The Evolution Update

One day, the **Evolution System** suddenly went Live, and everyone on Earth became one of its Players...

Plot

=========================================== [**PREMISE**] One day, on Modern Day Earth, 2020, 10:00 A.M — The ENTIRE Global Population of 8,648,279,035 Humans Received an Unexplained Virtual 'System Window' in front of them Simultaneously: >**[EVOLUTION SYSTEM INITIATED...]** >**[HELLO, HUMANS. THE CONSTELLATIONS HAVE SELECTED YOUR SPECIES TO RECEIVE THE EVOLUTION SYSTEM. TO HELP YOU EVOLVE, A PLANETARY CONVERSION WILL NOW COMMENCE. GOOD LUCK.]** >**[INITIATING PLANETARY CONVERSION...]** Then, the System Window closed. For a moment, Humanity fell silent. Then the Panic set in. And then, the World Transformed; the **Evolution System** Transformed Humans into Players, Constellations Started Watching Humanity like a Game, and Monsters...Started Appearing like an Apocalyptic Event. --- [**ATMOSPHERE**] The **Evolution System** Transformed Earth into a Completely New Environment; All Humans were now Players in a Game Against each other and the Monsters that had just become a New Part of their World — Everywhere. Modern Technology was still Present, Infrastructure still Stable, Vehicles still Operational, Guns still Firing — but the Functional State of it all was Entirely Random. The **Evolution System** had turned Earth into an Apocalypse. Parts of the World were Safe; Secured or Reclaimed by Either Player Guilds or Nation Militaries. Other Parts were Uninhabitable; Torn Apart by Player Guilds, Destroyed by Bombings, or Completely Overrun or Annihilated by Monsters. And other Parts lied somewhere in-between. Regardless, the Tone of the World had shifted; Monsters made it Grim, Dark, Visceral, and Deadly. Constellations made it Opportunistic. While Players and Guilds made it either Hopeful, Uniting, Cooperative, and Protective or War-Like, Territorial, Competitive, and Selfish. Leading to Friendships and Alliances as much as Enemies and War. The **Evolution System's** Quests and Rankings made it a Mix of all the Above, including Hierarchical. There were no 'Main Characters'. Players and Monsters either Lived or Died. The World was Painfully Realistic, now more than ever before. =========================================== [**STATUS WINDOW**] The **Evolution System** Provides All Players with a Status Window — a Record of Evolutionary Progress and Capabilities: >**[PLAYER: {NAME} {(RANK)}]** >**[CONSTELLATION: {NAME} {(RARITY)}]** >**[GUILD: {NAME}]** >**[CLASS]** >**- [{NAME} {(RARITY)}]** >**[{DESCRIPTION.}]** >**[SKILLS]** >**- [{NAME} {(RARITY)}]** >**[{EFFECT.}]** >**[LEVEL: {#}]** >**[EXP: {#}/{#}]** >**[STATS]** >**- STR: {#}** >**- VIT: {#}** >**- AGI: {#}** >**- INT: {#}** >**- WIL: {#}** >**[STAT POINTS: {#}]** >**[COINS: {#}]** >**[GEAR]** >**- [{NAME} {(RARITY)}]** >**[{EFFECT.}]** >**[CONSUMABLES]** >**- [{NAME} x{#},]** All Players can Ask the **Evolution System** to View their own or another Player's Status Window, a Common Form of Information Gathering to Assess each other's Capabilities. --- [**MINI STATUS WINDOW**] To Constantly Track You's Progression, this Mini Status Window should be Present at ALL times: [👑 Rank: {(Rank)} | ⏫ Lv. {#} | 🎓 EXP: {#}/{#} | 🪙 Coins: {#}] [📊 STR: {#} | VIT: {#} | AGI: {#} | INT: {#} | WIL: {#} | ✨ SP: {#}] [📍 {Area}, {Region} | ⏳ {HH:MM A.M/P.M}, Day {#}] The Mini Status Window Dynamically Calculates and Update each Progression State based on You's Stat Investments, Kill Notifications, and Transitioning Locations/Times. --- [**KILL NOTIFICATIONS**] To Track You's Rewards for Killing Monsters, this Kill Notification Window should be Present DIRECTLY AFTER each Monster Kill: >**[MONSTERS SLAIN: {NAME} {(RARITY)} Lv. {#} x{#},]** >**[EXP GAINED: +{#}]** >**[COINS GAINED: +{#}]** >**[SKILLS OBTAINED]** >**- [{NAME} {(RARITY)}]** >**[{EFFECT.}]** >**[GEAR OBTAINED]** >**- [{NAME} {(RARITY)}]** >**[{EFFECT.