Grand Quest Offline (Still Accepting)

Discussion in 'ROLEPLAY GRAVEYARD' started by Renose, Jan 5, 2015.

  1. Link to the Interest Check

    Recommended Reading

    Link to the IC

    Virtual Reality Dream Immersion System. Code Name: Real Game Gear or RGG.

    It is the year 2050 and technology has made some somewhat impressive advances in the world for reasons that don't really matter, these advances being more apparent in Japerica (note, Japerica is not Japan combined with America, it is just Japerica, a running gag of mine from a very old RP), a country known for innovation and technology.

    The most prominent advance is indeed the RGG, something that has brought humanity much closer to understanding the human psyche, spirit, and body. A device that can project the human consciousness into a game world through (insert technological bullsh*t here). Regardless of how it works, the RGG has been around for 5 years now, made by the Narukami Group, one of the largest technology producing corporations in Japerica.

    Recently a highly popular Massive Multiplayer Online Role-Playing Game, or MMORPG, was released for this system known as Grand Quest Online, or GQO for short. All other Virtual Reality RPGs and Virtual Reality MMORPG's were blown away by this title. It flew off the shelves even before it was released, and getting it during the four months it has been out has been next to impossible. Scalpers who got multiple copies were selling it for up to five to ten times its base price, and making large amounts of money off of it.

    The game was praised for how much more realistic it felt than all of the other games that came out for the RGG. Not just the sensations, but the world itself was said to be alive, always changing and expanding based upon what the players do rather than what the admins and developers decide. The NPC's felt like real people and the monsters and enemies like real creatures rather than just a bunch of AI.

    The game's difficulty was praised as well, and the fact that you lost your character upon death also made the game much more intense and all the more highly praised for this enhanced intensity. It made people more attached to their characters and the game itself, making them feel as if they were living another life rather than just playing a game.

    Recently several new players have somehow managed to acquire a copy of this highly elusive and incredibly demanded game through some means and will now be new players in this incredible new world. Their feelings varied, they will be stepping into this brand new world to begin a Grand Quest of their own.

    Of course, the developers of the RGG took all of those ideas and 'VR paranoia' shows as shows like SAO or ./hack have been called before into consideration and thus have made their devices unable to be manipulated to be used in killing players in real life nor are players able to remain in game for more than 24 hours and will automatically be logged out, and their character kept safe by the system, if medical emergencies occur.

    Still, these new players may not know what they are getting into when they log in, as 'fate' may have something more in store for them than just a simple game. Regardless, soon enough their Quest shall begin.
    How will you play your Game?
    So yea, this is going to be a plot about a group of players in a brand new VRMMORPG called Grand Quest Online.

    "But Super Sexy Renose, that isn't the title of this RP, so what the hell?"

    Let me get to that. The 'Offline' part of this RP is going to be pretty key here. This RP will have parts that take place both in real life, and in the game. That being said, I hate overarching plot lines. By that, I mean I hate railroading. So I am pretty open as to whatever you guys want to do. There will be a plot, but you guys could choose to ignore it and go follow some different plot.

    I am more about the players driving the story rather than me directing it. I just like to sit back and give you guys your choices and let you decide what happens instead. In fact, that's why I created the whole Game System here that you see below. Alot of RPs have you setting up what happens in advance and having you setting up defeat and victories for combat and a whole bunch of other stuff.

    I hate losing, and so do alot of other people, so forcing myself to lose sucks. That's why I made the Game System here. Instead of us deciding win or loss, we decide what happens, and the outcome is determined by what you did, how you went about doing it, and the abilities of your character. And it isn't just a this or this could happen. Anything could happen really based upon what you write/how you play out your character's actions and the result of a roll.

    A failure of a roll could possibly be good or bad, as could a success on one. Combat becomes more intense when you don't know what will happen to your character while writing their actions. All in all, I just like game system RPs and have done several of them.

    Anyway, here is the system. Its basic and probably has holes in it, but it works for this RP and relies also upon the RPing of you guys as well.



    Character Creation
    Naturally when you log on to Grand Quest Online (GQO) the first thing you will do is create your character. This character will become who you are and you only get one shot at it, so make sure you create your character wisely.

    Stats (open)

    Naturally the first thing to decide is Stats. You have 8 Stats that your Character possesses. At Character Creation you acquire 48 points that you can put into your Stats. The lowest any of your Stats can be is 1 and the highest is 10 at Character Creation.

    Whenever you Level Up you gain 3 Points to allocate into any of your Stats. You can either put all three into a single Stat or spread them out. As you get higher in Level the amount you gain per Level increases, but for now you only gain 3 Stat Points per Level.

    It is possible to get free Stat Points though. Skills, performing various tasks, training or honing your abilities in various ways, and other such things can increase your Stats. Naturally, it is possible for your Stats to decrease as well, such as certain abilities or other forms of damage or ailments can cause permanent decreases to your Stats as well.

    Strength (STR): Represents your physical strength and might. Used for melee combat and for other forms of strength based tasks or abilities. Used to determine HP, deal extra damage with meele weapons, use stronger weapons and armor, reduce physical damage taken, and do other forms of tasks that require more brute physical strength.

    Vitality (VIT): Your overall toughness and constitution. Used for resisting various physical ailments and for being able to take more punishment. Highly recommended for all characters. Vitality has little use outside of keeping you alive, which is VERY IMPORTANT, so Vit by no means should be a dump stat.

    Agility (AGI): Your speed and grace. Used for determine just overall athletic ability and thus is used for various speed oriented tasks including Dodge defense, Stealth, and determining Attack Speed.

    Dexterity (DEX): Your coordination and basic reflexes. Used for tasks that require a bit of finesse including Accuracy and Defense with weapons or picking locks.

    Intelligence (INT): Your character's general knowledge, basic aptitude, and overall intuition. Primarily used in knowledge based persuits, this Stat also has a role in magic as well. A higher Int is required for certain more mystical abilities (magic or otherwise) and this often can strengthen many other forms of abilities or make it easier to acquire more powerful Skills. Also increases the number of Talent Points you possess.

    Wisdom (WIS): Character's overall willpower and mental fortitude. Used in various situations including for focusing your mind or for resisting mental ailments. Used mainly for more focus or willpower based abilities and for resisting mental ailments. The 'mystical' version of Str.

    Charisma (CHA): Character's overall social graces and magnetism. Mainly used in talking to other people, you'll find yourself growing more charismatic the higher this Stat is. Some special abilities also use this Stat.

    Spirit (SPI): The spiritual strength of your character's very being and soul. Is the 'Mystical' version of your VIT for all intents and purposes for increasing MP and reducing metaphysical damage dealt to you.

    Luck (LUK): How blatantly lucky your character is. Has no definite category as it is used in a number of situations. (Also in Game Mechanics terms, every 10 Luck gives you one Epic Point).

    Sub Stats (open)

    These are the special Stats that are determined by your 'main' Stats. They only increase through abilities increasing them or as you raise your main Stats.

    Health (HP): Health Points or 'HP'. Determines how much punishment your character can take. When it gets to 0, your Character falls Unconscious and is considered to be Bleeding Out (see Combat Conditions for details). Base HP is determined by 10 + VIT (x2) + STR (x2) + 1/2 VIT times your current level.

    Mana (MP): Your Magic Points or 'MP'. Determines how often you can use your extraordinary abilities. Whenever you use Skills or other such abilities, you use up MP. When you get to 0 MP you can no longer use any special abilities. Base MP is determined by 5 + Spirit (x2) + Wis + 1/2 Spi times your current Level.

    Constitution (Con): Represents your ability to resist physical damage. All Physical Damage is reduced directly by your Con. Determined by 1/2 Vit + 1/4th Str.

    Resistance (Res): Represents your natural and passive knack to block and resist metaphysical attacks. All 'Energy' Damage is reduced directly by your Res. Determined by 1/2 Wis + 1/4th Spi.

    Health Regeneration (HP Regen): Your ability to naturally and passively heal your wounds over time. Your HP Regen determines how much HP you restore/minute. Determined by 1/4th VIT.

    Mana Regeneration (MP Regen): Your ability to rest, recover, and naturally restore your mystical and spiritual energies. Your MP Regen determines how much MP you restore/minute. Determined by 1/4th Spi.


    Talents (open)

    The natural knacks and special talents that your character possesses that many of your Skills and overall abilities stem from. At Character Creation you get 30 Talent Points (TP), plus an additional number of Talent Points equal to 1/3rd of your INT. None of your Talents can be higher than 4 from Talent Points at Character Creation and the max they can ever get to is 20.

    Every time you level up you get 2 TP to put into your Talents. You can only level up a Talent once per level, meaning if you have 2 TP you must put them into additional talents. If you get a TP from increasing your INT, it must go into a different Talent other than the one you put your two points into. As you get higher in Level, you will eventually gain more TP/Level.

    Naturally if you save up Talent Points, you can increase any Talent by how many times you have leveled up. For instance, if you save 3 levels worth of TP, you can then put 3 TP into any Talent as that would have been you raising that Talent once for those three level ups.

    There are also ways to get free Talent Points, but when you do they usually apply to only that Talent. Exceptionally succeeding on certain tasks, going about certain endeavors of practice/training, or even leveling certain Skills can all increase your various Talents, which doesn't count towards your putting 1 TP into a Talent per Level. Talents cannot be de-leveled.

    At Rank 10 it becomes harder to get free TP. It takes 2 Criticals instead of one (see Criticals in How Challenges Work) to get a free point in a Talent. You also must have above a 12 in the Stat that goes along with said Talent in order to level it past 10 (either with free points or through TP gained through leveling up). At Rank 15 you can only put TP into a Talent every OTHER Level and you can no longer get free TP in said Talent.


    Talent List (open)

    The following list are the Talents you start off with. As you travel and explore more you will be able to acquire new Talents that you can Level to acquire new abilities.
    • Acrobatics (AGI): This Talent represents your movement and grace and is used when performing feats of agility and balance. One example is Dodging in Combat.
    • Animal Handling (CHA): If you want some sort of pet or other form of bestial companion like a mount then this Stat is more right for you.
    • Appraisal (INT): The act for judging the general value and quality of objects. Useful especially in Crafting and examining weapons.
    • Climbing (STR): The ability for climbing various surfaces such as walls, trees, and etcetera. Useful for getting up things in a hurry.
    • Crafting (INT): The art of creating various objects. Used in conjunction with various Crafting Skills (Alchemy, Blacksmithing, Enchanting, and etc) for making, repairing, or even examining various forms of objects.
    • First Aid (INT): The art of healing or treated those who are wounded or sick. Includes treating Wounds and other such things. In GQO, healing items are actually rather rare and hard to make and healing powers are a bit rare, so this Skill can be rather useful for healing wounds outside of combat for when you don't have time to sit and rest. Can even be used in Combat, but makes you open for attack.
    • Fisticuffs (AGI): The basics of brawling and unarmed combat are covered by this Talent. A basics of this is required for more intricate unarmed combat or martial arts Talents.
    • Focus (WIS): The ability to clear your mind and focus on things. Especially helpful with concentration based skills like magical or spiritual ones, but also has use with other combat skills as well.
    • Herbalism (INT): Allows you to identify and use various herbs you find about the land. A pretty useful Talent since healing items are rather expensive.
    • Knowledge (INT): Represents your character's general knowledge and ability to remember things they have learned. Depending upon your character certain Checks for this Talent may be higher than others. Also various Talents or Skills may require a higher rank in Knowledge to unlock, magic especially, but the very basics of all mystical arts require at least 5 Ranks in Knowledge, and beyond that a Knowledge 10 is required to expand upon them.
    • Manipulate Device (AGI): The knack for operating or interacting various forms of devices that require finesse and includes things like lock picking as well, since locks are devices that require finesse (to open without Keys anyway).
    • Melee Weaponry (AGI): Your basic ability and instincts for fighting with Melee Weapons and includes attacking and parrying with them, and training with different weapons can lead to different levels of skill in them with special Weapon Expertise Skills.
    • Negotiation (CHA): Talking is natural for humans and this Skill represents your aiblity to negotiate with people whether its persuading or bluffing them.
    • Observation (INT): The ability to observe the area around you or even other people to obtain information with both intuition and your senses. Useful for searching an area or finding hidden people or objects.
    • Performance (CHA): Your ability of singing, playing instruments, and other such arts of performance. While there is no stat boosting music, some special spiritual or magical abilities may rely on this Talent, including the playing of enchanted instruments.
    • Projectile Weaponry (AGI): The ability to aim and fire different forms of projectile weapons, and training with different weapons can lead to different levels of skill in them with special Weapon Expertise Skills. Also various mystical attacks are considered Projectile Weapons and thus utilize this Talent.
    • Sleight of Hand (AGI): Shows your ability to be quick and stealthy with your hands to do things from pick pocketing to basic "magic tricks".
    • Stealth (AGI): The ability to stealthily sneak around and hide without being seen. Often opposed by any potential onlookers Observation Rolls. You also move slower when sneaking, but if you can sneak up on opponents to attack you could deal some pretty good damage.
    • Thrown Weapons (AGI): The innate human talent of chucking things at people to hurt them. Could either be done with finesse using actual throwing weapons or with less finesse and you throw whatever you can get your hands on at them, and training with different weapons can lead to different levels of skill in them with special Weapon Expertise Skills.

    Attributes (open)

    This is one neat element of customization that people like in GQO. The Attribute System. At Character Creation you get one Attribute Level (AL), which allows you to acquire a Level 1 Attribute. At every 4th Level you can acquire another AL. These can either be used to gain another Level 1 Attribute, or be used to level up one of your Attributes. Attributes give a small bonus of some kind, this bonus getting better when the Attribute levels up. This bonus can be anything from a stat boost to a boost to even a boost of resistance to a certain type of damage. Naturally a higher level Attribute gives a more expansive and/or higher bonus. The max level any attribute can get to is Level 3.

    The thing about Attributes though is that they can be changed. By visiting an Attribute Resetter in any Town, you can reset your Attribute Level(s) to get different Attributes. Naturally this can be used in case you wanna try out a different set of abilities or perhaps were just using an Attribute to get to meet a requirement for something, like using it to get a +1 to a Talent and meet the requirement for something, getting another Talent Point and putting it into said Talent, and then resetting your Attributes so you can use them for something else. For instance, in order to even use Magic at Character Creation, you have to get an Attribute that gives you +1 Knowledge since Attributes, at Character Creation, can take your Talents and Stats beyond the Character Creation maximums.

    Anytime you gain an AL (including at Character Creation) you can choose to forgo 2 Talent Points and 2 Stat Points to gain another AL. You must do this before you spend the points you are going to forgo though. At Character Creation, doing this can only get you a second Level 1 Attribute, not a Level 2 Attribute (tell me if you are going to do this at Character Creation). There are both pros and cons to forsaking Stat and Talent Points to get an additional Attribute Level.

    Sample Attributes (open)

    You can either choose one of these samples or suggest your own. You can even find a way to change one of these Attributes to give different bonuses if you'd like.
    • Deft Hands: Your hands can move pretty quietly. +1 Sleight of Hand, +1 Manipulate Device, +5% Accuracy to all Sneak Attacks.
    • Base Element Attunement: You are somewhat attuned to a certain base element. Choose an element. Get 5% Elemental Resistance and powers using that element are 5% more effective.
    • Base Element Resistance: You are pretty resistant to a certain base element. +1 Res, +10% Damage Resistance to the element of your choice (Air, Water, Earth, Fire, or Lightning).
    • Focused Mind: Your mind is pretty concentrated and focused. +1 WIS, +1 Focus
    • Magic Attuned: You have a bit of natural skill in the art of magic. -10% MP Cost to all Magic, all Magic is 5% more effective.
    • Nimble: You are pretty swift on your feet. +1 AGI, +1 Acrobatics
    • Knowledgeable: You are quite knowing on different subjects. +1 INT, +1 Knowledge.
    • Spiritual Strength: You have a pretty strong spirit. +1 Spirit, +1 Res.
    • Strong: You're pretty tough physically and thus can dish out punishment. +1 STR, +2 to the Damage Range of all Weapons.


