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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.
 
Last edited:
  • Bucket of Rainbows
Reactions: Sairoh
The Main Cast
Everyone's Status and Other Info





    • View attachment 110195

      Extended Art Gallery

      Age: 17

      Gender: Male



      Xenon is, simply put, very laid back.

      He is the type of person to avoid conflict when possible. Though not a pacifist, he'll grow another inch to stay out of fights. Xenon considers himself morally upright in the sense that he "does what he can", which means he'll act when it directly concerns him, or when it's a small matter. Otherwise, he tends to give a shrug and a blind eye towards things that he knows he can't solve, such as global or societal faults. His philosophy is that some problems will just never be solved. Though, when circumstance requires it, he excels at glossing over issues with his magnetic persona and a well trained smile.

      As a conversationalist, Xenon is also very well trained at politeness and social cues. But when with his closest friends and family, he tends to be a little more on the playfully patronizing side, advising people in a "dadlike" manner. In fact, he's so accustomed that if you call him "Dad" by accident, he usually won't notice. But, if you by any chance call him "Daddy" or "Papa" and are older than twelve, a great punting may be coming your way (he's a little traumatized by some friends' antics).

      Besides magic, Xenon doesn't have too many passions. He can get stuff done, so he's not necessarily lazy, just selective. This is related to his lifetime motto, "Don't take it seriously, unless it's worth it". That said, whenever he chooses to pour himself into something, it's always to the fullest extent.



      From a young age, Xenon was well versed to moving every so often. His mother worked as a company agent and his father a reporter, and between relocation and chasing scoops, he grew used to the always changing scenery. One of the few things that never changed, however, was the streets. From cobbled, to cement, or sometimes even just dirt, the streets of wherever he moved always had its own collection of performers. But between dancers, fire breathers, mimes, and musicians, the one profession he loved to watch the most was magic.

      Equal parts alluring, playful, and mysterious, magic seemed to be an art with an invisible set of training. Dancers danced, musicians toted their horns, but the magician's method was as elusive to Xenon as their jaw dropping acts themselves. Around the age of seven, he began to pick up the trade from one magician who was kind enough to share the secrets. One year later, he moved again, and kept pursuing magic under another teacher. The following years would come in suit and Xenon's repertoire of magic became an extensive patchwork to behold.

      The pattern of his life changed, however, as his parents announced the last move of his school career. In an effort to ground him for his future, they decided it would be best for their son to remain in one location until he graduated from high school. Xenon didn't particularly mind, moving, while integral to his development, wasn't a necessity. Staying in one place didn't seem too bad.

      That was, until he was also forbidden from continuing street magic.

      When he was younger, Xenon's parents indulged him in what they believed to be a devout hobby. As he grew older, however, the natural parental concern of his future fell on them, hard. They attempted discouraging him in the past to focus on studies, but their advice usually fell on deaf ears. With a complete restriction and numerous, sometimes violent threats, he decided to comply. At least during the day.

      During the day, Xenon went to school, greeted his teachers, and made no sign of his craft. Not a model student, nor a troubled one - just the average joe with his hair neatly combed into place. Come night, he'd sneak out and set up his booth in the busiest spot he could without getting noticed as a teenager. On the occasion, he brought a cheap mask to cover his face when he feared seeing someone he knew. But most of the time, Xenon flaunted his most dashing smile, slicked his hair back, and presented himself under the name "Xenn".

      Lack of sleep was a problem at first. So was finding a good spot. Now, however, after roughly two years, Xenon is in his last year of high school and still going out precariously night after night.


      Game Points
      3



    • Class
      The Gamer

      Level
      18

      Experience Points (EXP)
      1034

      Ability Points (AP)
      7/122 + 0/7 (INT Ability Points)

      Health(HP)
      10 + 20
      + 144
      174 + 10 (Item)
      184/184

      Mana (MP)
      95 + 20 + 144
      259/259

      Strength (STR)
      10

      Vitality (VIT)
      15 + 1 (Item)
      16


      Agility (AGI)
      20

      Dexterity (DEX)
      15

      Intelligence (INT)
      16

      Wisdom (WIS)
      20

      Spirit (SPI)
      16

      Luck (Luck)
      6


    • Resistance
      6 + 1/2 (20) + 1/4 (16) =
      20 + 10 BR = 30


      Resilience
      1 + 1/2 (16) + 1/4 (10) =
      11 + 10 BR = 21

      Regeneration
      1 + 1/5 (16)
      4 + 15 (Food, 1.5 Hours) = 19

      Recovery
      10 + 1/5 (16)
      13 + 15 (Food, 1.5 Hours) = 28

      Charisma
      1/3 (20)
      6


      Stealth
      3 + 1/3 (20)
      9
      9
      + 3 (25% DEX, Sleight of Hand) = 12


      Mental Oscillation
      3 + 1/3 (20) + 1/4 (16)
      13


      Small Blade Use
      1 + 1/3 (15) + 1/5 (20)
      10


      Movement
      2 + 1/3 (20) + 1/3 (10)
      11





    • Critical Strike (Rank 10, Special) (Level 43, 0/3 SP)
      Your ability to attempt to seek out and strike at an opponent's weaknesses. It only activates whenever you deal a Critical Strike with any attack. This special Critical Strike deals 46% more Damage than a regular strike. Furthermore, it ignores 28% of the opponent's Defenses. This Skill can be trained outside of combat. You get two SP for performing the Critical Strike, and then another SP if it defeats the enemy.


      Sneak Attack (Rank 10, Special) (Level 20, 0/3)
      You know how to properly sneak up on a foe and, if you can manage to do so, you perform a powerful Sneak Attack. This special Attack has its Accuracy increased by 35% Stealth and you add 4 + 60% Stealth to the Max Damage of your Sneak Attack. An opponent caught unawares won't be able to properly defend themselves. You get 1 SP for successfully sneaking up on a foe, another if the attack successfully hits, and a third if this attack defeats the enemy.


      Through mental willpower and physical strength, you can call forth greater power whenever you are in mortal danger. This Skill has a few conditions in which it can be activated. The first is when your HP falls below 0. The second is by chanting the Skill's name to manually activate the Skill, however; manually activating the Skill when your HP is above 1% will make the manual activation penalty even bigger.

      When activated, your STR, AGI, and WIS are all boosted by 1, your Resistance and Resilience are both increased by 10%, and you are able to act and think faster (gain 1 additional action per Turn). Furthermore, the MP/HP Costs of your Skills are also reduced by 28%. The duration of these affects is 10 seconds. In addition, you regain an amount of HP equal to 15 + your Mental Oscillation (8) = 23. Note that you can still be killed or knocked unconscious.

      If manually activated, you do not receive the healing or boost to your action speed and you are unable to manually activate the Skill again for another minute. If manually activated when your HP is above 1%, then you become unable to use the Skill at all for one minute even if you could automatically activate it and you lose all remaining MP and cannot recover any MP for a minute after the Skill has been activated. If the Skill is automatically activated, you gain 2 SP, and manually activating it grants you one, plus you gain one SP for every action you perform during the Skill's duration.


      You know how to properly perform a feint to throw an enemy off guard. As such, whenever you are performing a Feint your Charisma Score is increased by 6%. If your Feint is successful, then your opponent will be thrown Off Guard and unable to properly defend themselves.

      You can then either attack as part of your Feint, which will decrease your accuracy (As that would be a Free Attack), or wait a moment to then execute a proper attack. Your Accuracy when attacking after a successful Feint is increased by 13% regardless, and your Damage Mod is raised by 6%.

      For each additional Feint you perform though on the same target or a different target that has seen through this ability will decrease your chances of performing a successful Feint against said target by 5. Furthermore, if you do not perform the attack in 5 Seconds, the Feint wears off. You get one SP for attempting a Feint and another SP when performing an attack on a fooled opponent. You get a third SP if said opponent is defeated by your Feint Attack.


      Cost: 26 (30) MP
      Your practice with Mana allows you to cover a small surface with a thin film of the mystic energy. This Novice Ability doesn't last long though, as the control over the Mana is not great, this film dissipating after a mere five seconds or after a hard impact is made with something else.

      You can cover a surface about the size of a Dagger. Different affects can happen based on the surface covered. Note that one free hand is required to apply the Mana Film. One SP is gained for applying the Film unless Oscillation Skin is active. Another SP is gained for utilizing the Film in some fashion.

      Weapon: Adds a Mana Damage Mod equal to 6 + Mental Oscillation (12) + 50% SPI (16) = 30 (28) and adds a Parry Bonus to the Weapon equal to 25% Mental Oscillation (12) = 3.


      Volatile Bolt (Rank 8) (Level 0, 0/4)
      Cost: 26 (30) MP
      You fire a comet-like mass of Mana from your hand, but as you fire it you Oscillate the bolt violently, destabilizing the energy as you let it go forth. This Bolt has a Max Damage of 15 + Mental Oscillation (12) = 29 (27). It then explodes upon impact, having a Damage Mod of 10 + 60% SPI (16) = 20 (19). An amount of Mana Damage up to the Damage Mod + Mental Oscillation (12) = 35 (32) is dealt to all opponents within 1 + 15% Mental Oscillation (12) yards = 2 as a powerful explosion of Mana dealt from this volatile Beginner Technique. This Bolt has a Range of 5 / 10 / 15 / 20 / 25 Yards.