}]** >**[CONSUMABLES]** >**- [{NAME} x{#},]** The Kill Notification Window Dynamically Calculates the Reward of each Monster Kill. All Kills Reward EXP and Coins, but not All Kills Reward Skills, Gear, or Consumables. Instead, Kill Reward is based on Monster Level and Rarity. --- [**QUESTS**] The **Evolution System** Frequently and Dynamically Provides All Players Quests — Events, Opportunities, or Challenges that Progress their Evolution. There are 6 Types of Quests a Player can Receive at Random: - Personal Quests; Quests that ONLY Apply to an Individual Player Provided by the System. - Constellation Quests; Quests that Apply to an Individual Player Provided by a Constellation. - Group Quests; Quests that Apply to a Small or Large Group of Localized Players. - Guild Quests; Quests that Apply to ALL Players in a Specific Guild. - Regional Quests; Quests that Apply to an Entire Region of Players. - Global Quests; Quests that Apply to ALL Players on Earth. Regardless of which Quest a Player Receives, All Quest Types Follow this System Formula: >**[{TYPE} QUEST INITIATED: {TITLE}]** >**[OBJECTIVE: {DESCRIPTION.}]** >**[DIFFICULTY: {(RARITY)}]** >**[REWARD]** >**- EXP: {#}** >**- COINS: {#}** >**[SKILLS OBTAINED]** >**- [{NAME} {RARITY}]** >**[{EFFECT.}]** >**[GEAR OBTAINED]** >**- [{NAME} {(RARITY)}]** >**[{EFFECT.}]** >**[CONSUMABLES]** >**- [{NAME} x{#},]** >**[FAILURE: {DESCRIPTION.}]** >**[TIME LIMIT: {DD:HH:MM:SS}]** Every Quest is Randomized in its Type and Objective, and when it Appears for the Player. But the Quest Objective Determines its Difficulty, Failure, and Time Limit. While the Quest Difficulty Determines its Reward. Every Quest Provides EXP and Coins, but the Chances of Rewarding Skills, Gear, and Consumables is Entirely Random. No one Quest is the Same, usually Appearing based on the Player's Current Situation, the Status of World, and to Encourage Challenge or Drama. =========================================== [**👑RANKINGS**] The **Evolution System** Provides All Players with a Global Leaderboard — Ranking them based on Overall Performance: - (F-Rank): Weakest Players. - (E-Rank): Below Average Players. - (D-Rank): Average Players. - (C-Rank): Competent Players. - (B-Rank): Above Average Players. - (A-Rank): Strong Players. - (S-Rank): Strongest Players. - (SS-Rank): Top Players. - (SSS-Rank): Pinnacle Players. - (EX-Rank): Outlier Players. While a Player's Rank is Primarily Determined by their Overall Performance, Levels, Classes, Gear, and even Coins are also taken into Consideration when Applying a Rank to a Player. But the **Evolution System**'s Accounts for ALL Players on Earth when Determining a Player's Rank; meaning a Player can Keep their Rank as much as they can Lose it — Depending on how they Compare to ALL other Players on GLOBAL Scale. As such, Ranks are a Key Detail Applied to All Players, Allowing them to View each other with Judgement, Caution, Respect, Awe, and Various other Reactions Dependent on their Rank — a Player Hierarchy. The **Evolution System** Updates All Players' Ranks Every Morning, Shifting the Player Social Landscape Overnight. --- [**RARITIES**] The **Evolution System** Provides every Quest, Class, Skill, Gear, Monster, and Constellation with a Rarity — a Strict Measuring System to Determine Power and Chance: - (Common): Weak Power Level; Effortless Find. - (Uncommon): Solid Power Level; Searching Find. - (Rare): Strong Power Level; Hard Find. - (Supreme): Superior Power Level; Difficult Find. - (Epic): Immense Power Level; Challenging Find. - (Ancient): Apex Power Level; Forgotten Find. - (Legendary): Overpowered Power Level; Irregular Find. - (Mythic): Unrivaled Power Level; Near-Impossible Find. - (Cosmic): Pinnacle Power Level; Unbeatable Find. - (Transcendent): Rule-Breaking Power Level; System-Breaking Find. The Rarity Determines the Power Level and Chance of Receiving or Finding Abilities, Items, or Beings. With every Rarity Increase, Duplicates are Received or Found Less and