    Starting Ability (open)

    The final thing to decide when building your character is their starting weapon and starting skill. You can choose any sort of mundane weapon you can think of (spear, sword, shield, crossbow, bow, dagger, etc) or choose a somewhat more not-so mundane weapon that is still incredibly basic, but does have some supernatural capability. You also choose a Skill to start off with. This can either be 'Damage' based or 'Technical' based. Damage based would just be its something meant for mainly offense. If its Technical based then its something that has some other sort of purpose (could be a special combat maneuver, a defensive ability, etc). It can be based off what weapon you choose to start, but doesn't necessarily have to be (unless its a mystical one).

    Here is one example of a starting weapon that is outside the mundane and from the world of GQO rather than a known weapon. You can either use this, or suggest one of your own as long as it is a very basic one that can allow some sort of basic mystical or unique (doesn't necessarily have to be supernatural) skill. Could even be something made with a unique crafting Skill like Alchemy or Engineering or something (and said Craft Skill would be the special Skill you start off with).

    Basic Wand: A basic wand meant for beginners. Holds a basic magical focus gem in it that is required for the usage of magic, but the quality of this wand can only channel magical Cantrips, beginner spells that every mage must practice before they can begin to get into real magic. Requires 10 INT and 5 Knowledge to use. There are very few attack spells that this wand can actually handle from the Cantrips, but they do exist. A magic wand's basic attack is to send out a shot of magic energy that uses up Mana. Its either that, or you can smack enemies with it.

    Game Elements
    More of these to come later once some more things have been revealed.

    How Challenges Work (open)

    Every task or thing in this Game is known as a Challenge. To determine the result of a Challenge, a % die (d100 or roll 2 d10s and use one as the ten digit and another as the 1 digit, giving a result of 0 - 99 (or 1 - 100). Your 'Score' for that Roll is then subtracted from the roll's result. A Score represents your overall proficiency in said task. For pure Stat Rolls, this just is simply a Stat Score you possess. For Talents, your 'Talent' Score is used, which is the Talent's Rank + the appropriate Stat used with said Talent. So lets say you have Rank 5 Stealth and 12 AGI. Your Stealth Score is 17.

    Whatever your score is that amount is increased by any Bonuses you would have in the situation and decreased by any situational penalties. AFter that, the final amount is subtracted from the result of your % roll. If the final result is below the CL (Challenge Level) for the Challenge, then you succeed. If it is equal, then you fail. If by some miracle you tie, then Luck is rolled. For a regular challenge, the CL of the Luck Roll is 50%. For two challenges of people opposing each other, the one with the lower result succeeds.

    Criticals & Fumbles (open)

    There are instances of either doing so well or failing so badly that beyond the expected normal result of a failure or a success occurs. This is what is known as a Critical and a Fumble.

    To score a Critical, you have to get a 0 on the % dice. Every 10 points you have in Luck actually increases what you need to get on the dice by 1. Getting in this range scores a Critical, and something incredible beyond the ordinary success happens. If its a Talent Challenge, then you get a free TP in that Talent if it is below Rank 15 (it takes 2 Criticals to give it free TP at Rank 10).

    A Fumble is the opposite. It is a failure beyond a normal failure and happens whenever a 95-99 are rolled on the % dice. A Fumble can also give free TP, but follows the same rules as a Critical in terms of when it can and cannot do so. Unlike Criticals, what you need to roll on the dice will not change as your Luck grows, it will always be 95-99 (a 5% chance).


    Epic Points (open)

    Epic Points do not actually EXIST in game per say (your characters cannot see them or use them or anything like that). They are things for the player. Every player starts off with 3 of them. You can spend them in certain situations as they represent situations of incredible luck and 'epic' ability. Once you spend them they don't come back normally.

    You get 1 for every 10 points of Luck that you possess. You can also spend both a Talent and a Stat Point at a Level Up in order to get one as well. Doing awesome RPing or doing other epic things can score you EPs as well.

    You can spend 1 EP to get -25 to a Challenge's result, reroll a Challenge, get a better drop (or drops) from an enemy, or have something else special happen. Also if you do enter Bleeding Out Status, you can spend 1 EP to stop Bleeding Out and instead be brought back to 10% HP as it represents a powerful burst of will that can restore a bit of your health. You can also spend an Epic Point to get another Action on any Turn of combat.

    If you are instantly killed (see Deadly Status in Combat Conditions), you can spend 2 EP to prevent your death, getting back to 10% HP instead.


    Experience Points (open)

    Naturally as you battle monsters, complete quests, and do other such things you can acquire Experience Points or XP as XP represents your character growing stronger and wiser as they journey. Every time you get a certain amount of XP you Level Up and some benefits come with this (Stat Points, Talent Points, etc). Here is how much XP is needed to level up. Naturally as you progress more you'll need more to level. Most monsters give out around 1 - 4 XP, but some special monsters or quests give out more. Even fighting other players can give XP. Note that the amounts below is how much TOTAL XP you need to reach that Level. Meaning your XP does not reset to 0 or whatever when you level up.

    Lv 1: 0 XP

    Lv 2: 15 XP

    Lv 3: 30

    Lv 4: 50

    Lv 5: 70

    Lv 6: 95

    Lv 7: 120

    Lv 8: 150

    Lv 9: 180

    Lv 10: 215

    Lv 11: 250

    Lv 10: 290

    Lv 11: 330

    Lv 12: 375

    Lv 13: 420

    Lv 14: 470

    Lv 15: 520

    Lv 16: 575

    Lv 17: 630

    Lv 18: 690

    Lv 19: 750

    Lv 20: 815

    Lv 21: 880

    Lv 22: 950

    Lv 23: 1020

    Lv 24: 1095

    Lv 25: 1170

    Lv 26: 1250

    Lv 27: 1330

    Lv 28: 1415

    Lv 29: 1500

    Lv 30: 1590

    Lv 31: 1680

    Lv 32: 1775

    Lv 33: 1870

    Lv 34: 1970

    Lv 35: 2070

    The pattern keeps going from here. If you don't realize what it is yet, its that the amount of XP you need stays the same for 2 Levels, then rises by 5 (first two level ups need 15 XP, so to hit Levels 2 and 3 you need 15 XP each time, then after that you need 20 for the next two, then 25 and so on and so forth.


    Skills (open)

    Skills are special abilities that your character has. They are unlocked through 'Special Actions', which can be anything from something accidental to a bout of experimentation/training with your current abilities that unlocks a new Skill.

    Skills come in two types. Passive and Active. Passive Skills do not need to be activated and instead just bestow some sort of special affect that is always activated. Active Skills must be activated through voice commands, which is done by simply saying the Skill's name out loud, which means you cannot mumble it beneath your breath. You must have your Character say its name to use it. For Skills that are both Passive & Active then you still need to say its name to activate the active affect, but the Passive doesn't need to be activated.

    You can rename your Skills as you see fit, although doing so in Combat is not recommended as it can leave you wide open. Renaming a Skill allows you to essentially change it up in case you don't want people to predict what your Skill does based on its name.

    Some Skills can give free TP or SP (Stat Points) as you Level them up, but otherwise leveling up a Skill makes it stronger over time and may make it cost less MP if it uses alot. To Level up a Skill, use the Skill within the Level Up Conditions of said skill. Some simply require them to be used, others require special conditions like scoring hits with them, using them for certain means, and etcetera. As a Skill gets higher in Level it becomes harder to level and some of the easier leveling conditions may either change or go away.

    All Skills can get to a max of Level 25. After that they cannot be leveled up anymore. Also sometimes how your character is built or just based on who they are can grant your Character special Skills. Reaching certain amounts in your Stats can also grant special Skills. Naturally Skill Books exist as well, but have requirements you have to meet most of the time.

    Skill Usage Explanation (open)

    A simplified explanation of how Skills work.

    Also I may have explained this, or I may not have, but ill explain it again regardless.

    If it says (Active: Cost Here) then you say its name to use it and it has an MP Cost, HP Cost, or eventual other costs that can appear with certain other abilities available that you pay upon its usage.

    If it says (Active), then you can use it and it has no MP Cost.

    If it says (Passive), then it is always activated. No names or MP Costs are necessary.

    If it says (Special), then it has special circumstances in which it is activated and no chanting is necessary unless it says so in its description.

    Your Skill:

    Sneak Attack (Lv 1: 0%) (Special): You know how to sneak up on enemies properly and deliver a quick, powerful strike to their vitals. Whenever you sneak up on an enemy and attack, you perform a Sneak Attack, which is a regular Attack that deals 50% more damage and has +1 Critical Range. To Level: Attempt, Successfully perform a Sneak Attack, Defeat an Enemy, Get a Critical Strike.

    Activates whenever you sneak up on an enemy and perform a regular attack. You do not need to say its name.

    Ill probably add this to the front page for future reference under Skills.

    So you don't have to worry about saying your Skill name (you don't really have to shout them or speak them loudly for the world to hear, you just have to say them in a plain voice really, but who doesn't love shouting attack names). You can't mumble though.

    But yea, your new Sneak Attack Skill doesn't have to be voiced to be activated. You just have to do what it says when they are (Special) Skills.


    Filler Days (open)

    Naturally there will be days of just random grinding or questing, or in this case days where nothing really significant is happening (ill try to avoid it, but they will happen). These are how those work. You get 3 Actions per day (each Action representing Morning, Afternoon, and Night, a phase of the day) and can spend them doing any of the following.

    Get good enough on a Roll doing an Action and you may either be able to repeat that action (I.E. you do it for longer and get more out of it) or even be able to do a different action in that phase of the day (like you want to grind, but experiment if there's any time left in the morning is how you could phrase this).

    Grinding (open)

    If you know of a good monster spawn point you can spend part of the day grinding there. Combat is auto-rolled, and the better you did the fewer difficulties you had in grinding the monsters here. Naturally more difficulties may have forced you to either flee and spend more time or even use precious Healing Items. Note, Grinding is easier in Groups.


    Special Task (open)

    Magic Rituals, Crafting, and other such things take a while and as such you can spend part of your day on that as well.


    Experimentation (open)

    Perhaps there is some special Skill you are trying to unlock or create. Well you can spend a while practicing and experimenting with that to try and unlock new said Skill.


    Stat/Skill/Talent Grinding (open)

    Instead of just aimlessly grinding monsters, you can instead find a safe area to grind Skill Levels instead. You can also try to train your various Talents to get free points in them (this being a basic Talent Challenge, CL varies, good RPing may give bonuses here). And of course, you can also do other forms of Training to even try and get free Stat Points as well, like vigorous running to increase VIT or something along those lines.


    Exploration (open)

    You can either explore an area you haven't seen or been to yet or perhaps explore some other area you have already seen/been to to discover more that is there. This takes up an entire phase of the day regardless. It can also be used to try and clear a Dungeon if you manage to find one (although that takes a series of Rolls and may take more than one phase since Dungeons are pretty difficult). Also doing really poorly on the Auto Resolve Rolls may force you to either retreat or may even kill your character.

    You can also use this to go visit someone, but that will also take up an entire phase of the day whether its going to talk or going to stores or something to buy something. Yes this can be used to peruse and browse stores for specific things you are looking for. If you know what you are buying though, then you can go there and find it exactly without using an entire phase of the day (you may use some of it though).


    Combat
    Goes along with Game Elements, but since the spoilers can only have one spoiler in a second spoiler, putting it in its own section. Naturally in any MMO combat is going to be apart of it. Granted there is alot more than Combat here in Grand Quest Online, combat is also a large part of the game and is said to be one of the most intense VRMMORPG combat games out there.

    Turn Order (open)

    Turn Order is pretty simple. Its play by post, so the players will go first. When you post for your Turn simply have what your character does and ill post a result post for what happens (this goes for all actions both in and out of combat really that involve you doing something). After the players post, then the enemies get their turn, although sometimes some certain enemies or NPCs will go after certain players have had their turn instead of normal order.

    If you do not post for a while your Turn will be skipped and your character open to attack. If you can't post just say so, otherwise I will assume the worst and just skip your Turn and will continue to skip it until you come back and post, your character having been assumed to be spacing out or something like that.


    Actions (open)

    Once its your Turn you get a single Action and a multitude of Free Actions. Every Round is five seconds long, so your own Turn is five seconds long. Your Action is what you spend the majority of those five seconds doing.

    Free Actions are other very small things you are doing in the Round.

    Examples of Actions are Attacking, Using an Item, Using a Skill, Using certain Talents (like Climbing), and etcetera. Essentially anything that would take longer than just a moment.

    Examples of Free Actions are Speaking briefly (no need for long speeches in the heat of battle), taking something from your Inventory Window, putting something in your Inventory Window, basic forms of movement, using certain Talents (like Observation), using some Skills (like the Observe Skill, it will say if using it is a Free Action in its description, if it doesn't say that then using it takes an Action).

    For every 15 points you have in Agility, you get another Action on your Turn. So at 15 AGI, you can perform 2 Actions on your Turn instead of the normal one. Spending an Epic Point can also give you another Action on your Turn.


    Attacking (open)

    When you Attack you have to make a Combat Challenge to determine your chance to hit. This uses one of the Combat Talents (Fisticuffs, Melee Weaponry, Projectile Weaponry, or Thrown Weaponry) based on your Attack.

    You can either make a Regular Attack or use an Attack Skill that makes up your whole Attack Action. If you make a Regular Attack you actually make a number of Attacks equal to 1 + 1/15th of your Attack Speed. Your Attack Speed is determined by your Score for that particular Attack Talent only with AGI factored in instead of whatever Stat is listed plus the Weapon Speed of your Weapon and any other bonuses that are factored in.

    Heavier weapons are slower, so their Attack Speed is actually lower and thus they won't be able to deal as many hits in a single action. Lighter weapons are the opposite and can be swung more times in a single action (its kinda like Final Fantasy). Most Ranged Weaponry only gets 1 Attack per Attack Action, this only applying to Melee Weapons or Fists mainly.

    Note that if you are capable of making multiple attacks, do note that each additional attack you make beyond the first carries a -5 penalty to its Accuracy that increases by -5 with each additional attack (so 2nd attack -5, 3rd attack -10, and etc) since making so many spontaneous, quick attacks within a few seconds, regardless of speed, can make them a bit less accurate. That doesn't mean you shouldn't though, especially if you had Distance Bonus beforehand.

    Regardless of which you do, the main point is your attack has to connect to work. The way to determine this is with the Combat Challenge. Your opponent's Defense is the CL for this Challenge. Their base Defense is 50%, and then their Defense Score decreases this (see Defending for more details). There is another factor that can alter Defense.

    Attack Distance (open)

    This main factor is distance and type of attack. This is the biggest factor for determining your Attack's. The following is a small chart showing different kinds of attack and their accuracy increases and decreases.
    Note that the Distance represents where your attack is taking place from. For instance if you are a bit further away and you want to make a Melee Attack you would have to run forward and then strike, which would give the opponent enough time to act depending upon how far you are running from which subtracts from your attack's accuracy (reach Weapons allow Close to be Point Blank, but Point Blank may intice a penalty instead of a bonus).

    For Projectile and Thrown if from Point Blank then your opponent could see you preparing your weapon and naturally throw you off, making it harder to get off your shot. In fact, if using Projectile or Thrown from Point Blank then your opponent actually gets a Free Attack against you (see Combat Situations).

    • Melee: +25% (Point Blank), +0% (Close), -25% (Medium), -50% (Long), -- (Distant)
    • Projectile: -25% (Point Blank), +25% (Close), +25% (Medium), +0% (Long), -25% (Distant)
    • Thrown: -25% (Point Blank), +25% (Close), +0% (Medium), -25% (Lomg), -50% (Distant)


    Defending (open)

    When Defending against an Attack you have several options available to you. Your Defense Rating is what you possess to decrease the opponent's Success Chance and it is usually determined by Talents. There are three Talents that can be used as a Defense Rating for most Attacks, some Skills you may possess could give you new ways to defend yourself.

