The Gamers (Based on The Gamer) (OOC/Signup)

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Renose

Balancer of Chaos
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Link to the Manwha this RP is based off of.

Link to the IC

Everything is normal in Neo Tokyo located in the country of Japerica (Setting names pending, just go with it for now). There is nothing special or ordinary about this world, which is very much like our own. People get up, eat their breakfasts, take their showers, and go about their daily lives without any hint of anything out of the ordinary. Nothing special at all goes on in this world, that is until one day something does change. In the year 20XX a small group of people much like ourselves wake up one day to discover that their own world isn't as it seems.

These people discover that, for no apparent reason, they have literally become real life video game characters whether they like games or not. They have Stats, they can get EXP through completing every day tasks from studying to running errands for people in the form of Quests, have alert windows appear before them to give them information, and they even have Levels and Skills. It is unclear as to how they came to be this way, as it would have just happened to them without them even realizing it.

Perhaps they received an errand from their parents that appeared before them as a quest. Or maybe they took a look outside and saw the names of people above their heads, as well as their 'Levels'. Regardless of how they came to the realization that they are now more like Game Characters than real people, their ordinary lives still continue. But soon enough, this group of either unfortunate or fortunate (as it really depends upon your disposition) people begins to discover that there is a whole other side to their world, a side that will begin to make them see everything around them in a whole new light.

With basic Plot discussed, we will also begin to discuss how exactly this RP will work. This RP will have a Game System. Your characters will have Stats and the success of various actions will be determined through dice rolling (all done by me, your fabulous (or perhaps not-so-fabulous) GM). Naturally as Game Characters as the RP progresses they will gain more EXP and level up, becoming stronger as the challenges ahead get tougher. There will be other game system elements as well such as Skills, methods for combat, and other such things.

Naturally I want this to be more RP based than Game System based. In fact, most of the stuff about the game system will be taken care of by me, while you guys focus on bringing good RPing to the table. Of course, the story will by no means be linear. I want the character's decisions to affect the story more than anything else. This also means that Characters Can Die. If you do something stupid or by a stroke of bad luck you get a poor roll then naturally your character can die and when they die They Do Not Come Back.

The Game System (Character Creation Stuff)​

Your characters naturally have Stats and can actually see what they are by saying "Status Window", since to access their various character windows they have to use voice commands. Your characters get six Stats that grow stronger as you level up and put Stat Points into them through the Status Window. You possess two other special Stats as well, but these grow naturally as you level and put points into certain Stats.

Note that there are also sometimes 'Special Actions' you can perform to increase your stats as well. Like in the Manwha when the MC studies diligently and raised his INT by 1. There are other things as well, but you will have to discover these over time.

STR: This represents your character's physical strength and enhances both physical defense and offense. As you raise this stat you mysteriously find yourself growing stronger physically.

VIT: Represents your own vitality and health. As you increase this Stat you mysteriously find yourself growing healthier and find yourself getting fatigued at a slower rate.

DEX: Represents your character's agility and coordination. You find yourself able to move faster and you possess a greater sense of balance and coordination as you grow this Stat.

INT: Represents your character's general aptitude. Naturally as you increase this ability you find yourself growing smarter and gain increases in cognition and memory.

WIS: Represents your character's willpower and general mental fortitude and awareness. You may find your mind growing sharper and your own mental awareness increasing as you increase this Stat.

LUK: Represents how lucky you are. There are a plethora of uses for this Stat and as it grows you may find yourself getting even luckier over time.

HP: Your health or life force. This represents how much damage you can take. Mysteriously enough, as people with bodies of Game Characters when your HP is healed so are all of your wounds and your pain fades away. This also prevents serious injuries like broken bones and the like since all hits just drain your HP (more severe hits take away more HP). In a way, your bodies are no longer normal. HP is equal to 10 + VIT (X2) + STR (X2). This goes up on its own as you level.

MP: Represents your character's mental power and energy. Used to perform special Skills both magical and physical. As Game Characters you find yourselves with the power of Mana within, giving you access to powers and abilities that Game Characters would possess. MP is equal to 5 + Wis (X2) + Int. This goes up on its own as you level.

Here I will explain how recovering HP and MP work. Every 10 Rounds (one minute) you recover a percentage of your HP equal to 1/2 VIT and a percentage of your MP equal to 1/4 WIS. If you do somehow come into possession of recovery items (like food) then you may use those to help recover instead.

Stamina recovers after a short rest (thirty minutes at the most, less if your VIT is higher). Stamina isn't in Stats because it isn't numerically measured, it is just an assumption. You fight or work hard for a long time (like fighting for over 10 minutes straight), you grow tired and will eventually become Fatigued. The higher your VIT will allow you to go for a longer period of time. See Status Affects for details.

As Game Characters you gain EXP from multiple things. Such as fighting or completeing every day tasks from things like studying and exercising to even performing errands for people as Quests. Once you gain enough EXP, you Level Up. Whenever you Level Up you gain the following:

4 Stat Points. (At every 10th Level the amount of Stat Points you gets goes up by 1, so at Levels 10-19 you get 5 Points per level, Levels 20-29 you get 6 points per level and so on and so forth)

Your base HP and MP increase as you Level Up by an amount equal to 1/2 VIT x Current Level (for HP) and 1/2 WIS x Current Level (for MP). So if your chara's base HP is 28 (STR 4, VIT 6) and your character becomes level 3 then this HP would get a +9 increase. At Level 4 it would be a +12 increase instead of +9 (if your VIT didn't change of course).

3 Talent Points.

It is suggested that you spend the points you get wisely since as you Level it gets harder and harder to level. Characters will start off at Level 1 and will already possess their starting HP, MP, and 25 Stat Points. May allow certain characters to start at a higher level (highest being 3) if they can convince me why.

Naturally to Level Up you need EXP. Here is how much EXP you need (total) to achieve each Level. Only have up to Level 10 for now, but notice the basic pattern for now (although it may change at Level 10)

Lv 2: 10

Lv 3: 25

Lv 4: 40

Lv 5: 60

Lv 6: 80

Lv 7: 105

LV 8: 130

LV 9: 160

LV 10: 190

LV 11: 225

LV 12: 250

LV 13: 290

LV 14: 330

LV 15: 375

LV 16: 420

Naturally Humans have many things that they can already do naturally. You do not need special powers or be a Game Character to do these things. These are your natural Talents, things you already have the inherent knowledge and ability to perform and use. This includes things from general knowledge to basic fighting skills.

Normally things like this take a long time to train, but as a Gamer you can open the "Talent Window" and put points into your Talents to become more proficient with them by putting Talent Points into them. Your Talents are enhanced by your Stats after that, as naturally certain Talents rely on certain natural traits, like Climbing relies on STR.

When making your Character you get a base of 20 Points. Also for every 3 points you have in INT you get an additional Talent Point. While it is good to have a focus on certain Talents you do not want to neglect your other Talents since they are all useful in different ways. Achieving certain Ranks in Talents may even be considered 'Special Actions' that net you cool Skills. You may even get Stat increases as well.

Note that at Character Creation no Talent can start off higher than 4. Every time you Level Up you can also only put one Talent Point into a Talent (so if you do start at a higher Level at Character Creation then you can put additional points into a Talent to Level Up).

Here is the list of Talents and what each one does and what Stat enhances it. Note that some Talents that you would usually find are not present here since the ones here are just basic ones that most people would possess since your characters will be mostly normal people or just things that wouldn't really be learned in these modern times (like Herbology or Animal Handling).

Acrobatics (DEX): This Talent represents your movement and grace and is used when performing feats of agility and balance. One example is Dodging in Combat.