      Precise Strike (Rank 10) (Level 5, 0/3)
      Cost: 10 HP
      You utilize precision and accuracy in an attempt to strike the gaps in an opponents armor. This special Attack Skill has a -25 Accuracy Penalty, but if it is a Devastating Hit it not only ignores an opponents Armor Rating, but it also has its Max Damage increased by 11% DEX (13) = 1. Note that some better made Armors may be harder to find the gaps in or may have armoring in the gaps to still protect from Attacks like this one.


      Channel of Oscillation (Rank 9) (Level 25, 0/3)
      Cost: 26 (30) MP + 43 (50) MP/Minute
      You utilize your thought processes and willpower to instead channel the Oscillation of Mana throughout your being, to allow you to better grasp and harness it through mental and vocal command. While this Skill is active, your Mental Oscillation (13) is increased by 27 (25)% SPI (15) = 4 as you gain a better grasp on it within your being as you gain better command over your Mana's hidden strengths with your will.


      Furthermore, all of your Mental Oscillation utilizing Skills are also cheaper and easier to use, their MP Costs being reduced by 22 (20)% Mental Oscillation (17) = 3. You get 1 SP when you utilize this Skill, another when you utilize the benefit, and one more for every 3 Minutes you keep it active. If you're attacked while using this Skill, then you suffer a risk a Mana Backlash (Resist DL (Beginner): 70 - 90% Damage Taken)

      Oscillation Skin (Rank 9) (Level 10, 0/3)
      Cost: 50 MP/Hit
      You can only use this while Channel of Oscillation is active. You take the Oscillating Mana travelling through you and bring it outward with a strong mental command. This negates the bonus given by the other Skill, but grants you a sheen of protective, oscillating Mana. This will remain active as long as you keep the other Skill active. While this Skill is active, you will gain an additional Damage Reduction equal to 52% Mental Oscillation (13) = 6 and a bonus to all Defense Scores equal to 21% Mental Oscillation (13) = 2.


      Oscillate Legs (Rank 9) (Level 10, 0/3)
      Cost: 73% Oscillation Skin Cost (50) = 36 MP
      This can only be used while Oscillation Skin is active. You utilize your knowledge of applying energy to your legs and command the Mana surrounding your legs to shudder and give you a greater push off as you dash forward. This boosts your Movement Speed by 27% Mental Oscillation (13) = 3 for 5 Seconds. Your Dodge Defense is also increased by 25% of this = 1 as the oscillating Mana makes you move faster on your feet.


      Stance Payoff: You cannot Attack while in this Stance and if you do want to move, your Movement Speed (11) is cut by 88% = 2. This Stance is considered Guarding, but the Defense Bonus only applies to Parry Defense. Performing Partial Dodges or getting hit by Full Attacks will break this Stance.

      A defensive Skill. You can utilize this Skill silently, getting into a special stance as you Guard yourself and better ready to parry attacks. You get your Guard Bonus to your Parry Defense and then your Parry Defense (14) is increased by 10% = 15 while in this stance. Furthermore, if you successfully Parry the enemy's attack, then you can perform an automatic Counterattack at -45 Accuracy.





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

      Combo Attack (Rank 8) (Level 8, 0/5)
      You know how to properly use your speed and skill to link chains of attacks together. When you make an Attack that is successful, the next attack you make right after it has its Accuracy boosted by 10%, its Damage Mod by 10%, Max Damage by 16%, and gets a +1 to Critical Strike Chance.


      Adrenaline Rush (Rank 10) (Level 20, 0/5)
      You know how to get going when you are in danger. If you're ever in danger of passing out, Near Death, or in some other form of harrowing scenario, you will enter an adrenaline rush, exhibiting more strength than you have before. Your STR and AGI will both be increased by 17% Mental Oscillation (12) = 2, for a short period of five seconds. SP is gained both when this Skill is activated and for everything that uses STR or AGI while this Skill is active.


      Armor Acclimation (Rank 9) (Level 15, 0/5)
      You know how to somewhat fight with Armor on. As such, you decrease all Armor Penalties by 11% STR (10) = 1 and your Stamina Penalty is lessened by 17% VIT (15) = 2. You can get more SP by wearing heavier Armor.



    • Sleight of Hand (Rank 10, 6 AP) (Level 5, 0/10 SP)
      +1 Stealth
      Your ability in stealthily using your hands without anyone noticing for a variety of things.
      Your Stealth is increased by 25% DEX when using your Hands to pilfer or do other sneaky thing.


      Charisma (Rank 9, 8 AP) (Level 9, 0/12 SP)
      Your ability to use charming or witty words, or even good looks, to make others like you and to be overall charismatic. Is more effective on people who already like you or may find you appealing or attractive at a first glance.
      Acquire the Charisma Score
      +9% Charisma when talking with the opposite Gender.
      All Charisma based abilities are 4% more effective.


      Night Owl (Rank 10, 6 AP) (Level 7, 0/10 SP)
      Your focus and stamina it takes to stay up all night and recover from bouts of exhaustion caused by staying up all night. SP is gained by performing activities late at night when late night exhaustion would be setting in.
      +1 Regeneration, +2 Recovery.
      +10% to applicable Score to resist Fatigue at night.
      +2% to applicable Score to resist Sleep ailments.


      Stealth (Rank 8, 8 AP) (Level 4, 0/13)
      Your ability to move and act unnoticed and unseen. Generally the beginning of many forms of Stealth based actions.
      Acquire the Stealth Score, +1 Stealth
      Movement
      Score (11) is only lowered by 66% = 4 while in Stealth.


      You know how to create basic Pseudospaces for practicing the usage of your powers in.
      Your Focus Score is 14% higher when dealing with Pseudospace.. Can create Rank 10 Pseudospaces.
      Currently costs 8 HP and 8 MP to create a Pseudospace. Breaking your own Pseudospace is free, but breaking others' requires you to focus your ability to control Pseudospaces and break theirs, plus you also have to pay that HP and MP Cost.


      Empty Pseudospace (Rank 10) (Creation DL: 95)
      A regular, blank Pseudospace. There is nothing special about it.


      Imp Pseudospace (Rank 10) (Creation DL: 88)
      A Pseudospace that contains 3 - 5 Imps. ??% Chance a ??? Could come.


      Zombie Pseudospace (Rank 10) (Creation DL: 85)
      A Pseudospace that contains 3 - 6 Zombies. ??% Chance a ??? Could come.


      Knowledge (Rank 10, 5 AP) (Level 7, 4/10)
      The measure of your general knowledge and smarts. Useful for basic subjects or learning new basic, general knowledge. Advancing in this Skill will open higher planes of knowledge for you.
      +17% to Intelligence when assessing general knowledge.


      Movement (Rank 8, 5 AP) (Level 4, 0/12)
      Your ability to utilize the strength and speed of your body somewhat properly to move around.
      Acquire the 'Movement' Score. +2 Movement
      When Dodging, as long as its a Partial Hit, reduce Damage dealt by 23% Movement (11) = 2.
      When Moving towards an Enemy, reduce Accuracy Penalty by 15% Movement (11) = 1.


      Mental Oscillation Theory (Rank 7, 10 AP) (Level 1, 0/15)
      When Mana Oscillates it is capable of being commanded by Mages to create Magic Phenomenon. By focusing firmly enough and applying your newfound knowledge of Mana Theory to your thought process as you Oscillate your Mana, you can make very basic affects with Mana using this 'Pseudo Magic' and Novice Mentalism Ability.
      Acquire the Mental Oscillation Score. +3 WIS, +30 MP, +1 Mental Oscillation, +2 Resistance
      Strengthen all regular Beginner Mana Skills by 10%.
      Reduce the MP Cost of all Beginner Mana Skills by 10%.
      All of your Oscillation Skills have their MP Costs reduced by 16% Mental Oscillation (13) = 2.


      Mana Vein (Rank 6, 10 AP) (Level 2, 0/16) (0 MP Used)
      Your Mana runs deeper than most, and you know how to better tap into this vein of Mana. Every 30 MP utilized grants you 1 SP.
      +4 SPI, +42 MP, +7 Recovery
      Decrease the Cost of all Beginner Mana Skills by 10%


      Small Blade Use (Rank 9, 6 AP) (Level 7, 1/12)
      You know how to use various Small Blades with a rookie level of Skill. From more simple blades to Daggers to more complex ones like Deer Antler Blades, you have a small degree of Skill with these Weapons and with Dual Wielding Small Blades as long as they are the same kind.
      +1 DEX
      Gain the 'Small Blade Use' Score. 1/3 DEX + 1/5 AGI
      When you Dual Wield two of the same kind of Small Blade, you get only a -20 Accuracy Penalty and your Parry Defense is increased by 10%.
      Increase Main Hand Damage Mod with Small Blades by 22% Small Blade Use (8) = 1.
      Increase Critical Chance with Small Blades by 5% Small Blade Use (8) = 1.


      Perception (Rank 10, Cost: 4 AP)
      Your ability in utilizing your senses to perceive the area around you.


      Health (Rank 8, Cost: 7 AP)
      You are exceptionally healthy, and as such can take alot of punishment thanks to it. Every 10 Health you use will give you one SP in this Skill.


      Club Use (Rank 10, Cost: 3 AP)
      Your ability to use clubs somewhat properly in combat.