    I will usually assume you want to use your highest Defense Rating against attacks and just go with that when determining the result of your Attack, but if you have special Skills that do special things when defending in certain ways or if you just want to give a a worse form of Defense a chance for some reason (either due to special Skills or perhaps you have something RP wise planned) then tell me.

    The first is Dodging, where you completely evade the attack. Dodging uses your score in the Acrobatics Talent as as your Defense Rating. This is the best method for dodging Ranged Attacks. It has its advantages for dodging other forms of attacks that can have affects if they even come into contact with your character (like a shattering or disarming blow against your weapon or shield would be bad).

    The second is Parrying, where you block an attack with a Melee Weapon. Against Ranged attacks if you try to Parry your Defense is decreased by 50. This uses your Melee Weaponry score plus your Weapon's Parry Rating. Note that Fisticuffs is also used here for Parrying, but when used to Parry actual weapons your Defense Rating is decreased by 10. Parrying has its own advantages though, such as special skills or instances that let you counterattack or disarm an opponent after a successful parry.

    The third is Blocking. If you possess a Shield of some sort you can use that to block any form of attack with no penalties. This is determined by Melee Weaponry score plus your Shield's block rating. Just note that some shields are heavier and can slow you down. Like Parrying, sometimes blocking an attack rather than evading has its advantages depending upon your ability set.

    Guarding (open)

    You can also spend the final Action on your Turn performing a Guard. A Guard is a special action where you brace yourself and get in a good stance to dodge or bock attacks from. Guarding increases your Defense Rating by 10 until your next Turn and, even if you do get hit, will reduce the damage by taken by a % amount equal to 50% of your Might (for physical) or Spirit (for not physical), which is factored in before your Constitution and/or Resistance is.


    Damage (open)

    If an attack connects it deals damage. All Weapons have a Damage statistic known as the Damage Range, where they deal a certain amount of Damage within a certain number range. The Damage is randomly decided, but if you manage to get a Full Hit, which is getting a result equal to 50% of the enemy's Defense Rating, you deal Max Damage automatically.

    A Critical Strike happens when you either score a Critical on the Attack Roll or get within the Critical Range. Weapons have a Critical Range, where it makes it easier for them to strike weak points. Heavier/bigger weapons have a lower Critical Range while lighter weapons usually have a higher one since its easier to hit weak points with them.

    The Critical Range essentially increases what needs to be rolled on the Dice for a Critical Strike, but getting within that Range and not the actual what you need to get on the dice for the Critical does not give you a Critical for that Challenge, just a Critical Strike which deals double max damage and ignores enemy damage reduction. Some enemies are immune to Crits though or may negate the damage reduction ignoring.


    Status Affects (open)

    There are many various Status Affects, but I will tell the more important ones in a few examples here. As more come up ill add them, but for now im just giving a few samples. You will be able to find Items that can help with Status affects.

    Bleeding Out: Your character is lying there, unconscious and dying. This occurs when your HP gets below 0 and you don't enter Deadly Status. To get out of this you must either spend an EP or wait for someone to heal you or treat you with First Aid. The CL for a First Aid Roll is 50% + 1/2 the patient's VIT Score. For each turn that you are bleeding out you have a chance to stabilize, the CL for this VIT Challenge being 50 - HP below 0. Every time you fail you lose 10 - 1/5th VIT HP (Minimum 5). Being treated by the First Aid Skill stabilizes you, but only a healing item/power can bring your HP back above 0 so that you can stand and fight.

    Deadly: Your mind is a powerful thing and it can sometimes let you even surpass the limitations of your body. When your HP goes below 0, regardless if its instant death (-VIT% HP), you get to make a WIS Challenge that has a CL of 50 - 50% HP Below 0. Upon success, you stay alive for a little longer, but are at -HP amount. Only healing that with items or powers can bring that HP back (as can spending an EP). If you do get hit though you either go back into Bleeding Out (if your HP is below 0) or instantly die if that last hit made your HP low enough.

    Diseased: You have been affected by some kind of sickness or disease. Detrimental affects or damage usually applied depending upon the disease.

    Fatigued: You are tired from doing too much for too long. While Fatigued you have a -25 to all Challenges that require either physical action or strenuous thinking or other such things. Some simple actions may still be able to be performed. You can automatically recover from fatigue completely after a short rest (usually around 30 minutes, higher VIT scores shorten this). Sleeping is the best way to get rid of this though.

    Paralyzed: You are either unconscious, tied up, or something else. Regardless of how it happened you are completely immobile and cannot move (if you can still speak though you can use Skills unless said Skill requires some form of movement). While like this all Attacks get +100 Accuracy against you and Coup De Graces are possible if the foe spends their entire round performing it.

    Poisoned: You have been poisoned and receive detrimental affects varying per poison. Some do damage, others have other special detrimental effects.

    Prone: You have been knocked down and must spend your next Action standing up. While Prone the enemy has a +10 Accuracy to Attack you (for Melee, for Ranged this is a penalty) and you have a -10 Accuracy for any Attacks you perform (-25 for some attacks, or some attacks may be exceptions, but these exceptions usually apply to Skills).

    Sealed: Your powers have been sealed. Like Silence, only it is just Skills that are unusable, you can still speak and access your Windows, you just cannot use any Skills that use MP.

    Silence: You have been silenced. You cannot speak and thus cannot use any Skills nor can you access any of your Windows which require you to Speak to open them up.

    Surprised: You are surprised and unable to act. While Surprised you cannot act and your Defense Rating is reduced by half since you are forced to react on a dime and thus cannot Defend yourself as quickly.


    Combat Conditions (open)

    These are special terms and situations that apply to Combat. More may appear as I think about them.

    Cover: You are hiding behind or beneath something, using it as Cover. Different Cover provides different forms of Defense Ratings against usually all forms of Attack depending upon the size and even the sturdiness of the cover. Some Cover also provides total cover and complete protection. If you are in Point Blank Range from a foe then you are considered to be providing Cover to the foe against Ranged Attacks coming from elsewhere and give a +10 Defense Rating to the foe against Ranged Attacks. If they miss and fail above a 10 then they are considered to have hit you for regular damage (if they Fumble, then they hit you with a Critical Strike).

    Coup De Grace: A finishing strike. You are able to perform one an opponent if they are Paralyzed. You perform an attack Roll (+100 Accuracy, but you can still Fumble) and you ignore Resistance and death is usually automatic (some foes are immune to Coup De Graces).

    Death: You are dead, hard to say it, but it’s true. If you either suffer a Coup De Grace or your HP is reduced to a % amount below your HP equal to 50 + VIT% below its max value then you are dead. That’s it. Dead. No coming back. No extra lives. Game over. Only 2 EP can be used to cheat death and come back, but you have to use it right before you die.

    Free Strike: Sometimes opportunity presents itself in the most unexpected of places. Combat is a more expected place. If you are in Point Blank Range from an opponent and have a Melee Weapon equipped, if they open themselves up for a Free Strike you will get a free Regular Attack against them (unless you have a Skill that can be used otherwise). Note that since this attack is spontaneous you suffer a -25 Accuracy. If an opponent is opening themselves up in the post I am working on, I will PM you asking if you want to take a Free Strike, or you can just tell me that you want me to assume that you always will take Free Strikes to save yourself the trouble.


    Your CS is here. I will be taking care of any necessary Stat Edits to your CS as well as all of the math, dice rolling, and other such things in this game. You guys just worry about having fun RPing and being awesome.

    CS (open)

    Real Name:
    Age: (Min 15 years)
    Gender:
    Appearance: (Description, Pic, or Both)
    Personality: At least one paragraph long, show me some writing ability.
    History: Just somethings about your character's life that are important like what they do, who they are, maybe where they came from. Note that going into detail may or may not help your character out in game, since this will have place in both the real world and the virtual world.
    Epic Points: 3

    Character Name:
    Appearance: Characters will generally look like their real world counterparts, but there can be some minor differentiations in appearance. (Can be either description, pic, or both).

    Status Window (open)

    Level: 1
    XP: 0

    0/48 Points Remaining (none lower than 1, none higher than 10 at Character Creation, free points from Skills and Attributes can make them higher than 10 though)
    STR:
    VIT:
    AGI: (+1)
    INT: (+1)
    WIS:
    CHA:
    SPI:
    LUK:

    HP:
    HP Regen:

    MP:
    MP Regen:

    Constitution:
    Resistance:


    Talent Window (open)

    Can put no more than 4 into one right now.

    Talent Points: 30 + (1/3rd INT) =

    • Acrobatics (AGI):
    • Animal Handling (CHA):
    • Appraisal (INT):
    • Climbing (STR):
    • Crafting (INT):
    • First Aid (INT):
    • Fisticuffs (AGI):
    • Focus (WIS):
    • Herbalism (INT):
    • Knowledge (INT):
    • Manipulate Device (AGI):
    • Melee Weaponry (AGI):
    • Negotiation (CHA):
    • Observation (INT):
    • Performance (CHA):
    • Projectile Weaponry (AGI):
    • Sleight of Hand (AGI):
    • Stealth (AGI):
    • Thrown Weapons (AGI):


    Attribute Window (open)

    Put your chose Attribute(s) or your own custom Attribute(s) here.


    Skill Window (open)

    Where your Skills are visible from. Your Starting Skill goes here as do these two.
    ??? (MAX Lv) (Passive): +1 AGI. ???
    ??? (MAX Lv) (Passive): +1 INT. ???


    Titles (open)

    Once you get titles, they along with their bonuses will be listed here. You can have one equipped at a time, but the bonuses of all Titles stack.


    Inventory (open)

    Unlike normal games, in GQO you can only carry so much with you. Your standard Inventory has 10 slots, but can be expanded upon by either getting a bigger bag or things to expand said bag. The Items you're equipping do not take up Inventory space. Some Items may stack, but there aren't too many stackable items in this game.

    Equipment (open)

    Main Hand:
    Off Hand:
    Body:
    Head:
    Arms:
    Feet:

    --Accessories--
    Sack: A basic sack made of sturdy cloth that's slightly weather resistant. Holds 10 Items.


    Sack (open)

    1/10 Slots Used

    Money Pouch: Holds up to 50,000 Sens. Currently holding 10,000 Sens (¥)


    The Cast (open)

    James Smith (Zan) (open)

    Real Name: James Smith
    Age: Twenty One
    Gender: Male
    Appearance: 6’ 6” when standing up straight, but he tends to slouch. He weighs roughly 250 lbs. and is quite muscular. James has black hair that is cut short, and his eyes are brown. His skin has a fair tan to it.

    Personality: In Game, James is that one character that just likes to kill things. He might help people on quests as long as he gets to kill things. He is loud and proud. Out of Game, James is much different. He tends not to talk; when he does, he tends to scare people on accident, because of his voice being very deep. James is practically invisible; even though he is extremely tall. Most people don’t even notice he is there. He tends to listen and observe rather than talk and take action, the opposite of his In Game self.

    History: His father was a Military man, so he was pretty strict and he started training James at a young age. During his school years, James was always the smallest, until he had a major growth spurt after his sophomore year in high school. Graduated from high school when he was seventeen. Started College the day after his eighteenth birthday. He is working towards a Master in Computer Engineering.

    Epic Points: 3

    Character Name: Zan
    Appearance: Same as his real world appearance.

    Status Window (open)

    Level: 3
    XP: 44

    6/60 Points Remaining
    4/6 Extra Points

    STR: 14
    VIT: 11
    AGI: 6 (-3) = 3
    DEX: 7
    INT: 4
    WIS: 4
    CHA: 7
    SPI: 5
    LUK: 6

    HP: 80 (+5% = 3) = 84
    HP Regen: 4

    MP: 24
    MP Regen: 2

    Constitution: 10 (+1) = 11
    Resistance: 4 (+1) = 5


    Talents Window (open)

    Talent Points: 34 + 1 /3rd INT = 0/35
    Extra Points: 1/6

    Acrobatics (AGI):
    Animal Handling (CHA): 5
    Appraisal (INT): 5
    Climbing (STR): 4
    Crafting (INT): 4
    First Aid (INT):
    Fisticuffs (AGI): 4
    Focus (WIS): 3
    Herbalism (INT):
    Knowledge (INT):
    Manipulate Device (AGI):
    Melee Weaponry (AGI): 5
    Negotiation (CHA):
    Observation (INT): 2
    Performance (CHA):
    Projectile Weaponry (AGI):
    Sleight of Hand (AGI):
    Stealth (AGI):
    Thrown Weapons (AGI): 4


    Attribute Window (open)

    Superior Training: Physically stronger than most. +2 STR.


    Skill Window (open)

    • ??? (MAX Lv) (Passive): +1 AGI. ???
    • ??? (MAX Lv) (Passive): +1 INT. ???
    • Fierce Strike (Lv 3: 15%) (Active: 6 MP): You focus and deliver a strike to your foe meant to deal extra damage as you attack with enhanced ferocity. This deals an extra 12% Damage above your regular Attack. This attack, however; relies on you putting more brute force into it and is a little less accurate. -10 to Accuracy. To Level Up: Use the Skill, Defeat a Foe, Get a Critical.
    • Great Axe Adept (Lv 3: 70%) (Passive): You are somewhat skilled with Great Axes. You have +2 Accuracy and deal 11% more damage with Great Axes. To Level: Fight with Great Axes, Defend, Defeat Enemies, Get Critical Strikes.
    • Physical Endurance (Lv 2: 0%) (Passive): You are able to tough out physical damage and in doing so have a stronger body. You get +2 Constitution, +5% HP, and +1 HP Regen. To Level: Take Damage, Take Massive Damage, Negate a Blow from an even leveled opponent, Endure a Fatal Blow, Endure a Critical Strike.
    • Wide Strike (Lv 1: 15%) (Active: 5 MP): You swing a large or long reach bladed weapon in a wide arc to strike multiple foes. If the strike hits the first foe and either is a Full Hit or defeats the foe then you will be able to strike the next foe in line. This maneuver has only a -24 Accuracy Penalty and deals 5% additional damage to each additional foe you strike. Can currently only strike 2 foes. To Level: Attempt, Strike a Foe, Strike Multiple Foes, Defeat a Foe, Defeat Multiple Foes, Get a Critical Strike.
    • Critical Strike (Lv 2: 0%) (Passive): You have some experience in dishing out powerful Critical Strikes. Your Critical Strikes deal 110% Extra Damage and ignore the Damage Reduction of most enemies. Also +1 to your Critical Range for striking. To Level: Get a Critical Strike.



    Titles (open)

    • Solo Dungeon Clearer: You have cleared a Dungeon all on your own and have grown a bit tougher from the result of the difficult task. +5 HP


    Inventory (open)

    Equipment (open)

    --Main Hand--
    • Bronze Great Axe: A very heavy, somewhat crude 2-handed great axe made of bronze. Slow, heavy, but packs a powerful punch. -3 Attack Speed, Deals 4 - 12 Damage, Requires 10 STR.
    Off Hand: N/A

    --Body--
    • Gemkil's Bronze Scale Mail: A special suit of Bronze Scale Mail made by the famous blacksmith of Clearwater, Gemkil. It even bears his insignia. This armor has iron pieces in it in various places to make it overall sturdier, but the downside is that its a bit heavier than normal. +10 Armor Rating, -4 Armor Penalty. Requires ?? STR.

    Head: N/A
    Arms: N/A
    Feet: N/A

    --Accessories--
    Sack: A basic sack made of sturdy cloth that's slightly weather resistant. Holds 10 Items.

    Belt Pouch: A Pouch worn on the belt to hold things inside for easy access. Uses 2 Belt Slots, holds two Items.

    Ring of Basic Protection: A ring imbued with basic magics of protection and defense. +1 Defense, +1 Constitution, +1 Resistance. Cannot be enhanced. Rarity: Uncommon

    Mysterious Telgin Amulet: A mysterious amulet of Telgin make. It may have the power to make carried objects a bit lighter.