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. Not much use in modern times, but if you manage to get Rank 10 then that will be considered the Special Action to get the Crafting Skill (note that it is possible to perform the Special Action before then). Once this action is required, this Skill becomes pretty useful. Although this Skill can have uses on its own as well.

First Aid (INT): The art of healing or treated those who are wounded or sick. Includes treating Wounds and other such things. As Gamers healing affects you perform are immdiate, so any patients you treat will usually feel some immdiate affect, so this Skill does have good uses since Healing Items in modern times are incredibly rare.

Fisticuffs (DEX): The basics of brawling and unarmed combat are covered by this Talent. If you ever learn Martial Arts techniques then this Talent helps them too.

Focus (WIS): The ability to clear your mind and focus on things. Especially helpful with concentration based skills like magical ones, but also has use with other combat skills as well.

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. For instance if your character is doing well in school they may have a higher chance to succeed on things involving History or other school subjects. If they game alot then they could have higher chances to succeed on Rolls related to gaming, the opposite is true if they don't game at all.

Manipulate Device (DEX): The knack for operating or interacting various forms of devices that require finesse and includes things like lockpicking as well, since locks are devices that require finesse (to open without Keys anyway).

Melee Weaponry (DEX): Your basic ability and instincts for fighting with Melee Weapons and includes attacking and parrying with them. Note that training with different forms of Melee Weapons unlocks special Skills for them.

Negotiation (INT): 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. Achieving Rank 6 in this Skill can be the Special Action for obtaining the Observe Skill, but a Special Action to obtain said Skill can be performed before then. Also shows your abilities of perception as well (including the senses).

Projectile Weaponry (DEX): The ability to aim and fire different forms of projectile weapons from guns to bows properly. Note that training with different forms of Ranged Weapons unlocks special Skills for them.

Sleight of Hand (DEX): Shows your ability to be quick and stealthy with your hands to do things from pickpocketing to basic "magic tricks". Not really too useful in modern times since pickpocketing is actually illegal.

Stealth (DEX): 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 (DEX): 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. Note that training with different forms of Thrown Weapons can unlock special Skills.

Naturally as Game Characters you have the potential to learn special Skills that either grant you special abilities or techniques or enhance your current abilities. There are two forms of Skills, Passive and Active. Active Skills you have to use usually with voice commands (a.k.a. you say its name) and require MP, but are usually powerful and helpful abilities. Passive skills are always activated and usually enhance your abilities somehow.

Of course, as you use Skills they Level Up and grow stronger, each Skill usually leveling up differently. Some Skills simply level over repeated use while others may require special action to level up, if that is the case then the Skill will describe just exactly how it levels itself up when you get it (if it doesn't say anything special, then assume its levels up through repeated use).

Skills are learned through Special Actions. What you need to do to get them will not be known to your characters, so usually they will appear on random when you do different things. For instance training or attacking with a Blunt Weapon a few times would grant you the Blunt Weapon Mastery Skill as you are training with Blunt Weapons is an easy example. If you want more examples, see the Manwha that this RP is based off of.

Gameplay Stuff​

The success of most Actions is determined by Rolls. Here you Roll a % Dice and if the number is lower than the Success Chance for the task at hand then you succeed on the Roll. Get above said number and you fail the task. That is how Rolls work. There is more to them though than that. There are different rolls for different scenarios. Naturally any bonuses your Skills or other things grant you are applied to the number you subtract from the dice result as well.

Note that I will be performing all Rolls so when a Roll is made for your character i will either tell you the result in the OOC or PM it to you, allowing you to act and Roleplay according to the result appropriately. I think things work better this way.

Talent Rolls: Here you use one of your Talents to perform a Task, Rolling the % Dice and then subtracting the result by the Stat that goes with said Talent you are using plus the number of points you have in said Talent.

Stat Rolls: Here just straight Stat Scores are used, same as Talent Rolls only you use just Stat Scores.

Chance Rolls: Here you just roll a straight % and hope for the best, a Character's Luck subtracts from the result on the dice. These rolls are used in special situations and usually kept secret from the players, but I am putting this here just to let you know that they do exist.

Combat Rolls: In Combat, Rolls function a little differently. Success has different degrees, see Combat for more details.

Naturally when performing any task or action, there is a chance that you could either go beyond success or fail even harder than normal. These events are called Criticals and Fumbles and can make the results of your Roll either hurt you or help you more than normally.

You get a Critical by rolling a 0 to 4 on the actual dice itself (not after any scores are subtracted). It also has some additional benefits. Aside from an automatic success on the task no matter what, you also succeed beyond the normal, special and beneficial things happen to you during this. One of these things is that if you manage to get a Critical when making a Talent Roll (or any Roll that involves the usage of a Talent) then you get a free Talent Point put into that Talent.

You get a Fumble by rolling from a 95-99 on a Roll. A Fumble is a failure that is worse than normal. Aside from automatically failing the task, a result worse than the normal failure result happens. For instance if you are making an Attack you may slip and fall down or accidentally lose your weapon. There is one small benefit to this though, it is that you learn from your mistakes and if this was a Talent Roll you get a Talent Point put into that Talent used in the Roll and if it was a pure Stat Roll then the Stat that was used in the Roll gets increased by 1 as well.

Faith points, shields, destiny points. They have been called many things, but here we will just call them Epic Points (EP). You start off with 3 of them and they do not go up as you Level Up unless you are willing to sacrifice either a Talent Point or a Stat Point to give you one EP. You can only get one EP per level this way.

EP can be spent to do any of the following. Subtracting your Roll Result by 25, getting a re-roll on the Roll if I tell you the result and you don't like the result, saving you from death (gives you back 10% of your HP upon death, this costs 2 points), or perhaps even spending one to get better drops from an enemy.

While EP do not come back after you spend them, they can be earned through other means. Epic roleplaying in certain scenarios, doing special things beyond what I would have expected, and other such actions of character epicness can net you Epic Points. You also automatically get an Epic Point for every 10 points you have in Luck.

As you may have guessed, you may eventually find yourselves pitted against all different kinds of enemies. Regardless of the enemy, if you decide to not run away or try and talk it out (if said enemy is capable of such) then your only option left is to either die or fight, and dying doesn't sound like the best thing to do, so fighting is your best shot.

The first thing to decide in Combat is the Turn Order. Each 'party' in Combat will get its own Initiative Roll, meaning each group of players or enemies will have their own roll. The group with the highest roll gets to go first. Getting a Critical on this Roll allows your group to act twice. Note that the 'leader' of each group will have their Wis and Dex added to the Roll for their group (or just whoever has the highest Wis and Dex).

If any member of your group happens to leave combat and reenter it or enter late they are classified as their own group and automatically get put into the back of the Turn Order.

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 Active 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).

When you Attack you have to make a Combat Roll to determine your chance to hit. This uses one of the Combat Talents (Fisticuffs, Melee Weaponry, Projectile Weaponry, or Thrown Weapons) based on your Attack and you can either make a regular attack with whatever weapon you have equipped (or with your fists/feet if you are unarmed) or you can use a Skill that constitutes as an Attack.

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 Roll. All Combat Rolls have a base 50% Success Chance. This is decreased by the target's Defense Rating and it is increased, or decreased, by other factors.

The first is distance and type of attack. This is the biggest factor for determining your Attack's Success Chance. The following is a small chart showing different kinds of attack and their Success Chance increases and decreases. I will naturally be determining the Success Chance of your Attack and making the Roll using whatever Talent is applicable to what you are attacking with in the Roll.

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.

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), -100% (Distant)

Projectile: -25% (Point Blank), +25% (Close), +25% (Medium), +0% (Long), -25% (Distant)

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

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 an enemy's 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 as I will usually tell you how the enemy is attacking you before I post.