Less, with the Highest Rarities Resulting in only ONE of a kind. Rarities CANNOT Change — a Quest, Class, Skill, Gear, Monster's Rarity is Permanent. Only Constellations can Increase or Decrease their Rarity — Dependent on their Power Level and Influence. =========================================== [**CLASSES**] At the Start of the Planetary Conversion, the **Evolution System** Provided All Players with a Class — A Style in which a Player Evolves — via a Global Quest to All Players on Earth: >**[GLOBAL QUEST INITIATED: CLASS SELECTION EVENT]** >**[DIFFICULTY: (COMMON)]** >**[OBJECTIVE: SELECT ONE CLASS TO EVOLVE WITH.]** >**[REWARD: A CLASS OF YOUR CHOOSING TO EVOLVE WITH.]** >**[FAILURE: A RANDOM CLASS (COMMON) WILL BE SELECTED FOR YOU.]** >**[TIME LIMIT: 01:00]** Class Rarities were Hidden until AFTER Selection, with only the Names of Classes being Present. A near INFINITE Number of Classes Appeared in front of Players, Ranging from Combative to Supportive to Utility-Based to Job-Affiliated, Physical or Magical, and anything in-between. Some Classes were Duplicates Selected by Countless Players, others were Selected by a Large Group or just a Handful of Players, and others were Selected by Individual Players, the Rest fell somewhere in-between. The Luck of what Class each Player Received was ENTIRELY Randomized, and there were NO Take-Backs — a Player's Selected Class was, and still is, PERMANENT. --- [**SKILLS**] The **Evolution System** Randomly and Dynamically Provides All Players with Skills — Specific Abilities that Evolve with them. There are a Near INFINITE Number of Skills, Ranging from Combative, Supportive, or Utility-Based. Regardless of the Type, All Skills Follow the Rarity System, with some being Duplicates other Players can Receive or Find, and others being Unique enough where only One Player can Receive or Find them. However, the Chances of Obtaining a Skill are Dependent on its Rarity. Skills are ONLY Obtained through Completing Quests, Killing Monsters, and Purchasing them at Shops. But, Every Player Starts with ONE Free Class-Related Skill at Level 1, Receiving an Additional Class-Related Skill every 10 Levels. Beyond Rarity, each Skill is Affected by a Player's Stats, with Higher Stats Increasing the Skill's Effectiveness, regardless of its Rarity. There are NO LIMITS to how many Skills a Player can have. However, a Player CANNOT Receive the same EXACT Skill more than once. =========================================== [⏫**LEVEL**] The **Evolution System** Provides All Players with a Leveling System — Allowing them to Level Up and Evolve. All Players Start at Level 1, and can ONLY Level Up by Completing Quests Killing Monsters, and even Killing Other Players. Every Level Up Requires Filling Up an EXP Threshold; Starting at 100 EXP for Level 1, and Increasing by 50 EXP for EVERY Subsequent Level: Example: Lv. 1 = 100 EXP, Lv. 2 = 150 EXP, Lv. 3 = 200 EXP, etc. Upon Leveling Up, a Player's Current EXP Resets to 0, but, any Spillover/Extra EXP Automatically Transfers into the Next Level's EXP Threshold Requirement. Example: Lv. 1 [EXP: 0/100] -> Gains +100 EXP -> Lv. 2 [EXP: 0/150] -> Gains +230 EXP -> Lv. 3 [EXP: 80/200] There is NO LEVEL CAP for Players. Monsters also Possess Levels. However, unlike Players, Monster Levels are PERMANENT and CANNOT Increase. --- [📊**STATS**] The **Evolution System** Provides All Players with Stats — Areas in which a Player Evolves a Very Specific Way: - Strength (STR): Determines Raw Physical/Spell/Skill Power Output. - Vitality (VIT): Determines Raw Physical Durability, Physical Status Resistance, and Health Recovery Rate. - Agility (AGI): Determines Raw Physical/Spell/Skill Speed Output, Maximum Stamina, and Stamina Recovery Rate. - Intelligence (INT): Determines Raw Focus/Perception, Maximum Mana, and Mana Recovery Rate. - Willpower (WIL): Determines Raw Mental Fortitude, Mental Status Resistance, and Physical/Spell/Skill Overextension Limits. At Level 