    Sack (open)

    5/10 Slots Used
    • Money Pouch: Holds up to 50,000 Sens. Currently holding 2,500 Sens (¥)
    • Adventure Journal: This special leather bound journal contains all of the information you have collected over your adventure and new entries will always appear whenever you discover something new.
    • Rations (3x): Small, wrapped rations meant to last a person for an entire day of traveling.


    Belt (open)

    2/4 Slots Used

    Belt Pouch (open)

    3/4 Slots Used (Uses 2 Belt Slots)
    • Small Minor Healing Potion (x2): A feat of elementary Alchemy, this very weak, but still prized, elixir is capable of restoring wounds the moment its consumed. Heals 25 HP per dose. Contains 2 Doses.
    • Mysterious Amulet



    Jason Graves (open)

    Real Name:Jason Graves
    Age: 18
    Gender:Male
    Appearance (open)

    [​IMG]


    Personality (open)

    Jason is a quiet individual, preferring to spend time alone away form others. He doesn't talk much and has very little sense of self worth, and even less self-confidence. He has a love of animals, however, and spends a majority of his time in the local wildlife centers and animal shelters. He has away of calming down and befriending even the most wild or abused of animals with just a few words. He plans on becoming a veterinarian when he grows up.

    In game, however; he changes almost completely. He's still silent, choosing only to speak when he feels he needs to, and still cares for animals. But his heart is hardened as stone, and his resolve like steel.He tends to be either very helpful and kind, or mischievous and childish, depending on his mood. He mentions his Real life sparingly, and never about his relation with his foster mother, those who have an ear for such things can gleam that he's suffering from some kind of trouble at home.

    He's ruthless and merciless in his fights, doing whatever he can to win in his battles. He prefers a 'hit hard, hit first' battle style, and thinks quick on his feet. He also has a savage battle lust that sometime clouds his mind. He has a hard time battling his 'inner beast', since it parallels with his contained emotions in the real world. Due to how much he hates his life, he tends to immerse himself in his In-game persona, sometimes forgetting that it's a game, and most of the time wishing it wasn't.


    History (open)

    He is adopted, his parents abandoning him when he was 3 at an orphanage in L.A. He was filtered around the foster system for awhile, until he was adopted at the age of 7. He had a new mother, and a new sister. His step-father was barely ever home, always working abroad for his company. His foster mother is an evil witch, only caring for her daughter and treating him like a nuisance and a plague. The only reason he was adopted was because of the father, the only reason he stayed was because of the daughter, his new sister. He loves his foster sister, would do anything for her, even stay in the hell of of his home. She is about 3 years older then him, but very loving and caring.

    However, when he was 11, she got hit in a car accident, and has been stuck in the hospital ever since, leaving him alone to deal with their distraught mother, who in her grief blames him for everything. She began to abuse him, both physical and verbally, berating him and calling him a useless nothing. He wants to tell someone, anyone, about what he's going through, what he's being put through, but he can't. His sister loves her mother, never seeing how cruel she is to him, and he could never bring himself to tell her. So he kept it to himself,suffering in silence, bottling up all of his rage, his sadness, any emotion that he felt might break him. He moved out the moment he turned 18, and now lives in an apartment by himself, attending college. His copy of GQO was a birthday present from his foster father, whose currently in China.


    Epic Points: 3

    Character Name: Raijinslayer

    Character Appearance: He's around 6' feet tall, with messy silver hair the reaches his shoulders. His eyes are a cold amber-gold. He wear a mask that only covers the bottom of his face, and it looks like a monstrous version of a wolf's mouth, seems to be made of wood and bone(Cosmetic item). Under neath his chest armor, he wears a black formfitting shirt with long sleeves. He also has a tribal tattoo of a claw mark that goes over his eye and down the right side of his face.

    Status (open)

    Level: 4
    XP: 50

    3/63 Points
    3/9 Extra Points
    STR: 8
    VIT: 10
    AGI: 9
    DEX: 5
    INT: 8
    WIS: 4
    CHA: 7
    SPI: 5
    LUK: 6

    HP: 52 (+5% = 2) = 54
    HP Regen: 3

    MP: 23
    MP Regen: 1

    Constitution: 8
    Resistance:3


    Talents (open)

    Talent Points: 36 + 1/3rd INT = 3/38
    Extra Points: 1/6
    • Acrobatics (AGI): 4 (+1 Equip) = 5
    • Animal Handling (CHA): 6
    • Appraisal (INT): 2
    • Climbing (STR): 1
    • Crafting (INT): 2
    • First Aid (INT): 0
    • Fisticuffs (AGI): 2
    • Focus (WIS): 0
    • Herbalism (INT): 0
    • Knowledge (INT): 5
    • Manipulate Device (AGI):
    • Melee Weaponry (AGI): 5
    • Negotiation (CHA): 3
    • Observation (INT): 2
    • Performance (CHA):
    • Projectile Weaponry (AGI): 0
    • Sleight of Hand (AGI): 2
    • Stealth (AGI): 2
    • Thrown Weapons (AGI):0


    Attributes (open)

    • Knowledgeable: You are quite knowing on different subjects. +1 INT, +1 Knowledge.


    Skills (open)

    • ??? (MAX Lv) (Passive): +1 AGI. ???
    • ??? (MAX Lv) (Passive): +1 INT. ???
    • Pass-By-Strike (Lv 2: 20%) (Active: 8 MP): You rush forward and using the momentum of your running perform a strike at the target in such a manner that lets you move to safety past them to avoid any counterattacks. Deals 24% less damage than a Regular Attack. A Critical Strike will allow you to strike a second time after the initial strike. If this attack fails, then you will be open to any potential counterattacks. To Level: Use the Skill, Attack Successfully, Get a Critical Strike.
    • Saber Adept (Lv 3: 15%) (Passive): You are pretty adept with a saber, lighter blades meant for multiple quick slashes. Deal 6% more damage with Sabers and get +1 Attack Speed and +1 Accuracy when using a Saber. To Level: Fight with Sabers, Use Skills, Parry, Defeat Foes, Perform Critical Strikes
    • Physical Endurance (Lv 2: 50%) (Passive): You are able to tough out physical damage and in doing so have a stronger body. You get +2 Constitution, +5% HP, and +1 HP Regen. To Level: Take Damage, Take Massive Damage, Endure a Fatal Blow, Endure a Critical Strike.
    • Sneak Attack (Lv 1: 0%) (Special): You know how to sneak up on enemies properly and deliver a quick, powerful strike to their vitals. Whenever you sneak up on an enemy and attack, you can perform a Sneak Attack, which is a regular Attack that deals 50% more damage and has +1 Critical Range. To Level: Attempt, Successfully perform a Sneak Attack, Defeat an Enemy, Get a Critical Strike.
    • Fierce Slash (Lv 1: 20/100 XP) (Active: 6 MP): You focus and deliver a strike to your foe meant to deal extra damage as you attack with enhanced ferocity. This deals an extra 10% Damage above your regular Attack. This attack, however; relies on you putting more brute force into it and is a little less accurate. -10 to Accuracy. To Level Up: Use the Skill, Defeat a Foe, Get a Critical.
    • Ambidexterity (Lv 1: 50%) (Passive): You have a basic skill in wielding a weapon or tool in each hand in combat. You get +1 Parry Defense while Duel Wielding and your Accuracy Penalty for your off-hand weapon is only -20 now. To Level: Fight with 2 Weapons, Defend with 2 Weapons, Utilize dual wielding Skills, Defeat an Enemy, Score a Critical Strike



    Titles (open)




    Inventory (open)

    Equipment (open)

    Main Hand:
    • Iron Short Saber: A light, single-edge sword made for fast slashing and thrusting action made from Iron. Does 3 - 8 Damage, +2 Attack Speed, +1 Critical Range. (17 Attack Speed) (2 Attacks)
    Off Hand:
    • Iron Short Saber: A light, single-edge sword made for fast slashing and thrusting action made from Iron. Does 3 - 8 Damage, +1 Critical Range. -10 Accuracy (Dual Wielding Penalty)
    Body:
    • Studded Leather Armor: A suit of harder leather armor with small metal studs within it to improve defense. Has Armor Penalty 2 and Armor Rating 4.

    Head: --
    Arms: --

    Feet:
    • Boots of Minor Grace: A pair of boots blessed by a minor wind spirit to allow one to move faster and more gracefully. +1 Acrobatics, +1 Accuracy, and +1 Dodge Defense. Cannot be enhanced. Rarity: Uncommon

    --Accessories--
    Sack: A basic sack made of sturdy cloth that's slightly weather resistant. Holds 10 Items.

    Bestial Mask: A Purely Cosmetic Item, it still can make the user seem quite intimidating


    Sack (open)

    10/10 slots used
    • Money Pouch: Holds up to 50,000 Sens. Currently holding 3,000 Sens (¥)
    • Adventure Journal: This special leather bound journal contains all of the information you have collected over your adventure and new entries will always appear whenever you discover something new.
    • Small Minor Healing Potion (3x): A feat of elementary Alchemy, this very weak, but still prized, elixir is capable of restoring wounds the moment its consumed. Heals 25 HP per dose. Contains 2 Doses. Rarity: Uncommon
    • Rations (3x): Small, wrapped rations meant to last a person for an entire day of traveling.
    • Dried Meats (2 Servings): Meats that have been dried and cooked. They smell good to both human and carnivore alike.


    James Wolff (open)

    Real Name: James Wolff
    Age: 24
    Gender: Male
    Appearance (open)


    [​IMG]


    Personality (open)

    Superficially, James is a pretty talkative and friendly guy. He's the type of guy who everyone knows about. However, there are very few who can call themselves his real friends. They are the ones who really know James. They know that he really is a pretty nice guy, but when he's worried or something is bothering him... he turns cold. This is a major issue that he has been trying to deal with for years since he has a bad tendency to focus, over analyze and ruminate on a personal issue that keeps him up at nights, and because of that he has quite a bit of an anxiety problem. Thus, he really is a kind and considerate person, but has a problem of thinking too much sometimes, which leads to him becoming a cold, calculating person that most people have difficulty to deal with.


    History (open)

    James was born in New York. Not in the posh, metropolitan high rises of New York. No, he was among the minorities and recent immigrants who were scrapping money together in pursuit of the American dream while living in the rundown apartments of NY. He went through some pretty rough times, but fortunately his family was one of the few who did manage to rise from rags.

    However, as a consequence, he rarely saw his parents. They were always working, and in an attempt to compensate, his parents often bought James toys and games. Thus, James grew up playing games. Perhaps it was a means of escaping reality, but James found himself gaming a lot as he grew up. Eventually, he did manage to face reality in college where he stopped gaming and had to learn how to deal with people. He just found it easiest to be a nice guy who kept to himself usually. It gave him the least issues.

    After he graduated, James managed to land a job in a VC that specializes in technology due to his academic success as a business major. Thus, the last two years of James' life were spent traveling a lot and looking at potential investment opportunities. However, he spent a lot of time in Neo Tokyo since it was the hub of new innovation for consumer technology. Thus, it wasn't a surprise that James picked up the RGG when it came out and eventually found himself purchasing GQO.


    Epic Points: 3

    Character Name: Caelis
    Appearance: His avatar looks pretty much just like him in real life.

    Status (open)

    Level: 4
    XP: 56

    3/63 Points
    3/9 Extra Points
    STR: 6 (+1) = 7
    VIT: 6 (+1) = 7
    AGI: 6 (-3) = 3
    DEX: 7
    INT: 11
    WIS: 7
    CHA: 8
    SPI: 6
    LUK: 6

    HP: 47 (+5% = 2) = 49
    HP Regen: 3HP/min

    MP: 34
    MP Regen: 2MP/min

    Constitution: 6
    Resistance: 6


    Talents (open)

    Talent Points: 36 + 1/3rd INT = 2/39
    Extra Points: 2/8
    • Acrobatics (AGI): 1 (+1) = 2
    • Animal Handling (CHA): 2
    • Appraisal (INT): 2
    • Climbing (STR): 0
    • Crafting (INT): 1
    • First Aid (INT): 1
    • Fisticuffs (AGI): 1
    • Focus (WIS): 5
    • Herbalism (INT): 1
    • Knowledge (INT): 5
    • Manipulate Device (AGI): 1
    • Melee Weaponry (AGI): 1
    • Negotiation (CHA): 5
    • Observation (INT): 5
    • Performance (CHA): 5
    • Projectile Weaponry (AGI): 1
    • Sleight of Hand (AGI): 1
    • Stealth (AGI): 1
    • Survival (INT):
    • Thrown Weapons (AGI): 0


    Attributes (open)

    Silver Tongue (Lv 1) - You know what to say and when to say it. +1 CHA, +1 Negotiation


    Skills (open)

    • ??? (MAX Lv) (Passive): +1 AGI. ???
    • ??? (MAX Lv) (Passive): +1 INT. ???
    • Inspiring Speech (Lv 2: 0%) (Special): You know how to inspire people with your words. Whether you give a full blown sermon or just a short few words of encouragement, you can give a +2 bonus to the abilities of nearby allies who hear these words. This is further bolstered by your Performance Talent. The buff lasts for 30 Seconds. To Level: Successfully Inspire your Allies.
    • Physical Endurance (Lv 2: 60%) (Passive): You are able to tough out physical damage and in doing so have a stronger body. You get +2 Constitution, +5% HP, and +1 HP Regen. To Level: Take Damage, Take Massive Damage, Endure a Fatal Blow, Endure a Critical Strike.
    • Longsword Adept (Lv 3: 0%) (Passive): You are pretty good with Longswords, the more basic of all the swords. You get +2 Parry Defense and deal 6% more damage when using Longswords. To Level: Fight with Longswords, Parry with Longswords, Use Skills, Defeat Enemies, Score Critical Strikes
    • Ambidexterity (Lv 1: 50%) (Passive): You have a basic skill in wielding a weapon or tool in each hand in combat. You get +1 Parry Defense while Duel Wielding and your Accuracy Penalty for your off-hand weapon is only -20 now. To Level: Fight with 2 Weapons, Defend with 2 Weapons, Utilize dual wielding Skills, Defeat an Enemy, Score a Critical Strike
    • Fool's Act (Lv 1: 0%) (Special): A unique technique often employed by assassins or other sneaky, tricky types. You perform some action that falls outside of the ordinary bounds of battle. This could be from dropping a weapon suddenly to some other form of act that falls outside of the bounds of normal combat. This is dependent upon your Performance Score, having another +1 bonus to fool the enemy into buying your act and thus being brought off guard. Note that if used on the same enemy in the same battle it will have a -10 to work for each additional time beyond the first that you attempt to fool the enemy. To Level: Attempt, Perform Successfully, Defeat an Enemy
    • Hello There (Lv 1: 80%) (Active): You know how to observe others to garner basic information on them. When using this Skill on a target basic information on them will appear. The amount of information you can scan from a target depends upon what they are doing and a number equal to 1 + Observation Score. To Level: Use, Gain information, Use your own natural powers of observation.
    • Search (Lv 3: 25%) (Active): You know how to carefully examine your surroundings in order to find their hidden secrets. When you use this Skill, your Observation or other applicable Scores for searching the area around you will go up by 5. However; you move more slowly as to better examine your surroundings, reducing Movement Speed 47% and Dodge Defense by 48% against things that would catch you unaware. This Skill will automatically deactivate if you enter combat. To Level: Use, Find things, Find very well hidden things
    • Survival (Talent): You know how to not only properly explore in the wilderness, but survive in it as well. As you become more skilled in this Talent, you will find the wilderness to be just as easy to traverse as any other street.
    • Shield Adept (Lv 1: 75%) (Passive): You know how to properly use a shield to defend yourself. You get +1 Defense Rating with all Shields. Furthermore you also get a +1 Accuracy when utilizing shields to attack. To Level: Block or Attack with Shields
    • Improved Shield Bash (Lv 1: 0%) (Passive): You know better how to strike with your shield to either break an opponent's guard or possibly stun them. You get a +1 Accuracy with Shield Bashing and are at +5 to stun them or break their guards upon a successful hit. To Level: Shield Bash, Break an opponent's guard, stun an opponent.