The first is Acrobatics. This is called Dodging, where you completely evade the attack. Dodging uses your score in the Acrobatics Talent as as your Defense Rating.

The second is Melee Weaponry. This is Parrying, where you block an attack with a Melee Weapon. Against Ranged attacks if you try to Parry their Success Chance is increased by 50. Note that Fisticuffs is also used here for Parrying, but when used to Parry actual weapons their Success Chance is increased by 10. This uses your Melee Weaponry score plus your Weapon's Parry Rating.

The third is also Melee Weaponry, but instead of Parrying this 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.

If an attack connects it deals damage. All Weapons have a Damage statistic, where they deal a certain amount of Damage. This is usually determined by a Dice Roll as that determines how well your attack connected, the dice rolled and the amount being rolled being different for each weapon.

Note that there are ways to deal even more damage though. If you happen to get a result on your Attack Roll equal to or lower than half of the Success Chance then you actually deal the maximum amount of Damage that your Attack can deal automatically with no dice roll required. If you happen to get a Critical Strike (getting a Critical on the Attack Roll) then you deal double damage and ignore their Resistance. If they happen to get a Critical on the Dodge Roll though both Criticals are cancelled and the attack may still hit or miss depending upon whose result was lower.

A Lucky Strike also ignores the opponent's Resistance, but is different from a Critical Strike. A Lucky Strike occurrs whenever you get within the Critical Chance on the Dice by an amount equal to your half of your Luck. It does not double Damage, it just ignores Resistance. So if your Luck is 9 and you get a 7 on your Attack Roll since 7 is three (1/2th of your Luck) within the Critical Chance then you would perform a Lucky Strike.

If the result of your Attack Roll is either half or lower than half of the result of your opponent's Defense Roll then your attack automatically deals the maximum amount of damage that it can deal. So if you get a Critical and your opponent gets say a 20 on their Dodge roll then your Critical Strike would deal double the max damage that your attack could deal and it would ignore their Resistance.

Yes, the way to Resist damage is with Resistance. Different forms of Attacks are resisted in different ways. Here are the different forms of Resistance. Also sometimes you may get special Skills that either increase your Resistance or have ways for your Resistance to not get ignored.

Resilience: Physical resistance. Determined by 50% VIT + 25% STR (both rounded). Directly decreases Physical Damage.

Concentration: Magical resistance. Equal to 50% WIS + 25% INT (both rounded). Directly decreases Magical Damage.

Damage is increased in a different matter. Different forms of Attacks have their damage bolstered in different ways.

Attack: Physical Damage. Increases damage done with Melee Weapons or fists. Equal your STR.

Magic Attack: Magical Damage. Increases damage done with Magical Skills or Attacks or the power of different forms of Magic abilities. Depends on the magic Skill.

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: If your HP hits 0 then you are considered in danger of dying. You must either use 2 EP or wait for someone to come treat you using either Healing Items, the First Aid Talent, or Healing Skills. To treat using the First Aid Skill has a Success Chance of 50% plus 1/2 the target's VIT Score. If you are not healed by anything within a number of Turns equal to 1+ 1/4th your VIT Score then you die.

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% Success Chance to all actions that require either physical action or strenuous thinking or other such things. Some simple actions may still be performable. You can automatically recover from fatigue completely after a short rest (usually around 30 minutes, higher VIT scores shorten this).

Headache: You have a serious headache. Your MP Recovery is reduced to 0 and all Skills that involve the mind have their Success Chance reduced by 25%.

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 have a 100% Success Chance 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% additional Success Chance to Attack you and you have a -10% to your Success Chance 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.

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, which includes your Inventory.

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.

These are special terms and situations that apply to Combat.

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% Success Chance, but you can still Fumble) and you ignore Resistance and death is usually automatic (some foes are immune to Coup De Graces).

Deadly: In combat there may be times when a strike kills you, or at least it should. Your will strong though and may allow you to live through a heavy attack. When you get hit with an attack that would bring your HP to 0 or lower you may make a Focus Roll that has a Success Chance equal to 50 - how much HP you were brought below 0. If you succeed you are now in the Deadly Status until your HP is brought back up above 0. If you take one hit while in this status you automatically are defeated and are considered to now be Bleeding Out (see Status affects).

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% Attack Success Chance. 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.

So here is how Combat is going to work in this RP. You will write up your post as normal RPing for what your character does during their Turn. When you perform your Action though you would leave out the result of that action and I will then post after you with the result of your action. Then on your next Turn you can post and RP out how the result went for your character.

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 if you go into good detail here your character could get some special Skills or other bonuses. I plan on giving these out anyway just to add some uniqueness to characters, but if you detail your History (and even Personality to some extent) more then I will be able to give you better and more character specific bonuses.

LV: (Starts at 1 unless I say otherwise)

Current EXP: (At 0 unless I say otherwise, IE I allow you to start at a higher level)

Epic Points: 3

Start off with 25 Points, can put no more than 11 into a single one at Character Creation. Also none of them can be at 0 either.

STR:
VIT:
DEX: (+1)
INT: (+1)
WIS:
LUK:

HP: (Ill calculate these two)
MP:

(Put how many points you would like in each Talent, Start off with 20 + 1/3rd INT Rounded up). Can put no more than 4 into one right now.

Acrobatics (DEX):

Appraisal (INT):

Climbing (STR):

Crafting (INT):

First Aid (INT):

Fisticuffs (DEX):

Focus (WIS):

Knowledge (INT):

Manipulate Device (DEX):

Melee Weaponry (DEX):

Negotiation (INT):

Observation (INT):

Projectile Weaponry (DEX):

Sleight of Hand (DEX):

Stealth (DEX):

Thrown Weapons (DEX):

(No other Skills will be here unless I give you some special starting ones)

The Gamer (MAX LV) (Passive): You possess the Mind of a Gamer. +1 INT, +1 DEX. Immune to all Psychological Affects. Able to analyze things in the same way a gamer could.

Game Character's Body (MAX LV) (Passive): You possess a body that lets you live like a Game Character in the real world.

Nothing here yet.

The 'Heroes' of our story.

Name: Samantha (Sam) Bannings

Age: 18

Gender: Female

Appearance: Sam stands at a height of 5' 11". She has blond hair and blue-grey eyes as well as pale skin.
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Personality: Sam is a quiet and somewhat shy person. She doesn't talk much, prefering not to draw attention to herself, but when she does it is in a soft and calm manner. She makes sure to be respectful of others, even if they themselves are not respectful or kind to others. When in public she tends to be rather reserved and hides under the hood of her hoodie. She tends to stay at home, in her room more specifically, and only leaves upon the request of her father, wanting to buy a new book or video game, for school, or for work. She is an avid gamer as well as a reader, which is how she spends most of her free time. When among friends she tends to act more openly.

History: Sam was born into a moderately wealthy family. Her father a successful American (or whatever America's equivalent may be) business man and her mother an equally successful lawyer. While growing up she tended to read and study new things while the other children in the neighborhood would be outside playing and running around. This caused her to somewhat of an outcast amougnst her peers. When she was roughly eleven years old her parents wound up getting a divorce. Her father received full custody while her mother made the decision to return to America, though she calls Sam regularly as well as visits from time to time. Her father, feeling somewhat guilty about putting her through that, decided to give her a gift as a way to distract her from what was going on. This gift was a video game and eventually her love of video games grew to the same extent as her love of reading, which is nearly the point of addiction. When she was sixteen she got a part-time job at a nearby bookshop and has held said job for the past two years. She is currently in her last year of high school.

