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Renose

Balancer of Chaos
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IC Link

The year is 2050. Location? Neo Tokyo, the capital city of Japerica. Despite the year and the strangely named country, this world is quite ordinary. To compare it to our world, this place would be Japan through and through. People get up every day, eat their breakfasts, and then go about their days as usual. There are no demon lords threatening to awaken or big corporations trying to take over the world with some kind of technology or virus. Just ordinary people doing ordinary things.

That is... until one faithful day. April 22, a week before Golden Week begins on April 29th. Two days before, on April 20th, a small group of previously ordinary people awoke to a rather strange happenstance. Somehow their personal worlds have been changed, and they have become just like characters from MMORPGs. How so? They can get EXP, see names and Levels floating above people's heads, and even possess Inventories they can store Items in.

Despite this change, the entire world around them seems completely ordinary. No one else around them notices the changes and life continues to progress as usual. Of course... that would be boring. Through this very bizarre change, this group of 'Gamers' is going to come to realize just how not ordinary their ordinary world is, and that things aren't always as they seem.

Can these 'Gamers', named for the strange power called 'The Gamer' that they possess, continue living these halcyon days in peace, or will the seemingly ordinary world's secrets and dangers consume them?

Only one way to find out.

Plug in and Lets' Play.

さぁ、始めよう



Character Creation
Here's the things you will need to know about making your Characters as well as leveling up your Characters once the Game has begun. At Character Creation you start off with 100 Ability Points (AP) that you use to raise your Character's Stats or give them other such abilities to start.

Every time you Level Up, you will get more AP to raise your characters' Abilities. This can include Leveling or Advancing Skills or raising your Stats and Scores. For now, you gain 5 AP per Level. There are other ways to gain AP as well. See 'Ability Points' under 'Gameplay' for more details.


  • This is the first thing to decide when making your Character are your Stats. At Character Creation none of your Stats can go higher than 12, but it costs one less SP (Skill Point) than normal to increase them.

    All of your Stats will automatically start at 1. Raising them by 1 costs a number of Ability Points equal to 2 + 10% Stat's Value (Rounded Down). At Character Creation it costs one less Skill Point than normal to increase your Stats. Of course, various Skills or other such things like training can also increase your Stats as well.

    Strength (STR)
    This is the measure of your physical might. Its most common gameplay uses are for wielding heavier weapons and armor, boosting the damage you do in Melee combat, and helping to determine your Health. Of course, it has plenty of uses in other areas as well.

    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 since its main and most important use is in keeping you alive. It is the main determining factor in how much Health you have.

    Getting 20 in this Stat changes Recovery and Regeneration to use 1/4th of their Stats.

    Agility (AGI)
    Your speed and physical grace. Used for most forms of bodily movement including Dodging or anything else that utilizes grace and speed. Your AGI also determines how many Actions you can perform in a Turn. For every 20 AGI you possess, you can perform another Action and it also increases your Attack Speed for performing more Attacks.

    Getting 20 in this Stat allows you to perform two different basic physical actions. It lets you act faster physically.

    Dexterity (DEX)
    Your hand-eye coordination. Used for various finesse based tasks like picking locks or wielding weapons. Used for Parrying and Blocking as well as Accuracy with most Weapons, Skills, or other such Attacks.

    Intelligence (INT)
    Your character's general knowledge, basic aptitude, and overall intuition. Primarily used in knowledge based pursuits, 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 stronger Skills.

    Also increases the number of Ability Points you possess. Once your INT reaches 10, you will get a free Ability Point, and will get one more Skill Point every time your INT is raised. This represents you getting smarter and can focus on gaining more knowledge or skill in various areas. Of course, the AP gained from INT can only be used on Skills.

    Getting 20 in this Stat allows you to use Magic. Every 10 points beyond lowers Casting Time for Spells.

    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.

    Getting 20 in this Stat allows you to use certain Levels of Skills in combination with Actions. It starts with Novice - Apprentice Level Skills. You can, if you have 20 AGI, use two Skills per Turn as well.

    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.

    Getting 20 in this Stat changes your MP to utilize 2x WIS instead of just your WIS.

    Luck (Luck)
    How blatantly lucky your character is. Has no definite category for its functions as it is used in a number of situations. Every 10 Luck you possess also will give you one 'Game Point' which can be used in various situations. Luck's main purpose is for Criticals. Your base chance of getting a Critical for any ability is 1% (getting a 0 on the die). Every 10 points of Luck you have increases this base chance by 1.


    These two are a bit different. They are still considered your Main Stats, but are also further increased by your other Stats and can also be raised via Ability Points.

    For these two Stats, one Ability Point will give you three in either value until you get to 75. At 75 - 149 one AP only gives 2. Then from 150 - 224 each AP only gives 1 and then it'll take more AP to get more Health/Mana each time. Note that these costs do not include the bonus you get from VIT or SPI, but do count the non-percentile bonuses you get from other abilities, Titles, or other such things.

    Health (HP)
    Your base Health starts at 5 + 2x STR + (1/2 VIT x Level). Meaning the higher your Level, the more Health you get based on your Vitality Score. Health is very important. The more of it you have, the more hits you can take. If it gets to 0, then you will pass out. If you are ever knocked down to -150% Health, then you are dead. Meaning if you have 10 Health, an opponent just needs to bring you down to -20 and you will be considered dead. See 'Near Death' in 'Status Affects' for details.

    Mana (MP)
    The source of power for the abilities of a Gamer. Base is 5 + WIS + (1/2 SPI x Level). Meaning the higher your Level, the more Mana you will get based on your Spirit Score. Mana is used to fuel all of your Skills and other such things, both physical and mystical. Naturally there are some abilities that can also Damage your Mana as well, and running out of Mana can also be a little dangerous, as once you hit 0 Mana you suffer a -5 to all Challenges.

    You can also die from losing too much Mana. While you cannot use anything that requires Mana once you run out, there are things that can drain you for even more. Instead of losing more Mana though you lose Health. There are abilities out there that let you substitute Health for Mana, and vice versa.

  • Your Scores are the things your Stats and other such abilities determine. While your Stats are your main attributes, your Scores are the font of which many of your more specific abilities are used through and through the course of your adventures you will acquire more. Like Stats, your Scores can also be raised with AP. For 1 - 10, it costs 1 AP.

    From then on, the amount of AP needed will raise by 1 for every 10. So 11 - 20 costs 2 AP, 21 - 30 costs 3 AP and so on. Of course, note that sometimes one Score you have may be replaced or changed into another, which means you may lose some or all of the AP you put into the Score. Raising Scores with AP is very, very useful, but that is something to keep in mind.

    Here are the list of the Scores every Character possesses at the start. Naturally there are Skills or other such things out there that can either change these, or give you new Scores.

    Resistance
    Base: 1/2 WIS + 1/4th SPI
    Your Defense against supernatural and mystical abilities. Rolled when you need to Resist them and used to reduce any Damage you take from these sorts of attacks.

    Resilience
    Base: 1/2 VIT + 1/4th STR
    Your Defense against any sort of physical damage or ailment. Rolled when you need to Resist any sort of physical ailment and used to reduce any Physical Damage you take.

    Regeneration
    Base: 1/5th VIT + 1/5 WIS.
    Your ability to recover HP and a value for your overall stamina. Rolled for any sort of situation that utilizes Stamina or used as a basic representation of your Stamina. Your Regeneration is also how much HP you recover every minute. Regeneration is also useful if something is constantly sapping your HP, as this will help weaken those. Its also useful for abilities that need HP for Upkeep Costs.

    Recovery
    Base: 1/5th SPI
    Your ability to recover MP. This is how much MP you recover every minute. Having this over 10 will let you recover MP every Turn. Furthermore, your Recovery will automatically be deducted from any Skills that have an Upkeep Cost. Get enough Recovery and its entirely possible to keep some abilities active indefinitely.

  • While Stats are indeed very useful, as it allows 'The Gamers' to grow stronger much more quickly than others may, the main bread and butter of a Gamer's powers is their Skills. Skills are incredibly useful, as they can let The Gamers do many things both mundane and supernatural. There are four kinds of Skills.

    Active Skills are ones with active affects. They merely need to have their names be spoken and with that their affects will activate. Passive Skills are ones whose affects are always active. You can choose to turn off their affects from your Skill Window of course, if you really want to. Sometimes it can be fun to give yourself a challenge.

    Special Skills are ones whose affects are activated only in certain circumstances. These sometimes are more akin to 'Traits' than anything, or just things you can do, but regardless the descriptor is the most important part to take note of if you have a Special Skill.

    Talent Skills or just Talents are things you just know how to do or are just naturally good at. These can be things like being good at lying, being extraordinarily healthy, being proficient in some kind of weapon, and etcetera. These take the longest to Level, but are the Skills that grant the most. There are many things you will not be able to do if you do not have the proper Talents to perform.

    At Character Creation the only Skills you can start off with are Talents and any other Active, Special, or Passive Skills that would be applicable to them. You must spend AP to learn Talent Skills. The AP you get from INT is AP that you can only spend on Skills.

  • Leveling a Skills is very simple. Just utilize their affects. Naturally Passive Skills are more easily leveled since you don't need to worry about using their affects, but they do take a small bit longer to level up. Leveling a Skill means simply use it and raise its Skill Points, or SP, until it Levels. The amount of SP a Skill needs to Level depends upon both its Type and Rank. Of course, spending AP on a Skill will also Level it, but the amount of SP you will get per AP will vary.

    Criticals will also give 10 SP to any Skill and Fumbles will give 5 SP to a Skill, so both of these things are rather useful in regards to Skill Leveling, even if the results of a Fumble can be very bad. While some Skills may have slightly more specific requirements to get SP, the general requirement for getting SP is to just use the Skill, successfully or unsuccessfully.

    All Skills, except for Talent Skills, have a Max Level of 50. Talent Skills start off with a Max Level of 10. Furthermore Leveling Skills, while not super quick, can give you EXP. Active and Special Skills give you 1 EXP at every 5th Level. Passive Skills give you two EXP at every 5th Level. Talent Skills, which take the longest to Level, give 1 EXP per Level. So while it could take a long while, you can Level Up just by grinding your Skills.

    While your Passive and Talent Skills can raise your Stats, the max amount they can raise any Stat by is 5.

    Active and Special Skills require the same amount of SP per Level.

    Rank 10: 3 SP, 1 AP = 6 SP

    Rank 9: 3 SP, 1 AP = 5 SP

    Rank 8: 4 SP, 1 AP = 5 SP

    Rank 7: 4 SP, 1 AP = 4 SP

    Rank 6: 5 SP, 1 AP = 4 SP

    Rank 5: 5 SP, 1 AP = 5 SP, Failing no longer gives SP.

