Author has written 7 stories for Harry Potter, Game of Thrones, Naruto, Kingdom Hearts, and Elder Scroll series.
I was introduced to this site a little over 6 years ago, at this point. There are several stories that I eagerly anticipate the new chapters being posted and hope that anyone who reads what I publish will feel the same. I strive for excellence in my writing and don't mind criticism as long as it's constructive.
My current passion project. This story was inspired by A Video Game of Thrones by Temairine and A Game of Ice and Fire by I'mjusttryingtofindmyway.
Ed Stark gives Jon a ring that turns his life into a video game. Jon will navigate the world of Ice and Fire while his skills and character grow and develop. Inspired by the other GoT video game plots (find them, read them, love them) and the Video Game Plot communities (check them out). Please review! Aiming for regular Sunday updates but may update sooner depending on response.
After writing the first two chapters, my biggest take away on the character leveling is that it is a tremendous pain and somewhat distracting to the overall flow of the story. I feel that my realization somewhat mirrors what the gamer may feel before he customizes his settings. Moving forward, I will strive to integrate the leveling better into the overall flow. Additionally, as the story progresses, the leveling will probably scale back significantly with the increased experience requirements.
No pairing decided for this story. When I first started the story, it was meant to show Jon's evolution and progression through the world. Right now Ygritte and OCs Ysolda and Arachne seem to be vying for our hero's attention but there is a lot of story left to go.
Jon Snow – As of Chapter 21s ending
Jon Snow Level 22: 4,033,899/4,670,322
Sixth Sense – The ability to read body language and situations allowing you to predict the most likely future outcome. What you choose to make of the information acquired by this perk is up to you.
Situational Awareness – Basic understanding of how to compose yourself in a given situation to help obtain your desired results
Deeper Understanding – Get the most out of the books that you read. You can now find more insights in the books that you read.
Read-Absorb –Absorb the content of a book to increase your knowledge of its subject. Time taken for successful absorption is equal to the amount of time it would take to naturally read the book.
Read-Experience – Experience the content of a book. Choosing this method will provide a much more comprehensive of the contents of a book.
Intermediate Mysticism – Allows recovery of MP at a rate double to your current Intelligence level per minute outside of combat.
Archery 11 (203,500/205,500)
Overdraw 2: Bows do 30% more damage.
Tracking Shot: Anticipate the way your opponent will move and adjust your aim accordingly. Shots to the head do three times more damage than regular shots. Chance for instant kill based on level of opponent relative to level of Archery skill.
Blocking 12 (242,700/310,000)
Fundamental Defense: Blocks prevent 20% more damage
Evasion 14 (552,450/552,550)
Evasive Tactics: 30% more likely to evade enemy attacks
Light Armor 10 (53,950/102,400)
Agile Defender: 20% less damage taken when wearing Light Armor
One-handed 16 (773,250/846,036)
Armsman: One-Handed weapons do 20% more damage.
Dual-wield: Use one handed weapons with equal proficiency with either or both hands.
Two-Handed 13 (355,001/425,500)
Barbarian: Two-Handed weapons do 20% more damage.
Lock Picking 7 (10,500/12,800)
Sneak 8 (16,780/25,600)
Stealth: You are 20% harder to detect when sneaking.
Speech 8 (24,851/25,600)
Taunt: Words have power. With your words you can cause people to act out of character often forcing errors and lapses of judgment. 30% chance of success against those with lower levels; effective reduced by 1% per level for targets with higher levels.
Negotiation: 20% more likely to reach a compromise
Command: The ability to give instruction and the likelihood that those instructions will be followed. The likelihood of a command’s success depends upon the level of the one giving and the level of the one receiving the command, reputation and other variables.
Alchemy 8 (16,667/25,600)
Alchemist: Brewed potions and poisons are 20% more effective.
Potioneer’s Instinct: Tasting ingredients will unlock their properties for use in poison and potion making.
Smithing 8 (18,000/25,600)
Apprentice Smithing: Craft beginner weapons and armor that are 10% more effective than standard weapons and armor.
Leather Working: Craft and improve leather apparel and armor twice as much
Enchanting 3 (500/800)
Destruction 11 (164,350/205,000)
Fireball 5 – Intermediate (1,850/3,200): Destruction magic that allows the user to shoot balls of fire from their hands. Cost: 50 MP. Damage: 40 HP (Strong likelihood of causing burn).
Flames 8 – Basic (13,500/25,600): Destruction magic that allows the user to shoot a torrent of fire from their hands. Cost 8 MP per second. Damage: 5 HP per second (Low likelihood of causing burn).
Frost 7 – Basic (10,300/12,800): Destruction magic that allows the user to shoot frost crystals from their hands in an arc that can hit multiple enemies at the same time. Currently shoots three snowflakes. Cost 10 MP. Damage: 5 HP per frost crystal (Low likelihood of freezing opponent).