LV: 4

Current EXP: 44

Epic Points: 3

0/37 Points

STR: 6
VIT: 6
DEX: 10
INT: 9
WIS: 5
LUK: 3

HP: 46 (+5%) = 48
MP: 32

Resilience: 5
Concentration: 5

Points: 0/29 + 3

Acrobatics (DEX): 3
Appraisal (INT): 1
Climbing (STR): 3
Crafting (INT): 1
First Aid (INT): 3
Fisticuffs (DEX): 1
Focus (WIS): 2
Knowledge (INT): 2
Manipulate Device (DEX): 2
Melee Weaponry (DEX): 3
Negotiation (INT): 0
Observation (INT): 4
Projectile Weaponry (DEX): 0
Sleight of Hand (DEX): 1
Stealth (DEX): 5
Thrown Weapons (DEX): 1

The Gamer (MAX LV) (Passive): You possess the Mind of a Gamer. +1 INT, +1 DEX. Immune to all Psychological Affects. Able to analyze things in the same way a gamer could.

Game Character's Body (MAX LV) (Passive): You possess a body that lets you live like a Game Character in the real world.

Observe (Active) (Lv 1: 75/100 EXP): You can see data on the target, higher levels letting you see more data. To Level Up: Use the Skill, Obtain unique info on unique targets, make 'Natural' Observations without using the skill.

Sword Mastery (Passive) (Lv 3: 50/100 EXP): Deal 20% more damage with Blunt weapons. +7% Attack and +3% Parry speed. To Level Up: Hit with a Sword, Defend with a Sword, Get a Critical with a Sword.

Sneak Attack (Passive) (Lv 2: 0/100 EXP): Whenever you successfully catch a foe by surprise you can use this Skill. The opponent's Dodge is 0 against this Attack. Also your attack deals an additional amount of Damage equal to 2 + (22% of your Stealth Score). To Level Up: Perform a successful Sneak Attack, Get a Critical Strike, Miss with the Sneak Attack.

Physical Endurance (Level 1: 0/100 EXP) (Passive): +1 Resilience. +5% HP. To Level Up: Successfully endure a physical attack. Successfully endure a Critical Strike from a physical attack. Completely Nullify a physical attack.


Bokken: A wooden katana used for practicing Kendo. It looks like it's in brand new condition and thus is quite sturdy and strong. Base Attack: 1~8 Rank: Pretty Common.

Pencil: Standard graphite writing utensil.

Notebook: Standard writing notebook, contains information on the Gamer power.

Money: 6,000 ¥

Name: Ozwald Neid


Age: 19


Gender: Male


Appearance: Has dyed his messy hair both light blue and green in order to match his shimmering Teal eyes. Oz stands at 6'0" He wears white jeans, which have a pair of black suspenders with a sky blue diamond pattern on them, hanging off of them. Wears a sky blue shirt and a black vest over that and tops it all off with a black fedora hat.

Personality: Oz is a happy person, a natural optimist he looks for the bright side of everything, and if he can't think of any, reverts to the mentioning how it could be worse, they could be on fire. He loves a good joke and to laugh, and will try to poke light heartedly at everything at any moment he considers to be even semi appropriate. Pretty excitable, and loves simple things, Like money and winning. He enjoys gambling, viewing it as a game that he gets paid for winning, and a challenge, which is another thing he will always rise up to.


History: Oz has a gambling problem...Well, he doesn't find it to be a problem, but he has been involved in betting, darts, and cards since he was in school playing poker using his lunch. He has found that lady luck has always looked highly on him, and looks highly on those willing to take a risk, which his parents were not too keen on. Such as when he blew his birthday money, or when he bought them a used car with gambling money for their anniversary. He has always entertained the idea of going into show business do to his views and personality. He worked hard enough during his school days to pass, but didn't qualify for any scholarships, as such, he made money for his secondary education the best way he knew how. However, his last group wasn't too happy when they lost to a kid, which caused such a big hassle so as to require his entire family to move out of that town. His family really does love him, but they tend to leave him on his own now and just hope that he will keep himself out of trouble and show up at the holidays. When he wasn't gambling, he was entertaining his other past time. Gaming on his computer or his handheld systems. He loved the idea of climbing ladders, ranking, and played every game he could find that had an auction house, seeing that as another type of game within the game to win. He has moved out of his parents since the move, agreeing that it would be for the best, he was able to afford a condo with the money he had won in his last game, and has it set up as his 'Supreme bachelor pad' With his own dart board, pool table, and roulette wheel. His private area has all of his video games and its equipment. He has had to refurbish it twice in the past due to losing a few bets, and is currently doing so again. Losing all but his mattress, cooking appliances and video games. He is just happy he didn't risk the condo itself, as he looks forward to the day it will be worth more than he bought it for. He is currently working part time as a waiter to make sure he always has some money to play with.


LV: 4
Current EXP: 44
Epic Points: 5

0/37 Stat Points

STR: 1
VIT: 1
DEX: 10
INT: 5
WIS: 5
LUK: 20

HP: 18
MP: 28

Resilience: 2
Concentration: 4

0/29 + 1

Acrobatics (DEX): 2
Appraisal (INT): 0
Climbing (STR): 0
Crafting (INT): 0
First Aid (INT): 0
Fisticuffs (DEX): 0
Focus (WIS): 4
Knowledge (INT): 0
Manipulate Device (DEX): 2
Melee Weaponry (DEX): 0
Negotiation (INT): 6
Observation (INT): 3
Projectile Weaponry (DEX): 3
Sleight of Hand (DEX): 2
Stealth (DEX): 2
Thrown Weapons (DEX): 7

The Gamer (MAX LV) (Passive): You possess the Mind of a Gamer. +1 INT, +1 DEX. Immune to all Psychological Affects. Able to analyze things in the same way a gamer could.

Game Character's Body (MAX LV) (Passive): You possess a body that lets you live like a Game Character in the real world.

Betting It All on Lady Luck (MAX LV) (Active- 1/3 Max MP): +2 LUK. You literally leave everything up to chance, throwing away all skill or knowledge involved. On certain tasks you may instead use your Luck to solve the problem as you literally leave everything to chance instead of the Stat designed for that task. This has a risk though. Upon failure you suffer consequences worse than normal since you don't have your normal level of skill to fall back on. Note that this doesn't work for every task, like tasks that require alot of concentration or just pure knowledge.

Gambler's Expertise (Passive) (Lv 1: 0/100 EXP): Make 10% more money when Gambling. Do 5% better on all Gambles. To Level Up: Gamble Successfully, Lose on a Gamble.

Bow Mastery (Passive) (Lv 3: 0/100 EXP): Deal 15% more damage with Bows. +6% Accuracy with Bows. To Level Up: Hit with a bow, get a Critical with a bow.

Precision Shot (Lv 1: 0/100 EXP) (Active: 5 MP): You aim for a specific location on a target, either a weak spot to pierce its resistance by striking a weaker spot, its leg to stop it, or some other location. This shot is a bit harder to make. +10% Damage when using Precision Shot. +1% Accuracy when using Precision Shot. To Level Up: Use Precision Shot, get a Critical.

Practice Bow: A new looking, sturdy bow meant for school archery practice. Arrow Damage +1. Rank: Pretty Common.

Practice Arrows (10): Somewhat sharp, yet dull tipped arrows meant for practice archery. Base Attack: 1~8. Rank: Pretty Common.

3x Throwing darts: Some shiny metal darts. While really meant for sport, these can also hurt when you throw them at living things, but probably not all that much as they seem a little blunt due to the fact that they are meant for the game of Darts. Base Attack: 1~8. Rank: Pretty Common.