      Fisticuffs (Rank 10, Cost: 5 AP)



    • Level 10
      You have reached Level 10. The journey to becoming great and powerful is just beginning, keep up the good work.
      +1 to all Stats. +5 HP and MP. +1 Resilience and Resistance. +1 Inventory Slot.


      Swift
      You are very swift on your feet at 20 AGI. As such, you can now move and act faster physically, able to act with twice the speed than you had before. This will increase at every 20th point of AGI.


      Skilled Novice (Equipped)
      You have reached Max Level in one Skill. This is just the first step.
      +1 AP


      Skilled Rookie
      You have reached Max Level in 20 different Skills. This is quite the accomplishment, as it shows your progress.
      +1 Small Blade Use, +1 Stealth


      ???
      21/50 Skills hit Max Level


      Novice Skirmisher
      You have successfully beaten one sentient, intelligent opponent in serious battle and have grown stronger from the experience that this battle has brought to you.
      +1 AP


      ???
      4/10 Opponents Defeated


      Rookie Thinker
      You have acquired a Novice Mentalism Technique and thus know how to really use your Mind.
      +5 MP, +1 Resistance


      Rookie Skill Enhancer
      You have enhanced your first Skill.
      +1 Recovery


      ???
      5/10 Skills Evolved


      Rookie Modifier
      You know how to take what you know and improve upon it. As such, you are pretty inventive.
      +1 Mental Oscillation


      ???
      Modify 1/6 Skills


      Rookie Instructor
      You have successfully taught a Skill to someone, and thus are beginning on a path to become an instructor.
      +1 Mental Oscillation

      ???
      (Teach 2/10 Skills to someone else)


      Novice Mentalist
      You have acquired a Beginner Mentalism Skill and thus are learning how to truly use the power of your Mind.
      +2 Resistance, +5 MP



    • 3/16 Slots Remaining
      Rank E Abyss Auction Membership Card (Rank 8, Special)
      A membership Card for the Abyss Auction that can also function as an ATM Card. Can be used as a debit card. Currently you have 75,650 Points. Need to obtain 74,350 Points to become a Rank E Member. You now get a 10% Discount on all G - F Rank Items. Whenever you spend money, 1% of the amount you spend is given as points.


      Rei Amagi's Cell Phone (Rank 9, Electronic)
      Rei Amagi's Cell Phone. It is password locked.


      Rei Amagi's Laptop Bag (Rank 9, Electronic)
      A bag containing Rei Amagi's laptop.


      Health Potion (Rank 10, Potion) (x3)
      This special potion heals your wounds and helps you recover. Heals 30 HP.


      Mana Potion (Rank 10, Potion) (x3)
      This special elixir helps recover your mystical energies and restore your spirit. Heals 45 MP.


      Health Potion (Rank 10, Potion) (x3)
      This special potion heals your wounds and helps you recover. Heals 50 HP.


      Mana Potion (Rank 10, Potion) (x3)
      This special elixir helps recover your mystical energies and restore your spirit. Heals 60 MP.


      Rejuvenation Potion (Rank 10, Potion)
      This green elixir restores both your body and spirit. Heals 50 MP and HP.


      Imp Claw (Rank 10, Demonic) (x7)
      The sharp claw of an Imp, a weak demonic creature.


      Imp Horn (Rank 10, Demonic) (x3)
      The horn of an Imp that contains a portion of its demonic energy.


      Wooden Bat (Rank 10, Club, Wood)
      A baseball bat made of wood. Great for hitting balls or cracking skulls.
      Max Damage: 8
      Damage Mod: 4


      Iron Katar (Rank 10, Punching Weapon) (x2)
      Hardness: 18, Durability: 3
      Punching daggers made of iron. Great for making swift, light attacks that require very simple punching or chopping based movements via the hands. +2 Critical Strike Chance.
      Max Damage: 20
      Damage Mod: 5


      Reinforced Studded Leather Armor (Rank 10, Light Armor, Leather)
      This strong leather armor has small metal studs in it to boost protection, and it has been reinforced a bit more to add extra protection to the vital areas. Reduces enemy Critical Strike Chance by 1.

      AR: 16/16
      Armor Penalty: -2 (-3)
      Stamina Penalty: 0 (-2)


      Money: 207,800 ¥
      Gold Coins: 0



    • Hand 1
      Steel Deer Blades (Rank 9, Exotic Weapon, Small Blade)
      Hardness: 23, Durability: 3
      These unique blades have a multitude of uses, but are mainly great for swift, deadly combos and striking vital areas with the sharp corners. They can even be used for punching thanks to the bladed part in front of the grip. Overall, this unique Weapon requires alot of finesse and Skill to utilize. +1 Attack Speed. +3 Critical Strike Chance.
      Requires: Deer Antler Blade Training, DEX 13
      Max Damage: 33 + 5 (Boon) = 38
      Damage Mod: 11 + 10 + 1 (Small Blade Use) + 8 (Boon) = 30
      Accuracy (Novice): Small Blade Use (8) / -12 / -32
      Parry (Novice): Small Blade Use (8) + 10% = 9
      Attack Speed: 1 (Weapon) + 2 AGI = 3
      Critical Chance: 3 (Weapon) + 1 (Luck) + 1 (Small Blade Use) = 5% (o - 4)


      Hand 2
      Steel Deer Blades (Rank 9, Exotic Weapon, Small Blade)
      Hardness: 23, Durability: 3
      These unique blades have a multitude of uses, but are mainly great for swift, deadly combos and striking vital areas with the sharp corners. They can even be used for punching thanks to the bladed part in front of the grip. Overall, this unique Weapon requires alot of finesse and Skill to utilize. +1 Attack Speed. +3 Critical Strike Chance.
      Requires: Deer Antler Blade Training, DEX 13
      Max Damage: 33 + 5 (Boon) = 38
      Damage Mod: 11 + 10 + 1 (Small Blade Use) + 8 (Boon) = 30
      Accuracy (Novice): Small Blade Use (8) - 20 Dual Wielding = -12
      Parry (Novice): +10% Dual Wield Bonus
      Attack Speed: 1 (Off-Hand Attack)
      Critical Chance: 3 (Weapon) + 1 (Luck) + 1 (Small Blade Use) = 5% (o - 4)


      Torso
      N/A


      Waist
      N/A

      Hands
      N/A

      Head
      N/A

      Accessories
      Minor Vigor Bangle (Rank 10, Magic Accessory)
      This mystical band worn on the forearm has been imbued with magic to boost one's overall vigor and health. +1 VIT, +10 Health


      A ring with a barrier enchantment strengthened through magic. Protects the wearer.
      Grants +10 Barrier Rating.


      Also if the user were to suffer a fatal blow, the Protection Shard in the Ring will shatter instead, absorbing up to 150 Damage of this possibly fatal blow to lessen it. Once the Protection Shard shatters, however; the Ring will be weakened, losing 2 point of its Barrier Rating.


      Misc.
      Justicar Cape (Rank 10, Cloak)
      A leather cloak that has been colored. It just looks cool, and does little else.
      5/5 AR Against Back Attacks.




    • embed.php


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      "You wanna pick a fight with me? HUH?!"

      Age
      18

      Gender
      Female

      embed.php

      Artisia, put simply is a fiery, flirtatious, fierce, fighting, forgetful feminist.

      That above was the way that Artisia would describe something. UnFortunately, I'm not Artisia.

      Artisia is easily known as a delinquent by many. That accusation is certainly not baseless either. Artisia picks many fights. The most formidable thing is that she mostly wins. That doesn't make her many friends. Because Artisia doesn't have many friends, Artisia get angry. Artisia turn into savage girl with fiery fists to try and find friend, but it doesn't work. Artisia is just a bit too extreme for a lot of people and they just can't handle how crazy 'awesome' she is.

      Artisia is not one who holds back when it comes to feelings. As described above, she's a lot for people to take in. If her heart's on her sleeve, then her feelings are literally covering all of her body. Artisia is someone who will go up to someone and ask them out. Unfortunately, most people do take it as a declaration of a fight, so they just run away scared. Artisia is really only a cinnamon roll though. She's gentle, fluffy, and childish. Although most people never see that because almost no one can become friends with her, as said above. Hey, have I mentioned that Artisia doesn't have any friends? Haha… Okay… Moving on.

      Artisia, as said above many times, cannot function in society because her fists get in the way. She fights… A lot. That may or may not be due to the fact that her parents own a dojo, but who knows? Maybe she just picked up fighting from... a street gang... that she saw... one day? No. It's definitely due to the dojo. Bottom line, Artisia likes to fight.

