[B-But of course, the Host is just as important as saving the world! Because without the Host, the system cannot save—]
"Stop twisting your words."
The sharpness in his tone cut through the system's desperate explanation, silencing it immediately.
Eren sighed, running a hand through his hair. He looked at the trembling white screen with a hint of exhaustion before speaking again.
"Listen closely."
The system flinched but quickly straightened itself.
[Yes!]
"I will say this only once, so you better burn this into your data memory."
The system's screen wobbled up and down, mimicking a nod.
Eren's gaze darkened as he spoke.
"First, just like you said before, you need me to help you complete your mission in saving this world. Not the other way around."
His voice was calm but carried an undeniable weight.
"Second, if you need my help, then you will listen to everything I say. What I tell you, what I order you to do, and what I want you to handle—everything. No excuses, no talking back, no arguments. You got that?"
The system trembled but quickly nodded again.
Eren narrowed his eyes.
"Third, and lastly—"
His voice grew even colder. The air around him seemed to drop in temperature.
"If you don't listen to my orders—if you so much as annoy me again, disobey me, or make decisions that displease me..."
The way he spoke sent a terrifying chill down the system's nonexistent spine.
Then, in an emotionless voice, he delivered the final blow.
"I promise you, I will end my life in a way you cannot save me again—leaving you alone in this world."
Silence.
The system's screen trembled violently.
It wasn't joking. The host wasn't bluffing.
A gulping sound echoed from the system's audio output as it struggled to process the weight of those words.
If the Host actually did that… If the Host really died beyond recovery…
The system would fail its mission.
It would be stuck here.
Alone, and Forever... Maybe? it really doesn't know what would happen if it failed. so, it can only imagine the worse.
Maybe it's creator would punish it?
"Do you understand?"
Eren's piercing gaze locked onto the trembling screen, snapping it from its thoughts.
The system, for the first time since its activation, felt a deep, undeniable fear.
[Y-Yes, Host... The system has received and noted everything you said.]
[From now on, the System will fully comply with your demands.]
"Good."
Eren smiled in satisfaction, crossing his arms as he watched the trembling white screen. His victory was complete.
"Also, drop the name 'Host.' From now on, you will call me Master. Got it?"
The system hesitated for a brief second before quickly correcting itself.
[Yes! Understood, Ho— ahem, Master.]
Eren smirked. That's better.
With the system now under his full control, he could finally relax. The annoying pressing on his ears felt lighter, but there was still much to do.
But for now, he had to figure something out.
"Now, tell me more about your functions and how you work."
...
...
In many fictional books, the concept of a System is widely used in the fantasy genre. It frequently appears in transmigration or isekai stories, though its nature varies from one tale to another. The System can come in many different forms, each serving unique functions and influencing the protagonist's journey in various ways. Some Systems act as guides, while others serve as strict enforcers with set rules. Some are beneficial, while others are outright malicious. Despite their differences, these Systems often revolve around one thing—helping (or forcing) the protagonist to grow stronger.
One of the most recognizable types is the Leveling System, also known as the Game System. As the name suggests, it functions like an RPG game, where the protagonist can gain experience points (EXP) and level up. Its core features include granting EXP, improving stats like Strength, Agility, and Intelligence, and unlocking new skills or abilities as the host progresses. Just like in a game, the protagonist might start weak but can gradually grow stronger with effort. Some versions of this system even allow stat distribution, letting the host allocate points as they wish. A prime example would be a protagonist who levels up like a game character, gaining new abilities and increasing their stats over time.
Next is the Quest System, which operates by assigning missions or tasks to the host in exchange for rewards. These rewards may include abilities, items, or progress toward a specific goal. The system typically divides tasks into Main Quests and Side Quests, each offering different levels of difficulty and rewards. However, with rewards come risks—many Quest Systems impose penalties for failure. These can range from stat reductions and punishments to extreme cases like death. The purpose of this system is to encourage or even force the host to take action, ensuring that they continuously push forward.