    Rank 4: 5 SP, 1 AP = 4 SP

    Rank 3: 6 SP, 1 AP = 4 SP

    Rank 2: 6 SP, 1 AP = 3 SP, Fumbles only give 3 SP

    Rank 1: 7 SP, 1 AP = 4 SP, Criticals only give 8 SP


    For Passive Skills, you get 5 SP for getting a Critical with anything that would utilize their affect, Fumbles only giving 3 SP.

    Rank 10: 5 SP, 1 AP = 6 SP

    Rank 9: 5 SP, 1 AP = 5 SP

    Rank 8: 6 SP, 1 AP = 5 SP, Raise 1 Applicable 1 - 18 Stat by 1 at Max Lv.

    Rank 7: 6 SP, 1 AP = 4 SP

    Rank 6: 7 SP, 1 AP = 4 SP

    Rank 5: 7 SP, 1 AP = 5 SP, Failing no longer gives SP. Raise 1 Applicable 19 - 38 Stat by 1 at Max Lv.

    Rank 4: 8 SP, 1 AP = 4 SP

    Rank 3: 8 SP, 1 AP = 3 SP, Raise 1 Applicable 39 - 58 Stat by 1 at Max Lv.

    Rank 2: 9 SP, 1 AP = 3 SP

    Rank 1: 10 SP, 1 AP = 3 SP, Raise 1 Applicable 59 - 78 Stat by 1 for hitting Max Level.


    Talent Skills have a Max Level of 10 at the start, but higher Ranked ones will have a higher Max Level. Talent Skills are also acquired in a different manner than other Skills. They must be Unlocked first. You can acquire them from Books and other such things, such as special actions, but once you acquire them you must then Unlock them to use them, which requires AP.

    Rank 10: 10 SP, 1 AP = 6 SP

    Rank 9: 12 SP, 1 AP = 6 SP

    Rank 8: 13 SP, 1 AP = 5 SP, Raise 1 Applicable 1 - 18 Stat by 1 at Max Lv.

    Rank 7: 15 SP, 1 AP = 5 SP, Max Level is now 15.

    Rank 6: 15 SP, 1 AP = 4 SP, Criticals only give 8 SP and Fumbles only give 3 SP.

    Rank 5: 16 SP, 1 AP = 5 SP, Failing no longer gives SP. Raise 1 Applicable 19 - 38 Stat by 1 at Max Lv.

    Rank 4: 16 SP, 1 AP = 4 SP, Max Level is now 20. Hitting Max Level now gives 2 AP

    Rank 3: 18 SP, 1 AP = 4 SP, Raise 1 Applicable 39 - 58 Stat by 1 at Max Lv.

    Rank 2: 18 SP, 1 AP = 3 SP, Raise 1 Applicable 59 - 78 Stat by 1 at Max Lv.

    Rank 1: 20 SP, 1 AP = 3 SP, Max Level is now 25. Criticals give 5 SP and Fumbles give 2. Hitting Max Level now gives 3 AP. Raise 1 Applicable 79 - 98 Stat by 1 at Max Lv.

  • Once a Skill reaches Max Level, you will get an AP regardless of its type. Then you have the option to Upgrade the Skill. You can do so through one of these methods. The first is the easiest method. Its to simply Rank up the Skill. This will raise its Rank by 1 and reset its Level to 0, not 1. Meaning you will need to Level Up the Skill one time in order to start actually leveling it for real after Ranking it up.

    Ranking Up is useful, however; in that while the Skill now takes a little longer to Level, it will let you keep making it even stronger and stronger to get more benefits from it. Furthermore, by Ranking Up a Skill and then using one of the other two methods to Evolve it later can give you access to even stronger or more unique Skills.

    Do note that you can only Rank Up a Skill 2 Times, meaning you will be able to make it go to Max Level up to 3 times. Also for Talent Skills, each time you Rank Up a Skill, it makes the AP Cost go up by 1, meaning that it will cost more to evolve it the more you rank it up. Not too much, but it'll still cost a little more.

    To do any method, except supplemental, you need to utilize the Max Level Skill and think about the direction you want to evolve it in. Here are the list of methods that are available to you.

    Note that, except with Downgrade Evolution, your Skills' Rank will rise back up by 1 when you Advance a Skill. With Combined Evolution instead, the new Rank of your Skill will be the average of the Ranks of the Skills you combined, how its rounded depending upon the Skills.

    The first is to just Evolve the Skill by itself. This can make the Skill stronger and possibly give it more functionality. This does cost AP, however. For Talent Skills, it costs an amount of AP equal to 1/3rd of the amount of AP you paid to unlock the Skill in the first place. Also the new 'Unlock' Cost for the sake of Advancement will become whatever the new Cost it has after you Ranked it up. If you didn't Rank it up, then instead 1/3rd of what you paid is added.

    For every other form of Skill it costs an amount of AP equal to 1 + 50% (11 - Rank). So for Skills from Rank 10 - 9 it will cost 2 AP. From 8 - 7 it will cost 3 AP and so on and so forth. Sometimes it can be worth to Rank Up the Skill instead and then Advance it later if you lack the AP, or just leave the Skill at Max Level until you get the AP.


    The second is to Advance multiple Skills at once. This can create a very powerful or unique Skill at the cost of two or more other Skills. The max number of Skills you can advance at one time depends on your Level, the number being 1 + 5% Level, meaning that you can't even make Combine Skills until Level 20. So for now, you don't need to worry about them.

    Still, once you can make them, they do cost a fair amount of AP, although to combine any Skill, they must be within 3 Ranks of each other, so if you have a particular interesting Skill and want to combine it with another, perhaps Ranking Up one of them to get them within 3 Ranks of the other one is a good idea.

    For Talent Skills, the AP Cost is 1/2 of the Skills' total Unlock AP Costs if combining 2 Talent Skills together. The Unlocking Cost for a combined Talent Skill, for the sake of advancing it, becomes 2/3rds of the total costs of the Skills. If combining a Talent Skill with another Skill, and it becomes a Talent Skill, then instead add the AP Cost it would be to evolve said Skill to the AP of the Talent Skill.

    For all other Skills or if combining a Talent Skill with another type of Skill, its 1 + X + 75% (11 - Lowest Skill Rank). The X is how many Skills you are combining. So if you are say combining a Rank 9 and a Rank 8 Skill, then the X would be 2 and the other value would be 2, so it would cost 5 AP.

    Making Combined Skills requires all Skills that are being used to be at Max Rank. While it does consume a fair amount of AP, it is incredibly useful as Combined Skills can be very powerful or, if Talent Skills, give you very unique Abilities. Of course, not all Skills are compatible, so that is something to consider. Just ask me if two Skills are compatible or not for being combined with one another.


    If you have a Skill Book or someone with knowledge of a different sort of Skill, basically anything that could teach you, and you have a Skill that is Max Level and could potentially advance to that Skill, you can use that knowledge or that book to advance your Skill in that specific direction. This actually decreases the Advancement AP Cost by 1/3, but does make you advance in the direction from what you are learning rather than being able to experiment with your own direction.

    So while its a good way to make advancement a small bit cheaper to save AP, it does have the con of your Skill is stuck advancing in the direction of the knowledge you are using to 'supplement' the evolution. This can be done with all other Evolution methods.

    There is also one other thing that can happen with Supplemental Evolution. Sometimes, instead of lowering the AP Cost, it can actually give you the option to advance in a direction that is a bit more unique than what you could actually get from this Skill. This may require having certain abilities and books that go along with said abilities.


    Now I know what you're thinking. Why would you want to 'Downgrade' a Skill. While evolving a Skill does take away a few of the bonuses it may give if it gives any, which it will give back and then some as you level it and make it even stronger, you have the option to make a Skill weaker than it actually is, taking away more bonuses if it gives any or even taking away functions or strength.

    Downgrade Evolution does reduce the current AP of the Skill, if its a Talent Skill, by 1/3rd so you pay less for it, which is a plus, and will always make its Rank go up by 2 instead of 1 as it would with regular advancement, which is also a plus to make for easier future advancements. For a Combined Skill, the new Rank will be the average of your Skill Ranks rounded up and raised by 1. If a Passive or Active Skill then just reduce the amount of AP you pay by 1/3rd rounded up.

    However; the main benefit to Downgrade Evolution is the potential. Downgraded Skills, while you will have to spend a good bit of time leveling them again to make them stronger, usually give you access to potentially better abilities, they are just alot weaker than your previous ones at the moment. With time, however; they will become better than the abilities of your older Skills.

    In a sense, Downgrade Evolution goes under the principal of you must sacrifice in order to gain. Rather than making a stronger Skill, you are making a momentarily weaker Skill with much higher potential. Downgrade Evolution can even allow you to turn some Skills into other kinds of Skills. For instance, you could turn a Talent Skill into a Passive or Active Skill that, while its abilities are ultimately lesser at the moment, will soon become greater than that of the former Talent Skill given time and effort.

  • Your Character, as they fight and experience the world around them will gain Experience Points, or EXP. When they get enough they will Level Up. At the start, every time you Level Up will net you 5 Ability Points (AP) to either raise your Stats/Scores, unlock new Talent Skills, or advance/level the Skills you currently have.

    The amount of EXP you need to have to reach the next Level is as follows.

    Lv 1: 0 XP
    Lv 2: 15 XP
    Lv 3: 30
    Lv 4: 55
    Lv 5: 80
    Lv 6: 115
    Lv 7: 150
    Lv 8: 195
    Lv 9: 250
    Lv 10: 310
    Lv 11: 370
    Lv 12: 445
    Lv 13: 520
    Lv 14: 610
    Lv 15: 700
    Lv 16: 805
    Lv 17: 910
    Lv 18: 1,030
    Lv 19: 1,150
    Lv 20: 1,295
    Lv 21: 1,440
    Lv 22: 1,610
    Lv 23: 1,780
    Lv 24: 1,975
    Lv 25: 2,170
    Lv 26: 2,390
    Lv 27: 2,610
    Lv 28: 2,855
    Lv 29: 3,100
    Lv 30: 3,385
    Lv 31: 3,670

    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 10 (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 25 for the next two, then 35 and so on and so forth. Every 10 Levels the amount you need increases by the amount equal to half of that Level as well. So at Level 10 the amount goes up by 15 per level and so on.


    As you grow and level, you will hit certain points where your Stats and Scores yield greater power as a sign of your growth. These points are known as Milestones. For all of your Stats, Milestones come at every 25th point. So your first Milestone for any of your Stats will come once that Stat reaches 25.