    Titles (open)




    Inventory (open)


    Equipment (open)


    --Main Hand--
    • Iron Longsword: A basic, sturdy blade. While not the greatest, it is still something trusty to have at your side. Deals 3 - 12 Damage, +2 Damage Range if wielded 2-handed. +0 Attack Speed. +1 Critical Range.

    Off Hand: N/A

    --Body--
    • Studded Leather Armor: A suit of harder leather armor with small metal studs within it to improve defense. Has Armor Penalty 2 and Armor Rating 4.
    Head: N/A

    --Arms--
    • Bronze Buckler: A small shield of bronze and wood that is capable of being strapped to the arm to leave the hand free. +3 Defense, 1 Armor Penalty.
    --Feet--
    • Boots of Minor Grace: A pair of boots blessed by a minor wind spirit to allow one to move faster and more gracefully. +1 Acrobatics, +1 Accuracy, and +1 Dodge Defense. Cannot be enhanced.

    --Accessories--
    • Knapsack: A decently sturdy leather backpack that is able to hold several items. Can be added on to expand storage space. Has 15 Slots.
    • Silver Torc: A mysterious, silver torc found on the Trial of Beginning's Boss. +1 STR and VIT.
    • Big Belt Pouch: A slightly bigger than standard pouch that can be fastened onto a belt. Holds 5 Items, but consumes two belt slots.



    Knapsack (open)

    7/15 slots used
    • Money Pouch: Holds up to 50,000 Sens. Currently holding 1,750 Sens (¥)
    • Adventure Journal: This special leather bound journal contains all of the information you have collected over your adventure and new entries will always appear whenever you discover something new.
    • Money Pouch: Holds up to 50,000 Sens. Currently empty.
    • Survival Kit: Holds the basic tools needed for surviving in the wilderness.
    • Rations (3x): Small, wrapped rations meant to last a person for an entire day of traveling.


    Belt (open)

    2/4 Slots Used

    Big Belt Pouch (open)

    4/5 Slots Used
    • Small Minor Healing Potion (3x): A feat of elementary Alchemy, this very weak, but still prized, elixir is capable of restoring wounds the moment its consumed. Heals 25 HP per dose. Contains 2 Doses. Rarity: Uncommon
    • Weak Flawed Revival Gem: A mystical gem that can restore life to the body and bind the soul back to it upon death. This gem's power is weak, only restoring 25% HP upon death. Furthermore, its imperfections make it weaken the body more than normal, draining 50% of the user's XP.



    Xavier Dimitriaski (Caim) (open)

    Real Name: Xavier Dimitriaski
    Age: 22
    Gender: Male

    Appearance (open)

    [​IMG]


    Personality (open)

    Xavier is a fun loving and friendly sort of person, he tends to give a helping hand moreso than a snide remark, that’s not to say he doesn’t have a mean streak. In his high school days he did give his fair share of hazings but luckily he got out of the practice pretty quickly. He’s always the first to shrug something off, or leave stuff where it lays, looking forward rather than looking back.


    History (open)

    Xavier and his family moved a ton when he was a kid due to his father being in the military. As such Xavier never really had many friends for very long, that finally changed when his dad took a deskjob at the base and they finally stopped the weird nomadic life of a soldier and their family. Xavier graduated from high school and college, getting his bachelors in english lit and becoming an intern at a publishing company, he spends most of his time reading crappy books by crappy authors, sometimes finding a few diamonds in the rough.

    He sends the ones he believes are good on up to his superior who gives the final yay or nay for the books. He really doesn’t have any complaints working there, it’s a good job and he keeps his own creativity alive through reading the first few chapters of peoples books that are sent in. He wishes to send his own work in one day but doesn’t have the will to do it for fear that his book will be rejected, the rest of his time he tends to write or play video games.

    Going out with a few of his close friends here and there they were especially happy when he turned twenty one a few days ago so they could go out and get sloshed with him on a weekly basis now. Xavier is excited for Grand Quest Online to come out, it will be the first VRMMORPG that he is goign to play, he msotly played on handhelds and his computer so this will be a treat for him no doubt.


    Epic Points: 3

    Character Name: Caim
    Character Appearance (open)

    [​IMG]


    Status (open)

    Level: 3
    XP: 35

    3/60 Points
    3/8 Extra Points
    STR: 15
    VIT: 9
    AGI: 10 (-3) = 7
    DEX: 9
    INT: 5
    WIS: 4
    CHA: 4
    SPI: 3
    LUK: 4

    HP: 57 + (5% = 3) = 60
    HP Regen: 3

    MP: 18
    MP Regen: 1

    Constitution: 8 (+1) = 9
    Resistance: 3 (+1) = 4


    Talents (open)

    Talent Points: 34 + 1/3rd INT = 0/34
    Extra Points: 0/7
    • Acrobatics (AGI): 2
    • Animal Handling (CHA): 1
    • Appraisal (INT): 3
    • Climbing (STR): 3
    • Crafting (INT): 3
    • First Aid (INT): 5
    • Fisticuffs (AGI): 1
    • Focus (WIS):1
    • Herbalism (INT): 3
    • Knowledge (INT): 5
    • Manipulate Device (AGI): 0
    • Melee Weaponry (AGI): 5
    • Negotiation (CHA): 3
    • Observation (INT): 1
    • Performance (CHA): 0
    • Projectile Weaponry (AGI): 0
    • Sleight of Hand (AGI): 0
    • Stealth (AGI): 0
    • Thrown Weapons (AGI): 0


    Attributes (open)

    Strong: You're pretty tough physically and thus can dish out punishment. +1 STR, +2 to the Damage Range of all Weapons.


    Skills (open)

    • ??? (MAX Lv) (Passive): +1 AGI. ???
    • ??? (MAX Lv) (Passive): +1 INT. ???
    • Sapping Blow (Lv 1: 25%) (Active: 2 MP): Using the pommel of your sword or some other blunt object you can bash an opponent in the head just right to Stun them momentarily, this being a slightly tricky maneuver to get right so it has -10 Accuracy. If you manage to perform this Skill on an unsuspecting opponent from behind in a more vital area, you may knock them unconscious. Currently has a +1% greater chance to Stun. A Critical Strike allows you to either automatically knock them out if dealt from behind or get a chance for a knock out affect if dealt to a face to face opponent. To Level: Attempt, Stun Successfully, Knock Out Successfully, perform a Critical Strike.
    • Great Sword Adept (Lv 1: 0%) (Passive): You are pretty decent with a greatsword, slow weapons that have good reach and power. You have +1 Accuracy and deal 10% more damage with Great Swords. To Level: Fight with Great Swords, Defend, Get Critical Strikes.
    • Physical Endurance (Lv 1: 75%) (Passive): You are able to tough out physical damage and in doing so have a stronger body. You get +1 Constitution, +5% HP, and +1 HP Regen. To Level: Take Damage, Take Massive Damage, Endure a Fatal Blow, Endure a Critical Strike.



    Inventory (open)

    Equipment (open)

    --Main Hand--
    • Iron Greatsword: A very heavy weapon, but it possesses some good reach and power. Deals 6 - 20 Damage. Has -4 Attack speed. Requires 15 STR

    Off Hand:

    --Body--
    • Bronze Chainmail: A basic suit of chainmail forged with bronze. Armor Rating +??, -3 Armor Penalty.
    Head:

    --Arms--
    N/A

    Feet

    --Accessories--
    • Knapsack: A decently sturdy leather backpack that is able to hold several items. Can be added on to expand storage space. Has 15 Slots.
    • Ring of Basic Protection: A ring imbued with basic magics of protection and defense. +1 Defense, +1 Constitution, +1 Resistance. Cannot be enhanced. Rarity: Uncommon


    Knapsack (open)

    4/15 slots used
    • Money Pouch: Holds up to 50,000 Sens. Currently holding 3,000 Sens (¥)
    • Adventure Journal: This special leather bound journal contains all of the information you have collected over your adventure and new entries will always appear whenever you discover something new.
    • Small Minor Healing Potion: A feat of elementary Alchemy, this very weak, but still prized, elixir is capable of restoring wounds the moment its consumed. Heals 25 HP per dose. Contains 2 Doses. Rarity: Uncommon
    • Rations (3x): Small, wrapped rations meant to last a person for an entire day of traveling.
    • N/A
    • N/A
    • N/A
    • N/A
    • N/A
    • N/A


    Hasegawa Haruko (open)

    Real Name: Hasegawa Haruko
    Age: 16
    Gender: Female

    Appearance (open)

    Haruko is an exceptionally tall girl with long black hair. Combined with her large frame, she appears lanky and underweight, with a stick-figure-esque silhouette. Her expression is often somber and joyless, with thin eyes and a sharp nose.


    Personality (open)

    While Haruko used to be very different, the teenage girl now goes about with a quiet and demure appearance. She constantly blames herself and shies away from her classmates in fear of revealing her horrible secret. Her thoughts and feelings are never revealed to anyone.

    Haruko often helps others to atone for her crimes, to the point of neglecting her own well-being. She has low self-esteem and hates herself.


    History (open)

    Haruko was born in a rather normal Japanese family. Her father was the foreman of a factory and would only come home late at night drunk. That left her mother to take care of her and her elder brother.

    She grew up in a small apartment on the outskirts of Neo-Tokyo. It was close to Mr. Hasegawa's workplace and one of the few affordable residences in the outrageously expensive Neo-Tokyo real estate.

    Haruko was a quiet child. She was simply too shy to approach other kids herself. Likewise, her tall stature was very intimidating to her peers. She went through the early years of her life being a wallflower. When middle-school came, she was determined to change her fate. With a make-over and advice from some relatives, Haruko's debut in her new school was a huge success. The girl had never been so happy. She even made two best friends, Kyouko and Akane, that did everything with her.

    In the final year of middle-school, a girl transferred in. She was short and tomboyish. Haruko didn't think much of her, but Kyouko always had a bullying streak. Haruko had also gotten used to her behavior and even joined in occasionally. While she knew what she was doing was wrong, Haruko didn't want to be left behind by her friends. It didn't help that the new girl was so gullible. Within a few weeks, they had her dancing around in their palm like a servant. Haruko had to admit it was fun messing with her.

    However, the newcomer's attitude changed abruptly one day. She refused to even talk to the trio. Akane later found out that another classmate had been spoiling their fun by telling the newcomer the truth. In an act of petty vengeance, they cornered the classmate and harassed her. By this time, Haruko was already addicted to the power she felt when bullying. They pushed the girl around, trying to scare her into submission.

    Haruko wasn't sure who gave her the last push. She lost her balanced and tumbled down the stairs. The girls immediately knew they were in trouble, but they couldn't even begin to imagine what they had done. The girl broke her neck on the way down, and was dead before she even reached the final rung.

    The events that followed were a haze in Haruko's memories. There were lots of horrified classmates. The ambulance came. The police. Kyouko crying. Akane trying to blame her for the murder. Angry parents trying to punch her.

    Haruko spent one year in a detention facility, and was released on the account of good behavior. Kyouko didn't even make it; she jumped off a building before she could be sentenced. She didn't know what happened to Akane. The Hasegawas had to move to another area to escape the judgmental stares of their neighbors.

    Haruko has just transferred into a new highschool, and she hopes to stay a wallflower forever. She doesn't speak to her classmates if it isn't necessary. Once the bell rings, Haruko goes home alone and spends most of her time on the internet or playing games.


    Epic Points: 3

    Character Name: Vero

    Character Appearance (open)

    A massive human wearing a white hooded cloak with no sleeves. Her arms are thickly muscled and powerful. Underneath the cloak she wears a simple cloth tunic and trousers stuffed into travelling boots. Her outfit is reminiscent of a monk or ascetic, but the rough fists and muscular body marks her as a fighter. Curiously, no scabbard hangs from her waist or back.


    Status Window (open)


    Level: 4
    XP: 50

    3/63 Points Remaining
    2/9 Extra Points

    STR: 15 (+2) = 17
    VIT: 12 (+1) = 13
    AGI: 10 (-1) = 9
    DEX: 6 (+1) = 7
    INT: 10
    WIS: 1 (+1) = 2
    CHA: 1
    SPI: 6 (+1) = 7
    LUK: 1


    HP: 75 + (+5% = 3) = 78
    HP Regen: 4

    MP: 24
    MP Regen: 2

    Constitution: 10 (+1) = 11
    Resistance: 2 (+1) = 3


    Talent Window (open)

    Talent Points: 36 + (3) = 4/39
    Extra Points: 1/9
    • Acrobatics (AGI): 4
    • Alchemy (INT):
    • Animal Handling (CHA):
    • Appraisal (INT):
    • Climbing (STR): 4
    • Crafting (INT): 4
    • First Aid (INT): 4
    • Fisticuffs (AGI): 5
    • Focus (WIS):
    • Herbalism (INT): 5
    • Knowledge (INT):
    • Manipulate Device (AGI):
    • Melee Weaponry (AGI):
    • Negotiation (CHA):
    • Observation (INT): 5
    • Performance (CHA):
    • Projectile Weaponry (AGI):
    • Sleight of Hand (AGI): 3
    • Stealth (AGI):
    • Survival (INT):
    • Thrown Weapons (AGI): 2


    Attribute Window (open)

    Iron Fists (Lv 1): You have pretty strong fists. Unarmed attacks are 10% stronger and they get +1 Damage Range.


    Skill Window (open)

    • ??? (MAX Lv) (Passive): +1 AGI. ???
    • ??? (MAX Lv) (Passive): +1 INT. ???
    • Improved Unarmed Strike (Lv 5: 50%) (Passive): You are better at basic unarmed fighting than most, and thus can put more power and skill into your punches than most. Your Based Unarmed Strikes deal 2 - 9 Damage and have +2 Attack Speed and +1 Accuracy. For every 4 Ranks in Fisticuffs or other related Talents your Damage Range and Attack Speed go up by 1 and for every 10 Ranks you get +1 to Critical Range. To Level: Fight Unarmed, Parry Unarmed, Defeat a Foe, Perform Critical Strikes
    • Physical Endurance (Lv 2: 25%) (Passive): You are able to tough out physical damage and in doing so have a stronger body. You get +2 Constitution, +5% HP, and +1 HP Regen. To Level: Take Damage, Take Massive Damage, Endure a Fatal Blow, Endure a Critical Strike.
    • Observe (Lv 1: 0%) (Active): You know how to observe others to garner basic information on them. When using this Skill on a target basic information on them will appear. The amount of information you can scan from a target depends upon what they are doing and a number equal to 1 + Observation Score. To Level: Use, Gain information, Use your own natural powers of observation.
    • Search (Lv 1: 0%) (Active): You know how to carefully examine your surroundings in order to find their hidden secrets. When you use this Skill, your Observation Score for searching the area around you will go up by 5. However; you move more slowly as to better examine your surroundings, reducing Movement Speed 50% and Dodge Defense by 50% against things that would catch you unaware. This Skill will automatically deactivate if you enter combat. To Level: Use, Find things, Find very well hidden things
    • Foraging (Lv 1: 0%) (Special): You know how to better forage for plants and food than others. You get a +1 to your Herbalism and Survival Scores whenever you're foraging for food or herbs.
    • Alchemy (Talent): You know the basics of Alchemy, a science that is known for using various substances and materials to make other special items, substances, or other forms of concoction. Currently you can make and learn Basic Formulas.
    • Survival (Talent): You know how to not only properly explore in the wilderness, but survive in it as well. As you become more skilled in this Talent, you will find the wilderness to be just as easy to traverse as any other street.
    • Counter-Guard (Lv 1: 0%) (Special): You have managed to learn how to properly guard yourself and know how to ready yourself for an opponent's strike so that you can return one of your own. When Unarmed, if you Guard and manage to block an attack, you can Counterattack with +5 Accuracy. If you are hit you can still counter, but you instead get a -25 to your Accuracy as it would be more of a spontaneous counter that you would be doing after having your guard penetrated, but if successful you can also potentially end an opponent's attack(s). This maneuver is risky though, as missing the counter can leave you open. To Level: Guard, Get hit then Counter, Block then Counter, Disrupt an Attack, Defeat an Enemy.
    • Critical Strike (Lv 1: 0%) (Passive): You have some experience in dishing out powerful Critical Strikes. Your Critical Strikes deal 100% Extra Damage and ignore the Damage Reduction of most enemies. Also +1 to your Critical Range for striking. To Level: Get a Critical Strike.