Pack of Cards: Just a standard pack of 52 playing cards. Great for passing the time.

Lucky d6: Its served you well before in many dice games. +5 on all LUK Rolls you make when using it in dice games.

Half an Apple: Half of an apple, looks tasty. Heals 5 HP. Kept fresh by the Inventory.

Bottled Water: A bottle of water. Healthy and refreshing, kept cool by the Inventory. Heals 5 MP Per Drink (2 Drinks). Whole bottle heals 10 MP.

Fork: Its a metal fork. You can eat with it. Most people in Japerica use chopsticks though, unless its a western meal. You can also try to stab something with it. Might deal some damage, but most eating forks have somewhat dulled points, so good luck with that endeavor.

Spoon: Its a metal spoon. You can eat with it. Most people in Japerica use chopsticks though, unless its a western meal. You can also try to stab something with it although you will look pretty stupid if you think it can deal real damage.

Money: 45,300 ¥

Name: Tatsumi Saito

Age: 17

Gender: Male

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He is pretty thin looking and stands at about 5'5", somewhat short for a boy his age, but his accident somewhat stunted his growth.

Its not that Saito doesn't like people, he just doesn't know how to interact with them. Thanks to being mostly secluded from others when he was younger Saito never really developed any social skills and thus never knew how to properly interact with them. Its thanks to this that Saito is usually quiet, not really speaking his mind since he really isn't good at doing so. Its not that he is shy, its just that he never really knows what to say or how to say it.

Its thanks to this that he prefers to let his actions speak for him. Always willing to do what he needs to Saito prefers to act quickly to get things done. While not one to rush headlong into things, he is a more adventurous sort, his seclusion beforehand making him want to experience more and always making him curious about the world around him. This can cause him to not think at all at times, making him say or do something that he shouldn't, but he doesn't do it intentionally since he really doesn't know much better. He is quite naive.

Saito always wanted to be an acrobat when he was younger. Those people who looked like they could fly through the sky with their awesome jumping and acrobatic abilities, just like he had seen in the anime he watched when he was young. Unfortunately a terrible accident crushed that dream flat. One day he and his fifteen year old sister, Hitomi, were walking home from the grocery store one day when suddenly a car came speeding down the road from around the corner.

The six year old Saito had playfully jumped into the road and was about to jump right back onto the sidewalk right before it came. After that everything went black. When Saito had awoken he was in the hospital, alive, but badly injured. He would recover fortunately, but unfortunately while his body recovered his legs did not. They were broken completely, unable to be used to the woe of his parents and especially his older sister, who had apologized profusely for not having noticed that one playful movement of Saito's into the road that spelled disaster.

Saito didn't go outside much after that. His parents and sister home-tutored him since they didn't know how well a paraplegic would do at an elementary school, also putting him through physical therapy to keep his body healthy with the hopes that he would regain the ability to walk one day. It was thanks to this that Saito never really learned how to interact around other people aside from his family. Life didn't get much better for Saito from there. In fact, it only got worse. When Saito was twelve years old another unfortunate car accident had occurred.

A drunk driver crashed into his parents' car. That man got out with just a few bumps and bruises, but his parents were killed in the accident thanks to their car spinning out of control and slamming into a tree. Hitomi, who had already graduated from college, took it upon herself after that to raise her younger brother by herself and a few years later she sold their parents house and managed to get a place for them in Neo Tokyo, wanting to get away from all of the bad memories of their old home.

A few weeks after Saito's 17th birthday a miracle occurred. Saito suddenly could walk again, making his his sister completely ecstatic. No one knows what happened except that Saito suddenly woke up one day and began to walk. No one but Saito knows anyway. The Gamer Ability. He just woke up and was greeted with the message that his HP, MP, and Status Affects were all healed fully from sleeping in a bed and next thing he knew he was on his feet once again.

Saito knew a ton about games and anime, it was one of his past times since he couldn't really go outside and be active like other kids while growing up, so a strange Gamer ability was something he was incredibly eager to find out about.

That was two months ago. Summer vacation recently ended for schools in Japerica and Saito's sister managed to transfer him in, his home tutoring during the years of his paraplegia giving him the smarts he needed to get into Gekkoukan High.

Since then Saito has been using his legs as much as he can. Thanks to the Gamer Ability he was able to quickly raise his athletics after he managed to find out how to fight monsters freely to level up. Now, after two months, he is quite acrobatic and pretty good at free running thanks to being able to raise his acrobatic abilities quickly, Saito now able to focus on his dream of acrobatics like he always wanted to thanks to the Gamer power.

LV: 11

Current EXP: 243

Epic Points: 3

Points: 0/71

STR: 11
VIT: 11
DEX: 26
INT: 15
WIS: 15
LUK: 2

HP: 109 (+10%) = 119
MP: 127

Resilience: 10
Concentration: 10

0/50 + 5 Points

Acrobatics (DEX): 14

Appraisal (INT):

Climbing (STR): 6

Crafting (INT): 6

First Aid (INT): 6

Fisticuffs (DEX): 6

Focus (WIS): 14

Knowledge (INT): 6

Manipulate Device (DEX):

Melee Weaponry (DEX): 3

Negotiation (INT):

Observation (INT): 5

Projectile Weaponry (DEX):

Sleight of Hand (DEX):

Stealth (DEX):

Thrown Weapons (DEX):

(No other Skills will be here unless I give you some special starting ones)

The Gamer (MAX LV) (Passive): You possess the Mind of a Gamer. +1 INT, +1 DEX. Immune to all Psychological Affects. Able to analyze things in the same way a gamer could.

Game Character's Body (MAX LV) (Passive): You possess a body that lets you live like a Game Character in the real world.

Free Running (MAX Lv) (Passive & Active): +2 Acrobatics, +2 Climbing. You are quite skilled at parkour and free running and, thanks to alot of dedication and both your leveling of and love for acrobatics, are now a natural free runner. While you are not a master yet, you can Free Run as if you have been doing it for years. As such you can weave and maneuver through the battlefield and over and around terrain easily with uses of Acrobatics, allowing various combat bonuses depending upon how creative you are in your use of terrain.

Observe (Level 10: 25/100 EXP) (Active: 0 MP): +2 Observation. Shows Max and Remaining HP and MP, Weaknesses, Attributes, emotions, status ailments, and all of the general information about a target plus a small bit of some more secretive information. (Its a Free Action. Your chara can't see this here) To Level Up: Obtain unique information on something you Observe, Make natural Observations without the Skill.

Physical Endurance (Level 3: 60/100 EXP) (Passive): +3 Resilience. +8% HP. To Level Up: Successfully endure a physical attack. Successfully endure a Critical Strike from a physical attack. Completely Nullify a physical attack. Endure a Lucky Strike.

Staff Mastery (Passive) (Level 6: 60/100 EXP): Deal 35% more damage with staves. +11% Attack Speed and +5% Parry speed when wielding a Staff. To Level Up: Attack an enemy, Parry with a staff, deal a Critical Strike.

Swift Strike (Level 6: 50/100 EXP) (Active: 4 MP): You put more speed and agility into your strike than normal, increasing its damage by 22% of your Dex. To Level Up: Get a Critical, Hit with Swift Strike

Mana Bolt (Level 5: 20/100 EXP) (Active: 5 MP/Bolt): Shoot a Mana Bolt at an enemy. Each bolt does 1d8 + (30 + Focus Score % of INT) Damage. Can now shoot up to two bolts at once. To Level Up: Hit with Mana Bolt. Defeat a similar leveled enemy with Mana Bolt. Get a Critical with Mana Bolt. Get a Lucky Strike with Mana Bolt.

