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God forbid I ever become a lady!

Summary:

A modern young woman from the 21st century finds herself in the body of a child destined to lose in the power games of the Ottoman Empire. Will her intellect, knowledge, and willpower lift her above her circumstances, or will she burn like a second Joan of Arc?

Chapter 1: Gamer

Chapter Text

Name: Jeanne Levin (Gülbahar…. )

 

Age: —

 

 

Attributes (up to… )

 

Strength — 1/5

 

Agility — 1/5

 

Endurance — 1/5

 

Intellect — (7)5/5 (Rank 0)

 

 

Skills

 

Composure — 6,5/10

 

Acting — 4,5/10 (Rank 0)

 

Observational Skills — 6,5/10

 

 

Knowledge

 

Modern Turkish — 0.1/10 (Rank 0)

 

Modern Russian — 10/10 (Rank 0 ≈ 1)

 

Modern English — 10/10 (Rank 0 ≈ 1)

 

Basics of Parkour — 7/10

 

 

 

Knowledge Shop

 

  • Languages
  • Arts
  • Psychology
  • Warfare
  • Survival
  • Medicine
  • Cooking
  • Crafts
  • Society

 

Points

 

+4,3

 

 

 

SYSTEM RULES (MANDATORY READING)

 

 

 

ATTRIBUTES ARE LIMITED

 

The System does not allow exceeding the physical limits of the body Jeanne inhabits.

 

There is a growth cap for all attributes, as she is limited by female biology and child physiology. Even if parameters are improved through points, she will not be able to become stronger than an actively trained adult man. However, this does not mean she cannot defeat one. Allocate points wisely.

 

 

INCREASING ATTRIBUTES MAY RESULT IN A LETHAL OUTCOME

 

Using points on Strength, Endurance, Agility, or Intellect causes immediate mobilization of the body's internal resources: fats, minerals, and physical reserves are burned.

 

As a result, increasing these parameters leads to weight loss, weakened immunity, migraines, seizures, dizziness, hemorrhaging, and, in case of resource deficiency, abnormal exhaustion and even death.

 

This also applies to the "Knowledge" parameter, though to a lesser degree.

 

 

KNOWLEDGE SHOP

 

The Knowledge Shop is an in-game mechanism that allows Jeanne to spend points to acquire basic knowledge of the modern world.

 

A purchase does not grant instant mastery. When a piece of knowledge is purchased, it appears in the "Knowledge" section at zero level.

 

Information in the Shop is still updating.

 

The more points invested, the higher the chance of receiving rarer and more valuable knowledge.

 

 

POINTS ARE A RARE AND VALUABLE RESOURCE

 

Points are the System's in-game currency and cannot be earned through ordinary labor. They are compensation for turning-point decisions, extraordinary effort, and influence on the world.

 

 

METHODS OF ACQUISITION

 

+2 to 10 points for successful world progression

 

Spreading knowledge, altering social structures, initiating processes that previously did not exist

 

+0,6 to 2 points for overcoming critical situations

 

Survival against circumstances, brilliant decisions, saving oneself or others, extreme improvisation

 

+0.1 to 0.5 points for psychological breakthrough

 

Overcoming pain, panic, or terror in high-risk situations

 

 

METHODS OF APPLICATION

  1. Points are automatically converted only upon reaching +1.0 into a whole point.
  2. Points may be used in attributes, skills, knowledge, and the Shop.

 

 

RANK SYSTEM

 

No Rank — In many cases, rank increase is impossible

 

Rank 0 — Basic level

 

Increasing level within Rank 0 improves efficiency but grants no new abilities. Application is possible only in standard, everyday, or critical conditions requiring basic human capability.

 

Rank 1 — Beyond the ordinary

 

The Skill reaches a professional or unique level of development.

 

Allows additional applications, flexibility, and combinations with other skills or knowledge.

 

Example:

 

Acting Rank 1 may allow Jeanne to:

 

• Imitate accents, provided language skill is at least 6/10

 

• Inspire trust in strangers through intonation, facial expression, and body language, provided complementary skills exist

 

• Mislead even experienced observers, depending on the situation. The System is not a guarantee. Jeanne, like any person, can make mistakes.

 

 

RULE FOR RANK INCREASE FROM 0 TO 1

  1. A Skill begins at Rank 0 with a progress scale from 0 to 10 points.
  2. When a Skill reaches 10/10, further improvement stops. Progress is locked until rank increase or long independent development, which may take years, as in normal life.
  3. To advance to Rank 1, an additional 15 points must be invested into the rank itself. These points do not increase the skill level but serve as payment for the breakthrough.
  4. After successful payment, the Skill advances to Rank 1, and its scale resets to zero.