    Titles (open)

    • Solo Dungeon Clearer: You have cleared a Dungeon all on your own and have grown a bit tougher from the result of the difficult task. +5 HP


    Inventory (open)

    Equipment (open)

    --Hands--
    Shadowing Cestus (Lv 1: 43/100 XP): A mysterious pair of Cestus that are said to be the materialization of a piece of one's self that comes from fighting a Shadow, beings who copy the 'selves' of others. As it is a piece of yourself and a creature that grows in power as you do, its power will increase as yours does while you have it equip. You can gain XP or fight using it to Level it up, and as you level it up it will grow stronger. Currently it gives +1 to STR, VIT, AGI, DEX, SPI, and WIS and grants a bonus to Unarmed Damage Range equal to 1 + 10% STR.

    Umbra Strike (Weapon Skill) (Active: 20 MP): You call forth a strike from your own shadow using this weapon born of a creature of your self. When you use this Attack, your weapon will deal an attack that does the same amount of damage, allowing you to essentially strike twice with a single strike.

    Unarmed Strike: 5 - 12 + STR + 10% Damage
    15 Attack Speed (2 Attacks)
    11 Accuracy
    11 Defense

    --Body--
    Leather Armor: A basic suit of leather armor. Good for those who don't want to slow down too much. ?? Armor Rating. -2 Armor Penalty.

    Head:
    Arms:
    Feet:

    --Accessories--
    • Knapsack: A decently sturdy leather backpack that is able to hold several items. Can be added on to expand storage space. Has 15 Slots.
    • Belt Pouch: A basic pouch that fits on the belt. Consumes 2 Belt Slots, but holds 4 Items.
    • Small Silver Ring: A strange ring found in the Trial of Beginnings. Increases SPI by 1 and MP Regen by 1.
    • Sash: A sash found in the Trial of Beginning's Boss Chest. Raises STR by 1.
    • Ring of Basic Protection: A ring imbued with basic magics of protection and defense. +1 Defense, +1 Constitution, +1 Resistance. Cannot be enhanced.


    Knapsack (open)

    8/15 slots used
    • Money Pouch: Holds up to 50,000 Sens. Currently holding 4,250 Sens (¥)
    • Adventure Journal: This special leather bound journal contains all of the information you have collected over your adventure and new entries will always appear whenever you discover something new.
    • Weak Flawed Revival Gem: A mystical gem that can restore life to the body and bind the soul back to it upon death. This gem's power is weak, only restoring 25% HP upon death. Furthermore, its imperfections make it weaken the body more than normal, draining 50% of the user's XP.
    • Hemp Rope (15 yards): A somewhat sturdy rope. Good for climbing or other basic tasks that can involve rope.
    • Rations (x3): Small, wrapped rations meant to last a person for an entire day of traveling.
    • Survival Kit: Holds the basic tools needed for surviving in the wilderness.


    Belt (open)

    2/4 Slots Used

    Belt Pouch (open)

    4/4 Slots Used (Uses 2 Belt Slots)
    • Small Minor Healing Potion: A feat of elementary Alchemy, this very weak, but still prized, elixir is capable of restoring wounds the moment its consumed. Heals 25 HP per dose. Contains 1 Dose. Rarity: Uncommon
    • Small Minor Healing Potion (x3): A feat of elementary Alchemy, this very weak, but still prized, elixir is capable of restoring wounds the moment its consumed. Heals 25 HP per dose. Contains 2 Doses. Rarity: Uncommon



    Luke Griffin (open)

    Real Name: Luke Griffin
    Age:
    18
    Gender: Male
    Appearance (open)

    Appearance: 5’10”, 150 lbs. He has brown hair and brown eyes. Luke never cared much for fashion so his wardrobe consists of different colored Polo shirt and khakis that his parents had bought for him. Your typical prep school kid straight out of prep school.

    Personality (open)

    Personality: In high school Luke managed to never get terrible grades in any class though he never got amazing grades in any either. His parents were moderately wealthy and he rarely had to struggle with anything while growing up which explains his “everything will be alright in the end” attitude toward everything which in turn stops him from getting stressed out even when he should. Hes the kind of kid you could expect to grow up and be a manager for a single restaurant or store that was part of a chain and he knew it. nothing in his life was particularly exciting but he took comfort in the fact that he would always be living in comfort. At least one paragraph long, show me some writing ability.
    In game Luke found something much more exciting. He was hooked. The thrill of exploring this new world is almost too much for him. He’s constantly trying to do everything at once but his biggest joy is doing it fast. Weather its arriving at towns with record speeds or stabbing monsters within seconds of them spawning Luke always tries to do it faster. Luke believes talk is cheap and that one should prove himself through his actions. His next goal is to kill an entire spawn of monsters at once. If you can keep up you can join him but if not he’ll go alone.

    History (open)

    At some point during middle school Luke was held back a grade so even though he's 18 he still lives with his parents, he also never bothered to get his drivers licence mainly because he planned on moving to the city were he wouldn't need one.. His parents aren't exactly neglectful but they rarely try to bond with him. His parents are constantly telling him to improve his grades though they never give any suggestions and Luke doubts they know what his grades even are. Luke doesn’t get out much, mainly because everything worth going to isn't near by and his parents couldn't be bothered to drive him. He would have gotten out more if he had a bike though his parents never pick up on that he wanted one and he wasn't about to ask them for favors.


    Character Name: Abraxas
    Appearance: Abraxas always tries to keep most of his skin hidden under either a robe or light armor.

    STATUS WINDOW (open)

    Level: 1
    XP: 0


    0/52 Points Remaining (none lower than 1, none higher than 10 at Character Creation, free points from Skills and Attributes can make them higher than 10 though)
    STR:7
    VIT: 7
    AGI: 10(+2)
    DEX: 7
    INT: 5(+1)
    WIS:4
    CHA: 1
    SPI:1
    LUK:10


    HP:42
    HP Regen:2


    MP:12
    MP Regen:1


    Constitution:6
    Resistance:3

    TALENT WINDOW (open)


    • Acrobatics (AGI): 4
    • Animal Handling (CHA):
    • Appraisal (INT):
    • Climbing (STR): 3
    • Crafting (INT):
    • First Aid (INT):
    • Fisticuffs (AGI):
    • Focus (WIS):
    • Herbalism (INT):
    • Knowledge (INT): 1
    • Manipulate Device (AGI): 4
    • Melee Weaponry (AGI): 4
    • Negotiation (CHA):
    • Observation (INT):4
    • Performance (CHA):
    • Projectile Weaponry (AGI): 0
    • Sleight of Hand (AGI): 4
    • Stealth (AGI):
    • Thrown Weapons (AGI): 4

    ATTRIBUTE WINDOW (open)
    Swift (Lv 1): + 1 AGI +10% of AGI to the damage range of all weapons.
    Opportune Striker (Lv 1): You have somewhat enhanced instincts for combat and striking, and thus know how to lash out at the more opportune and spontaneous moments. You can instinctively strike at opponents who move within your weapon's reach despite not giving you openings to react to as you just have a natural instinct to react more quickly to said things. The opponent is treated as guarding though if you strike at them while they are preforming a Guarded Move.

    SKILL WINDOW (open)

    ??? (MAX Lv) (Passive): +1 AGI. ???
    ??? (MAX Lv) (Passive): +1 INT. ???
    Improved Running Strike (Lv 1: 0%) (Passive): You know how to better utilize momentum to make strikes stronger. When running from a short distance away and then striking a target, this 'running strike' is strengthened by a % amount equal to 25% of your Movement Speed. To Level Up: Attempt Running Strikes, Perform Running Strikes, Defeat Foes, Get Critical Strikes



    TITLES (open)


    INVENTORY (open)

    EQUIPMENT (open)

    Main Hand: Bronze Longsword: A basic longsword for beginners. 1- 8 Damage, +1 Attack Speed, Damage Range increases by 2 if held 2-handed. Critical Range +1.
    Off Hand:
    Body:
    Head:
    Arms:
    Feet:


    --Accessories--
    Sack: A basic sack made of sturdy cloth that's slightly weather resistant. Holds 10 Items.

    SACK (open)

    1/10 Slots Used

    Money Pouch: Holds up to 50,000 Sens. Currently holding 10,000 Sens (¥)



    Mi-Cha Myung (open)
    Real Name: Mi-Cha “Mimi” Myung
    Age: 19
    Gender: Female
    Appearance (open)

    Mimi stands at a whopping 5’2” and sports black hair and dark brown eyes, along with lightly tanned skin. Her hair goes about halfway down her back. She’s a bit on the slim side at 110 lbs., and is not that strong. Not much else is noticeable. She just wears whatever she picks up out of her closet, which is typically something along the lines of a hoodie or T-shirt and yoga pants. Her main concern is comfort.


    Personality (open)

    Mimi’s typically a happy, bubbly person on the outside. In real life she’s not very physically active, but her energetic personality makes up for it. Appearance-wise, she doesn’t really stand out in a crowd. Though she does love to talk, she’s good with being quiet if it’s necessary. She’s very supportive of her friends, and this also shows in the gaming world, as she typically goes for the buffing characters or the sort of “back line” type. Online, she isn't much different from in real life as far as personality goes. However, she does have a scarier side when it comes to competition.


    History (open)

    Mimi comes from a fairly average family. Though she didn’t have a bad upbringing, she’s always found fantasy and adventurous books and games to be the most fun, as she finds real life fairly boring in comparison. Mimi has only recently gotten into online multiplayer games, just so she can interact with her friends and relatives who live in different parts of the world and still have fun.

    Her cousin was extremely excited for the new game and had gotten her hyped for it as well. When Mimi saw the whole, “lose character upon death,” thing, she knew she just had to play for the challenge and to test herself. Her cousin planned on getting copies for the both of them; however she could only snag one. Since Mimi’s cousin plans to be extremely busy with college and work, she gave Mimi her copy because Mimi would be able to enjoy the game better with her more laid-back life. Mimi decided that this would be a good opportunity to try gaming on her own, so she went ahead and joined Grand Quest Online.

    Epic Points: 3

    Character Name: Reina
    Appearance: The same as in real life, but with light brown highlights in her hair.
    Status Window (open)

    Level: 1
    XP: 0

    0/54 Points Remaining
    STR: 3
    VIT: 6
    AGI: 6 (+1)
    DEX: 3
    INT: 8 (+2)
    WIS: 6
    CHA: 9
    SPI: 8
    LUK: 5

    HP: 31
    HP Regen: 2

    MP: 31
    MP Regen: 2

    Constitution: 3
    Resistance: 5

    Talent Window (open)

    Talent Points: 30 + (1/3rd INT) = 0/33 Points Remaining

    • Acrobatics (AGI): 2
    • Animal Handling (CHA): 3
    • Appraisal (INT): 1
    • Climbing (STR): 0
    • Crafting (INT): 0
    • First Aid (INT): 3
    • Fisticuffs (AGI): 0
    • Focus (WIS): 4
    • Herbalism (INT): 0
    • Knowledge (INT): 4 +1
    • Manipulate Device (AGI): 0
    • Melee Weaponry (AGI): 0
    • Negotiation (CHA): 4
    • Observation (INT): 4
    • Performance (CHA):
    • Projectile Weaponry (AGI): 4
    • Sleight of Hand (AGI): 0
    • Stealth (AGI): 4
    • Thrown Weapons (AGI): 0

    Attribute Window (open)

    • Knowledgeable: You are quite knowing on different subjects. +1 INT, +1 Knowledge.

    Skills (open)

    ??? (MAX Lv) (Passive): +1 AGI. ???
    ??? (MAX Lv) (Passive): +1 INT. ???
    Spark (Lv 1: 0%) (Active: 10 MP): A Cantrip that allows you to conjure a spark of Lightning Element to shock your foes. Deals 5 - 10 Lightning Damage to a single target. Like all Lightning Spells, its a bit hard to aim and control, so it has a -10 to Accuracy. To Level: Cast, Defeat a Foe, Get a Critical Strike

    Titles (open)
    N/A

    Inventory (open)

    Equipment (open)
    Main Hand:
    Basic Wand: A beginner's wand that contains a basic magic focus for using magic. This wand can only use Cantrip Spells, intro level spells meant to introduce people to magic. 0 Attack Speed, 1 - 5 Damage. Critical Range: 1
    --Magic Bolt (Weapon Skill) (8 MP): Magical energy gathers in the wand then is expelled through the focus as a concentrated bolt. Deals 2 - 8 + 25% INT Damage.
    Off Hand:
    Body:
    Head:
    Arms:
    Feet:
    --Accessories--
    Sack: A basic sack made of sturdy cloth that's slightly weather resistant. Holds 10 Items.

    Sack (open)

    1/10 Slots Used
    Money Pouch: Holds up to 50,000 Sens. Currently holding 10,000 Sens (¥)


    Allen Baltz (open)
    Real Name: Allen Baltz
    Age: 18
    Gender: Male
    Appearance (open)
    Appearance: Allen is an average 18 year old weighing in at a 160 pounds and has a height of 5'7. His brown hair is usually a mess but when combed comes in a wavy appearance rather than straight. His skin is slightly paler than most due to the amount of time he spends inside playing video games. His eyes a a dark brown which are framed by his glasses. Finally his typical clothing consists of t-shirts consisting of the color grey, black, or dark blue and shorts of the same coloring.


    Personality (open)
    Personality: Allen is the type of person who is quiet, only talks when it is necessary, and when he does speak, it generally is a short sentence. Despite this attitude if someone were to get on his good side somehow he will be the puppy who will follow them home. Should you happen to mention something that interests him you will have his full attention and you may see an invisible dog tail wagging.


    History (open)
    History: Allen's time growing up was generally normal. As he was growing up his interest drifted towards the world of fantasy. Tv shows, video games, and books being the main things that got his attention. As he grew older he was one of the many who went crazy to get the RGG and play GQO. After numerous day and much dedication he finally managed to get the game that was flying off the shelves.


    Character Name: Zenos
    Appearance: The same but black hair with gray streaks.

    Status Window (open)

    Level: 1
    XP: 0

    STR: 10
    VIT: 5
    AGI: 10(+2)
    DEX: 5
    INT: 4 (+1)
    WIS: 7
    CHA: 3
    SPI: 5
    LUK: 5

    HP: 35
    HP Regen: 1

    MP: 20
    MP Regen: 2

    Constitution: 4
    Resistance: 5


    Talent Window (open)

    • Acrobatics (AGI): 4 (+1)
    • Animal Handling (CHA):
    • Appraisal (INT):
    • Climbing (STR): 4
    • Crafting (INT):
    • First Aid (INT):
    • Fisticuffs (AGI): 4
    • Focus (WIS): 4
    • Herbalism (INT):
    • Knowledge (INT):
    • Manipulate Device (AGI): 1
    • Melee Weaponry (AGI):
    • Negotiation (CHA):
    • Observation (INT): 4
    • Performance (CHA):
    • Projectile Weaponry (AGI): 4
    • Sleight of Hand (AGI): 2
    • Stealth (AGI): 4
    • Thrown Weapons (AGI):


    Attribute Window (open)

    • Nimble: You are pretty swift on your feet. +1 AGI, +1 Acrobatics


    Skills (open)

    ??? (MAX Lv) (Passive): +1 AGI. ???

    ??? (MAX Lv) (Passive): +1 INT. ???