Mana Ball (Level 7: 60/100 EXP) (Active: 5 MP/Level): You gather Mana and compact it into a more dense sphere that lacks flight speed (its a Thrown Weapon) and when hit against something the dense, compact sphere of mana explodes. Upon explosion the first Level deals base damage equal to (34 + Focus Score)% of your INT/Level of Compaction. The more Mana you compact into it though the greater the damage. Each additional 'level' of compaction increases the damage of that 'level' by 24%, this increased damage carrying over to the next Level and being the base damage that is further increased by 24%. Can compact it up to 3 times. 39% of the total damage is dealt to any foes right next to the target. You can keep the ball in your hand for up to 5 Rounds before it dissipates. Cancelling it before this time gives you only 50% of the Mana you spend on this Skill back. It is capable of knocking weaker or clumsier enemies Prone. To Level Up: Use Mana Ball, Kill an Enemy, Get a Critical

Hand Bomb (Level 6: 60/100) (Active: 2 MP): +1 Fisticuffs. Using swift movements you can strike a foe with Mana Ball or other such 'explosive' energy projectile using an unarmed strike (only the projectile is your fist in this case) and add the 30% of the damage of an unarmed strike to the damage of the Skill (only to the initial target), quickly capable of dodging back just enough so that the after affect of Mana Ball does not damage you. Failure may cause you to get damaged by your own Skill. Can be combined with other Attack skills to increase the damage of the unarmed strike done with this Skill. To Level Up: Hit a foe while using Hand Bomb with any compatible Skill, get a Critical.

Moving Attack Expertise (Level 7: 25/100 EXP) (Passive): You know how to expertly employ moving, jumping, or running in your attacks. As such whenever you perform an attack while moving or running to or around a foe you can employ the extra force of that running and deal an additional 24% Damage. This also includes jumping attacks. To Level Up: Perform a Moving Attack, Get a Critical.

Tumbling Attack Expertise (Level 7: 50/100 EXP) (Passive): +1 Acrobatics. Tumbling, cartwheels, handstands, and rolling are all acrobatic movements and you know how to efficiently use them in battle. Whenever you perform a successful Tumble movement to weave around or past foes you can follow that into an attack, dealing an extra amount of damage equal to 24% of your Acrobatics Score. Note though failing the attack or the tumble both have the potential to knock you Prone and open yourself up for a counterattack. To Level Up: Tumble Successfully in battle, Successfully perform a Tumble Attack, score a Critical.

ID Create (Level 6: 45/100 EXP) (Active): Creates a Mirror Zone in which you can use special powers in freely. Current Types: Empty ID, Zombie ID, Kobold ID, Ghost ID, Combo ID. To Level Up: Create an ID, Clear an ID, Unknown Training Method.

ID Escape (Level 5: 0/100 EXP) (Active): Destroys the Mirror Zone you currently are in, allowing you to escape. May not work in some cases. Higher levels may allow you to escape in certain other situations. To Level Up: Escape an ID you created, Escape an ID someone else created.

First Aid (Level 4: 25/100 EXP) (Active: 1 MP): +1 First Aid. Uses some form of First Aid Item. Heals an amount of HP equal to 1d8 + 28% of First Aid Score, uses up First Aid Item in the process. Takes 6 seconds to use. Open to attack if using it near enemies. Outside of Combat it heals 50% more if you take more time to use it. To Level Up: Treat someone. Treat someone in Critical Condition. Unknown Training Method.

Critical Strike (Level 4: 0/100 EXP) (Passive): Deal 115% Damage with a Critical. To Level Up: Perform a Critical Strike, get hit by a Critical Strike.

Crafting (Level 7: 25/100 EXP) (Active): Create and repair items using various materials. To Level Up: Create an Item. Get a Critical while creating an item. Get a Fumble while creating an item. Repair a completely broken item. (Base Auto-Failure Chance: 44%)

Fiberglass Bo-Staff: A strong, sturdy bo-staff capable of packing a punch. Looks like its in pretty good shape. A choice weapon for martial artists or even acrobats. Base Attack: 1~10. Rank: Somewhat Common.

Milk (5): A small carton of cold milk, kept cold thanks to the Inventory. Heals 10 MP.

Yakisoba Bread (5): A sandwich with yakisoba in the middle of it kept in a small plastic package. Heals 10 HP.

PFP: Play Field Personal. Popular portable game console also capable of going on the internet and receiving emails. It can also play movies.

Cell Phone: A basic model cell phone used for calling others.

Game Case: Holds a good number of game cartridges and discs. Custom made.

NPES 3D: Nintenda Portable Entertainment System. A portable console meant for playing games by Nintenda, this being the version that possesses 3D capabilitie

Bandages (10): Bandages used for wrapping around and treating wounds.

Notebook: Contains alot of information on the Gamer.

Mechanical Pencil (2): Never go without a pencil. Useful for writing, requires pencil lead to use.

Pencil Lead: A small container that contains pencil lead for .7 Mechanical pencils.

Money: 13,325 ¥

Name: Yuriko Shimizu

Age: 19

Gender: Female

Appearance:
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Much to her dismay, Yuriko's height tops out at a meager 158cm, with a small build to match. An active background has given her muscles tone without bulk. Her facial features make her look a bit younger than her actual age - mostly due to a pair of wide blue eyes that shout her emotions for all to see. A warm smile, casual but non-baggy clothes, and a relaxed stance round out her usual "friendly girl next door" look. When she chooses to dress up, she can turn heads, but it's rare that she does so. Though normally worn up in a ponytail, her hair is rather long, reaching past her shoulders when released...yet somehow she can still stuff it all into a hat or hoodie when needed, long as she has enough time.

Personality: Yuriko is a determined little optimist first and foremost. She understands logically that the world is harsh, but she can't let go of the belief that most people want to be good and happy endings aren't impossible. Easily motivated to help her friends and family, she'll stick by them unless obviously betrayed in some way. Extroverted and friendly; the type who will chat with total strangers gladly. (Except on public transportation, because people apparently find that weird or something. Go figure!) Her openness to others is matched by her curiosity. She leaps before she looks, then gets into trouble, only to look back at it as a fun story once it's over. Yuri loves the simple things in life: good friends, tasty food, music and dancing, children, animals, and just seeing people smile. "What makes you happy? If it doesn't hurt anyone...go do it!" is probably her motto.

Under the boisterous and carefree attitude is a strong desire to be accepted and understood. She'll tone down her usual antics if it seems like she's alienating people or making them uncomfortable. Her instinct is to put effort into "earning" the regard of people she wants to know, but an idle comment about 'people who try too hard' is enough to stop her in her tracks. She tells others to express themselves freely, but will sometimes bottle her emotions because she's convinced herself they're wrong. In time, she snaps and all she's been hiding spills out all at once, followed by guilt for the fact that she voiced those feelings in the first place. She's been made aware of the contradiction between what she says and how she lives previously, but she tries not to think about what it says about her views...

History: Yuriko grew up in a small apartment alongside her father, Hiroki Shimizu. She only has blurry memories of her mother, Ayane, who disappeared under odd circumstances when Yuri was barely 3 years old. Her father's job required regular travel at the time; when he had to leave, Yuri was left with her maternal aunt and uncle. Just before she entered the 4th grade, her father got a promotion that allowed him to travel less, so they went back to living together full-time. Considering their history, the two are close these days - thanks to Yuriko's curiosity and her father's enthusiasm towards sharing his knowledge.

