The System’s Rules
The Legend of William OhThis flow traces how William Oh learns to exploit, resist, and reinterpret the formal rules imposed by The System.
increasing
Bearing strength in each event
decreasing
Three Sacrifices

Three Sacrifices
A Rigid Requirement
The Class Trial requires three Sacrifices before the Trial Door opens. The rule transforms preparation into a life-or-death condition.
A Design Flaw
William Oh becomes trapped because the system assumes possession of the required materials. Its mechanical fairness ignores bad luck and betrayal.
Exploiting the Margin
Will discovers that poorly preserved materials can sometimes produce Class Seeds. The rule is strict, but not perfectly closed.
Primary Abilities

Primary Abilities
Long-Term Investment
The first two Abilities receive the strongest growth, making each choice a commitment to a future Build rather than a temporary solution.
Emotional Choice
William Oh chooses Phantom Hand partly because he wants his hand back. The decision is irrational in the moment but becomes central to his identity.
Survival Choice
Aspect of the Goat complements Phantom Hand by making terrain usable. Will’s Class is therefore built from both emotional need and practical calculation.
Charge Economy

Charge Economy
Scarce Power
William Oh learns that Charges recover slowly and that every Ability use can determine whether a Party survives. Magical strength is limited by time as much as by level.
Logistics of Choice
The Party must decide when to fight, retreat, spend healing, or preserve an escape route. Loth’s traps become valuable partly because they reduce Charge expenditure.
A New Arithmetic
Will begins evaluating Relics by daily efficiency and synergy rather than spectacle. His Build develops through resource management.
Key Site Advancement

Key Site Advancement
Two Routes Up
The System offers established routes or dangerous Key Site clears. The second path promises speed and reward but demands combat capability.
Local Adaptation
William Oh and Loth choose the Key Site, using traps, Homefield Advantage, and ranged fire against Aberrant Camel. Their tactics fit the location rather than a fixed script.
Permission to Ascend
Clearing the site grants access to the Floor Door. Advancement becomes a consequence of demonstrated control over hostile territory.
Acclimation and Limits

Acclimation and Limits
The Body’s Boundary
Miasma Acclimation prevents immediate travel between Floors. The System imposes biological limits even on Climbers who possess powerful Relics.
Waiting as Strategy
William Oh and Loth must spend time in dangerous environments before advancing. Their growth is shaped by forced patience rather than pure momentum.
A Structural Constraint
The rule prevents reckless ascent but also creates periods when low-level Climbers remain exposed. Safety and progression are placed in tension by design.
during Will’s Improvised Class Trial
during Resourceful Climber Class selection
during the early Second-Floor expeditions
during the clearing of the camel Key Site
upon arrival at the Third Floor