      Huh? I forgot what I was going to talk about second to last… Oh well. I'll come back to it. (She's forgetful, get it… Haha… Ha… H… I'm sorry… T-T)

      Artisia thinks women need to be treated better than men equally in society. She's a firm believer in feminism and she doesn't budge on her views. At all. If anyone ever picks on a girl in front of her, Dear Lord, you better pray that you ain't gonna die. She absolutely hates men who think they can take advantage of women because women are 'weak' or 'easy'. In fact, don't ever use those words in front of her in general as a warning. She hates being called weak, but if you call her easy, you'll get an unexpected reaction. (Here's a hint… It's a punch in the face. ;D) Artisia loves women. Oh wait… That might've come out wrong. Oh well. She loves men too, but not as much as she loves women. (Maybe a prideful sense and a romantic sense too? We'll see when Rei makes an appearance. :D)


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      Artisia was born from an… Unorthodox family. Although not in the same unorthodox way that some families are. No, her parents weren't abusive. No, her parents weren't secretly killers and hired her to be the same way. No, her parents didn't miraculously die in a fire and then she grew up to decide to solve mysteries to try and figure out who murdered her parents. You silly goose! She was just raised in a dojo! I can't believe all the crazy things you were thinking! (I'm sorry… I'm trying to add personality into this. XD Forgive what might or might not be stupid.) Her parents drilled her on how to fight and how to be a good fighter. Her parents had her learn a lot of hand-to-hand combat, but as she continued to learn how, it seemed that she had excelled greatly at the routines her parents were giving her. It seemed that she was a child prodigy… For nearly killing others with just her kicks, punches, and choke holds! Can't you imagine how proud her parents were?!

      Her parents were so proud, that they locked her in the basement to keep the awesome powers that were kept within her sealed away so that the world wouldn't be destroyed enrolled her in a national tournament for all kinds of styles of fighting. Wrestling, Kick-Boxing, Boxing, Jiu Jitsu, etc. You name it, she probably learned how to kick your ass with it… As a small teenager just going into middle school.

      As Artisia went into middle school, she ended up hanging out with people that… Probably weren't the best people for her to be hanging out with, but she made friends at least. Artisia was officially part of a delinquent gang… In middle school. Artisia was one of the most formidable opponents that anyone could ever face in her middle school, which made her quickly rise to high ranks inside of the deliquent gang. Unfortunately though, as middle school began to come to a close, Artisia began to lose interest in all of her activities as a hand-to-hand combatant. She saw people watching these new action movies that had people in multi-colored suits jumping around with swords and making all of these monsters explode. Then, they'd turn into this huge superhero thing and they'd kill this huge monster! (I really hope you know I'm talking about Power Rangers. XD) As soon as Artisia saw this, she started to get a bit… Unmotivated. She started to care less about the gang that she was in and she started to care more about action movies and games and just ALL ACTION.

      When Artisia entered high school, she was still known as a delinquent. She was sad that that had happened because she actually wanted to bond with people that were into old Yakuza movies and new action games. Artisia realized that no one wanted to talk to her anymore, so she… Lashed out a bit. One day, a nerdy kid had walked across the hall from her and seemed to mutter something under his breath, which made Artisia go off. Artisia held him by the collar and then continued to beat his face in against the wall. She did get punished… Surprisingly, she didn't get expelled. She was grateful to herself for not actually killing him because she knew that she probably could've done that. She had punched people for so long that she just kinda stopped feeling the punches. She wasn't going to stand for anyone's bullshit after that.

      As Artisia entered her last year in high school, she looked toward her colleagues in high school as enemies. Throughout the four years she had been there, they had spread more rumors about her than she could name. They had made her out to be an enemy that was to be left alone. In fact, they made sure she was left alone. People hated Artisia so much that they even bullied people that tried to interact with her. Artisia at that point gave up on trying to be friends with anyone in her class. Whenever someone said something to her, she figured it was some sort of insult or joke, so she'd always get mad. In fact, she still does get mad whenever someone says something to her in school. She learned to close herself off because it was what was necessary.

      Artisia is still in high school, so be warned~


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        Class
        The Gamer

        Level
        16

        Experience Points (EXP)
        896

        Ability Points (AP)
        0/104 AP + 0/1 (INT AP)

        Health (HP)
        67 + 36
        + 112
        200 + 10 (Amulet)
        210/210

        Mana (MP)
        35 + 14 + 96 =
        145/145

        Mana Point Capacity
        45


        Strength (STR)
        16 + 2 Belt
        18


        Vitality (VIT)
        16

        Agility (AGI)
        22 - 2 Armor Penalty =
        20 - 5 (Debuff) = 15


        Dexterity (DEX)
        12 + 1 Bangle
        13


        Intelligence(INT)
        9

        Wisdom(WIS)
        14

        Spirit (SPI)
        12

        Luck (Luck)
        8


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        Resistance
        6 + 1/2 (14) + 1/4 (12)
        16 + 5 (Amulet)
        21 + 9/10 AR + 5 BR = 34


        Resilience
        6 + 1/2 (16) + 1/4 (18)
        18 + 5 (Amulet)
        23 + 5 BR + 19/20 AR + 5 BR = 46


        Regeneration
        7 + 1/5 (16) + 1% (210) =
        12 + 15 (Food, 1.5 Hours) = 27


        Recovery
        3 + 1/5 (12)
        5 + + 15 (Food, 1.5 Hours) = 20


        Focus
        5 + 1/2 (14)
        12


        Climbing
        1/2 (18) + 1/2 (15)
        16 - 5 (Debuff) = 11


        Fisticuffs
        3 + 1/2 (13) + 1/4 (20)
        14 + 2 (Bangle) = 16


        Movement
        1 + 1/3 (15) + 1/3 (18)
        12 - 5 (Debuff) = 7



      • This Dual Sided Rune has been branded upon your right hand, with the 'Point' Rune being on your Palm and the 'Mana' Rune being on the back of your Hand. Its power can be invoked simply by chanting 'Mana Point X' where X is how much Mana you want to gather to your hand, with the amount being limited by the brand's strength and it only staying there for a limited amount of time.

        The Mana in your hand will act as a temporary Mana Pool for any Skills you can invoke with that Hand. This will strengthen the Mana using Skill by an amount. If the Mana Point doesn't have enough, then instead you can pay with the remaining Mana in the Mana Point and any Mana you have in your own Pool. The Ability will still be strengthened if you do this, but force the Brand into a Cooldown where it won't be able to be used.

        If the Brand's duration runs out, any remaining Mana in the Mana Point will disappear and go unused, but it won't go into Cooldown. You get 1 Brand EXP for every Skill you hit Max Level with that uses the Brand and another if you spend 2 AP. You can also get 1 point of Brand EXP for every 600 MP you channel with the Mana Point. This amount goes up by 200 for every EXP you gain this way.

        You can no longer use any Energy or Ki utilizing abilities with this Hand.

        Brand EXP
        3/5


        Brand Level
        1


        Mana Used
        471/800


        Activation Cost
        37 (40) + X MP


        Mana Point Capacity
        26 + 5% Max MP (145) + 108% Focus (12) =
        45


        Mana Strengthening Affect
        5 + 10% SPI (12) + 14% Focus (12) =
        7%


        Brand Duration
        5 + 50% SPI (12) =
        11 Seconds


        Forced Cooldown
        300 - 108% Focus (12) - SPI (12) =
        276 Seconds
        (4 Minutes, 35 Seconds)


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      Meditate (Rank 8) (Level 15, 0/4 SP)
      You know how to meditate and clear your mind while resting your body, allowing you to recover a small bit faster. While Meditating, your Regeneration and Recovery are increased by 21%. Furthermore, if you Meditate for an hour, your Focus (12) will be increased by 43% for fifteen minutes. Every 10 Minutes you meditate uninterrupted will grant you 1 SP.


      Through mental willpower and physical strength, you can call forth greater power whenever you are in mortal danger. This Skill has a few conditions in which it can be activated. The first is when your HP falls below 0. The second is by chanting the Skill's name to manually activate the Skill, however; manually activating the Skill when your HP is above 1% will make the manual activation penalty even bigger.

      When activated, your STR, AGI, and WIS are all boosted by 1, your Resistance and Resilience are both increased by 11%, and you are able to act and think faster (gain 1 additional action per Turn). Furthermore, the MP/HP Costs of your Skills are also reduced by 30%. The duration of these affects is 10 seconds. In addition, you regain an amount of HP equal to 12 + Focus (12) = 24. Note that you can still be killed or knocked unconscious during this affect.

      If manually activated, you do not receive the healing or boost to your action speed and you are unable to manually activate the Skill again for another minute. If manually activated when your HP is above 1%, then you become unable to use the Skill at all for one minute even if you could automatically activate it and you lose all remaining MP and cannot recover any MP for a minute after the Skill has been activated. If the Skill is automatically activated, you gain 2 SP, and manually activating it grants you one, plus you gain one SP for every action you perform during the Skill's duration.


      Power Hand (Rank 9) (Level Level 20, 0/3)
      Cost: 25 MP & 23 (25) HP
      Rather than just energizing your hand, you flow your energies into the muscles of your hand to increase the weight and force of your strikes. This lasts for either 10 Seconds, or for a number of strikes equal to 24% Focus (12) = 2. The Damage Mod of your Unarmed Strikes is increased by 3 + 27% Focus (12) = 6 and the STR of your Hand is increased by 50% Focus (12) = 6, which further increases the power of your hand.


      Energize Legs (Rank 9) (Level 20, 0/3)
      Cost: Cost: 25 MP & 23 (25) HP
      You pour a large amount of your energies into your legs to temporarily increase their strength to increase how fast you move. This lasts for a number of seconds equal to 4 + 29% Focus (12) = 7 Seconds. This increases your Movement Speed by 5 + 25% Focus (12) = 8. For other such things like jumping and the like, the STR for your legs is increased by 50% of this amount whether its resisting knockback, kicking an opponent, and other such things.