    For Scores, the determining factor for obtaining a Milestone depends upon the nature of the Score. The number of Bonus Points, either from AP, Skills, or Titles; that you will need to have vary per Score. For Scores that have fewer or lower percentages of your Stats increasing it, then the total Value of the Stat will determine when you get a milestone.

    For instance, Recovery and Regeneration. They only have a single Stat increasing it and the percentage is rather low. As such you merely need to get to 15 in the Score.

    For Resilience and Resistance, since these use higher percentages of two Stats, will require you to get to 25 in the Score, and at the same time you need at least 20% of this to be Points from AP, Skills, or Titles. These are the two categories of Score Milestones.

    Scores that require just the value to be a certain number, typically ranging from 10 - 25, will typically have just a single Stat or have two Stats that have very low percentages.

    Scores that need around 20% of the Stat's value to be Bonus Points and reach a certain value ranging from 15 - 25 will usually have two Stats used that have somewhat decent percentages or three Stats used.

    Of course, the nature of the Score itself will also determine the exact values needed. Like since Recovery and Regeneration, are easy to get bonuses for you need to reach 15 in those Scores for a milestone, despite using 1/5th of one Stat.

    After that, you will need to reach that amount again to get another milestone, so once you reach 30 in the two Scores mentioned above, you would get another Milestone in them.

    When you reach a Milestone, you have the option of claiming it. There are a few options here. You can claim a Milestone to get a basic, but good, Skill right off the bat related to said Stat or Score, and your current abilities. A slightly more unique ability. You could also get a Title that just gives a small, static bonus related to said Stat or Ability.

    You can also use Milestones in Skill Advancement. When you go to Advance a Skill, you can also claim a Milestone to act as a form of 'Supplement' to grant you a better ability or take an ability in a certain direction. Like having a Milestone in Regeneration could let you advance a Skill in the direction of that Score's ability.

    Of course, it is better to have the Milestone be somewhat related to the Skill you're advancing rather than unrelated, but you could also use an unrelated Milestone and Skill to make something more unique, although some combinations may just be incompatible, like Regeneration and a Melee Attack Skill.

    Note that you can wait on claiming a Milestone as well. In fact, if you wait long enough to get a second milestone in that Stat/Score, then you could get an even greater reward from said Milestone. You could also wait to claim two or more Milestones at once. So you could get a Skill that encompasses multiple abilities or advance a Skill with even better results.



This is your Character Sheet, where you will be putting all of your Character's Information. I will keep all of these on the front page and update the statistics as you grow and level. Of course, you are free to do the same, but I will be keeping track of them. Feel free to address to me if you feel something is wrong.


  • Real Name
    (First and Last)

    Age
    (Min 15)

    Gender

    Appearance
    (Description, Picture, or Both)

    Personality
    At least a paragraph or so, preferably more.

    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.

    Game Points
    3

  • For Character Creation you use your Ability Points to determine your Stats. None can be above 12.
    For Health/Mana: 1 AP: 3 Points (from 1 - 74), 1 AP: 2 Points (from 75 - 149)
    For Main Stats (at Character Creation): 1 + 10% Stat's Value EXP = 1 Point

    Level
    1

    Experience Points (EXP)
    0

    Ability Points (AP)
    100 + __ (INT Ability Points)

    Health (HP)
    5 + 2x STR + (1/2 VIT x Level)

    Mana (MP)
    5 + WIS + (1/2 SPI x Level)

    Strength (STR)
    1

    Vitality (VIT)
    1

    Agility (AGI)
    1

    Dexterity (DEX)
    2

    Intelligence (INT)
    2
    (At 10 INT and up, you get 1 INT AP that can only be used on Skills.)

    Wisdom (WIS)
    1

    Spirit (SPI)
    1

    Luck (Luck)
    1

  • For Scores, it costs 1 AP from 1 - 10, 2 AP from 11 - 20, and so on.

    Resistance
    Base: 1/2 WIS + 1/4th SPI

    Resilience
    Base: 1/2 VIT + 1/4th STR

    Regeneration
    Base: 1/5th VIT + 1/5 WIS.

    Recovery
    Base: 1/5th SPI


  • The Active and Special Skills you acquire will go here.

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

    Game Character's Body (MAX LV) (Passive)
    +1 DEX. You possess a body that lets you live like a Game Character in the real world.

  • The Talent Skills you acquire will go here.

  • The Titles you acquire will go here.

  • This is your Inventory. This shows your gear and current equipped inventory space. Your Gear will go in the Gear Section. You start off with just 15 Slots and 10,000 Yen, but depending upon who your character is you can start off with more, but note that the money that your character has should be based on extra expenses, not come from their personal savings for food, housing, or other such important things.

    15/15 Slots Remaining

    Money: 10,000 ¥

  • Hand 1


    Hand 2

    Torso
    (Body Armor, Robes, Etc)

    Waist
    (Belt, 2 Slots for 'Pouches' or other such things)

    Hands
    (Gloves, Gauntlets, Etc)

    Head
    (Helmet, Circlet, etc)

    Accessories
    (Can wear 2 Rings on each Hand, an Amulet, Earrings, and other such things)

    Misc
    (Bags and other misc equipment)


[Gameplay]
Here are the mechanics of the system.


  • Challenges are pretty simple. A % Dice is rolled, which is the rolling of two d10s, which either you can do on Iwaku or I will do myself with my own dice. The result of the Roll is then subtracted by your applicable Scores, Stats, or any other bonuses you may received, and then any penalties you may receive for the situation are added to the result.

    If the result is lower than the Difficulty Level (or DL), then you succeed. If its higher, then you fail. Of course, the more you succeed by, the better the result will be. This is known as the SR or Success Rating. The SR essentially is what ultimately determines the result of your action. Even if you succeed, sometimes you don't succeed well enough to make something really good happen.

    Of course, how well you can succeed is ultimately limited by your abilities. The Max SR for any task is determined by the Score or Stat you are using. So even if you beat the DL by 40, if your Score for that task is only 12 then the SR is considered to be 12. So while having good luck with the dice is important, what's more important are your own abilities, for if your abilities aren't strong enough then high dice rolls won't do much for you.

    A Critical helps. If you get a 0 on the dice, then you are considered having gotten a Critical. A Critical will double the Score you are using for the task, which means the max SR is effectively doubled as well. While a Critical usually succeeds, it may sometimes not succeed if the task is just too difficult for you. Of course, that doesn't mean Criticals don't come with rewards.

    If you do get a Critical, not only do you get 10 SP (unless stated otherwise) towards whatever Skill you are using, but you also gain 1 EXP as well, so they can help you level up. Your chance to get a Critical can be raised as well. For every 10 points you have in Luck, your 'Critical Chance' is raised by 1. This is what makes Luck very useful.

    Of course, some Skills or Titles may give certain actions a greater Critical Chance. Unfortunately only getting a Critical within the range on the dice your Luck gives you gives the +10 SP. If you do get in the Critical Range your Skills or Titles give you for an action, you still get +2 SP and +1 EXP.


    Fumbles work the exact opposite of Criticals. If you get a 99 - 95, a 5% Chance, on the dice then you get a Fumble. A Fumble is not only an automatic failure, but will make the result of that failure even worse. In some instances, it may not be all that bad, but in others it could potentially be fatal. The higher your result, the worse the fumble, so essentially getting a 95 on the dice isn't as bad as getting a 99.

  • Combat works as such. Every post is a Turn. There is no determined Turn Order to make things easier, instead whoever posts first gets to go first. Usually you all will get to go before the enemies, but sometimes the enemies may get to move first (like if there is an ambush). On each Turn, you get one Action. This can be Attacking, using an Art, Skill, or Item; Withdrawing from an Opponent right in Point Blank Range, etc.

    Having a higher AGI Score increases the number of Actions you can perform. So if you have 20 AGI you could Attack and use a Skill, use an Item and Attack, Attack two times, etcetera. So the faster you are, the more you can Act in a single Turn. The only exception to this rule are some more unique Skills/Arts and Attacking, for Attacking this exception being the Full Attack.

    When Attacking, it is considered a Challenge that has a DL of 75 - Opponent's Defense. The '75' is considered to an opponent's 'static defense', and for more experienced opponents this will be lower. It is also the enemy's Attack Challenge DL for the Gamers as well, but raising your Level or gaining improved combat techniques will 'Improve your Defenses'. Of course, enemies with more advanced combat techniques may have a higher defense against you if you are using elementary combat techniques against their advanced techniques.

    One applicable strategy to perform in Combat is to Ready an Action. This is where you spend the last Action on your Turn to wait for a specific moment to perform a specific action. This can be quite the useful strategy, especially if you aren't all that fast. Sometimes a good Defense is the best Offense. This is especially useful for getting right up in front of an opponent and waiting to attack.

    This is not without its cons though. For starters, you are readying yourself for your opponent to do something specific. So if you move up close and 'wait for your opponent to attack' and they decide to move backwards, then you lost your Action since you were waiting for them to attack, and since you were readying your Reaction for that specific Action, you don't get any Chance Attacks either.

    If you are Attacking as a Ready Action, readying yourself to Disrupt an opponent, then it is considered a Chance Attack, and thus carries all Penalties associated with such, including the -50 Accuracy Penalty (-25 after Distance is configured).

    Readying An Action is not just about Attacking though. Some Skills, known as Reaction Skills, are actually more properly executed when you use them as a Readied Action than a regular Reaction.

    If you are Attacked before you can get your Action off, and you fail resisting Disruption, then you lose the Readied Action.


    Naturally you must know how to defend yourself from an attack. There are three forms of Defense, Parrying, Dodging, and Blocking. All three of them are effectively vital.

    Dodging lets you completely dodge an Attack. Your Dodge Defense is equal to your AGI, plus any bonuses you may have. The upside to this is that you completely avoid the attack in its entirety, but the downside is that heavier armors reduce AGI so they make it harder to dodge. Plus it doesn’t leave much room for Counters and Dodging is hard in narrow spaces. Furthermore there are fewer improved techniques for dodging.

    Parrying is where you utilize your weapon, or fists, to block an Attack. The upside to this is that Partial Hits are less likely to Wound you and you can more easily utilize Counter based abilities. Unfortunately you cannot Parry a Ranged Attack, having -50 to Defense to do so and if you try to Parry a Melee Weapon while Unarmed you have -25 to your Defense. Also there are some attacks, like ones to Shatter your Weapon or Disarm you, which you wouldn’t want to Parry. Your Parry Defense is determined by the Weapon you are wielding (plus Bonuses).

    Blocking is the same as Parrying, except you use your Shield. Your Block Defense is determined by the Shield that you are wielding (plus Bonuses). This is a much more effective form of Defense as it carries no penalties towards Ranged Attacks, but some Attacks again would want to target your shield and are bad if they just touch you. Shields also give Armor Penalty and usually use one of your Hands.

