where it occurs, and if the event
was dependent on geography, this will throw a curveball into the equation.
*This can be disabled at will, and having it active does not require you to participate in the
event or interact with whoever shows up.
Minister
Pull Some Strings *Whenever it is necessary, you can “appropriate” some of the local resources for yourself –
be it physical resources such as weapons, ore, livestock, or human assets such as knights,
civilians, state officers. Whatever you appropriate is mustered to your side immediately, but
it must actually exist in order to be pulled (it doesn't create something from nothing or a
copy of what the region has).
*Both the effective range as well as the quality of what you can pull to your side is
dependent on your level of authority in the region that you're pulling from. If you have no
authority at all, you're likely to grab people who won't be very cooperative or low quality
supplies – but if you have a significant level of authority you won't have any problem pulling
the best resources available.
Standardized Policy *With this you can set specific practices and general policies across the entire region you
govern. This is different from a law/edict, as rather than dictating what people can or can't
do, this bestows them with the knowledge of what they should do in a given situation. For
example if they encounter a specific type of ore, this can teach them how to extract it and
process it.
*You can only use this to spread knowledge that you personally know. Attempting to
spread knowledge of something you have no grasp of will not yield noticeable results.
While this can be used to teach skills, if what is taught has inherent restrictions, it will have
reduced effectiveness relative to the severity of those restrictions.
Proxy Manager *Allows you to designate proxies to govern/supervise the regions under your control.
Maintaining a proxy this way takes energy, but whenever a proxy of yours is in a pinch you
can rush to their aid practically immediately, and when the region is under threat you'll be
immediately alerted of the problem's nature and severity.
*As long as the connection is sustained, you can bestow a part of your power onto your
proxies, but their ability to utilize your powers is always at a lower level of effectiveness
compared to you. Proxies are most effective when left independent, though if it is
necessary you can give them directions even when you're far apart from them.
National Cover Up *You can skew both public opinion and the flow of information to such a decree that
Story something which you declare to be true/false will be the case within any region you govern,
even if the opposite is actually the case. If you're trying to hide the fact that you have
Japanese people in a town for instance, you can declare that they don't exist and across
your domain people will act as though they don't exist.
*As long as enough people play along or your influence is great enough, this will affect
strangers to your land and stretch out to influence nearby regions as well. Even if they
arrive with a mindset contrary to what you have declared true, their mindset will shift from
overlooking the matter at first to gradually accepting it as a matter of fact.
Solar Church
Third Party *When you deem it necessary, any actions you take can be done so under the name of a
Independence “third party”. As long as people have no knowledge of who you're affiliated with, or they
don't know the group you claim to be a representative of, they won't associate your actions
with any specific faction regardless of who benefits as a result of what you do.
*If you act under a “third party”, even if your chosen faction doesn't exist, people won't
attempt to pry into your identity unless your actions have significant consequences that
cannot be ignored.
Under the Sun *As long as you aren't deliberately antagonistic towards them, people drop their guard
around you without any additional work on your part. If they're troubled or complications
have arisen in their life, they'll openly confide to you about it. You can choose to ignore
them if you so wish without negative consequences.
*But when you give people your attention and help them, it doesn't take much for them to
commit themselves to you. Once a relationship is built between you and a person, their
faith towards you (and the cause you serve) steadily builds, stacking quicker if you choose
to help them – regardless of their personality or nature.
Solar Radiance *Your physical appearance and your inherent charisma become influenced by people's faith
towards you – the greater the faith people have in you, the more appealing you become.
Because attraction is subjective, on an individual basis this can result in you looking slightly
different from person to person, but your “fundamental” physical appearance is still fixed
(so while you might be attractive to an Orc, if you're a human, they would still recognize
you as a human, just one that is as attractive as an attractive Orc).
*Your powers can be amplified based on your physical attractiveness and charisma –
essentially having people believe that you're capable of performing miracles allows for
miracles to happen. Still requires you to actually possess the powers, and as this taxes
people's faith in you, it needs time to recover once utilized.
Solar Shadow *Allows you to anchor yourself within the shadow of someone devoted to you. As long as
the devotee is present, you can't be affected by outside factors. If it's necessary, you can
assert manual control of the individual and utilize the abilities they have at a level of
proficiency that reflects their faith in you.
*When devotees are close to one another, you can hop from individual to individual
immediately. This doesn't prevent you from moving about independently using a proxy
body, but the “core” of your body can be kept hidden within someone's shadow.
*If it is necessary, you can control entire groups of people through mental suggestions.
Individuals who are isolated are difficult to influence this way, but devotees in large groups
will work together as a single cohesive unit under the influence of your thoughts. As this is
used more, the degree of manual control you need to exert decreases and you can
eventually issue a “wish”, and your shadows will act to carry out those wishes as if it was
their own desire.
General
Flag Raising *Whenever this is used, you'll receive a “premonition” of something which will happen in
the near future. You can attempt to influence it by announcing whether it'll be a
“fortunate” or “unfortunate” turn out events, but you don't have much control over who
will be primarily affected or the exact time when it will occur.
*When this is used repeatedly without giving it time to “rest”, the events that occur
become less and less significant until it eventually has no effect at all.
Just Your Average *Conceals your powers completely when you're not actively using them, and reduces your
Fantasy Citizen presence down to that of someone befitting the world you happen to be in.
*If you break your cover, it takes time for this to activate again.
Sincere Response *As long as you're willing to put effort into an initiative, even if the results turn out poorly,
people will still overlook it and appreciate your attempt. Ensures that with enough effort,
you'll at least accomplish something remotely functional.
*The more enthusiastic you are at a task, the easier it becomes, negating part of the
challenge which would normally be associated with a skill deficiency. Your enthusiasm also
influences others to work better as well.
Mana Coating *Naturally enhances your pools of magic, bestows you with a pool of Mana if you don't
have any form of magic or are looking to enhance your existing magic reserves.
*As long as you have some form of magical energy, this allows you to project a magic
armour that reduces the impact of physical threats, whether up close or from a range. The
armour is drained proportional to the force it is struck with, and has no effect against
magic.
Level Up *Allows you to “level up” an existing ability you know, increasing it in terms of scope and
strength. Makes it so that the affected ability will progressively level up – but in between
level ups the ability can't be modified.
*Each time this is taken, it can be applied to a skill (say, a fireball spell) or a class/group of
skills (pyromancer/pyromancy), increasing it in strength permanently. The more specific the
target you're applying it to, the more significant the boost becomes, but applying this
towards classes/skill groups can open up a wider range of benefits. As such, it becomes a
choice between a narrow focus versus a broad scope.
Lingering Memories *Reincarnator option, the non-Japanese backgrounds benefit from this more than the
Japanese background does. Has two components, [Identity Preservation] and [Inherent
Affinity].
*[Identity Preservation] allows you to determine a “core identity” (personality, habits,
significant memories, basic skills) for yourself. This core identity is inviolable and will persist
even if other aspects of your identity and presence changes. Whether you move into a new
body or adopt new memories, your “core identity” will still retain the same weight in your
mental space. You can compartmentalize these identities if you make a habit of moving
from body to body, but your “core identity” will always be present alongside whichever
identity is “active”.
*[Inherent Affinity] bestows a natural boost to all abilities related to an aspect that best
fits your core identity. If your core identity is that of a student, this affinity could have
something to do with studying, sports, or some sort of hobby. The more relevant an ability
is to your affinity (pyromancy is more relevant to pyrotechnics than it is to basketball or
sleeping), the more pronounced the effect becomes – regular people will see you as a
“natural genius” in those fields.

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