      Critical Strike (Rank 10, Special) (Level 10, 0/3 SP)
      Your ability to attempt to seek out and strike at an opponent's weaknesses. It only activates whenever you deal a Critical Strike with any attack. This special Critical Strike deals 30% more Damage than a regular strike. Furthermore, it ignores 22% of the opponent's Defenses. This Skill can be trained outside of combat. You get two SP for performing the Critical Strike, and then another SP if it defeats the enemy.


      Mana Bolt (Rank 10) (Level 25, 0/3 SP)
      Cost: 17 (20) / 20 MP
      You focus your Mana into hand and fire a bolt of Mana. With Mana Point Active, the Max Damage is equal to 10 + Focus (12) = 24 (22) while the Damage Mod is equal to 2 + 62% SPI (12) = 10 (9) and the Range is equal to 6 / 12 / 18 / 24 / 30 Yards. Otherwise the Max Damage is instead equal to 7 + 62% Focus (12) = 14 while the Damage Mod is equal to 1 + 37% SPI (12) = 4 while the Range is lowered by 5 Yards (5 / 10 / 15 / 20 / 25)


      Precise Strike (Rank 10) (Level 5, 0/3)
      Cost: 10 HP
      You utilize precision and accuracy in an attempt to strike the gaps in an opponents armor. This special Attack Skill has a -25 Accuracy Penalty, but if it is a Devastating Hit it not only ignores an opponents Armor Rating, but it also has its Max Damage increased by 10% DEX (13) = 1. Note that some better made Armors may be harder to find the gaps in or may have armoring in the gaps to still protect from Attacks like this one.


      Intensified Mana Point (Rank 10, Brand) (Level 10, 0/3)
      Cost: 220% Mana Point Base Cost (37) = 81 + X MP
      You know enough about focusing and making your power more intensified by pouring more of it that you can make the amount of Mana, decided by chanting the number after the Skill's name, you send into your Mana Point even more powerful. When you use this Skill, the Mana Strengthening Affect (7%) is increased by 26% = 8% while the Duration (11 Seconds) is increased by 52% = 16 Seconds.


      Furthermore, while this Skill is active, the MP Cost of any Mana Skills you use with the Brand's stored Mana are further reduced by the same % as the strengthening affect as well as the heightened Mana goes an even longer way.

      Cost: All Mana in Point
      You focus the Mana gathered in your Brand and let it out in a more concentrated, focused, point blank burst. This requires you to hit the opponent with an Unarmed Strike as you thrust your palm right at them. If they dodge or parry your Hand away, then this Attack will miss. This point blank, bursting Mana attack gives your Unarmed Strike a Max Damage equal to 50% (X + 105% Focus (12) + 110% Mana Strengthening Affect % (7) + SPI (12)) where X is how much Mana was in the Brand when this Skill was used. Its Damage Mod is equal to 52% of your Unarmed Strike Max Damage (33) = 17.


      You can make this Skill as part of an Unarmed Attack, however it is considered a Palm Strike. If you either don't have any Mana in the Brand, or do not have the Brand completely full, then you can chant "Point Burst MAX" to spend an amount of MP to make up for the difference between how much MP the Brand is holding and its maximum. Doing this secondary ability will force the Brand into its Cooldown though, but can let you use the full power of this Skill in a pinch in a pinch when you normally couldn't.

      You get 1 SP for using the Skill, 2 SP when using the secondary ability of this Skill, and an additional SP when you hit an opponent with this costly ability.



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

      Armor Acclimation (Rank 9) (Level 31, 0/5)
      You know how to somewhat fight with Armor on. As such, you decrease all Armor Penalties by 13% STR (18) = 2 and your Stamina Penalty is lessened by 18% VIT (15) = 2. You can get more SP by wearing heavier Armor.


      Charge (Rank 9) (Level 20, 0/5)
      You know how to utilize your incredible leg strength to charge forward to attack an opponent that is very far away. When making a Charge Attack, the Accuracy Penalty is decreased by 3. Also your Charge Attacks get 19% of your Movement Speed added to their Damage Modifier. GM NOTE: When making a Charge Attack, do note that if you miss it can leave you open.


      Commanding Voice (Rank 10, Special) (Level 2, 0/5)
      You give a commanding shout or remark of some sort to get something through to somebody else. The strength of your Command is based on 20% WIS (13) = 2. Note though that this won't work all of the time or against every target. Its best use is for inspiring or coercing others.


      Heavy Hitter (Rank 10) (Level 5, 0/5)
      You know how to instinctively move your body with each and every punch and kick to increase its Damage. Increase the Damage Mod of all Unarmed Strikes by 5% Fisticuffs (16) = 1. SP is gained every time you get a Devastating or Full Hit on any opponent in a serious battle or heavy sparring match. SP can also be gained through training, but it will take a while.



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      Regeneration (Rank 8, 9 AP) (Level 8, 0/13) (0 HP Healed)
      You know how to quickly recover and heal, thanks to your exceptionally healthy self. As such, you can recover a bit better than most, even if you may not have the toughest self. Every 10 HP Recovered gives 1 SP.
      +3 VIT, +10 HP. +5 Regeneration.
      All Healing done to you is increased by 8%.
      Reduce all HP Costs by 15% Regeneration (12) = 1.

      Increase your Regeneration Score by 1% HP (210) = 2.


      Climbing (Rank 10, 4 AP) (Level 1, 5/10 SP)
      Your ability for the natural instincts and attained Skills of climbing various surfaces, obstacles, and objects.
      Acquire the Climbing Score.


      Knowledge (Rank 10, 5 AP) (Level 8, 0/10 SP)
      The measure of your general knowledge and smarts. Useful for basic subjects or learning new basic, general knowledge. Advancing in this Skill will open higher planes of knowledge for you.
      +16% to
      Intelligence when assessing general knowledge.

      Night Owl (Rank 9, 7 AP) (Level 0, 0/12 SP)
      Your focus and stamina it takes to stay up all night and recover from bouts of exhaustion caused by staying up all night. SP is gained by performing activities late at night when late night exhaustion would be setting in.
      +2 Regeneration, +2 Recovery
      Get +10% to your applicable Score to resist Fatigue at Night.
      Get +5% Resistance against Sleep based Ailments


      You know how to create basic Pseudospaces for practicing the usage of your powers in.
      Your Focus Score is 15% higher when concerning Pseudospace. Can create Rank 10 Pseudospaces.
      Currently costs 8 HP and 8 MP to create a Pseudospace. Breaking your own Pseudospace is free, but breaking others' requires you to focus your ability to control Pseudospaces and break theirs, plus you also have to pay that HP and MP Cost.

      Empty Pseudospace (Rank 10) (Creation DL: 95)
      A regular, blank Pseudospace. There is nothing special about it.

      Imp Pseudospace (Rank 10) (Creation DL: 88)
      A Pseudospace that contains 3 - 5 Imps. ??% Chance a ??? Could come.


      Toughness (Rank 6, 8 AP) (Level 4, 0/15) (0 Damage Blocked)
      Your ability to tough out damage and pain. Every 15 Damage blocked will give 1 SP.
      +2 STR, +5 Resilience, +5 Resistance, +24 HP


      Movement (Rank 9, 5 AP) (Level 6, 0/12)
      Your ability to utilize the strength and speed of your body somewhat properly to move around.
      Acquire the 'Movement' Score. +1 Movement.
      When Dodging, as long as its not a Full Hit, reduce Damage dealt by 16% Movement (13) = 2.
      When Moving towards an Enemy and Attacking, reduce Accuracy Penalty by 16% Movement (13) = 2.


      Precise Fisticuffs (Rank 8, 9 AP) (Level 0, 0/13)
      While still just a basic brawler, you have improved your basic unarmed fighting style to incorporate more of your speed and precision into the strikes, focusing on these things rather than power. You can start to acquire Strike Skills that more focus on precision and speed.
      Acquire the Fisticuffs Score. +1 DEX, +3 Fisticuffs
      Your Unarmed Strikes now have:
      Max Damage: 10 + 40% (16) + 70% (18) + 5 (Boon) = 33 (36 w/ Power Hand)
      Damage Mod: 12 (Weapon) + 5 (Ring) + 5 (Belt) + 1 (Heavy Hitter) + 8 (Boon) = 31 (36 w/ Power Hand)
      Parry Defense (Novice): 12 (Fisticuffs) + 3 (Weapon) = 15
      Accuracy: 16 / -4 / -24
      Attack Speed: 2 (AGI) + 1 (Weapon) = 3
      Critical Chance: 1 (Luck) + 1 (Skill) = 2


      Focus Point (Rank 8, 11 AP, Brand Skill) (Level 8, 1/13)
      Utilizing the power of your Magic Brand and your own personal training and experience in focusing more on specific parts of your body, you know how to focus your power more to a specific point and, with the usage of your Brand, can more specifically focus the Mana you channel to your hand via your Brand.
      You can learn Beginner Focus and Beginner Mana Skills, as long as the latter utilize your Brand and the former utilize focusing your energy to certain points on your body.

      +2 WIS, +20 MP, +3 Focus, +1 Recovery
      Acquire the Focus Score.
      108% Focus (12) is used for the Cooldown and Capacity instead of WIS.
      14% Focus (12) is used for the strengthening affect of Mana Point instead of WIS.
      Furthermore, the base Activation Cost of the Brand and all Mana Skills you use with Mana Point are reduced by an amount equal to 25% Focus (12) = 3.