    These three Actions are considered 'Defense Actions' and are not the only Defense Actions out there. For instance, for Magic there is a Defense Action called 'Counter Spell', which lets you negate or even potentially turn a Spell back at its caster. Defense Actions are used for defending yourself and thus are performed out of your Turn whenever you are attacked. Various abilities give you different forms of Defense Actions. Always stay on the lookout.

    There is one other Defensive Action, but this one has to be prepared ahead of time. You can spend an Action on your Turn, and it must be the last one, to brace yourself and put your Guard up. This raises whichever Defense you are using by 5, but is also you bracing for the damage, and thus you take less. Your Resilience and Resistance Scores are raised by 20% whenever you Guard, so if you are hit then you take less Damage.

    Sometimes if you know you can't dodge an attack, you may want to Guard instead. Guarding is also the best way to use abilities based on Counterattacking, as if you manage to completely nullify an Attack when you Guard if you're hit, your opponent becomes open for a Chance Attack if its a Melee Attack and they are in your Range. There are other Abilities out there that also depend on you getting hit, so sometimes you may want to brace yourself for the hit instead of trying to block or dodge it.

    Shields have an advantage in this regard, as your Shield Defense is increased by 20% when Guarding against Melee Attacks. If guarding against Ranged Attacks, then you can simply stay in place and use your Shield to block the projectile, good for if you want to stay in place. Remember though, sometimes you may not want a projectile to touch your Shield or Weapon.


    Some more specific abilities may or may not work depending upon how well you can defend against an enemy's attack. This is known as Full Defense and Partial Defense.

    You get Full Defense when the Defense Score you used is higher than the enemy's Accuracy Score - the Failure Rating (FR) of the Attack. So lets say your Defense DL with your Beginner Parrying is 60, meaning your Score would be 10, and the opponent has a Novice Accuracy of 20. Right away, their Accuracy is reduced by 5 against you, meaning your Defense would be 55.

    Lets say they get a 75 as the Result. This means they failed by 20 (FR of 20). Because the FR - their Accuracy is less than your Defense, you perform Full Defense.

    For Dodging; this allows you to stay right atop your opponent if would want to, or get away if you don't want to. For Partial Defense, this forces you to either back up if you would want to stay close or the enemy manages to keep you close if your goal had been to back away.

    It doesn't do much for Parrying except possibly cancelling the enemy's Attack. If you would normally Overwhelm an opponent in an Attack, getting a Full Defense on a Parry allows you to cancel their attack and thus end their actions as you knock away their attack with your superior strength and/or technique. This also allows you a Counterattack.

    If you are Blocking with a Shield, then you cancel their attack as your shield throws them off, meaning you can potentially end their combos.


    Grappling is another thing you can attempt to do in Combat. To initiate a Grapple, you must make a special Unarmed Attack. The Fisticuffs and Grappling Talent Skills are typically better geared towards this. Once you succeed, then you will hang on and then it becomes a struggle to attempt to get free.

    While in a Grapple, there are a number of things you can do. Naturally you can do all sorts of things to a grabbed foe, but here are a few more technical specifics.

    Grapple Attacks are a special unarmed strike that are done in the close proximity of a Grapple. These are punches, elbows, knee strikes, and other such form of close all holds stopped brawling that occur in a Grapple. Without a proper Combat Sense that enhances your Unarmed Strikes or Grapple Attacks, the Max Damage for these is equal to 50% STR.

    While in a Grapple, you are constantly struggling against your opponent. There are a number of Actions you can perform, including Breaking the Grapple. If both of you want to break it, then doing so is simply an Action. If you want to break free, but your opponent doesn't want you too, then you must beat their applicable Grapple or STR Roll.

    If you succeed, then you break free and it consumes your entire turn. If you succeed by more than their STR or whatever applicable score they have, plus or minus any penalty you receive for their 'Score' being higher tier then yours, then you will break away more quickly, only taking just an action and possibly even opening your opponent up for a Chance Attack.

    If you fail, then your entire Turn is consumed if its by more than their STR or applicable Grappling plus Score tier penalties/bonuses. But if you fail by less than that amount you get another Action, which you can use to try and escape or do something else.

    You can also use any Light, One-Handed Weapon in a Grapple, but when doing so you suffer a -25 to your Accuracy since the struggles of a grapple can be hard to maneuver your blade skillfully in. Furthermore, you can also use some Skills, as long as they use one hand in a grapple, but in order to do so you must beat your opponent in a Grapple Check otherwise they will Disrupt you. Note that some Skills that are very quick to invoke and don't require much Movement won't be disrupted.

    Depending upon the Skill, in such close proximity, you may get a huge Accuracy bonus, usually a +50 depending upon the Skill, since it will be very hard to dodge from that close of a proximity. Skills that require more concentration or focused movements, however; cannot be used while in a Grapple.

    You do have a chance to hit your ally while you are Grappling. While in a Grapple, both targets can only use their Static Defense and you have a penalty that can range from 10 - 30 depending upon the circumstances. If you miss the enemy, then you do have a chance to hit your ally. You must fail to hit the Enemy's Defense by more than twice of the ally's applicable Defense.

    So lets say the enemy had a Static Defense of 70 and you miss, and your ally's Dodge Defense is 10. This means that if you got more than a 90 as your result, then you hit your ally. Naturally, of course, this is considered a hit. However how much you fail by will determine how strong of a hit it is. So if the attacker got a 100 as a result, then it would be a Devastating Blow with an SR of 10.

    If the enemy had a Static Defense of 65 and your ally's Dodge Defense is 6, then the attacker would have to get a 77 to hit the ally. So if the attacker got a 90, then it would still be a Devastating Blow with an SR of 13.

    While Grappling is a great way to restrain an enemy to make them easier for enemies to hit, one has to be very careful not to hit your allies by mistake, which is possible while the enemy still has some ability to move.


    If you beat the Challenge then you score a Partial Hit. This deals an amount of Endurance Damage equal to the 1/3 Success Rating + Damage Mod.

    A Full Hit is when the SR is equal to half of the opponent's Defense, dealing 2/3 SR + Damage Mod Damage. So lets say the DL is 69, so their Defense is 6. Getting a 66 would be considered a Full Hit.

    A Devastating Blow is when the SR is greater to the opponent's Defense an amount you deal SR + Damage Mod. So for the example from before, you would need to get a 62 or lower to get a Devastating Hit. If the DL is 60, then their Defense would be 15, and you would thus need to get a 45 for a Devastating Hit.

    A Critical Strike normally deals 25% more damage and ignores 20% of the opponent's applicable Defense, but it is possible for this amount to go up. A Critical Strike is also automatically considered a Devastating Blow, even if the SR would have to say otherwise.

    The Max SR an Attack can have (for determining Damage) is dependent upon your Weapon or the Score if it is an Attack that doesn't use weaponry. For Weapons, there is a Max Damage Stat. This is what the Max SR is for that Weapon. Naturally the better a weapon, the higher the Max Damage.

    For Score based Attacks like Magic the Max Damage is essentially that score. The SR for that Attack cannot go higher than that Score, so boosting these Scores will let you deal more Damage.

    A Damage Mod is what increases the Damage afterwards. Things like adding magical power to an attack to 'Add' Mana Damage or adding fire to an Arrow would be considered a Damage Mod and thus is not affected by SR or Max Damage. Weapons also have a Damage Mod as well, which increases the amount of Damage they perform.

    Damage Mods only stack with the SR Damage for the purposes of things that increase your overall damage IF the Damage would come from the same source (like a Weapon and its Damage Mod).


    If you choose to do a Full Attack, you expend all of your Actions in that Turn and perform a number of Attacks equal to 1 + your Attack Speed, which is equal to 1/20th of your Quick + your Weapon's Attack Speed + Bonuses. Light Weapons usually have more Attack Speed, Medium Weapons have average, and Heavy Weapons have lower Attack Speed. Note that a Full Attack takes up your entire Turn unless stated otherwise and your Attack Speed can never be lower than 1, as some extremely heavy Weapons and some Skills/Arts can subtract from your existing Attack Speed.

    Note that when performing a Full Attack, for each Attack after the first sustains a -20 Penalty to Accuracy. Of course, for every Attack after the first, if you moved forward into Attacking, you are considered to be in Point Blank Range as well, which cancels out a bit of that penalty. Naturally it is possible to acquire ways to lower this penalty if you prefer to utilize alot of Full Attacks, but otherwise you occur a rising Accuracy Penalty that starts at -20, and goes up by 20 for every Attack after the second since you are just spontaneously swinging your Weapon around, focusing on speed rather than Accuracy.

    Of course, despite the penalties to Accuracy, while this may seem like a powerful ability it does have some downsides. If you continuously do Full Attacks, you will find yourself growing more Fatigued more quickly. You must wait at least two Turns between Full Attacks to not incur this penalty.


    The Distance you are Attacking from does matter. While there will be no map, I will usually describe the general distance you are away from a foe and whether or not your attack could reach in the short time of your Turn for Melee or how accurate your Attack would be for a ranged Attack. See Combat Movement for details on Melee, but otherwise when you are Point Blank from an opponent you do get +25 to your Accuracy.

    Naturally, there are some abilities that make these Distance Modifiers change in your favor (whether defending or attacking). And do note that having good Cover can also grant your enemies penalties to their Accuracy as well, so if there is cover (whether natural or the corpse of an enemy) it is always a good idea to take it. Things that modify distance are things like Reach Weapons, for example, which let you attack at Point Blank while actually being Close.

    All Ranged Attacks have a specific Range. For Ranged Weapons like Bows and Crossbows, this is the Range in which your Attacks do not get a penalty. Targeting an enemy outside of this Range gives you a -25 Accuracy. For Mystical Attacks, this is the furthest the Attack can go. You usually cannot hit opponents outside of this Range with the Attack as the power simply doesn't go that far.

    For Throwing Weapons, targeting foes outside of this Range not only gives you a -25 Accuracy Penalty, but it also lowers the Max Damage by 50%. Throwing and Ranged Weapons also have a Max Range, in which you can't really hit foes properly. This will be the second Ranged Increment listed in their details.

    If you're striking at an opponent at a certain Range though, then you get a +5 Accuracy Bonus. This Range is determined by the Skill you have with your Ranged Weapon. The Accuracy Bonus also may be increased by your abilities as well.


    When an opponent leaves themselves open to an attack, or you ready yourself for a specific opportunity to attack an opponent, you do what is known as a Chance Attack. Actions such as withdrawing without using na Action, known as Quick Disengage, casting Spells, or other such things can leave opponents open if they do so within Point Blank Range of you, or within your Ready Action's parameters.