Sparks 6 – Basic (5,000/6,400): Destruction magic that will call down the power of lightning from the sky that will home in on an opponent within 15 feet of the caster and strike without fail. Cost: 16 MP. Damage: 12 HP.
Magic Manipulation 11 (125,000/102,400): The ability to control the world as you see fit. The application of this skill is only limited by the creativity of the manipulator. If you can dream it, you can do it with Magic Manipulation. Level 10 Bonus: Your increased magical aptitude has increased. Damage from Destruction magic doubled and spells’ cost for basic level destruction reduced by half.
Conjuration 10 (62,000/102,400)
Light 10 (61,500/102,400): Creates a ball of light that will float above you, illuminating your path. This ball of light will follow the caster as they move through the world. With finer control of your magic, you will have the ability to direct the ball of light as you please. 10 MP used per 30 seconds that the ball of light remains in existence.
Alteration 10 (100,500/102,400)
Warg 8 (15,500/25,500): The ability to enter and take control of another creature. The cost of this ability along with the variety of creatures that you can control is based on your relative levels and the familiarity between yourself and the creature that you wish to control. It will cost more MP to attempt to warg into a creature that is closer to your level and hostile towards you than it would to warg into the same creature if it was lower level and friendly towards you. The first time warging into a creature will have an additional MP cost to establish the warg link. As you warg more frequently with the same creature, the cost of warging into that creature will decrease.
Transfiguration 10 (85,000/102,400): Transfiguration is the ability to change the shape or properties of an object. The magical cost of this type of spell varies depending on the magical density of the subject. Magical density is determined by the magical potential of an object. Items with low magical potential, such as cloth, will require less magic to Transfigure than items with high magical density, such as dragon scale. When it comes to Transfiguration, what you can accomplish is limited only by your imagination and your magical reserves and if both are sufficient then there is nothing that you can’t accomplish.
Illusion 10 (59,500/102,400)
Magical Distortion 9 (43,000/51,200): Using magic, blend an object perfectly with other objects in the vicinity to hide it perfectly from the untrained eye. The number of objects that can be placed under a magical distortion vary based on magical reserves and the cost of the magical distortion will vary based on mastery of illusion magic.
Calm 8 (15,000/25,600): Calm is a novice spell that will cause a hostile creature or person to cease their aggressions until they are enraged for any reason. Spell cost determined by the level of the target relative to your level; base cost 50 MP /- 1% for every level higher/lower the target is when compared to the caster.
Restoration 11 (102,900/205,000)
Magic Ward 10 (101,400/102,400): There are two varieties of the basic Magic Ward. For 5 MP you can create a Magic Ward that will negate any damage from being taken from this spell. For 10 MP you can create a Reflective Magic Ward that will reflect the spell back upon the caster. Depending on your skill levels in other skills, either variety can be applied in a variety of ways which can then be used to negate damage.
Heal: Restores 10 health points per second after being cast. Spell cost 12 MP per second when used by the caster on him or herself. Spell cost 15 MP per second when used to heal another.
Ancient Greatsword of the First Men 15 Attack
Ancient Sword of the First Men 8 Attack (5)
Ancient Sword of the First Men (Honed) 13 Attack
Castle-Forged Steel Sword 12 Attack
Hawksflight Bow 20 Attack
Kobold Iron Axe 14 Attack (3)
Kobold Iron Broadsword 17 Attack(2)
Kobold Iron Mace 15 Attack (2)
Long Bow 8 Attack
Steel Arrows 10 Attack (27)
Steel Mace: 14 attack. Though the mace is the slowest of all the one handed weapons, it can also cause much more damage than other similar weapons if you manage to land a blow on your opponent. This weapon most compliments a warrior with great physical strength who can overcome the natural limitation caused by the increased weight of the weapon.
Ancient Shield of the First Men 11 Defense (4)
Apprentice Robes of Destruction: Damage from Destruction magic doubled and spells’ cost for basic level destruction reduced by half; magic regeneration rate doubled.
Bearskin Leather Cuisse 10 Defense
Bearskin Leather Greaves 10 Defense
Bearskin Pauldrons 10 Defense
Black Cloak 1 Defense
Black Leather Belt 1 Defense
Black Leather Boots 1 Defense
Black Pants 1 Defense
Black Tunic 1 Defense (Damaged, -1 Defense)
Blackflame Cape of Wanton Destruction: 30 defense, 50% resistance to fire, -50% cost to fire-based attacks, 30% resistance to physical attacks and projectiles
Kobold Leather Armor 16 Defense (7)
Kobold Leather Helmet 15 Defense (7)
Leather Gauntlets of Vigor 3 Strength50 SP
Mirelurk shield: 35 Defense, 20% resistance to physical damage
Sea Serpent Bones (5)
Sea Serpent Scale(20)
Sea Serpent Scaled Boots of Winter. 30 Defense. 50% resistance to frost, -50% cost to ice-based attacks, MP doubled.