      Mana (Rank 8, 7 AP) (Level 5, 7/13) (71 MP Used)
      Your ability for handling Mana. Every 10 MP used gives 1 SP.
      +1 Mana Point Capacity, +5 MP



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      Level 10
      You have reached Level 10. The journey to becoming great and powerful is just beginning, keep up the good work.
      +1 to all Stats. +5 HP and MP. +1 Resilience and Resistance. +1 Inventory Slot.


      Swift
      You are very swift on your feet at 20 AGI. As such, you can now move and act faster physically, able to act with twice the speed than you had before. This will increase at every 20th point of AGI.

      Marked
      You have been marked with a Magic Brand, gaining new power and becoming tougher through the process.
      +10 HP, +1 VIT, +1 Resilience, +1 Resistance


      ???
      1/3 Times Branded


      Skilled Novice (Equipped)
      You have reached Max Level in one Skill. This is just the first step.
      +1 Focus


      ???
      18/20 Skills hit Max Level


      Novice Skill Enhancer
      You have successfully advanced your first Skill.
      +1 Focus

      ???
      (5/10 Skills Evolved)


      Rookie Skirmisher
      You have successfully beaten one sentient, intelligent opponent in serious battle and have grown stronger from the experience that this battle has brought to you.
      +1 Fisticuffs


      ???
      5/10 Intelligent, Sentient Opponents Defeated


      Rookie Instructor
      You have successfully taught a Skill to someone, and thus are beginning on a path to become an instructor.
      +1 INT AP

      ???
      (Teach 5/10 Skills to someone)



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      13/21 Slots Remaining
      Imp Claw (Rank 10, Demonic) (x9)
      The sharp claw of an Imp, a weak demonic creature.

      Imp Horn (Rank 10, Demonic) (x4)
      The horn of an Imp that contains a portion of its demonic energy.

      Health Potion (Rank 10, Potion) (x5)
      This special potion heals your wounds and helps you recover. Heals 50 HP.

      Mana Potion (Rank 10, Potion) (x6)
      This special elixir helps recover your mystical energies and restore your spirit. Heals 50 MP.

      Rejuvenation Potion (Rank 10, Potion) (x5)
      This special green elixir rejuvenates both body and spirit, restoring 50 MP and HP.

      Instant Armor Repair Kit (Rank 10, Ritual Kit) (x2)
      It takes one minute to set up and use this Ritual Spell, but upon doing so it repairs any target Armor by 10 points.

      Steel Mace
      Max Damage: 35
      Damage Mod: 25 + 25 = 50

      Light-Steel Chain Suit (Rank 9, Full Armor, Light-Steel)
      Light Steel is a unique form of steel that has been magically processed through Arcana Smithing to be a small bit lighter while still being sturdy. It is a Magic Smith's attempt to recreate Feather-Steel. Since this is full body armor, it'll help protect and reinforce areas other than your torso like your legs and your arms in their entirety. This may make it a bit harder to move though, but you're much better protected.
      Requires: 13 DEX, 18 STR
      Armor Penalty: 5
      Stamina Penalty: 7
      Armor Rating: 26/26
      Lowers enemy Critical Strike Chance by 2. Increases Parry Defense by 20% Current Armor


      Light Steel Cestus (Rank 9, Cestus, Light-Steel)
      These Cestus are made of Light Steel, so while they won't detract from your speed, they don't add to it either, a good balance between a hard hitting, heavy pair and a light, fast pair. They are pretty sturdy though, so they do make for better parrying.
      +12 Unarmed Damage Mod

      +5 Parry Defense

      Money: 86,000 ¥
      Gold Coins: 11



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      Hand 1
      ---
      Hand 2
      ---

      Torso
      Light Metal Chain Shirt (Rank 9, Light Armor)
      A shirt of chainmail made from steel specifically processed with magic to make it lighter while still making it pretty sturdy. A little less sturdy than normal steel chainmail, but it is easier to move around in. Not as light as Feather-Steel though, but a bit stronger than Feather-Steel.
      Requires STR 10. Armor Penalty: -3, Stamina Penalty: -2 AR: 20/20


      Waist
      Arcadian Belt Pouch (Rank 9, Bag, Enchanted)
      A special belt pouch obtained from the Arcadia Games. It has magic that makes it a bit more expansive. Adds 5 Slots to your Inventory.


      +5 Fighter's Belt (Rank 9, Magic Item, Belt)
      This mystical belt has runes upon it that imbue its wearer with the strength of a fighter.
      +2 STR, +5 Damage Mod to all Melee Attacks


      Hands
      +1 Spiked Feather-Steel Cestus (Rank 9, Weapon, Feather-Steel)
      These Cestus are made of Feather-Steel and thus, while quite sturdy and strong, are light. They protect your hands and part of your forearm, giving you additional defense against Melee Attacks. They are also light, so they do not detract from your speed. The Spikes add extra damage.
      +1 Attack Speed

      +12 Unarmed Damage Mod
      +3 Parry Defense

      Head
      (Helmet, Circlet, etc)


      Accessories

      Minor Protection Ring (Rank 10, Ring)
      This Ring provides a small bit of mystical protection to the wearer in form of a very weak magical shield. Gives the wearer a Barrier Rating of 5.


      Minor Force Ring (Rank 10, Ring)
      This Ring provides a small, magical boost to the force of all melee attacks. Increases the Damage Mod of all Melee Attacks by 5.


      +5 Amulet of Natural Defense (Rank 9, Amulet)
      This magical amulet is imbued with protective magics that make the wearer naturally tougher.
      +5 Resilience, +5 Resistance, +10 HP


      Dexterity Bangle (Rank 10, Magic Bracelet)
      This bangle is enchanted to make you more coordinated.
      +1 DEX, +2 Fisticuffs


      Misc.




    • Alexander "Alex" Knordic

      Age
      18

      Gender
      Male

      puppeteer_by_omnialificent-da5a658.jpg


      Born with money, you would think he would act like a spoilt brat, looking down on others, but due to the intervention of his brothers, Alex doesn't. He judges based on a different scale than wealth. Intelligence and Potential. Make friends that can become something, step on people who are complacent with their lives and wont go far, but never let them notice that you are doing it.

      A stool only works if it remains the same. Generally a good judge of character, he has yet to regret living like this, and it has done nothing but good for him thus far, securing an excellent study partner, and a loyal group of friends from different lots of life. A bit flamboyant, and a tad protective of his hair and lifestyle.


      Born as the illegitimate child of a musical star, Alex was raised by his mother without truly knowing his father. As a matter of fact, he never even met him face to face growing up, only seeing the cheque written to his mother monthly due to his very existence. That being said, it wasn't a small sum of money they had been receiving, and all they had to do was have no contact, and not make a fuss about who's child Alex was. Simple enough. Growing up with all this wealth, Alex was "raised" by his mother and his two older half siblings.

      He loved his siblings, and resented his mother, who when ever she wanted something, found someone a played with them till she got just what she desired. She was almost never around, and aside from making sure the kids had good schooling, which was likely so that she would be placed in a good retirement home, and the top quality clothing purchased for them, she really showed little to no interest in them.

      His Brothers cared though. They always had. They taught him about life prior to wealth, they taught him street smarts so that he would never have someone take advantage of his silver spoon. They raised their kid brother for the longest time, and most of the time, the house only had the three of them together. That is, before the accident.

      On one occasion, the entire family was together. Travelling. As if to imitate a "proper family" The boys, their mother, and her current play mate. Too bad he was going to attempt to play with them. And he did. He was the cause of a tragic accident, it claimed the lives of his mother, a brother, and left the three left in critical condition, with low chances of survival. Alex pulled through, the others struggled but didn't make it...

      Waking up in a hospital bed, Alex met his father for the first time, their conversation was brief, but summed up was that he would continue to pay for the boy till he became a man, and even then, if he was ever in trouble to call his secretary.

      He misses his brothers terribly, but he has continued with the ideal to be more like his none existent father more than his mother. Reality and truth bend to men with power, and greedy women invite disaster.


      Game Points
      1

    • Class
      The Gamer

      Level
      17

      Experience Points (EXP)
      1001

      Ability Points (AP)
      2/114 + 0/11 (INT Ability Points)

      Health (HP)
      10 + 20 + 96
      126 + 5 (Enchantment) + 15 (Amulet)
      146/146

      Mana (MP)
      55 + 20 + 144
      219/219

      Strength (STR)
      10

      Vitality (VIT)
      12

      Agility (AGI)
      10

      Dexterity (DEX)
      12

      Intelligence (INT)
      20

      Wisdom (WIS)
      20

      Spirit (SPI)
      19

      Luck (LUK)
      9

      Flame Affinity
      11 + 2 (Spells)
      13

      Lightning Affinity
      3 + 1 (Spells)
      4


    • Resistance
      1 + 1/2 (22) + 1/4th (19)
      16 + 17 BR = 33

      Resilience
      1 + 1/2 (12) + 1/4th (10)
      9 + 17 BR = 26

      Regeneration
      1/5 (12)
      2 + 15 (Food, 1.5 Hours) = 17

      Recovery (Unclaimed Milestone)
      13 + 1/5 (19)
      16 + 20 (Kris' Set) + 15 (Food, 1.5 Hours) =
      51

      Charisma
      2 + 1/3 (20)
      8

      Mana Focus
      3 + 1/3 (20) + 1/4 (19)
      13

      Empathy
      1 + 1/2 (20)
      11

      Cooking
      1/3 (20)
      6

      Flame Magic
      4 + 1/4 (20)
      9 + 2 (Ring)
      11

      Knife Use
      1 + 1/2 (12)
      7

      Lightning Magic
      1/4 (20)
      5 +2 (Ring)
      7


    • Through mental willpower and physical strength, you can call forth greater power whenever you are in mortal danger. This Skill has a few conditions in which it can be activated. The first is when your HP falls below 0. The second is by chanting the Skill's name to manually activate the Skill, however; manually activating the Skill when your HP is above 1% will make the manual activation penalty even bigger.