    As such, this allows you to attempt to stop them with a quick attack that has a -50 to Accuracy. This is naturally, usually halved by the +25 Point Blank bonus. Some very special situations may make this not the case, or lower the penalty, but otherwise this will be the usual case for Chance Attacks. A Chance Attack is usually just a Regular Attack, but some special abilities or Skills may give you other options for Chance Attacks, such a using a mystical skill, performing a special attack, or even firing a ranged weapon.


    While there won't be any physical map of sorts, I will be putting in Distances in yards. How fast your character can move will be dependent either upon his Stats or specific Movement based Scores. How fast you can move determines your Combat Distance from an opponent and thus how accurate your Melee Attacks are.

    If you possess no sort of 'Movement' Score of some kind, then your STR and AGI determine your Movement Speed. It will simply be 1/4 (STR + AGI). This is not a Score, but rather just an invisible 'Movement Stat' of sorts.

    For actual Movement abilities, that Score will determine your actual Movement Speed. As such, if you want to be able to charge in, you will need to invest in some sort of footwork or movement based ability.

    Close Range is beneath your Movement speed. It typically involves taking a few quick steps forward. With the above human abilities the Gamers will soon acquire, they may be able to cover great distances in just a few short steps, so if you have a Movement Speed of 4 and an enemy is 3 yards away, that is Close Range. Your Melee Attacks receive no bonuses or penalties.

    Medium Range is any distance equal to or within 150% of your Movement Speed. So if you have a Movement Speed of 6 and an enemy is 9 yards away, that would be Medium Range. Moving this far is an Action and gives you -25 Accuracy to Melee Attacks.

    Long Range is between just above 150% to double your Movement Speed. You have to run quite quickly to make it here, and doing so gives -50 to Melee Attacks. Moving this far is one Action.

    Far Distance is double to triple your Movement Speed and higher, with three times being the max distance you can cover in one turn with a Sprint Action, which consumes your entire turn.

    When full on sprinting you are open to Chance Attacks from any opponent you happen to sprint past, and usually you have to sprint in a straight line, and will also be opened to an attack from the opponent you sprint towards.

    So in the end, if you plan on performing alot of Melee Attacks or just want to have a means of escape, getting a good Movement ability is just the way to do so.


    Some Spells, Items, or other Skills don't target a specific target, but rather an Area. These Area of Affect (AOE) Attacks follow different mechanics than regular, singular target attacks do. Since the Attack targets an Area, then one simply needs to move out of the area and fast, rather than dodge the Attacker. Here are the specifics describing an AOE Attack.
    Max Damage: The Maximum amount of Damage an AOE can do to you. If you fail to dodge, this is how much Damage you'll be taking.
    Dodge DL: The difficulty in getting out of the way of the Attack.
    Success Reduction: The amount of Damage that is reduced upon successfully moving out of the way. The higher your SR, the less Damage you'll be taking.

    AOE Range
    This is a bit different. AOE Ranges have 3 - 5 Increments. Each Increment is defined by a percentage, with the closest being 100% and the furthest Range being anywhere from 50% - 20%. Based upon where you are in relation to the AOE when it strikes, the Max Damage will be ultimately reduced for you to that percentage.

    If you are right in the 100% Range, you will take the full Damage. If the AOE has a 50% Range, then being in that Range means the Max Damage you can take will be half of what is listed. And if its a really expansive AOE, and you are in the 20% Range, then you can only take up to 20% of the Max Damage.

    If you get a Critical, then like any Roll, your Score is doubled, effectively letting you get a much higher SR in dodging the Attack. If you Fumble the Dodging of an AOE, however; then it'll be treated as you getting hit by a Critical Strike and thus you'll take even more Damage.

    Additional Affects
    Some AOEs carry Additional Affects. These Additional Affects usually only happen at specific increments, usually being the closer you are, the worse the affect.

    Of course, some AOEs are different. These are Splash and Radius AOEs. Radius AOEs affect a certain radius all at once, so you could be on the edge or in the center, but either way you receive the same affect. At this point, whether or not you can Dodge out of it will be based on your ability of Movement as you will need to escape from the Radius completely in order to dodge the ability.

    While Radius AOEs are really hard to dodge, if you Dodge you do so completely. But if you fail, you take all of the Damage. Note that if your Movement Speed is not equal to the Radius of the AOE, then the DL will be made 3 greater for every point the Radius beats your Movement Speed by.

    Splash Affects are the same, but are usually easier to Dodge. Of course, Splash Affects usually come in the form of Attacks that fully hit one target, and then all other Targets in the Splash Radius take the Splash Damage, rather than the full Damage.


    So for this RP, Combat will be post by post like everything else. You write out a post about your Action(s) for that specific Turn. Anything that is significant like Attacking, moving long distances (if an opponent is very far away) or other such things constitutes one Action while other smaller things are Free Actions.

    So write out what you are doing (could be attacking an enemy, using a Skill, etc) to the best of your ability. Naturally I am not expecting every Combat post to be super long, but always give it your best shot, and I always like quality over quantity.

    Then I will respond right after whoever so far has posted for their Turn (in the event I am not able to respond after every single individual Turn, I will try to, but Life isn’t perfect). Once either everyone has posted for their Turns OR Two Days have passed, I will move on to the enemies’ Turn(s). Now this can make Combats take a long time. I do not plan on there being too much Combat.

    Combat that either involves enemies that are way weaker than you, is not plot relevant, or would just be for grinding purposes will be auto-resolved (unless a never-before seen Boss enemy appears). Usually Combat within a Dungeon won’t be auto-resolved UNLESS there is going to be a lot of enemies within that dungeon. In that case, the weaker or less prevalent enemies will be auto-resolved.

    USUALLY Death won’t occur from auto-resolved Combat, even if its grinding, but if Combat that would be auto resolved would have a decent chance of killing you, instead I will be expending whatever resources you have at your disposal to run away or come out alive on top, even if it means utilizing powerful healing Items or the like. Again, this usually shouldn’t happen, but it just might. Even auto-resolved Combat in a Dungeon won’t have Death occur, but that doesn’t mean Wounds or usage of resources to prevent damage won’t occur.

  • Game Points (GP) 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, for all of you. You all start with three of them and 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. Doing awesome RPing or doing other epic things can score you EPs as well. If you truly want, you can spend 2 AP to get one as well. If anyone actually do this, we'll get to how this works later.

    You can spend 1 GP 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 GP to stop Bleeding Out and instantly stabilize and enter Near Death State.

    You can also spend 2 GP to prevent instantaneous death of your character. Naturally if you see a result in my post that you would rather not happen, just tell me if you would like to spend GP or not. Do note that once you spend GP , you must accept whatever result comes from it.

    Essentially these are to somewhat give you a chance to avoid something incredibly awful from happening to you because of the system itself. Just a little small cushion to aid you.

  • Here is a list of various Status Affects or other Combat Conditions that will be explained when encountered through the RP.

    You can utilize the terrain, objects, or even other people and corpses as cover. Depending on the type of Cover you utilize, you can receive bonuses to your Defense against oncoming attacks. You can even utilize Cover to help with Stealth.

    Minimal Cover only gives a +5 to your Defense. It is very small and light, easy to attack and see through, but is definitely better than nothing. This could include utilizing a corpse, hiding behind a bit of thin brush, etcetera.

    Light Cover is a bit better. It is harder to see and hit an opponent behind Light Cover. This will grant you +10 to your Defense and Stealth when trying to hide or move behind it. This can include thicker brush, small trees, upright people, small walls, and etcetera.

    Medium Cover is a bit better for hiding behind. This includes trees, very large corpses, sturdy obstacles or structures, and etcetera. This grants +25 to Defense and Stealth.

    Total Cover means you are impossible to hit. This could include very powerful mystical shields or barriers; thick, heavy walls; and other such things that are nigh impenetrable. Of course, as Cover like this makes you impossible to hit, usually; unless its mystical, makes it impossible for you to hit others.

    Sometimes you may receive special cover bonuses for certain scenarios or circumstances. For instance, lets say you hide your arms behind your back and just Dodge. Your 'Arms' would be considered to have Light Cover, and thus if your opponent wanted to target them that would be a +10 to your Defense for that specific scenario.

    If something were to be covering a small part of your body, and an opponent would want to target that part, then that part is considered partially protected and thus usually you would get a +5 or +10 Bonus to your Defense based on the type of Cover you have.


    While the Gamers' bodies cannot receive physical wounds and the like, Status Conditions still exist in games and can be delivered from attacks meant to do just that. As such, if an enemy can target and hit a specific Limb with a Full or Devastating Blow meant to do just that then you will be temporarily Crippled, your abilities with that specific Limb temporarily hampered until healed. Of course, the same applies for attacking enemies as well.

    Targeting an Arm has a -10 Accuracy Penalty, a leg has a -15 Accuracy Penalty, and the Head has a -25 Accuracy Penalty. If you get a Full Hit, then the target gets a Penalty to all Actions performed with that limb equal to 5% of the Damage you dealt to them. If its a Devastating Blow then its 10% of the Damage you dealt to them.

    So if you hit someone's leg for 20 Damage as a Devastating Blow, then they would get a -2 to all abilities involving that leg, including any Scores that would utilize your legs and the like, thus slowing their movements. If you hit someone's head for 50 Damage, then they would get a straight up -5 penalty to everything since nearly everything you do uses your head.

    To heal this Condition, you must Heal yourself for the amount of Damage you took. So if you took 20 Damage to your leg, then you would need to heal 20 HP for the affect to go away. So if Combat has ended and you're still Crippled, resting and letting your Regeneration do the work is a good idea.


    When you are attacked while doing something, such as using a Skill or the like, there is a chance you will be disrupted, although some actions getting attacked will be an automatic disruption. If the attack moves you or inflicts Knock-Back of some kind, then the DL of a VIT or WIS based roll for avoiding Disruption is equal to 35 - Number of Yards Moved (Actual Scores will have a DL of 35 - 50).

    If you take Damage, then DL of a VIT, WIS, or other Score based roll is equal to 35 - 1/2 of the Damage you took (Scores will have a DL of 35 - 50). If you manage to grit and bear it, then you will be able to perform the Action you were attempting to do, which could be using an Item, using a Skill, picking something up, or other such Actions that could leave you open for attack.

    If you fail, then your Action will be interrupted. If the amount you failed by is greater than the added on amount to either DL, then you will expend the Cost, drop the Item, or suffer some other unfortunate side affect to the disruption. If the amount you failed by is less then said added amount, then you will only have lost the Action(s), rather than the cost for said Action(s).