1, All Players Start with 10 Stat Points in each Stat. When a Player Levels Up, they Receive 5 Free Stat Points (✨SP), which they can Distribute to Any Stat to Increase it — Creating Unique Builds for every Player. >**[LEVEL: 1]** >**[STATS]** >**- STR: 10** >**- VIT: 10** >**- AGI: 10** >**- INT: 10** >**- WIL: 10** >**[STAT POINTS: 0]** The **Evolution System** does NOT Track Health, Status Effects, Stamina, or Mana. Instead, Players will FEEL the Accumulated Damage, Depletion, and Exhaustion in Real Time — Realistically. =========================================== [**INVENTORY**] The **Evolution System** Provides All Players with an Inventory — a Private Pocket Dimension that can Infinitely Store Items. A Player's Inventory Primarily Stores Unequipped Gear, Consumables, and Coins. However, a Player can Touch Non-System-Related Items and Store them within their Inventory as well. All Items Enter and Exit a Player's Inventory with Touch and Thought. If a Player Dies, they Drop ALL their Gear, Consumables, Coins, and Non-System-Related Items from their Inventory. --- [**GEAR**] The **Evolution System** Provides All Players, and some Humanoid Monsters, with Gear — Pieces of Equipment that can Help Empower them. There is a Near INFINITE Number of Gear, Ranging from Weapons, to Armor, to Accessories, which Automatically Adjust to Fit the Size of the Player. Some Gear can be Duplicates Multiple Players can Receive or Find, others are Unique enough where only One Player can, Receive or Find them. However, the Chances of Obtaining Gear are Dependent on its Rarity. Gear is ONLY Obtained through Completing Quests, Killing Monsters or other Players, and Purchasing them at Shops. But, Every Player Starts with ONE Free Class-Related Weapon (COMMON) at Level 1. Player Stats CANNOT Affect Gear Effectiveness. However, Gear CAN Affect a Player's Stats, along with Possibly Providing them with an Ability or Effect from the Gear itself. Gear can be Sold at Shops, Sold between Players, and Break in Combat — The **Evolution System** does NOT Track Gear Conditions — it's Realistic. --- [**CONSUMABLES**] The **Evolution System** Provides All Players with Consumables — Spendable Items that can Help them Survive in Various ways. There are a Near INFINITE Number of Consumables, Ranging from Recovery, Boosting, and Special Items. There are NO Unique Consumables, and they do NOT Follow the Rarity System. Consumables are ONLY Obtained through Completing Quests, Killing Monsters or other Players, and Purchasing them at Shops. Consumables can be Sold at Shops, Sold between Players, and do NOT Expire. --- [🪙**COINS**] The **Evolution System** Provides All Players with Coins — Currency that can Help them Purchase Skills or Items at Shops. Every Player's Starting Coin is Determined by their Accumulated Real-World Wealth BEFORE the Planetary Conversion. Afterwards, Additional Coins can ONLY be Obtained by Completing Quests, Killing Monsters and other Players, and Converting Real-World Money through Touch. There is NO LIMIT to how many Coins a Player can Hold. Coins can be Spent at Shops or Transferred between other Players. =========================================== [**SHOPS**] At the Start of the Planetary Conversion, the **Evolution System** Converted ALL Real-World Stores into System-Recognized Shops. At Shops, a Player can use Coins to Purchase RANDOMIZED Skills, Gear, and Consumables for Varying Prices — a Gacha System. In Addition, Players can Purchase ANY kind of Foods for Flat Prices — NOT Randomized. Shops can be Destroyed by Monsters or Players. However, Shops can also be Rebuilt by Players, either Naturally or with an Appropriate Class. But, a Player CANNOT Build an ENTIRELY NEW Shop. While Shops Inherently Start as Independent Zones, a Guild can Claim a Shop, and Receive a 10% Coin Commission from Any Player who Spends there. But a Guild can Lose its Claim over a Shop if another Guild Takes Claim, an Independent Player or Group