Shield of House Stark 15 Defense
Stargaryan Ring: This ring was ????????? to activate when slipped on the finger of the intended wielder. When activated, the Stargaryan Ring will provide an accurate assessment of his/her abilities among other things. The perks that the ring grants to its wielder will allow much faster skill growth than unmeasured leveling that occurs as a result of the typical human experience. The full potential of the ring has not yet been realized by the current wielder. Only the wielder of the Ring can see it once it has been activated.
Winterfell Captain’s Jerkin: A black leather jerkin lined with a layer of chainmail that has been embroidered with the direwolf sigil of House Stark. It is an upper body armor that provides increased protection to the wearer. 20 Defense
Bleeding Mushroom (14)
Creep Cluster (12)
Imp Stool (17)
Skeever Tail (14)
White Cap (12)
Breathing Water and Spitting Fire
Daughter of the Old Ones
Sithis and the Many Faced God
The Lunar Conspiracy
Father of the Niben
The Gold Ribbon of Merit
Vernaccus and Bourlor
Battle of the Fields of Fire
Death Blow of Abernanit
The Black Mirror
The Warrior’s Warrior
Frostfall: The Coming of Winter
The Great Hearth, Bridges in the Sky
The Warrior’s Charge into Doom: The Fall of Ziggimus Zaggurat
Horror in Asshai
Mystery of the Landing
The Terror of War
The Seven Knights of the Faith
The Dawn of the Red Dragon’s Tail
Ice and Chitin
The Red Dragon Takeover and the Flight of the Black Dragon
Surfeit of Theives
Fighting Fire and Darkness
A Bastard’s victory over a King
The Importance of Where
A Dance with Fire
The Strike of the King
Bear Claws (60)
Bear Teeth (90)
Coin - Bronze (12)
Coin - Gold (104)
Coin - Silver (10)
Fanged Weaver Venom (22)
Ivory Tusks (2)
Lock Pick (10)
Mirelurk Chiton: Very rare, seen as a collector’s item by those who know what a formidable enemy a mirelurk is to those who venture into their domain (2)
Mudcrab chiton: Common item for those who travel the wetlands of Westeros. (20)
Mysterious Black Treasure of Qarth
Petty Soul Gem
Torchlength Wood (5)
Weaver Silk (68)
Wolf Pelt (9)
Wolf Teeth (48)
Quest Alert! Return to Winterfell
Main Objective: Make it back to Winterfell within two months.
Secondary Objective: Raise Conjuration, Alteration, Illusion and Restoration skills to level 10.
Tertiary Objective: Reach level 25 by the time that you reach Winterfell’s gates
Rewards for Main Objective: 1,000,000 Experience. 500 gold. Permission to leave Winterfell and explore the world to your heart’s content. Arrive in time to save ?.
Rewards for Secondary Objective: Save ? from a life as a cripple. Unlock ? quest.
Rewards for Tertiary Objective: Physical Evolution will occur earlier than normal, granting you increased likelihood of survival in your trials to come along with many other benefits.
Quest Alert! Broken Treasure
Main Objective: Though she made it out of the cave, Arachne is not out of the woods yet. The final temptation of the Old God is attempting to enslave Arachne to continue the punishment that started so long ago. To save Arachne from a fate worse than death, find a way to break the curse within a year.
Rewards for Completion: 2,500,000 experience, ?, ?, ?
Penalty for Failure: Arachne will be forever lost to the power of the Old One.
Just Hold On
My take on Jon rescuing Sansa from her Bolton induced torture.
When Jon is struck down, he is also struck by a vision. In this vision he finds motivation and when he returns, he is determined to right the wrongs that he saw in the vision. Jon will march south and those who stand in his way will learn just what the promise Winter is Coming truly means, even if he must make that promise by Fire and Blood.
I believe that there is a huge plot point for Sansa's character development. In the show, when Sansa decided to jump from the walls of Winterfell, she effectively took control of her fate. Whether she lived or died because of the fall, it was her decision to make and hers alone. That one decision, in my opinion, is what gave Sansa the self-confidence needed for the decisions that she would go on to make from that point, however cruel they may be (not telling Jon about the potential reinforcements, feeding Ramsey to his own dogs, potentially conspiring against Jon with Littlefinger).
It seems that her prolonged torment is what drove her to that level of cruelty and could have a very profound affect on her character if not tempered by the knowledge that she has a modicum of control over her circumstance.
Some people disagree with exhibitionism that Sansa has displayed so far in the story but I think that, given her situation before Jon arrived, she would revel in her tormentors destruction just as she had been taught to do in her long years as a captive, by reveling in the destruction and humiliation of her torturer.
On a (hopefully) temporary hiatus.
I'll may update my profile with briefs on my other stories at some point. They were my first works of Fanfiction and I keep them up in case anyone wants to compare my writing from when I first found the site with how I am writing today.