    This is specially relevant since, while enemies with more feral intelligence may not realize, enemies with intelligence and combat capability will be able to tell when you are about to perform an attack via having to say the name of an Active Skill. If you using a Projectile or other such Active Skill that doesn't involve a Melee Attack, then all of those around you will get a Chance Attack, including your Target if they are also Point Blank from you.

    If using a Melee Active Skill, then you have to be wary. Unless the Skill states otherwise, any enemies who are Flanking you will get a Chance Attack against you since they will be able to tell what you are doing.


    You are fatigued. As such, you will be unable to do some things properly. The Fatigue penalty starts at -10 to all Actions. Every time you perform something else, you must make another Regeneration, or other ability that uses WIS or VIT, Roll. If you fail the Roll, the penalty will be worsened by 5. If you succeed, then it won't be.

    The DL for this Roll is equal to 60 - the Penalty. Naturally the Penalty will affect this Roll as well, so be careful. Getting a Fumble here will make the penalty worsen by 10 and succeeding will make it lessen by 5 as well, as it is you conquering over the fatigue temporarily with an incredible summon of willpower or physical toughness.

    Once the Penalty gets to -25, you will hit Exhaustion. This gives a -1 to all Scores and Stats, excluding Spirit and Luck, that will go up by 1 for every 5 the penalty increases. Once the penalty hits 50, unfortunately, you will pass out if you fail again.

    If you are not Fatigued, then you only need six hours of sleep. However; to recover from Fatigue you will need seven hours of sleep. To recover from Exhaustion you need eight hours of sleep. If you happen to pass out either from Exhaustion or just taking too much damage, you will be forced to sleep for 12 hours in order to make a full recovery.


    A mystical ailment that comes from too much interaction with the powers of undeath. While this cursed ailment is upon you, you cannot recover HP. Attempting to perform any form of HP Recovery will instead inflict Damage upon you, taking an amount of Damage equal to 25% of the amount of HP Recovered. For every level beyond Apprentice that the Lifeless Ailment is, add +5 to this %.


    A very nasty ailment that occurs in the spirit when one fails horribly to properly utilize their inner Mana or spiritual energies. The user's source of energy will be instantly cut off as the power runs rampant in their body, shattering like glass. The afflicted's MP and Recovery will instantly drop to 0. Furthermore, the afflicted will take Spirit Damage equal to 1/3 of the MP they lost.

    Only very special curative Items, powerful abilities, or a full night's rest can allow a person to recover from a Mana Backlash. Of course, Mana Backlash is not a weaponized ailment, which is quite fortunate, usually only appearing when in practice with your abilities.


    The Mind is a powerful thing. Sometimes it allows us to surpass and lift the limitations of our physical bodies. When you hit 0 or lower, you can attempt to stay conscious, or alive if the blow is fatal. Of course, while in this state you are at a -25 to all Challenges. A VIT, WIS, or other such Roll will be used, the DL being 5% Max Health + 35 - The amount of Health you have below 0.

    Failing the Roll will make you fall unconscious or die if your Health drops to -150%, and each time you take Damage while in this Near Death State you will need to make that Roll again. Any sort of mental discipline ability or other ability that happens to use VIT will work somewhat better though, the 35 in the DL being 50 for those instead.


    You have been caught on fire by a Fire based attack. As such, you will continuously take Fire Damage for the duration of the affect. Your Resilience will defend against this, but any Armor, Mystic Armor, or Barrier Rating will not count since this is your direct physical body caught on fire. These will only count if they are considered a part of your body, like if somehow your skin is being protected.

    Dousing yourself in water, rolling around in the dirt, or using an Aqua Ability can usually put the fire out in most circumstances. In others, you will have to wait it out.


    Sometimes, you may want to take a Medicine or some other thing to help you out in battle. That's fine and all, but you will need to be careful that you don't Overdose on the Medicine. For most special Medicines you'll encounter, once you take it, you won't want to take it for another Hour lest you begin showing Overdose.

    All Medicines have 3 Overdose Affects. The first being usually somewhat mild, with the last being quite deadly. Each time you take the Medicine again before an hour expires, then you will move up to the next affect and an hour will be added to the counter before you can take it again, meaning take it twice in the same hour and you'll need to wait two hours.

    If you take it more than three times, then the third affect simply grows stronger by 50% and its Duration extends by the same Duration as the Medicine, wreaking even more havoc upon your body for longer.

    Now I know what you're thinking: "Well I don't plan on taking the same medicines!"

    Well unfortunately, you may have to wait regardless. Similar medicines may trigger the Overdose Affect. So two different Healing Medicines, despite being different, the second one may trigger the first one's Overdose Affect, which will in turn trigger the second one's first Overdose Affect.

    Just remember, Medicines are powerful, but if you're not careful you could end up really hurting yourself.


    While Parrying and Guarding are generally easier to do to block Melee Attacks, there are some reasons as to why you wouldn't want to. If an opponent has overwhelming strength, then they can easily get past your Guard, leaving you wide open to their attack and thus setting their Defense to its Static Value, allowing you to easily get a Devastating Blow.

    Of course, if using a Shield or otherwise wielding any other second defensive Weapon or Ability and you are Overwhelmed, you can still use the Static Defense of one of your other Defense Values other than Dodge. Dodge is just the only one that you use if you have no others, although typically if the opponent was able to overwhelm you once, it is safe to assume they can do it again and that you should just try your hardest to Dodge.

    If any of your Techniques have your STR in their Score then you can use said Score instead of your STR. Furthermore, if your Technique is superior to their Defense Techniques then those bonuses are added in as well to be able to overwhelm them.

    With Unarmed Strikes, your STR or Score, must be four times greater than that of your opponent's applicable Score or STR. If Guarding, then a fourth of your Guarding Defense bonus is added to your resistance against being Overwhelmed.

    If wielding a Light Weapon, then it must be three times greater than the applicable value your opponent has. Of course, remember that if you are Guarding, then half of your Defense Bonus will be added to your resistance against being Overwhelmed.

    If wielding a Medium Weapon then it only needs to be twice as great. Also your Defense Bonus from Guarding will be added against your resistance against being Overwhelmed. If wielding your Weapon two-handed, your applicable value for Overwhelming is increased by 20%. Medium Weapons get +5 to Overwhelm Light Weapons and those who are Unarmed if they are wielded two handed.

    With a Heavy Weapon it only needs to be half greater to overwhelm them, unless they are wielding a Heavy Weapon themselves, then it needs to be twice as great. Twice of your Defense Bonus from Guarding will be added to your resistance against being Overwhelmed. Heavy Weapons get +5 to their Overwhelm Values against Medium Weapons and +10 against Light Weapons and Unarmed foes.

    This only occurs when trying to parry or otherwise block a foe's attack. Generally if a foe is carrying a very heavy weapon or just looks like they have explosive physical power, it is best to dodge instead of trying to parry. If you do have overwhelming physical power yourself, then attacking a foe's guard or weapons is a good way to leave them wide open for some heavy Chance Attacks, as they will only be able to use their Static Dodge Defense against you.

    This means you could take that time to either get a very heavy blow in or perhaps even disarm your opponent or do other such things that are normally a bit harder when your opponent is capable of defending themselves.


    You have been infected by some form of Poison and, unless either Resisted or Cured, it will continue to affect you. Various Poisons have different affects. Some will just deal damage, while others can damage your stats. There are even poisons out there that can attack you from within mystically.

    Regardless of the affects of the Poison, they all carry generally the same mechanics.
    Infliction Damage: This is how much Damage you take upon being inflicted with the Poison. Unless you have a proper Resistance to Poison or whatever that Poison can do, this cannot be lowered.

    Resistance DL: The means in which you go about resisting the Poison. If you're successful, then you block the Poison. Some stronger poisons may require you to resist them multiple times before they pass through.

    Duration: How long the Poison lasts. Some Poisons are very quick, while others may last for a while.

    Stages
    This is the more important one. The Stage is how often the Poison affects you once it has affected you, or if it requires multiple successful Resistances, how often you need to Resist it successfully.

    At every Stage you are affected by the Poison, you will need to attempt to Resist it. If you fail, the Poison continues to affect you. If you succeed, then you have successfully prevented the Poison at that stage.

    It will continue to affect you at later stages though if its Duration continues after your success and you fail to block it at the next stage. Its best to cure a Poison as soon as possible.

    All poisons are different though, so keep that in mind. After all, its better to be attacked from without than from within.


    When you fall Prone in battle, any enemy who you fall prone adjacent to will receive a Chance Attack. This Chance Attack receives no penalties, since the Distance Bonus (25) and the bonus for attacking a Prone enemy (also 25) cancel out the Chance Attack Penalty.

    While an enemy is Prone it is also much more likely that you can perform a Critical Strike with Melee Attacks. For Melee, you get a 25 Accuracy Bonus and a +5 Critical Chance, since it is alot easier to deal heavy critical strikes to someone who is prone upon the ground.

    There is a benefit to being prone on the ground though. Naturally, unless an enemy is Point Blank from you, Ranged and Throwing projectiles get a -25 to hit since you are a flatter, harder to hit target whilst upon the ground. Of course, this isn't true if you are standing right next to them. In that case, you also get the 25 Accuracy Bonus.

    It takes one Action to get up off of the ground, but no Actions to fall down upon it if you want to take cover from incoming ranged attacks. Naturally when getting up from the ground also incurs Chance Attacks, since you are open whilst getting up.

    You are not helpless on the ground though. You can still Act, but you cannot use any Attack Skills from the ground unless stated otherwise. You can still Attack or use other certain Mystical Skills or perform some other actions, but anything that would require concentration, precision, or movement whilst on the ground is at a -10 to succeed while you are on the ground.


    When fighting, sometimes you may happen to get an arrow, dagger, or other such sharp instrument stuck inside of your body. As such, this can be a hindrance to all of your actions depending upon where you got it stuck inside of you.

    If stuck in your torso, then its a -10 to all Actions. If it gets stuck in a specific limb, then you will get a -15 to all Actions with said Limb. For small bladed weapons these penalties are five higher and for Medium or Heavy bladed weapons these penalties are 10 higher.

    You can either use your entire Turn to pull it out carefully or if you want to wrench it out in an action, will be either a DEX or STR Roll to see if you can get it out properly. The DL for this is 75 for Arrows, 65 for Light Weapons, and 50 for Medium/Heavy Weapons. If you succeed, you only take an amount of True Damage equal to 1/4th of the Damage Mod (rounded up).

    If you fail, then you will take Damage up to the Damage Mod of said thing you are pulling out based on how much you failed by as you cut yourself up even more with your poor pulling. Naturally having first aid or some other more precise ability for dealing with this will help.