      When activated, your STR, AGI, and WIS are all boosted by 1, your Resistance and Resilience are both increased by 12%, and you are able to act and think faster (gain 1 additional action per Turn). Furthermore, the MP/HP Costs of your Skills are also reduced by 30%. The duration of these affects is 10 seconds. In addition, you regain an amount of HP equal to 12 + your Focus Score. Note that you can still be killed or knocked unconscious during this affect.

      If manually activated, you do not receive the healing or boost to your action speed and you are unable to manually activate the Skill again for another minute. If manually activated when your HP is above 1%, then you become unable to use the Skill at all for one minute even if you could automatically activate it and you lose all remaining MP and cannot recover any MP for a minute after the Skill has been activated. If the Skill is automatically activated, you gain 2 SP, and manually activating it grants you one, plus you gain one SP for every action you perform during the Skill's duration.


      You know how to properly perform a feint to throw an enemy off guard. As such, whenever you are performing a Feint your Charisma Score is increased by 5%. If your Feint is successful, then your opponent will be thrown Off Guard and unable to properly defend themselves.

      You can then either attack as part of your Feint, which will decrease your accuracy (As that would be a Free Attack), or wait a moment to then execute a proper attack. Your Accuracy when attacking after a successful Feint is increased by 1 regardless, and you deal 5% more Damage.

      For each additional Feint you perform though on the same target or a different target that has seen through this ability will decrease your chances of performing a successful Feint against said target by 5. Furthermore, if you do not perform the attack in 5 Seconds, the Feint wears off. You get one SP for attempting a Feint and another SP when performing an attack on a fooled opponent. You get a third SP if said opponent is defeated by your Feint Attack.


      [BCOLOR=transparent]Mana Meditation (Rank 8, Active) (Level 35, 0/4) (0 MP Recovered)[/BCOLOR]
      [BCOLOR=transparent]An ability utilized by novice mages and other users of Mana to practice with, this ability allows you to obtain a better connection to your Mana while calmly meditating. This Beginner Skill can only able to be used outside of combat, this Skill increases your Recovery by a % equal to 13 + Mana Focus (12) = 25 (22) while in use.[/BCOLOR]

      [BCOLOR=transparent]It also increases your Mana Focus (12) by 37% = 16 and thus allows you to better practice utilizing Mana based abilities, which are the only abilities you can utilize while using this Skill. If attacked while utilizing this Skill, you suffer a risk of Mana Backlash [/BCOLOR][BCOLOR=transparent](Focus Roll DL 55 - 75% Damage Taken to resist).[/BCOLOR][BCOLOR=transparent] You gain SP for every 125 MP recovered.[/BCOLOR] Note that also if you attempt to do too much while in the state of Meditation, you suffer a greater risk of Mana Backlash.

      Mana Burst (Rank 9) (Level 25, 0/3 SP)
      Cost: 11 (30) MP
      You hold out your hand and let out a burst of Mana from it that strikes any foe in front of you. Any foe(s) caught in the burst that will occur right in front of your hand will take up to 25 + Mana Focus (12) = 40 (37) Mana Damage. The DL to dodge this Novice Technique is 85 - 55% Mana Focus (12) - DEX (12) = 67.

      Cost: 27 (40) MP + 18 (30) MP/Minute
      You create thin threads out of Mana using this Beginner Technique. These threads have a STR of 5 + Mana Focus (12) = 19 (17), the Beginner DL for something to break free from the Thread being 84 - Thread's STR = 66. The thread also has an HP of 20 + Thread's STR = 45 (39), in case instead of breaking it something attempts to cut it instead.

      Each of these threads has a length of 8 Yards, and you can fire them either at multiple targets within 50% of the range of one another or a single target. You can even choose to target multiple limbs on a single target, but doing so will decrease the Accuracy by 25.

      With your newfound slight control over your Mana, you can somewhat control and direct the threads now. As such, the new Novice Accuracy is equal to 50% DEX (12) + Mana Focus (12) = 18. Furthermore, when attempting to pull something with these threads, your own STR is increased by 20% of the Thread's STR (18) = 3 as the greater control over the threads makes it easier to pull things. With enough experimentation, there are other things you could possibly do with the threads as well.


      Cost: X
      This special Skill is used by Mages versed in Mana to protect themselves from Damage. This Skill can only be activated while the Mana Theory Skill is active. Upon activation, you surround yourself with a thin barrier of your Mana that, upon taking Damage, flares up and drains your Mana to absorb the blow.

      The Mana Loss rate per point of Damage taken is 238 (295)% and this barrier does provide a small bit of initial damage reduction equal to 1 + 32 (26)% Mana Focus (13) = 5. This is considered a Beginner Skill. Any Cost Reductions instead act as strengtheners for this Skill applied after any actual bonuses to this Skill. For every 10 Damage you stop with this Skill, you gain 1 SP.


      Cost: 24 (48) MP
      Your practice with Mana allows you to cover a small surface with a thin film of the mystic energy. This Novice Ability doesn't last long though, as the control over the Mana is not great, this film dissipating after a mere five seconds or after a hard impact is made with something else.

      You can cover a surface about the size of a Dagger. Different affects can happen based on the surface covered. Note that one free hand is required to apply the Mana Film unless Mana Theory is active. One SP is gained for applying the Film. Another SP is gained for utilizing the Film in some fashion.

      Adds a Mana Damage Mod equal to 1 + Mana Focus (13) + 23% SPI (18) = 23 (18) and adds a Parry Bonus to the Weapon equal to 11% Mana Focus (13) = 1.

      If Mana Theory is active, and you happen to use a Spell that applies an Elemental Damage Mod, you can either just have that Damage Mod be active along with the film, or you can have the Elemental Damage Mod be raised by 27% of the Mana Damage Mod (27) = 7 and the Duration of said Spell raised by 5 Seconds.


      Cost: 21 (45) MP
      You fire from your hand a more concentrated mass of Mana. It does more Damage, but has a lower range than a typical Mana Bolt due to its more concentrated metaphysical mass. This has a Max Damage of 11 + 80% Mana Focus (13) = 27 (21) and a Damage Mod of 6 + 39 (32)% SPI (18) = 13. It has a Range of 4 / 8 / 12 / 16 / 20 Yards.


      Cost: 59 (75) MP
      This Beginner Mana Ability allows you to tap into the hidden strength in your enriched Mana and bring out greater power from it. This Skill will only remain active for Mana Focus (13) = 16 Seconds or until a number of Mana Abilities are used equal to 18 (15)% Mana Focus (13) = 2. Any Mana using Ability used while this Skill is active is strengthened, or has its SR increased, by a percentile equal to 5 + 35 (32)% Mana Focus (13) = 9%.

      Note that if this Skill is used while Mana Theory is active, then it will remain active for as long as that Skill is active. However the moment Mana Theory is deactivated, you will become unable to use this Ability for an entire 300 - 105% Mana Focus (13) = 287 Seconds (4 Minutes, 47 Seconds).


      Cost[/B]: 36 (50) MP + 36 (50) MP/Minute
      You are becoming more proficient in Mana Theory. In addition to utilizing your knowledge to better control your Mana to strengthen all Mana based abilities by a % equal to a % of your INT (20) equal to 70 + Mana Focus (13) = 82% = 18% (16), your Mana Theory Skills will also receive a bonus to their numerals equal to 26% of this percentile and all of your Magic will have its SR boosted by this amount as well. You can also learn and utilize more specialized Skills that utilize this one.


      Cost: 36 (50) MP + 36 (50) MP/Minute
      With your rudimentary control over Mana, and the application of your improved Mana Theory, you know how to project a shield of Mana before you or in front of a nearby Ally. This has a Range of 54 (50)% Mana Focus (13) = 7 Yards and if the target ally steps out of the Range of the shield, then the Shield will break.

      This Shield has an HP equal to 10 + 50% SPI (19) = 23 (19) and a Damage Resistance equal to 84 (80)% Mana Focus (13) = 10. If you put this Shield upon an ally, then you become unable to use other Mana Skills, otherwise it requires the usage of either a single free hand or a hand holding a Mystic Rod of some kind.



    • Here is a list of the Spells you have learned. While Spells can become Skills, these are instead Spells you know how to perform without using them as Skills. While you can learn greater versions of these Spells, they do not advance, grow, or give rewards in the same way that Skills do. These are simply things you know.

      Of course some Spells you know can become Skills or even be used as Supplemental Material. If used as Supplemental Material, the Spell has to be able to be applied pretty closely and it doesn't actually reduce the AP Cost of the Skill(s) you are trying to Advance. Its more meant to accentuate your Supplemental Material.