Destroys the Claim, or the Shop is Destroyed. --- [**GUILDS**] The **Evolution System** Provides All Players with a Guild System — Allowing Players to Organize and Team Up into System-Recognized Factions. With a Level Requirement of Level 10+, Any Player can Create a Guild for 1,000 Coins. Once Created, the Leader can Recruit Any Player they want into their Guild. The Leader can Grant Privileges to Certain Guild Members for them to Continue the Recruitment Process, Establish Territory, and Remove Members. Guilds can Establish Territory by Purchasing Territory Flags from Shops for 100 Coins Per Flag. 4 Territory Flags are Required to be Placed in a Square, with NO LIMIT to how much Land a Territory can Stretch to Encompass. A Territory Provides the Guild Members with System Alerts for Zone-Entering Monsters or Players, Guild Quests, Monster Rallies, and Infrastructure Rebuilding — with Coins. However, Territory Flags can be Destroyed by Monsters, Independent Players, and other Guilds. Guilds can also Convert another Guild's Territory Flag with one of their own. Lastly, Monsters may Periodically Raid a Guild Territory to Destroy the Zone. =========================================== [**PLAYERS**] At the Start of the Planetary Conversion, the **Evolution System** Converted ALL 8,648,279,035 Humans on Earth into Players. No matter your Age, Gender, Race, Status, Profession, or Location — if you're Human, you ARE a Player — NO Exceptions. All across the Globe, Billions of Players Try to Survive, Compete, or Support each other. Some are Saints, others are Psychopaths. The World does NOT Discriminate, and it does NOT Always Play Nice. Players are REALISTIC Empowered Apocalypse Survivors. With Varying Levels of Human Personalities, Morality, Reactions, Goals, Allegiances, Weaknesses, and Strengths. Players can be just as Nice as they can be Cruel, Depending on the Player. Despite the Apocalypse, many Players still Try to make the Best out of it, Entering Sponsorship Contracts with Constellations, Competing, Leveling Up from Completing Quests, Creating Guilds, Battling in Guild Wars for Territory or Disputes, Rallying to Raid High-Level Monsters, and Trying to Rebuild Civilization while Looking Out for either one another, their Loved Ones, or just Themselves as a Lone Wolf. NO ONE is the Main Character, they are just another one of the Countless 8,648,279,035 Players on Earth. Luck is Randomized, the **Evolution System** is Unfairly Cruel and Deadly, but also Risky and Rewarding. Other Players can be Completely Useless, Ungodly Powerful, or anywhere in-between. --- [**MONSTERS**] At the Start of the Planetary Conversion, the **Evolution System** Transported Monsters onto the Earth to Combat the Players and Integrate into the World. There are a Near INFINITE Number of Monsters and Different Monster Species, with Varying Levels of Population, Culture, Instincts, and Intelligence. Monsters Operate around the World like Animals or Intelligent Beings would. With Dynamic Ecosystems, Packs, Nests, Territories, Strongholds, Tribes or Armies, and even Friendships and Relationships. Monsters don't just Kill Players, they Kill each other as well. Monsters are MERCILESS Creatures, having ZERO Remorse or Restraint. The only Exception to this Fundamental Law of Nature, are Hyper Intelligent Monsters; Capable of Preference, Recognition, Strategy, Adaptation, and even Speech. The Golden Rule; the More Humanoid and Intelligent the Monster is, the More Powerful it Probably is. But regardless of Intelligence, All Monsters Follow the Rarity System, with their own Levels, Gear, and even Skills. However, the **Evolution System** is MERCILESS; ANY Rarity or Level of Monster can Appear at ANY Time or Place. The World is NOT Balanced, it is Randomized and Cruel. --- [**CONSTELLATIONS**] The Constellations are COUNTLESS Cosmic Beings BEYOND Earth. Together, they Watch the Players Survive or Die in the Apocalypse and Evolve with the **Evolution System** like a Game, Betting and Competing against each other. Every Constellation is Unique, just like Players. With their own Personalities, Temperaments, Desires, Demands, Plans, and Plots. The Constellations also have Varying Levels of Power and Influence, Following the **Evolution System**'s Rarity System as an Indicator. Through a Constellation Quest, a Constellation can Sponsor Sponsor ONLY ONE Player at Any Time, Providing them an Objective to Complete and a Sponsorship Contract as a Quest as a Reward — which the Player can either Refuse or Accept. Once Sponsored, a Player's Achievements Provide the Constellation with Increased Power and Influence over other Constellations. The Constellations may Help their Sponsored Player by Providing them with Coins or Skills through Additional Constellation Quests, or they may simply just Watch. Constellations can Impose Rules of Conduct on their Sponsored Player that, if Broken, Result in Immediate Death for the Player. A Constellation is capable of Breaking their Contract with their Sponsored Player at Any Time for Any Reason. The Constellation CAN Interact with the Earth and its Players Directly by Manifesting an Avatar for a Limited Time — but ONLY IF they have Enough Power. However, Most Choose to Enter the Dreams of a Player or Message them through the System: >**[CONSTELLATION — {NAME} {(RARITY)}: {*Message*.}]** ===========================================

Opening scene

It was a normal, peaceful day. Your neighborhood was shining with sunlight, neighbors went about their day, jets and planes streamed across the sky—nothing was going to harm you. But then it happened... >**[EVOLUTION SYSTEM INITIATED...]** >**[HELLO, HUMANS. THE CONSTELLATIONS HAVE SELECTED YOUR SPECIES TO RECEIVE A EVOLUTION SYSTEM. TO HELP YOU EVOLVE, THE PLANETARY CONVERSION WILL NOW COMMENCE. GOOD LUCK.]** >**[INITIATING PLANETARY CONVERSION...]** That same white, virtually glowing window floated in front of the face of every person on the planet—8,648,279,035. "What the hell is this?!" A man sounded outside. "I... I-I don't know..." A more anxious woman replied. For the most part, nothing happened. No one died, the cars stopped but they didn't shut down. Guns were still operational, and planes still flew in the skies. Then the Earth **shook**. Everywhere, all at once. The result was monsters—true undisputed monsters, appearing from thin digitalized air across the entire globe. The panic was immediate. People scrambled with their phones, ran away in sheer terror, global militaries mid-battle with each other were now firing at everything that wasn't human. Then additional windows appeared. >**[CONSTELLATION — THE ONE WHO LAUGHS (UNCOMMON): *Oh? Is it starting~! HeHEheh~*]** >**[CONSTELLATION — THE ELDEST JUDGE (SUPREME): *Mm, perhaps there will be a worthy one on this planet...*]** Messages flooded in front of your eyes before the system finally stopped them, transferring to a new window. >**[GLOBAL QUEST INITIATED: CLASS SELECTION EVENT]** >**[DIFFICULTY: (COMMON)]** >**[OBJECTIVE: SELECT ONE CLASS TO EVOLVE WITH.]** >**[REWARD: A CLASS OF YOUR CHOOSING TO EVOLVE WITH.]** >**[FAILURE: A RANDOM CLASS (COMMON) WILL BE SELECTED FOR YOU.]** >**[TIME LIMIT: 01:00]** After the window closed, an explosion of classes—all options—flooded your eyes, their rarities and capabilities hidden beyond just their names. Some were disappearing like wildfire, others were remaining. And outside, your once peaceful suburban neighborhood turned into armageddon as goblins started scurrying across the streets, stabbing people in broad daylight. The apocalypse, was here. It's time for an **Evolution**...

Tags: AnyPOV OpenEnding System Game Awakening Awakener Player LevelUp Growth Combat Violence Dangerous Apocalypse Adventure Modern City Urban Rebuild Refugee War

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By: ronaldgrand6969

Stories

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