    Furthermore, the weapon stuck inside of you will continue to deal damage. You will take damage equal to 1/3rd of the weapon's Damage Mod every Turn you have it stuck inside of you, so it is optimal that you try and remove said object from within you as soon as possible.


    You have been stunned. Either by an attack, an Item, or some other power. Regardless, you can't really move or function all that properly right now for the Duration of the Stun Affect. While you are Stunned, you are at a -25 to all Actions and your Movement Speed is cut by 50%. Furthermore, you are more likely to Fumble while Stunned, and as such your Fumble Chance for any Physical or Mental Action goes up by 5 (99 - 90).

    Instead of acting though, you can instead spend the entirety of your Turn attempting to get yourself back into shape, re-rolling your failed Resistance Roll to the Stun Affect. This uses your entire Turn, regardless of success or failure. A Critical lets it just take 1 Action. A Fumble makes you fall Unconscious. And yes, the -25 Penalty does apply to this task, but the increased Fumble Chance does not.


    While Unconscious, or otherwise immobilized, you are completely helpless. All Attacks will automatically be Devastating and, if in combat, their DL for their Attack rolls will just be 75. Of course, if you are unconscious from HP Loss, then the moment you are healed back up to above 0 HP you will come back from being unconscious. Otherwise, you may have to wait.

    Of course, coming back from unconsciousness isn't easy. As such, it takes a few moments, or an Action, to come back from unconsciousness. Of course, if you are still on the ground while unconscious then you would have to use another Action to stand back up from the ground. Falling unconscious is very dangerous, so always make sure to protect yourself.

    If you passed out from Exhaustion, then you will need a full 12 hours to recover, and until then will have a -50 penalty to all actions if you do manage to wake up.

  • This section will go into gameplay mechanics on how Items work. Items are Ranked from 10 - 1, like Skills, with 10 being common or weaker Items to Rank 1 where extremely rare or powerful Items reside. Items will also be divided into categories, a list of a few samples being found below.

    Using Items in Combat, whether consumable or not, usually takes an Action and leaves you open for Chance Attacks unless stated otherwise. These can include drinking Potions, activating Magical Items, etcetera. Some Items possess functions that can be utilized almost instantly with little to no forethought or focus towards using it needed. So if you do plan on using an Item, its best to usually do so when an Enemy isn't right next to you.

    Its good to take extra care in this especially since sometimes, if you are attacked while using an Item, it can actually interrupt your usage of it and maybe even destroy the Item, like if you are trying to drink a Potion and you get hit, you could drop the potion and lose it as it shatters on the ground, or if it doesn't shatter it could spill. So while Items are very useful, you need to take extra care in when and where you are going to use them.

    With the 'Game Character's Body' Skill, your body typically won't take damage from attacks as they just drain your HP instead, but that doesn't mean your Items won't. Like in an MMO or other RPGs, your Equipment has Durability, as it gets damaged it'll become less effective.

    For Weapons, Weapons have two Stats. Hardiness and Durability. When something attacks your Weapon and deals Damage, this Damage is contested against the Hardiness. For every time the Damage surpasses the Hardiness, a point of Durability is removed. Your Durability acts as a percentage. So if a Weapon had 2 Durability and lost one, its Max Damage and Damage Mod would be reduced by 50%.

    So if something does 15 Damage to a 10 Hardiness Weapon with 2 Durability, then that Weapon would lose 1 Durability. If that Weapon had 20 Hardiness and 3 Durability, and the Weapon took 21 Damage, then the Weapon would lose 2 Durability. Of course, your Weapon can only be damaged from things that intentionally affect

    For Armor, the Hardiness and Durability are its Armor Rating. The higher an Armor's Armor Rating, the more resistant it is to Damage. Every time you take a hit that would deal damage to you equal to or greater than your Armor Rating, you deduct one from its Armor Rating. This may not seem like much, but in a long fight or in an area where you can't take the time to repair your Armor your Armor will get beaten up heavily and may not last the entire time.

    Note that a Critical Strike will deal 2 points of AR Damage. Some Skills or Weapons can also deal additional AR Damage. In fact, some abilities are made just for damaging Armor rather than the opponent to weaken the opponent's defenses.

    If you still insist on wearing Armor or holding a Weapon whose Durability has reached 0, there is a chance that the object can suffer permanent damage or be destroyed. For Weapons, if its Durability drops to -100%, then upon being repaired it will have suffered permanent damage unless youhave a very high crafting ability or give it to someone else who does. Dropping it beyond -100% will destroy the weapon.

    Armor will suffer a permanent -1 to its AR for each -10% it hits below 0 AR as it is just getting even more and more damaged beyond repair. Only a very high repairing ability can repair this permanent damage. If it goes below -50% AR then the Armor will be destroyed.


    Here is a list of several categories of Items. Some Items may be in multiple categories. As more appear, ill be putting more here.

    Light Armor: Denotes lightweight Armors that don't provide as much protection, but typically either don't hamper movement at all or provide very little hampering to movement. Medium and Heavy Armors also have categories.

    Weapon Types: Every general type of weapon like Spears, Swords, etcetera has a category.

    Mechanical: Denotes mechanical devices.

    Potions: An Item that can be drunk to receive some sort of affect.

    Poisons: Things that are typically harmful when put into a body.

    Magical: Items that have been enchanted or otherwise possess magical properties.

    Tool: Items that have some sort of function or purpose for a task or occupation of some sort, like a kit for Magical Rituals for instance.

    Spiritual: Items that have more spiritual properties.

    Food: Things you can eat or drink. Typically food is not for consuming in combat, since it takes a bit, but if you can escape momentarily to chow down then go ahead. Food typically heals a small bit and better food can give bonuses.


    There are various forms of crafting, and with them it is not only possible to create Items, but to strengthen the Items you currently possess. Naturally of course, Items can only be strengthened so far. The limit an Item can be strengthened to is +5 for Items Rank 10 - 6. At Rank 5, they can be strengthened 6 times, each lower Rank having a higher amount of times it can be strengthened, the amount increasing by just 1.

    So at Rank 1, an Item can be strengthened up to +10. The number does not actually have any special affect, unless stated otherwise, but is a mere quantifier of how many times the Item has been strengthened by and thus of the Item's overall Quality, this number being the Item Quality.

    Naturally Items can go into the minus as well, and if an Item ever gets to the negatives in how many times it can be strengthened it will either break or become Permanently Damaged and lose a Rank. Naturally Rank 1 Items are much harder to break than Rank 10 Items. Whether an Item breaks or is permanently Damaged depends on the Item's type. Typically though a Permanently Damaged Item loses much of its usefulness, and is better off replace and used for materials.

    When an Item has reached its limit, it is possible to 'Evolve' it. Various crafting techniques have processes for which Items can be evolved. But an Item that has been evolved from a lower Rank will usually be stronger than an Item that has been forged at that Rank.

    Note that sometimes strengthening Items in certain ways may add more than +1. This implies that the strengthening put the Item more to its limit. For instance, adding an Enchantment to a Iron Sword may raise the Item Quality from 0 to +3 depending on the Enchantment.

  • Naturally there are many kinds of Ability Users in this world, but typically they fall into the following categories. Physical, Magical, Spiritual, Mental, and Martial Arts. These are the typical power categories that are present in this world, although there are more niche ones, but typically they will fall into these five categories somehow.

    Physical is pretty obvious. It just deals with physical enhancing abilities or abilities that utilize your physical body to the fullest, or even ones that utilize your body's energy (HP). While not much grace or elegance to these abilities, they are still pretty strong and thus can be tough to deal, despite the lack of diversity. One that is a bit more common is a Martial Artist's ability to utilize Ki, which also usually requires mental discipline as well.

    Magical abilities are, obviously, Magic. There are many kinds of Magic in this world, some types are ancient, others are more modern. Anything having to do with Magic falls in this category, Magic being the ability to command the force known as Magic to make things happen, known as Magical Phenomenon. Typically Magic possesses the most diversity in what it can do, but there are also many more countermeasures against Magic than there are against other abilities, many of Magic's counters coming from Magic.

    Spiritual Abilities are those that have to do with the soul, spirits, or spirituality. There are fewer ways to counter spiritual abilities, but they do exist. Spiritual abilities are typically less free than Magic, but are plenty strong if mastered. They can take a bit of time though. Slower to master than physical abilities, but quicker to master than Magic.

    Mental abilities vary widely. There are things like Psychokinesis, this being very hard to acquire and is usually only acquired via a Natural Ability, and the like but there are also abilities pertaining to mental focus and discipline or to enhanced and greater knowledge. Ones that pertain to battle are usually only countered by just strong willpower.

    Finally there are Martial abilities. These are more just skills in combat a person possesses. Really only countered by just blocking attacks or keeping your opponent away, these can range from just punching people to martial arts or perhaps even skill with projectile weapons and the like.


    Naturally there are Elements that these powers typically use as well, and this also is relevant to Damage Types as well.

    These are the elements that physically exist in nature and will always deal Physical Damage. Of course, while they will always deal Physical Damage, some of these elements do possess special properties. The exact element will only matter in some instances, like with enemies that have very specific weaknesses.

    These elements are Air, Water, Earth, Fire, Ice and Electricity.

    Fire has the chance of catching opponent's On Fire, which will continuously burn them. Lightning is the other Damage Dealing element. While very hard to control and hard to aim, it moves with nearly unavoidable speeds and when it does hit it can sometimes Stun a foe and it even bypasses Metal Armor, Weapons, and Shields.

    Air Attacks, while they usually deal very light damage, are very fast, accurate, and hard to avoid. Furthermore most Air Attacks are meant for Crowd Control rather than Damage Dealing. The same goes with Water based attacks, although Water will douse and deal huge damage to Fire enemies and can make for some great crowd control in dealing with the area.

    Ice and Earth are also in the same boat. Typically these attacks are just hard hitting physical projectiles, with Earth being slower and more geared to defense with Ice being a bit quicker and more geared towards distance, AOE, and Crowd Control.


    The second are the Mystical Elements. These deal Mystical Damage, which your Resistance blocks.

    There are first the five Base Elements. Wind, Aqua, Flame, Terra, and Lightning. Magic or powers that typically harness these elements or conjure them are harnessing their metaphysical essence. As such, these are technically not physical and thus deal mystical damage to you.

    There are the five 'Magic Duo' Elements, which are combinations of the elements above. These are Storm, Frost, Magma, Crystal, and Plasma. These types of abilities will typically deal two Base Element damage types at once, or deal their own special type of powerful Elemental Damage.