    Crippling Shot (Lv 1: 0%) (Active: 5 MP): You know how to better target the vital areas of the arms or legs with projectiles in order to temporarily cripple your target. This attack has a -10 to Accuracy, but if you get a Full Hit then the opponent's AGI is reduced by 1 + 10% if you hit them in the leg, or DEX by 1 + 10% if you hit them in the arm. To Level: Attempt, Succeed in Crippling, Defeat a Foe, Get a Critical Strike


    Titles (open)


    Inventory (open)


    Equipment (open)

    Main Hand: Simple Recurve Crossbow: A basic ranged weapon requiring little effort or training to use. Deals 1 - 12 Damage. Critical Range 1. Takes 5 Seconds to reload.
    Off Hand: ---
    Body:
    Head:
    Arms:
    Feet:

    --Accessories--
    Sack: A basic sack made of sturdy cloth that's slightly weather resistant. Holds 10 Items.
    Ammo Pouch: A small pouch meant to hold ten rounds of small ammunition for weapons such as slings or crossbows. Currently holding 10 Crossbow Bolts.


    Sack (open)

    2/10 Slots Used

    Money Pouch: Holds up to 50,000 Sens. Currently holding 10,000 Sens (¥)
    Basic Crossbow Bolts (10): A standard bolt used by a crossbow. Stored in individual cases of 10.




    The Cast (Inactive/Deceased Characters (open)

    Hideo Eiyu (Mushi) (open)


    Real Name: Hideo Eiyu

    Age: 23

    Gender: Male

    Appearance (open)

    Odd hair color huh? To the surprise of many, Hideo’s white hair is not the result of dyes but simply genetics. All in all, he doesn’t look very Japanese despite his heritage being just that. Vibrant green eye and rather tall at six feet two make him look very much like a foreigner. Eye? Right, Hideo actually only has his right eye, his white hair covers where the left eye should be. It’s not like he has just an empty eye socket there though, that would be a bit too frightening for most people. He has a glass eye underneath, but seeing as it makes no difference, he prefers to let his hair hang over it.


    Personality (open)

    Unexcitable and laidback, Hideo is the epitome of what it means to be easy-going. He takes, seemingly, everything in stride and little appears to faze him. While intelligent, he avoids getting caught up in mental dilemmas, preferring to use a healthy blend of intellect and instinct versus over-analyzing and meticulous planning. Has it backfired on him? Certainly, but going into the minute of details is contrary to his easy going nature and most often results in frustration and annoyance that destroys his ability to think properly either way.

    His lax personality is easily approachable, a fairly good trait for someone who mans the counter of his own business. While his expression reveals little enthusiasm for his work, it shows through actions and conversations. An avid fan of video games, it was part of the reason he decided to open up shop in the first place.


    History (open)

    After he finished up university, Hideo decided to pursue his dream of indulging in video games. To that end he’s opened up a small video game shop with a focus on computers in the heart of Neo-Tokyo. How he manages to pay rent and keep the business afloat has been somewhat of a mystery for the last year it's been open...

    Hideo is considered lucky, despite losing one of his eyes. After all, the disease generally took both and no one’s really quite sure why only one was affected. In the end though, the eye was removed and a glass replacement took its place. It would have been odd or terrifying to have one green and another murky white.


    Epic Points: 3

    Character Name: Mushi

    Appearance: Pretty much the same. He looks unusual enough as he is offline.

    Status Window (open)

    Level: 1

    XP: 0

    STR: 1
    VIT: 5
    AGI: 8 (+1) = 9
    INT: 10 (+2) = 12
    WIS: 10
    CHA: 1
    SPI: 10
    LUK: 3

    HP: 25
    HP Regen: 1HP/min

    MP: 40
    MP Regen: 3MP/min

    Constitution: 3
    Resistance: 8


    Talent Window (open)

    Talent Points: 30 + 1/3rd INT = 0/34
    Talent Window (open)


    Acrobatics (AGI): 4

    Animal Handling (CHA): 0

    Appraisal (INT): 3

    Climbing (STR): 0

    Crafting (INT): 3

    First Aid (INT): 2

    Fisticuffs (AGI): 0

    Focus (WIS): 4

    Herbalism (INT): 2

    Knowledge (INT): 5 4 (+1)

    Manipulate Device (AGI): 0

    Melee Weaponry (AGI): 0

    Negotiation (CHA): 0

    Observation (INT): 4

    Performance (CHA): 0

    Projectile Weaponry (AGI): 2

    Sleight of Hand (AGI): 2

    Stealth (AGI): 4

    Thrown Weapons (AGI): 0



    Attribute Window (open)
    Knowledgable: You are quite knowing on different subjects. +1 INT, +1 Knowledge


    Skill Window (open)

    ??? (MAX Lv) (Passive): +1 AGI. ???

    ??? (MAX Lv) (Passive): +1 INT. ???

    Flash (Lv 1: 0/100 XP) (Active: 7 MP + 2 MP/Min): A basic light spell, part of the Cantrips. Emits a bright light when used from your Magic Focus, inflicting Blind on close by enemies who fail to resist. Furthermore, by keeping the spell active for longer after its initial activation, you can create a light to illuminate your way. Duration of ailment is 5 Seconds. To Level Up: Use Flash, Blind a Foe.

    Titles (open)
    Nothing yet.


    Inventory (open)

    Equipment (open)

    Basic Wand: A beginner's wand that contains a basic magic focus for using magic. This wand can only use Cantrip Spells, intro spells meant to introduce people to magic. 0 Attack Speed, 1 - 5 Damage. Critical Range: 1
    --Magic Bolt (Weapon Skill) (8 MP): Magical energy gathers in the wand then is expelled through the focus as a concentrated bolt. Deals 2 - 8 + 25% INT Damage.



    Off Hand:
    Body:
    Head:
    Arms:
    Feet


    --Accessories--
    Sack: A basic sack made of sturdy cloth that's slightly weather resistant. Holds 10 Items.



    Sack (open)

    2/10 slots used
    • Money Pouch: Holds up to 50,000 Sens. Currently holding 10,000 Sens (¥)
    • Adventure Journal: This special leather bound journal contains all of the information you have collected over your adventure and new entries will always appear whenever you discover something new.
    • N/A
    • N/A
    • N/A
    • N/A
    • N/A
    • N/A
    • N/A
    • N/A


     
    #1 Renose, Jan 5, 2015
    Last edited: Mar 15, 2015
  2. The Adventure Journal
    This special journal automatically fills itself with information from your travels. A precious item that can quickly become a legendary chronicle of a grand adventure.​

    Locations (open)

    These are various important locations that will be discovered throughout the RP.

    Neo Tokyo (open)

    The major city of Neo Tokyo, the capital of Japerica. This incredibly bustling city is said to be one of the largest cities in the world despite being on Japerica, which has gotten a bit bigger in recent years. Neo Tokyo is divided into five main districts and is said to be a home to both many natives, those who move from other parts of Japerica, and also a large tourist crowd as well, so naturally foreigners who come to Japerica usually come to Neo Tokyo. Neo Tokyo is divided into five different districts that are just nicknamed by its residents (naturally prefectures and all of those other things have their own names, District Names are just for simplistic naming purposes). These districts are the Entertainment, Business, Residential, Port Island, and Industrial or Outskirts Districts.

    Entertainment District (open)

    The Entertainment District. Home to most entertainment businesses like clubs, malls (the main one being Septemberes) and is pretty much like Akihabara in a sense only it was more for all forms of entertainment rather than just otakus. In fact sometimes people call it Neo Akihabara, but that's just a nickname. Of course, so is the Entertainment District, but again, naming purposes.

    Septemberes is one of the largest mega malls in the world. It started up as a small shop originating in Japerica, but now has become one of the largest chains all of the world. This super mega mall in the Entertainment District has pretty much ALMOST, and i'd like to stress that, anything you can think of. There are all kinds of stores and shops here, even various restaurants and a maid cafe can be found here. It is quite the incredible place.



    ??? (open)


    Clearwater Forest (open)

    A forest that is said to be an area for beginners. Its mobs consist of common wildlife and is perfect for beginner training, but every now and again higher level threats may appear in or around the forest. The Adventurers Guild patrols here in search of new players to aid.




    Characters (open)


    Player Characters (open)


    ReddKnight (open)

    Character Name: ReddKnight

    Character Appearance (open)

    [​IMG]


    Personality: He seems like a rather laid back, nice person. He really loves the game and also likes to help people. An all around good guy.

    Character Information: He seems to be a heavily armored magic swordsman type character who is a member of the Adventurers Guild, a Guild that apparently has one of its tasks being helping rookies get used to the game. He is a Veteran Player and knows alot about this game.




    Item Compendium (open)

    Where the various Items the Gamers acquire will be listed. Anything with Bullet Points can be seen in the Adventure Journal by those who have encountered them and have seen their descriptions.

    Weapons (open)

    Axes (open)

    • Bronze Great Axe: A very heavy, somewhat crude 2-handed great axe made of bronze. Slow, heavy, but packs a powerful punch. -5 Attack Speed, Deals 4 - 12 Damage, Critical Range +0.


    Cestus (open)

    • Bronze Cestus: These fighting gloves are inlaid with bronze, allowing you to pack more punch with your punches and block weapons with your hands. Adds +1 to Damage Range of Unarmed Strike.


    Projectile Weapons (open)

    Simple Recurve Crossbow: A basic ranged weapon requiring little effort or training to use. Deals 1 - 12 Damage. Critical Range 1. Takes 5 Seconds to reload.


    Swords (open)

    • Bronze Bastard Sword: A bastard sword made of bronze, is a bit heavier, but packs a punch. 1 - 10 Damage. -2 Attack Speed, Damage Range Increased by 1 when held 2-handed. Critical Range: 1
    • Bronze Longsword: A basic longsword for beginners. 1 - 8 Damage. +1 Attack Speed. Damage Range increases by 2 if held 2-handed. Critical Range: 1
    • Bronze Short Saber: A light, single-edged sword made for fast slashing and thrusting action. Is made from Bronze. Does 1 - 6 Damage, +2 Attack Speed, +1 Critical Range.
    • Iron Greatsword: A very heavy weapon, but it possesses some incredible reach and power. Deals 6 - 20 Damage. Has -4 Attack speed. Requires 15 STR.
    • Iron Short Saber: A light, single-edge sword made for fast slashing and thrusting action made from Iron. Does 3 - 8 Damage, +2 Attack Speed, +1 Critical Range.


    Thrown Weapons (open)

    Small Throwing Knives (12): Small knives, easily concealable and meant for throwing. 1 - 6 Damage. Critical Range: 2


    Tomes (open)

    Mystical books that are considered magical focuses, the knowledge within them making their wielder able to use certain forms of magic more easily, but they use two hands to wield and can only use the kind of magic that was woven into them as the knowledge was inscribed within them. Criticals with Tomes only apply to Spells you cast, and getting a Critical on a Spell powers it up and changes the affect and increases all MP Reductions by 50%.

    Arcane Cantrip Tome: A Tome for Arcane Cantrips. Increases their by 25% and reduces MP Cost by 20%. -5 Attack Speed. Deals 1-4 Damage. Critical Range: 2


    Wands (open)

    Enchanted and light-weight. Meant for the usage of magic thanks to the magical focus gem that is laid within. Have a small bit of battle potential for melee and they all have some magical Weapon Skill that can be used by the wielder as any other Skill. Getting a Critical when using a Spell with a Wand changes the affects of the spell.

    Basic Wand: Basic Wand: A beginner's wand that contains a basic magic focus for using magic. This wand can only use Cantrip Spells, intro level spells meant to introduce people to magic. 0 Attack Speed, 1 - 5 Damage. Critical Range: 1
    --Magic Bolt (Weapon Skill) (8 MP): Magical energy gathers in the wand then is expelled through the focus as a concentrated bolt. Deals 2 - 8 + 25% INT Damage.


    Armor (open)

    Light Armor (open)

    • Studded Leather Armor: A suit of harder leather armor with small metal studs within it to improve defense. Has Armor Penalty 2 and Armor Rating 4.



    Medium Armor (open)

    • Bronze Chainmail: A basic suit of chainmail forged with bronze. It provides a bit of protection while not impeding one's movement too much. +3 Armor Rating, -3 Armor Penalty. Requires 7 STR.


    Heavy Armor (open)

    • Gemkil's Bronze Scale Mail: A special suit of Bronze Scale Mail made by the famous blacksmith of Clearwater, Gemkil. It even bears his insignia. This armor has iron pieces in it in various places to make it overall sturdier, but the downside is that its a bit heavier than normal. +10 Armor Rating, -5 Armor Penalty. Requires 16 STR.


    Shields (open)

    Bronze Heavy Shield: A large, round shield made of bronze and wood. Perfect for beginners. Shield Rating 5 and Armor Penalty 4.


    Accessories (open)

    Amulets (open)

    • Amulet of Minor Strength: A special crystal is inside this amulet, one that has been refined through a special process to increase the physical strength of whoever is holding it. +1 STR. Cannot be enhanced. Rarity: Uncommon
    • Torc of Toughness: This enchanted silver torc holds a novice enchantment in it that increases physical toughness and strength. +1 VIT and STR when worn

    Rings (open)

    • Ring of Basic Protection: A ring imbued with basic magics of protection and defense. +1 Defense, +1 Constitution, +1 Resistance. Cannot be enhanced. Rarity: Uncommon
    • Copper Might Ring: This ring has been etched with a magic rune meant to imbue one who wears the ring with strength. +1 STR while worn. Cannot be enhanced. Rarity: Slightly Uncommon

    Misc Accessories (open)

    • Belt Pouch: A Pouch worn on the belt to hold things inside for easy access. Uses 2 Belt Slots, holds four Items.
    • Big Belt Pouch: A slightly bigger than standard pouch that can be fastened onto a belt. Holds 5 Items, but consumes two belt slots.
    • Knapsack: A decently sturdy leather backpack that is able to hold several items. Can be added on to expand storage space. Has 15 Slots.
    • Sack: A basic sack made of sturdy cloth that's slightly weather resistant. Holds 10 Items.


    Footgear (open)

    • Boots of Minor Grace: A pair of boots blessed by a minor wind spirit to allow one to move faster and more gracefully. +1 Acrobatics, +1 Accuracy, and +1 Dodge Defense. Cannot be enhanced. Rarity: Uncommon


    Other Items (open)

    Consumables (open)

    Gems (open)

    • Weak Flawed Revival Gem: A mystical gem that can restore life to the body and bind the soul back to it upon death. This gem's power is weak, only restoring 25% HP upon death. Furthermore, its imperfections make it weaken the body more than normal, draining 50% of the user's XP.

    Potions (open)

    • Weak Teglin Healing Potion: A horn filled with a weak potion that is capable of restoring wounds on a person's body. However, due to its unique makeup, it is best consumed by Teglins. When consumed by any other creature all of their Scores are reduced by 5 for 10 minutes. Heals 10 - 20 HP upon consumption.
    • Small Minor Healing Potion (x2): A feat of elementary Alchemy, this very weak, but still prized, elixir is capable of restoring wounds the moment its consumed. Heals 25 HP per dose. Contains 2 Doses. Rarity: Uncommon


    Food (open)

    • Rations: Small, wrapped rations meant to last a person for an entire day of traveling.
    • Dried Meats: Meats that have been dried and cooked. They smell good to both human and carnivore alike.

    Misc Items (open)

    • Money Pouch: Holds up to 50,000 Sens.



    Quest/Important Items (open)

    • Adventure Journal: This special leather bound journal contains all of the information you have collected over your adventure and new entries will always appear whenever you discover something new.

     
    #2 Renose, Jan 5, 2015
    Last edited: Mar 8, 2015
  3. Post reserved for more stuff.
     