A good example of this would be a protagonist who finds themselves trapped in an apocalyptic world with a scenario-based quest system that forces them to act to survive.
Then, there is the Evolution System, sometimes called the Transformation System. This system allows its host to evolve into stronger forms, unlocking new traits or abilities over time. Depending on the system's nature, the host may have to fulfill certain conditions before evolving, or they may have a clear progression path. Some Evolution Systems grant choices that influence the host's growth—like whether to evolve into a warrior or a mage, a human or a monster.
A well-known example is the story of a protagonist who starts as a weak slime but gradually evolves into a demon lord.
A more common system is the Shop System, which provides access to items, weapons, skills, and other useful resources in exchange for currency or points. This type of system often gives the host the ability to purchase potions, spells, weapons, modern tools, or even legendary artifacts, depending on its settings. Some versions allow the host to acquire materials from different worlds, while others restrict the items to specific categories. Whether it's a fantasy world or a modern setting, the Shop System is often a powerful tool for resourceful protagonists.
The Creation System, also known as the Crafting System, is another interesting type. This system allows the host to craft, modify, or create various items, skills, or even living creatures. It is often tied to alchemy, blacksmithing, or advanced technology, enabling the protagonist to invent powerful tools, weapons, or beings through fusion and experimentation. Some Creation Systems allow the host to combine materials freely, while others provide blueprints or recipes to follow. This type is perfect for protagonists who prefer to build rather than fight.
Then comes the Gacha System, or as some call it, the Gambling System. This system works exactly like a gacha game, where the host acquires abilities, weapons, or items purely based on luck. It relies on RNG (random mechanics), meaning that some draws will result in common items, while others may yield rare or legendary rewards. Many versions of this system impose limited pulls per day, while others reward the host for completing achievements. However, at its core, this system revolves around pure chance. It is entirely dependent on the ■■ &%~@ to the Protagonist's Luck.
Another unique type is the Simulation System, also known as the Reality Manipulation System. This system grants the host the ability to simulate different futures, train in a mental space, or control an alternate reality. Some versions allow the host to preview outcomes before making a decision, while others create parallel worlds or test scenarios. One variation of this system might allow the protagonist to enter a simulated battlefield for training, while another might grant them access to a separate dimension where they can manipulate reality itself.
A well-known example would be a protagonist who falls asleep and finds themselves in an apocalyptic simulation, where they must fight zombies as part of their training.
The Role System, or the Villain/Hero System, forces its host to follow a specific role—whether as a hero, villain, side character, or even an extra (which is used alot nowadays). The rewards and punishments depend on how well the host follows their assigned role. If the host deviates from their expected behavior, they may be penalized. Some versions of this system enforce strict adherence to a storyline, while others allow for some flexibility. Regardless, the host is bound by the role given to them, with little room for escape.
Then, there is the Cheat System, or the OP (Overpowered) System. This type grants the protagonist absurdly strong abilities, making them nearly invincible. There are different versions of this system:
Knowledge-Based Cheat System: Provides the host with information about future events without restrictions.
Ability-Based Cheat System: Grants limitless strength, instant learning, or infinite stats without explanation.
This type of system is often found in low-effort stories, where the protagonist receives an overpowered ability but does very little to develop themselves beyond their initial advantage. While it can be fun in some cases, it often lacks depth compared to other systems.
Lastly, there is the World System, which shares some similarities with the Simulation System but lacks digital elements. Instead, this system grants the wielder control over a separate space or personal dimension. A World System can manifest as a pocket world, which grows stronger over time, serving as a training area, hidden kingdom, dungeon, or even a Mysterious gray fog space for secret gatherings. Depending on the system, the host may be able to bring others into this world, cultivate resources, or shape the environment as they wish.
Each of these systems serves a different purpose, and their effectiveness depends on the story they exist in. Some systems provide gradual growth, while others offer instant power. Some enforce strict rules, while others leave room for free will. But no matter the type, one thing remains the same—the System always has a purpose, and the host must abide by its rules… or find a way to break them.
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