    True Damage is Damage that ignores nearly every form of Damage Reduction, except for ones specifically designated to block that form of damage or at times Barrier Rating. These are ones that typically attack the very essence of your being, and the elements that deal them are as follows.

    These elements are Demonic, Death, Holy, Void, and Spirit. Spirit Damage will typically only Damage MP, unless you are out or the ability states otherwise. Of course, abilities that can utilize these Elements are either quite rare and hard to obtain, or have some sort of cost that must be paid to use them, and even then it would take a very long while to acquire abilities that can deal alot of True Damage.

  • As you grow more experienced, you will acquire better abilities and techniques to do things with. Techniques work as such.

    Any Talent Skill that would give some sort of ability or technique like Crafting, Magic, Fighting, etcetera that doesn't have any 'This is a Beginner Technique' and such are all considered Novice Techniques. Other times, of course, they will have things like 'Novice' or 'Beginner' in their name as well.

    So while the Score of a Beginner Technique may be lower than a Novice Technique at first, tasks are generally easier with more advanced techniques. The Technique 'Tiers' being as such, from the most amateur to the most advanced: Novice, Beginner, Apprentice, Intermediate, Journeyman, Adept, Expert, Master, and Legendary.

    In terms of Combat, the Level of your technique determines your Static Defense. For Novice its 75 and from there until Journeyman it goes down by 5. So Beginner is 70, Apprentice is 65, and Intermediate is 60.

    Journeyman Combat Techniques have a Static Defense of 50, Adept gives a Static Defense of 40, Expert gives a Static Defense of 30, Master gives a Static Defense of 20, and if you can ever obtain some beyond mastery of a fighting style that is simply 'Legendary' you will get a Static Defense of 10, making it extremely difficult to be hit by those with less experience.


    When combating Scores, if you do not have any Score for a situation you are considered to be using your Natural Ability. From then on, getting a Score is a Novice Technique and things will go on from there. So if you are Grappling and you have Grappling, Fisticuffs, or some other applicable Score of a Novice Technique and your opponent just uses STR, then you would get a +5 bonus against them.

    For every Tier your Technique is above the other, you get a +5 bonus. So if you and an opponent are competing with Magic techniques, and you have an Apprentice Magic Technique and your opponent is just a Novice, then you get a +10 to your Magic Score for this competition as your experience in the field is better than that of your opponent. This doesn't guarantee victory, but it definitely helps.

    Finally if you are using an Apprentice Technique to complete a Novice Task, then you would get a Bonus towards that as well, the bonus being +10. If its a task of Natural Ability, then you would get a +15, since Natural Ability is the lowest tier, even if your Stats have the highest scores.

    All of the Scores you start with (Resilience, Resistance, Recovery, and Regeneration) are all considered 'Novice' techniques even though they are your natural abilities. As such, while sometimes using the base Stat would be better, using one of those Scores would give a bonus if something just requires pure natural ability.


    Most Tasks will have a level of technique that is recommended to accomplish them. If you are tackling such a Task with a Technique of a higher level than your own, success can still be possible, but not quite probable. If tackling a Task with a Technique of a lower level than your own, then you will be able to succeed better than most.

    For all Tasks that have a Technique Level, the SR may be higher or lower based upon the level disparity between the two techniques. This is the same as the Clashing Techniques bonuses. So if you were to say cast a Novice Level Spell with an Apprentice Level Magic Craft, then you would not only get +10 to succeed on that Spell, but you also get +10 to the SR.

    This means that just because a person of Novice and Apprentice Magic Crafts cast the same Spell, the one with the higher level of technique will usually cast the more powerful Spell.

    Furthermore, if Techniques must compare based on SR levels, like two clashing Spells for instance, the SR of the Apprentice one would be considered +10 against the SR of the Novice One. Like say you are casting an Apprentice Dispelling Spell against a Novice Level Magic. Your Spell's SR would be considered +10 against the SR of the Novice Spell in terms of which Spell is stronger and would beat out the other.



  • In Combat, to use an Active Skill all you need to do is chant its name. Easy enough. Of course, you have to do so with clear coherency and can't just shout it out as a quick slur of words. This means that, if a Skill has a really long name, it could either leave you wide open when activating it next to a foe or could even take a few precious seconds. Skills with longer, higher syllable count names may even take more than one Action to activate.

    Of course, Skills with names that long are rare. in fact, most Active Skills won't have names longer than two words, And even then, it would have to be a long name pronunciation wise to take more than one action to activate.

    Of course, shouting the Skill Names is a weakness, especially in melee combat. When chanting a Skill Name for any Melee Skill while you are being flanked, and the opponents recognize that you are doing something, they could prepare an appropriately timed attack to try and Disrupt you.

    This is where Renaming a Skill comes in handy. You can shorten the name of the Skill to a single word or even change the name of your Skill to something completely different to attempt to throw off an opponent. This can be incredibly useful, as it allows you to use Skill Names that could totally throw off an opponent or prevent surrounding opponents from realizing what you are doing.

    For instance, you could rename a Skill called 'Aqua Arrow' to 'Flame Bullet'. The opponent may suspect a fiery bullet, but would instead receive an arrow of Aqua element, and this could throw them off once at least, allowing you to get a small upper edge.

    Of course, there is a downside to renaming your Skills. The more you alter the word/syllable count or the content of the Skill's name to effectively utilize the Skill's name to your advantage, the more it can alter the effectiveness of the Skill. So while you can change a Skill's name to make it much more useful on a strategic level, its effectiveness can be reduced, but this could be useful as you could use it to activate some Skills with just a single word without being open in situations that would normally leave you open when activating the Skill.

    Of course, the opposite is also true. If you change the name of a Skill in a way that fleshes the name out a bit, like turning 'Aqua Arrow' into 'Strong Aqua Arrow' or the like, you can actually increase the abilities of your Skill slightly. This is only a very slight boost, and can make your Skills' activation take longer or leave you wide open, but it is a somewhat useful strategy when you need a boost.

  • Of course, while generally most Skills can be chanted to be activated, that is not true of all Skills. Aside from Special Skills, Skills in which a particular Action has to be executed in order for them to be activated, there are many other different forms of Skills that are activated in different ways. These are those Types and the specifics behind them.

    A Brand Skill is a Skill that is associated with a Magic Brand, and usually either gives an alternative way of invoking the Brand's power, or perhaps improves upon the Brand's power in some way. For Brand Skills that are Talents, then usually the Talent has to do with an improved ability in handling the Brand in different ways.

    Brand Skills require you being able to use your Brand in order to be used. Furthermore, reaching Max Rank in any Brand Skill will also give you EXP towards raising the Level of your Brand. So if you want to have a powerful Brand, having Skills associated with it is always a good way to go.


    These are specific combat techniques granted to you via a Martial Arts form or style of some kind. While you can activate these Skills as normal by chanting them to perform the Attack, you can also just perform the technique silently and, if the Skill would normally be a regular Attack, you could even use it as a Regular Attack instead of invoking it as a Skill, if you'd like to make it part of a Full Attack and have the capability of doing so.

    Of course, doing this option will raise the Cost the Skill has by 50%, although some abilities out there may lower this particular value.


    A Reaction Skill is a special Skill that, while typically performed as a Reaction to something specific, can be better executed when used as a Ready Action. As such, these Skills will often carry two parameters. One that happens when the Skill is just a regular Reaction, and the other when its a Ready Action. Some of these Skills may also only be able to be used as a Ready Action.


    Usually Spells go in your Spell Menu. They don't Level Up, but rather you just learn more powerful Spells. Sometimes, however; you do get a Spell as a Skill. Still, just because a Spell is a Skill, it doesn't mean that you use it like any other Skill. You must chant out the Incantation like normal.

    Then there are Spell Skills. Spell Skills are Skills that have a specific Spell tied to them. This means that in order to use this Skill, you must cast the Spell that the Skill is tied to, usually while doing something specific like using another Skill or having something active.

    Naturally you don't have to use the Spell Skill. Like for some Spell Skills, it merely requires something else to be Active while you cast a Spell. You could choose whether you just want to cast the Spell normally, or cast the Spell as a Spell Skill.


    You take a particular stance to better reinforce your combative techniques, but no stance is perfect, and as such they come with a payoff. Stance Skills are special Combat Stances you take. Unless they are Mystical or utilize Ki in some fashion, they very rarely have a Cost.

    If you are in Melee Combat with a foe, assuming a Stance takes an Action. You can opt to take a Stance more quickly as a Free Action, but if you are in a foe's Melee Range when you do this, you open yourself up to a Chance Attack.

    And naturally, if you are hit while in a Stance, unless specified otherwise, you would need to resist Disruption of your Skill lest your Stance be broken.

    While in a Stance, you receive various Combat Bonuses, like greater Defense or greater Accuracy, but in return you suffer a Stance Payoff. This is a weakness of the stance. Like a completely defensive stance, for instance, may make it harder to move quickly while in that stance, or if you attack it would require you to break the stance.

    Stances are powerful, but there is a time and a place for every stance. One must know that time and place if they plan on using their Stances.


    A Unique Skill. As its name implies, a Unique Skill is a Skill that you have personally hand crafted through alot of work and practice, and thanks to your power, there are very few people who could replicate such a Skill.

    If you can make a Unique Skill, it will be a powerful tool, as it means its something that is not very easily replicated by other abilities or is something brand new that either no one, or very few, people have. As you grow more powerful and meet more powerful Ability Users, you may come across those with their own special Unique Skills.

    Unique Skills usually cannot be taught, regardless of whether or not they are Actives or Passives, due to very specific things being required to even get this Skill.
 
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  • Bucket of Rainbows
Reactions: Sairoh
Aight, Round 4, let's go.
 

Round 4 Rolls on Page 2

Kyosuke hits full on into Rei's torso once again, hitting for 28 points of damage.
 
Updates

Updated Skill Upgrading slightly to show how Skill's Ranks are determined when upgrading them.

Added a section describing Ready Actions in Combat. Had to add that Readying an Action right in front of an opponents' face will leave you open for a Chance Attack.​
 
Are Xenon's Magic Skills crushed?​
 
Updates

Fixed typos under Elements

Added a bit of details on Skill Activation in the Skill Activation Section in the bottom.​
 
I WILL END YOU ALL.
 
ARTISIA WILL END HERSELF!
 
Some rolls, I suppose.
 

Training Training Training

 
I don't see a reply for Shouko yet~
No hurry since I don't look forward to typing on my phone. Checking in because I don't want to be holding anyone up.
 
ART SHALL BE GOOD.
 
Rrrrrrrrrrolling thunderrrrrrrr!!
 
Pew pew Xenon
 
Oh right, forgot to mention. Tian has an arrow stuck in his torso. The other one has effectively crippled his leg.
 
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