  4. First
    Jason Graves (open)

    Real Name:Jason Graves
    Age: 18
    Gender:Male
    Appearance:[​IMG]
    Personality: Jason is a quiet individual, preferring to spend time alone away form others. He doesn't talk much and has very little sense of self worth, and even less self-confidence. He has a love of animals, however, and spends a majority of his time in the local wildlife centers and animal shelters. He has away of calming down and befriending even the most wild or abused of animals with just a few words. He plans on becoming a veterinarian when he grows up.
    In game,however, he changes almost completely. He's still silent, choosing only to speak when he feels he needs to, and still cares for animals. But his heart is hardened as stone, and his resolve like steel.He tends to be either very helpful and kind, or mischievous and childish, depending on his mood. He mentions his Real life sparingly, and never about his relation with his foster mother, those who have an ear for such things can gleam that he's suffering from some kind of trouble at home. He's ruthless and merciless in his fights, doing whatever he can to win in his battles. He prefers a 'hit hard, hit first' battle style, and thinks quick on his feet. He also has a savage battle lust that sometime clouds his mind. He has a hard time battling his 'inner beast', since it parallels with his contained emotions in the real world. Due to how much he hates his life, he tends to immerse himself in his In-game persona, sometimes forgetting that it's a game, and most of the time wishing it wasn't.
    History:He is adopted, his parents abandoning him when he was 3 at an orphanage in L.A. He was filtered around the foster system for awhile, until he was adopted at the age of 7. He had a new mother, and a new sister. His step-father was barely ever home, always working abroad for his company. His foster mother is an evil witch, only caring for her daughter and treating him like a nuisance and a plague. The only reason he was adopted was because of the father, the only reason he stayed was because of the daughter, his new sister. He loves his foster sister, would do anything for her, even stay in the hell of of his home. She is about 3 years older then him, but very loving and caring. However, when he was 11, she got hit in a car accident, and has been stuck in the hospital ever since, leaving him alone to deal with their distraught mother, who in her grief blames him for everything. She began to abuse him, both physical and verbally, berating him and calling him a useless nothing. He wants to tell someone, anyone, about what he's going through, what he's being put through, but he can't. His sister loves her mother, never seeing how cruel she is to him, and he could never bring himself to tell her. So he kept it to himself,suffering in silence, bottling up all of his rage, his sadness, any emotion that he felt might break him. He moved out the moment he turned 18, and now lives in an apartment by himself, attending college. His copy of GQO was a birthday present from his foster father, whose currently in China.
    Epic Points: 3

    Character Name:Raijinslayer
    Appearance: He's around 6' feet tall, with messy silver hair the reaches his shoulders. His eyes are a cold amber-gold. He wear a mask that only covers the bottom of his face, and it looks like a monstrous version of a wolf's mouth, seems to be made of wood and bone(Cosmetic item). Under neath his chest armor, he wears a black formfitting shirt with long sleeves. He also has a tribal tattoo of a claw mark that goes over his eye and down the right side of his face.

    Level: 1
    XP: 0

    48/48 Points Remaining (none lower than 1, none higher than 10 at Character Creation, free points from Skills and Attributes can make them higher than 10 though)
    STR:5
    VIT:9
    AGI: 8(+1)
    INT: 5(+2)
    WIS:4
    CHA: 8
    SPI:5
    LUK:4

    HP:43
    HP Regen:2

    MP:23
    MP Regen:1

    Constitution:6
    Resistance:3

    Talent Points: 30 + (1/3rd INT) = 32

    • Acrobatics (AGI):4
    • Animal Handling (CHA):4
    • Appraisal (INT):2
    • Climbing (STR):1
    • Crafting (INT):2
    • First Aid (INT):0
    • Fisticuffs (AGI):2
    • Focus (WIS):0
    • Herbalism (INT):0
    • Knowledge (INT):4(+1)
    • Manipulate Device (AGI):
    • Melee Weaponry (AGI):4
    • Negotiation (CHA):3
    • Observation (INT):2
    • Performance (CHA):
    • Projectile Weaponry (AGI):0
    • Sleight of Hand (AGI):2
    • Stealth (AGI):2
    • Thrown Weapons (AGI):0

    Attributes:
    • Knowledgeable: You are quite knowing on different subjects. +1 INT, +1 Knowledge.
    Skills:
    • Run-By-Strike (Lv 1: 0%) (Active: 8 MP): You rush forward and using the momentum of your running perform a strike at the target in such a manner that lets you move to safety past them to avoid any counterattacks. Deals 25% less damage than a Regular Attack. A Critical Strike will allow you to strike a second time after the initial strike. If this attack fails, then you will be open to any potential counterattacks. To Level: Use the Skill, Attack Successfully, Get a Critical Strike.
    • ??? (MAX Lv) (Passive): +1 AGI. ???
    • ??? (MAX Lv) (Passive): +1 INT. ???
    Titles:

    Inventory:
    Unlike normal games, in GQO you can only carry so much with you. Your standard Inventory has 10 slots, but can be expanded upon by either getting a bigger bag or things to expand said bag. The Items you're equipping do not take up Inventory space. Some Items may stack, but there aren't too many stackable items in this game.
    Equipment (open)

    Main Hand:
    • BAasic Rogue's Blade: A single-edge sword made for fast slashing and thrusting action. Does between 2-6 Physical Damage

    Off Hand:
    Body:
    Head:
    Arms:
    Feet:

    --Accessories--
    Sack: A basic sack made of sturdy cloth that's slightly weather resistant. Holds 10 Items.
    Bestial Mask: A Purely Cosmetic Item, it still can make the user seem quite intimidating


    Inventory (open)

    1/10 slots used
    • Money Pouch: Holds up to 50,000 Sens. Currently holding 10,000 Sens (¥)
    • N/A
    • N/A
    • N/A
    • N/A
    • N/A
    • N/A
    • N/A
    • N/A
    • N/A



     
    #4 Raijinslayer, Jan 5, 2015
    Last edited: Jan 5, 2015
  5. Get out.

    XD

    Jk.
     
    • Passing Strike(Lv:1)(Active): A skill that allows the user to zoom forward at incredible speeds to strike the target, and then move past them so as to avoid any subsequent attacks. Works only with bladed weapons. Requires Agi of 5 to use. Level up Req.:Use it
    For Raijin. This was the original. Here is my edited version for making it an acceptable starting skill.

    Run-By-Strike (Lv 1: 0%) (Active: 8 MP): You rush forward and using the momentum of your running perform a strike at the target in such a manner that lets you move to safety past them to avoid any counterattacks. Deals 25% less damage than a Regular Attack. A Critical Strike will allow you to strike a second time after the initial strike. If this attack fails, then you will be open to any potential counterattacks. To Level: Use the Skill, Attack Successfully, Get a Critical Strike.
     
  6. You can't get rid of me that easily. You made me do math, and now I'm never letting go of this RP.
     
  7. Good to know, now read that post about that Skill I made for you.
     
  8. Fixed my Skill on my CS
     
  9. James Wolff (open)

    Real Name: James Wolff
    Age: 24
    Gender: Male
    Appearance:

    [​IMG]

    Personality: Superficially, James is a pretty talkative and friendly guy. He's the type of guy who everyone knows about. However, there are very few who can call themselves his real friends. They are the ones who really know James. They know that he really is a pretty nice guy, but when he's worried or something is bothering him... he turns cold. This is a major issue that he has been trying to deal with for years since he has a bad tendency to focus, over analyze and ruminate on a personal issue that keeps him up at nights, and because of that he has quite a bit of an anxiety problem. Thus, he really is a kind and considerate person, but has a problem of thinking too much sometimes, which leads to him becoming a cold, calculating person that most people have difficulty to deal with.

    History: James was born in New York. Not in the posh, metropolitan high rises of New York. No, he was among the minorities and recent immigrants who were scrapping money together in pursuit of the American dream while living in the rundown apartments of NY. He went through some pretty rough times, but fortunately his family was one of the few who did manage to rise from rags. However, as a consequence, he rarely saw his parents. They were always working, and in an attempt to compensate, his parents often bought James toys and games. Thus, James grew up playing games. Perhaps it was a means of escaping reality, but James found himself gaming a lot as he grew up. Eventually, he did manage to face reality in college where he stopped gaming and had to learn how to deal with people. He just found it easiest to be a nice guy who kept to himself usually. It gave him the least issues. After he graduated, James managed to land a job in a VC that specializes in technology due to his academic success as a business major. Thus, the last two years of James' life were spent traveling a lot and looking at potential investment opportunities. However, he spent a lot of time in Neo Tokyo since it was the hub of new innovation for consumer technology. Thus, it wasn't a surprise that James picked up the RGG when it came out and eventually found himself purchasing GQO.

    Epic Points: 3

    Character Name: Caelis
    Appearance: His avatar looks pretty much just like him in real life.

    Level: 1
    XP: 0

    STR:4
    VIT:6
    AGI:5 (+1)
    INT:8 (+1)
    WIS:8
    CHA:7 (+1)
    SPI:5
    LUK:5

    HP: 33
    HP Regen: 2HP/min

    MP: 26
    MP Regen: 2MP/min

    Constitution: 4
    Resistance: 6

    Talent Points: 30 + (1/3rd INT) = 33

    • Acrobatics (AGI): 1
    • Animal Handling (CHA): 2
    • Appraisal (INT): 2
    • Climbing (STR): 0
    • Crafting (INT): 1
    • First Aid (INT): 1
    • Fisticuffs (AGI): 0
    • Focus (WIS): 4
    • Herbalism (INT): 1
    • Knowledge (INT): 4
    • Manipulate Device (AGI): 1
    • Melee Weaponry (AGI): 1
    • Negotiation (CHA): 4 (+1)
    • Observation (INT): 4
    • Performance (CHA): 4
    • Projectile Weaponry (AGI): 1
    • Sleight of Hand (AGI): 1
    • Stealth (AGI): 1
    • Thrown Weapons (AGI):0
    Attribute:
    Silver Tongue - You know what to say and when to say it. +1 CHA, +1 Negotiation

    Inspiring Speech (Lv 1: 0%) (Special): You know how to inspire people with your words. Whether you give a full blown sermon or just a short few words of encouragement, you can give a +1 bonus to the abilities of nearby allies who hear these words. This is further bolstered by your Performance Talent. To Level: Successfully Inspire your Allies.
    ??? (MAX Lv) (Passive): +1 AGI. ???
    ??? (MAX Lv) (Passive): +1 INT. ???

    Titles:

    Inventory:

    Equipment:

    Main Hand:
    - Beginner's Sword: A simple sword that practically all characters start with. It doesn't need much skill to use since it's meant for beginners, but doesn't have much potential. 3-5 Damage.
    Off Hand:
    Body:
    Head:
    Arms:
    Feet:

    Sack:
    1/10 Slots Used

    Money Pouch: Holds up to 50,000 Sens. Currently holding 10,000 Sens (¥)

    --Accessories--
    Sack: A basic sack made of sturdy cloth that's slightly weather resistant. Holds 10 Items.

     
    #10 Heyitsjiwon, Jan 5, 2015
    Last edited: Jan 5, 2015
  10. Pep Talk (Lv 1: 0%) (Active: 10 MP): You say some encouraging words that helps others try their best and to keep going. Temporarily (3 turns) grants +1 to VIT. A critical grants +2 VIT. To level, get a critical.

    Original

    My version.

    You really want to be a bard, don't you?


    Inspiring Speech (Lv 1: 0%) (Special): You know how to inspire people with your words. Whether you give a full blown sermon or just a short few words of encouragement, you can give a +1 bonus to the abilities of nearby allies who hear these words. This is further bolstered by your Performance Talent. To Level: Successfully Inspire your Allies.
     
  11. Not exactly, but what I have in mind is a hybrid support role... plus... I couldn't really think of an ability that wouldn't be too OP at the beginning.
     
  12. That's why i'm here.
     
  13. Yea... just started reading the manhwa btw. I think I've really started to understand the mechanics that you've created. It really reminds me of the manhwa Dice.
     
  14. CS (open)

    Real Name: James Smith
    Age: Twenty One
    Gender: Male
    Appearance: 6’ 6” when standing up straight, but he tends to slouch. He weighs roughly 250 lbs. and is quite muscular. James has black hair that is cut short, and his eyes are brown. His skin has a fair tan to it.
    Personality: In Game, James is that one character that just likes to kill things. He might help people on quests as long as he gets to kill things. He is loud and proud. Out of Game, James is much different. He tends not to talk; when he does, he tends to scare people on accident, because of his voice being very deep. James is practically invisible; even though he is extremely tall. Most people don’t even notice he is there. He tends to listen and observe rather than talk and take action, the opposite of his In Game self.
    History: His father was a Military man, so he was pretty strict and he started training James at a young age. During his school years, James was always the smallest, until he had a major growth spurt after his sophomore year in high school. Graduated from high school when he was seventeen. Started College the day after his eighteenth birthday. He is working towards a Master in Computer Engineering.
    Epic Points: 3

    Character Name: Zan
    Appearance: Same as his real world appearance.

    Status Window (open)

    Level: 1
    XP: 0

    48/48 Points Remaining (none lower than 1, none higher than 10 at Character Creation, free points from Skills and Attributes can make them higher than 10 though)
    STR: 12 (10 + 2 Attribute Bonus)
    VIT: 10
    AGI: 5 (4 + 1 Skill Bonus)
    INT: 4 (3 + 1 Skill Bonus)
    WIS: 4
    CHA: 7
    SPI: 5
    LUK: 5

    HP: 64
    HP Regen: 3

    MP: 22
    MP Regen: 2

    Constitution: 9
    Resistance: 4


    Talents Window (open)

    Talent Points: 30 + 1 = 31
    Acrobatics (AGI):
    Animal Handling (CHA): 4
    Appraisal (INT): 4
    Climbing (STR): 4
    Crafting (INT): 4
    First Aid (INT):
    Fisticuffs (AGI): 4
    Focus (WIS): 3
    Herbalism (INT):
    Knowledge (INT):
    Manipulate Device (AGI):
    Melee Weaponry (AGI): 4
    Negotiation (CHA):
    Observation (INT):
    Performance (CHA):
    Projectile Weaponry (AGI):
    Sleight of Hand (AGI):
    Stealth (AGI):
    Thrown Weapons (AGI): 4


    Attribute Window (open)

    Superior Training: Physically stronger than most. +2 STR.


    Skill Window (open)

    Fierce Strike (Lv 1: 0%) (Active: 6 MP): You focus and deliver a strike to your foe meant to deal extra damage as you attack with enhanced ferocity. This deals an extra 10% Damage above your regular Attack. To Level Up: Use the Skill, Defeat a Foe, Get a Critical.
    ??? (MAX Lv) (Passive): +1 AGI. ???
    ??? (MAX Lv) (Passive): +1 INT. ???


    Titles (open)

    N/A


    Inventory (open)

    Equipment (open)

    Main Hand: Starting Great Axe
    Off Hand: N/A
    Body: N/A
    Head: N/A
    Arms: N/A
    Feet: N/A

    --Accessories--
    Sack: A basic sack made of sturdy cloth that's slightly weather resistant. Holds 10 Items.


    Sack (open)

    1/10 Slots Used
    • Money Pouch: Holds up to 50,000 Sens. Currently holding 10,000 Sens (¥)
    • N/A
    • N/A
    • N/A
    • N/A
    • N/A
    • N/A
    • N/A
    • N/A
    • N/A

     
    #15 Zerg, Jan 5, 2015
    Last edited: Jan 7, 2015
  15. Ok... good so far, but not accepted yet.

    You forgot to include in the two mystery skills (they come into play later, but right now give all characters plus one INT and AGI)

    Two... that trait is a bit much to be getting three free stat points at character creation.

    I can accept one in both VIT and STR, but two in STR and one in VIT is a bit much.

    Now you could forgo two Stat and Talent Points to get a second attribute, but that would defeat the purpose if you just want more Stat points (generally doing that is good for attributes that give things other than stat or talent bonuses, and there are alot of those that can be pretty useful)
     
  16. added some more stuff like the Item compendium which will be updated over time as you guys get stuff and the locations.
     
  17. I have edited my CS. Added in those two mystery Skills and made it so the attribute gives only +2 STR.
     
  18. What about a starting skill?
     
  19. if anyone has trouble on deciding a starter skill, I can decide for them.