By junior high, her father trusted her to stay home alone for short periods and overnight. Before he allowed it, however, she just had to meet his requirements: learning self-defense skills, then basic firearm safety and usage...just in case, he said. ("Dad, we live on the 6th floor! Who's going to get in, a bird?" she would whine, only to give in later.) He was already satisfied by her cooking ability and understanding of basic first aid. The former was even her idea; she started off learning from her uncle (because her father was and is a horrible cook) then expanded the skill. Since the first time she made cookies for a friend's birthday, she's loved to make food and give it to others, so she's never stopped.

Her social butterfly tenancies showed from an early age too. If there was a group activity to do, Yuri wanted to join it. In junior high, she was on the swim team. In high school, she got talked into becoming a cheerleader. In comparison, she always struggled with getting good grades. As the end of high school neared, Yuri saw her friends all looking forward to their futures. She didn't, and it worried her. Soon she began throwing herself into more activities so there wasn't time to dwell on it. Barely awake on her feet one night a few weeks later, she tripped and fell down the stairs on her way home; the resulting injuries kept her in bed for a week. This period was when she first tried out an MMORPG. It started as a way to keep from getting bored and lonely, but soon she was hooked, making parties and friends, reading and posting on forums, staying up late to surprise lower-level guildmates with free gear. Despite never thinking of herself as a "gamer" she definitely had a new hobby. (Granted, she had always played RPGs and story-driven games, so perhaps she had been a gamer without noticing it?)

With a lot of tutoring and a fair amount of luck, she made it to graduation in one piece. Her grades were nothing to brag about, though, and she decided to get a better idea of what she wanted to do before trying to enter a college. After she was hired at a local restaurant/bakery, she saved up enough to move into her own apartment (shared with an old friend from school) and has been there since. When she's not at work, she's hanging out with people from the nearby college campus or catching up with her online friends.

LV: 4

Current EXP: 49

Epic Points: 3


0/37 Points

STR: 7
VIT: 7
DEX: 8
INT: 6
WIS: 4
LUK: 5

HP: 50
MP: 27

Resilience: 4
Concentration: 3

0/29 + 1 Points

Acrobatics (DEX): 3

Appraisal (INT): 2

Climbing (STR): 1

Crafting (INT): 3

First Aid (INT): 3

Fisticuffs (DEX): 2

Focus (WIS): 4

Knowledge (INT): 1

Manipulate Device (DEX): 0

Melee Weaponry (DEX): 5

Negotiation (INT): 1

Observation (INT): 2

Projectile Weaponry (DEX): 2

Sleight of Hand (DEX): 0

Stealth (DEX): 4

Thrown Weapons (DEX): 1

The Gamer (MAX LV) (Passive): You possess the Mind of a Gamer. +1 INT, +1 DEX. Immune to all Psychological Affects. Able to analyze things in the same way a gamer could.

Game Character's Body (MAX LV) (Passive): You possess a body that lets you live like a Game Character in the real world.

Self Defense Training (MAX LV) (Passive): You possess the all of the basics of self defense training and thus have a greater potential for learning techniques for combat. +1 Fisticuffs, +1 Melee Weaponry, +1 Projectile Weaponry.

First Aid (Level 1: 0/100 EXP) (Active: 1 MP): +1 First Aid. Requires and Uses up some form of First Aid Item. Heals an amount of HP equal to 1d8 + 20% of First Aid Score, uses up First Aid Item in the process. Takes 6 seconds to use. Open to attack if using it near enemies. Outside of Combat it heals 50% more if you take more time to use it. To Level Up: Treat someone. Treat someone in Critical Condition. Unknown Training Method.

Observe (Active) (Lv 2: 0/100 EXP): You can see data on the target, higher levels letting you see more data. To Level Up: Use the Skill, Obtain unique info on unique targets, make 'Natural' Observations without using the skill.

Staff Mastery (Passive) (Level 3: 0/100 EXP): Deal 20% more damage with staves. +7% Attack Speed and +3% Parry speed when wielding a Staff. To Level Up: Attack an enemy, Parry with a staff, deal a Critical Strike.

Sweeping Blow (Lv 1: 0/100 EXP) (Active: 1 MP): Using a long weapon like a staff, halberd, or spear you can aim for the legs of an opponent, or opponents, and attempt to trip them. +1% Accuracy when using this attack. Deals 10% of regular Attack Damage.

Wooden Bo Staff: A Bo Staff made of wood. Looks brand new. Light and sturdy. Base Attack: 1-8. Rank: Pretty Common

30,000 ¥
 
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Feel free to ask any questions about the game system.
 
I recommend reading the Manwha, its really good ^^
 
I'm actually quite interested in joining this,and I feel like watching dat anime now.It looks interesting xD

But yeah.I'm kind of in pain at the moment so I can't really think straight...somehow...yeah...xD
 
Unfortunately its a Korean Manwha (I actually think it may even be a Korean web comic, not sure). There is no anime for it (which is quite unfortunate since it is incredibly good, I would take this over Sword Art Online any day). Anyway post your CS whenever you get the chance and if you have any questions don't be afraid to ask.
 
Well here be my character.


Name: Samantha (Sam) Bannings

Age: 18

Gender: Female

Appearance: Sam stands at a height of 5' 11". She has blond hair and blue-grey eyes as well as pale skin.
tumblr_n0ib0lJesX1tpb8efo2_1280.jpg


Personality: Sam is a quiet and somewhat shy person. She doesn't talk much, prefering not to draw attention to herself, but when she does it is in a soft and calm manner. She makes sure to be respectful of others, even if they themselves are not respectful or kind to others. When in public she tends to be rather reserved and hides under the hood of her hoodie. She tends to stay at home, in her room more specifically, and only leaves upon the request of her father, wanting to buy a new book or video game, for school, or for work. She is an avid gamer as well as a reader, which is how she spends most of her free time. When among friends she tends to act more openly.

History: Sam was born into a moderately wealthy family. Her father a successful American (or whatever America's equivalent may be) business man and her mother an equally successful lawyer. While growing up she tended to read and study new things while the other children in the neighborhood would be outside playing and running around. This caused her to somewhat of an outcast amougnst her peers. When she was roughly eleven years old her parents wound up getting a divorce. Her father received full custody while her mother made the decision to return to America, though she calls Sam regularly as well as visits from time to time. Her father, feeling somewhat guilty about putting her through that, decided to give her a gift as a way to distract her from what was going on. This gift was a video game and eventually her love of video games grew to the same extent as her love of reading, which is nearly the point of addiction. When she was sixteen she got a part-time job at a nearby bookshop and has held said job for the past two years. She is currently in her last year of high school.

LV: 1

Current EXP: 0

Epic Points: 3

Status window:
STR: 4
VIT: 3
DEX: 7(+1)
INT: 6 (+1)
WIS: 3
LUK: 2

HP: ???
MP: ???

Talents window:
Acrobatics (DEX): 2
Appraisal (INT): 1
Climbing (STR): 2
Crafting (INT): 1
First Aid (INT): 2
Fisticuffs (DEX): 1
Focus (WIS): 1
Knowledge (INT): 2
Manipulate Device (DEX): 1
Melee Weaponry (DEX): 2
Negotiation (INT): 0
Observation (INT): 2
Projectile Weaponry (DEX): 0
Sleight of Hand (DEX): 1
Stealth (DEX): 4
Thrown Weapons (DEX): 0

Skills:
The Gamer (MAX LV) (Passive): You possess the Mind of a Gamer. +1 INT, +1 DEX. Immune to all Psychological Affects. Able to analyze things in the same way a gamer could.

Game Character's Body (MAX LV) (Passive): You possess a body that lets you live like a Game Character in the real world.

Inventory: Empty
 
Name: Samantha (Sam) Bannings

Age: 18

Gender: Female

Appearance: Sam stands at a height of 5' 11". She has blond hair and blue-grey eyes as well as pale skin.
tumblr_n0ib0lJesX1tpb8efo2_1280.jpg


Personality: Sam is a quiet and somewhat shy person. She doesn't talk much, prefering not to draw attention to herself, but when she does it is in a soft and calm manner. She makes sure to be respectful of others, even if they themselves are not respectful or kind to others. When in public she tends to be rather reserved and hides under the hood of her hoodie. She tends to stay at home, in her room more specifically, and only leaves upon the request of her father, wanting to buy a new book or video game, for school, or for work. She is an avid gamer as well as a reader, which is how she spends most of her free time. When among friends she tends to act more openly.

History: Sam was born into a moderately wealthy family. Her father a successful American (or whatever America's equivalent may be) business man and her mother an equally successful lawyer. While growing up she tended to read and study new things while the other children in the neighborhood would be outside playing and running around. This caused her to somewhat of an outcast amougnst her peers. When she was roughly eleven years old her parents wound up getting a divorce. Her father received full custody while her mother made the decision to return to America, though she calls Sam regularly as well as visits from time to time. Her father, feeling somewhat guilty about putting her through that, decided to give her a gift as a way to distract her from what was going on. This gift was a video game and eventually her love of video games grew to the same extent as her love of reading, which is nearly the point of addiction. When she was sixteen she got a part-time job at a nearby bookshop and has held said job for the past two years. She is currently in her last year of high school.

LV: 1

Current EXP: 0

Epic Points: 3

Status window:
STR: 4
VIT: 3
DEX: 8
INT: 7
WIS: 3
LUK: 2

HP: 24
MP: 18

Talents window:
Acrobatics (DEX): 2
Appraisal (INT): 1
Climbing (STR): 2
Crafting (INT): 1
First Aid (INT): 2
Fisticuffs (DEX): 1
Focus (WIS): 1
Knowledge (INT): 2
Manipulate Device (DEX): 1
Melee Weaponry (DEX): 2
Negotiation (INT): 0
Observation (INT): 2
Projectile Weaponry (DEX): 0
Sleight of Hand (DEX): 1
Stealth (DEX): 4
Thrown Weapons (DEX): 0

Skills:
The Gamer (MAX LV) (Passive): You possess the Mind of a Gamer. +1 INT, +1 DEX. Immune to all Psychological Affects. Able to analyze things in the same way a gamer could.

Game Character's Body (MAX LV) (Passive): You possess a body that lets you live like a Game Character in the real world.

Inventory: Empty

Money: 5,000 ¥

Your character has been accepted ^^

Glad to have ya aboard. We just need about 2 to three more players.
 
So if you know anyone, bring em over here ;3
 
Name: Kyouko Inoue

Age: 16

Gender: Female

Appearance:
tumblr_mfd6iguxMZ1rrlczao1_500.jpg


Personality: Kyouko is a stubborn and independent girl..or at least she tries to be independent.She does not like relying on other people and/or asking for help.Instead,she would keep trying to do it by herself even though she's already having a hard time.She is pretty open and would sometimes just blurt out what she wants to say without thinking of the possible consequences she might face in doing so.She is hot-tempered and would hit you when needed.On the inside though,she's more of a softie who is very affectionate and caring.She still shows some signs that she cares,but she would deny that she is doing it for your sake and would instead say that she's doing it for herself,or just any other excuse she comes up with.On the flip side of her tough personality,she's actually emotionally sensitive,but nobody has ever seen this side of her yet.

History: Fellow students in Kyouko's school fear and respect her.Her cuteness can easily capture one's eye,but the way she carries herself is quite intimidating.This makes her an effective class representative,though she doesn't quite remember how she got to that position.She has some friends at school,while the rest are too scared,if not just nervous,to approach and befriend her.She doesn't really mind though.But she had always kept a secret from everyone that could probably ruin her reputation,and that's her love for video games and anime.For years she stayed and lived as a closet otaku,and the only ones she can talk about these things are the people she meets when she plays MMORPGs.
LV: 1

Current EXP: 0

Epic Points: 3

STR: 4
VIT: 4
DEX: 4 (+1)
INT: 4(+1)
WIS: 6
LUK: 3

HP: ?
MP: ?

Acrobatics (DEX): 2

Appraisal (INT): 0

Climbing (STR): 2

Crafting (INT): 2

First Aid (INT): 3

Fisticuffs (DEX): 3

Focus (WIS): 2

Knowledge (INT): 2

Manipulate Device (DEX): 0

Melee Weaponry (DEX): 1

Negotiation (INT): 0

Observation (INT): 1

Projectile Weaponry (DEX): 0

Sleight of Hand (DEX): 0

Stealth (DEX): 1

Thrown Weapons (DEX): 1

The Gamer (MAX LV) (Passive): You possess the Mind of a Gamer. +1 INT, +1 DEX. Immune to all Psychological Affects. Able to analyze things in the same way a gamer could.

Game Character's Body (MAX LV) (Passive): You possess a body that lets you live like a Game Character in the real world.


-empty-
 
Last edited by a moderator:
Alright, ill take a look at that CS once it is finished. If you have any questions don't be afraid to ask ;3
 
Accepted. I shall look to see if there is anything special I can give :3
 
Nope, nuthin. Your chara is an average sue :3

which is fine as the MC of the Manwha was also an average person without anything special going for him before he got his power.
 
Name: Kyouko Inoue

Age: 16

Gender: Female

Appearance:
tumblr_mfd6iguxMZ1rrlczao1_500.jpg


Personality: Kyouko is a stubborn and independent girl..or at least she tries to be independent.She does not like relying on other people and/or asking for help.Instead,she would keep trying to do it by herself even though she's already having a hard time.She is pretty open and would sometimes just blurt out what she wants to say without thinking of the possible consequences she might face in doing so.She is hot-tempered and would hit you when needed.On the inside though,she's more of a softie who is very affectionate and caring.She still shows some signs that she cares,but she would deny that she is doing it for your sake and would instead say that she's doing it for herself,or just any other excuse she comes up with.On the flip side of her tough personality,she's actually emotionally sensitive,but nobody has ever seen this side of her yet.

History: Fellow students in Kyouko's school fear and respect her.Her cuteness can easily capture one's eye,but the way she carries herself is quite intimidating.This makes her an effective class representative,though she doesn't quite remember how she got to that position.She has some friends at school,while the rest are too scared,if not just nervous,to approach and befriend her.She doesn't really mind though.But she had always kept a secret from everyone that could probably ruin her reputation,and that's her love for video games and anime.For years she stayed and lived as a closet otaku,and the only ones she can talk about these things are the people she meets when she plays MMORPGs.
LV: 1

Current EXP: 0

Epic Points: 3

STR: 4
VIT: 4
DEX: 5
INT: 5
WIS: 6
LUK: 3

HP: 26
MP: 22

Acrobatics (DEX): 2

Appraisal (INT): 0

Climbing (STR): 2

Crafting (INT): 2

First Aid (INT): 3

Fisticuffs (DEX): 3

Focus (WIS): 2

Knowledge (INT): 2

Manipulate Device (DEX): 0

Melee Weaponry (DEX): 1

Negotiation (INT): 0

Observation (INT): 1

Projectile Weaponry (DEX): 0

Sleight of Hand (DEX): 0

Stealth (DEX): 1

Thrown Weapons (DEX): 1

The Gamer (MAX LV) (Passive): You possess the Mind of a Gamer. +1 INT, +1 DEX. Immune to all Psychological Affects. Able to analyze things in the same way a gamer could.

Game Character's Body (MAX LV) (Passive): You possess a body that lets you live like a Game Character in the real world.


-empty-

5,000 ¥
 
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