      Flame Bolt+ (Rank 10+)
      Spell DL (Novice): 72
      Casting Time: 2.5 Seconds (1 Action)
      Chant: Flames, gather and strike. Flame Bolt!
      Cost: 25 (38) MP
      You gather and conjure the Magic of Flame to appear as a bolt that you strike an enemy with by firing it from a hand or staff. This Spell has a Max Damage of 12 + 80% SR and a Damage Mod equal to (60 + SR)% Flame Affinity (12). This has a Range of 5 / 10 / 15 / 20 / 25 Yards

      Flame Boost (Rank 10+)
      Spell DL (Novice): 72 / 57
      Casting Time: 6 Seconds (2 Actions)
      Chant: Flame, I beseech thee, grant me thy power. Flame Boost!
      Duration: 10 + SR Seconds or 1 + 10% SR Spells
      Cost: 46 (60) MP
      You call upon the Element of Flame to grant you even greater power. Your Flame Spells, while this Spell is active, all have their SR raised by and their MP Costs reduced by 1 + 25% Flame Affinity (12) = 4. Note that this Spell requires a Flame Magic based Casting Implement else it'll be alot harder to cast.


      Spark Bolt (Rank 10)
      Spell DL (Novice): 68
      Casting Time: 2.5 Seconds (1 Action)
      Chant: Lightning, gather and strike. Spark Bolt!
      Cost: 39 (50) MP
      You gather and conjure the Magic of Lightning to appear as a small spark, which you let loose towards an enemy. This has a Range of 20 Yards. It has a This Spell has a Max Damage of 15 + 80% SR and a Damage Mod equal to Lightning Affinity (4). This Spell, like all Lightning Magic, is hard to control. Its Accuracy is equal to 50% SR.

      Imbue Lightning (Rank 10)
      Spell DL (Novice): 65
      Casting Time: 2.5 Seconds (1 Action)
      Chant: Lightning, gather upon this blade. Imbue Lightning!
      Duration: 5 + SR Seconds
      Cost: 54 (65) MP
      You gather the essence of Lightning and pour the magical element into a Weapon. This grants the target Weapon a Lightning Damage Mod equal to 5 + Lightning Affinity (4) + SR. However, this also makes the weapon harder to control. The wielder suffers a 25 - 10% SR Accuracy Penalty to all Attacks with it.


      A Spell used by Mages to summon different magical beings from other realms. The Rank, MP Cost, Chant, and Casting Time of this Spell all vary upon what sort of being you are summoning. Each creature you can summon counts as a different Spell you are contracting unless stated otherwise.

      'Minor Flame Elemental' (Rank 10)
      MP Cost: 10% to 50% Max MP
      Casting Time: 2.5 Seconds
      Chant: 'Come to mine aid, O Servant of Flame!'
      Spell DL (Novice): 75
      Duration: 15 + 5 Seconds / 14 MP Used
      Summons a Minor Flame Elemental within five yards of the caster, and will do as the Caster commands within reason. Its HP is boosted directly by 2x Flame Affinity (12) = 24. Furthermore, its attacks all get an additional boost to their Damage Mod equal to 10% SR.

    • Gamer's Mind (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.

      Adrenaline Rush (Rank 10) (Level 20, 0/5)
      You know how to get going when you are in danger. If you're ever in danger of passing out, Near Death, or in some other form of harrowing scenario, you will enter an adrenaline rush. Your STR and AGI will both be increased by 14% Mana Focus (12) = 1 for a short period of 10 Seconds. You get 1 SP for every Action you perform that is enhanced by this Skill.

      Charismatic Summoner (Rank 10, Level 10, 1/5)
      Your charismatic self and connection to your contracted summons has made you better to lead them and communicate with them. As such, as long as any Contracted Summon is within 57 (55)% Charisma (8) = 4. Yards of you, the Summon receives a bonus to Accuracy and Defense equal to 12 (11)% Charisma (8) = 1. This Skill gains SP for every 5 Seconds you lead a Summon.


    • Lying (Rank 10, 5 AP) (Level 4, 0/10 SP)
      Your know how to forge proper lies in order to verbally fool others.
      +12% Charisma when Lying.

      Charisma (Rank 8, 9 AP) (Level 0, 0/13)
      Your ability to use charming or witty words, or even good looks, to make others like you and to be overall charismatic. Is more effective on people who already like you or may find you appealing or attractive at a first glance.
      Acquire the Charisma Score. +2 Charisma.
      +10% Charisma when dealing with the opposite gender.
      All Charisma based abilities are 5% more effective.

      Knowledge (Rank 10, 5 AP) (Level 8, 0/10 SP)
      The measure of your general knowledge and smarts. Useful for basic subjects or learning new basic, general knowledge. Advancing in this Skill will open higher planes of knowledge for you.
      +18% to Intelligence when assessing general knowledge.

      Empathy (Rank 9, 7 AP) (Level 4, 0/12 SP)
      Your ability in perceiving the emotional or mental states of others to detect their motives or feelings.
      Acquire the 'Empathy' Score.
      You can add 9% of your Empathy Score to any Defense or Accuracy against an opponent you read.

      You know how to create basic Pseudospaces for practicing the usage of your powers in.
      Your Focus Score is 15% higher when concerning Pseudospace. Can create Rank 10 Pseudospaces.
      Currently costs 8 HP and 8 MP to create a Pseudospace. Breaking your own Pseudospace is free, but breaking others' requires you to focus your ability to control Pseudospaces and break theirs, plus you also have to pay that HP and MP Cost.

      Empty Pseudospace (Rank 10) (Creation DL: 95)
      A regular, blank Pseudospace. There is nothing special about it.

      Imp Pseudospace (Rank 10) (Creation DL: 88)
      A Pseudospace that contains 3 - 5 Imps. ??% Chance a ??? Could come.

      Zombie Pseudospace (Rank 10) (Creation DL: 85
      A Pseudospace that contains 3 - 6 Imps. ??% chance a ??? Could come.


      Novice Cooking (Rank 10, 3 AP) (Level 2, 6/10)
      You know the basics of cooking, and thus can make tasty dishes. Any Rank 10 Dish you make restores 2% more MP/HP. A Novice Crafting Technique. Acquire the Cooking Score.

      Knife Use (Rank 9, 4 AP) (Level 1, 0/12)
      +1 Critical Strike Chance, +1 Knife Use
      You know how to use knives somewhat properly.
      Gain the Knife Use Score (1/2 DEX)
      Increases Damage Mod by 10% Knife Use (7) = 1
      Increases Max Damage by 6% Knife Use (7) = 1

      Mana Focus (Rank 6, 13 AP) (Level 0, 0/16)
      You have further trained your mind to actually be able to slightly focus and control your Mana, allowing you to even manipulate it with your will to a minor extent. As such, you can now acquire Novice Mana Manipulation Skills and Beginner Focus Skills.
      Acquire the Mana Focus Score. +20 MP. +3 SPI, +1 WIS, +2 Mana Focus
      All of your Novice Abilities are strengthened by an amount equal to 35% Mana Focus (13) = 4
      All of your Beginner Mana Abilities are strengthened by an amount equal to 15% Mana Focus (13) = 2

      Elementary Flame Magic (Rank 9, 8 AP) (Level 6, 1/12)
      Acquire the Flame Magic Score 1/4 (INT), +1 Flame Magic
      You have acquired your first taste of the power of Flame Magic and thus can call yourself a proper Mage. As such, you can start making Contracts with the Element of Flame to acquire new Flame Spells. Once you make your first Contract, you will acquire Flame Affinity. You can contract with only Rank 10 Spells at the moment.

      Acquire the Flame Affinity Stat. Your Flame Affinity increased by each Contracted Spell by (6 - 50% Spell's Rank). It can also be increased by AP as if it were a regular Stat.
      All of your Flame Magic Spells have their SR increased by 18% Flame Affinity (12) = 2
      All of your Flame Magic Spells have their MP Costs reduced by 18% Flame Affinity (12) = 2

      The Max number of Spells you can be contracted with is equal to 1 + 30% Flame Affinity (12) = 4.

      Furthermore, you know knowledge of the Flame Bolt (Rank 10), Imbue Flame (Rank 10), and Cone of Flame (Rank 9) Spells and can make contracts with them once you have the appropriate level of ability.

      Efficient Mana Enrichment (Rank 7, 13 AP) (Level 11, 3/15) (98 MP Used)
      Through your constant handling of Mana, your Mana has grown more concentrated. So while your pool of it is not as large, you know how to use it more efficiently and it is stronger, now even stronger than it was before thanks to your improved handling of it. Every 30 MP utilized gives 1 SP.
      +5 SPI, +5 MP, +8 Recovery
      Reduce all MP Costs of all Novice Mana based Skills by 30%, and then another 5.
      Reduce all MP Costs of all Beginner Mana based Skills by 10%.
      Reduce MP Costs of all Novice Magic by 6%.
      All Beginner Mana based Skills are strengthened by 10%.

      Elementary Lightning Magic (Rank 10, 8 AP) (Level 4, 0/10)
      Acquire the Lightning Magic Score 1/4 (INT)
      You have acquired your first taste of the power of Flame Magic and thus can call yourself a proper Mage. As such, you can start making Contracts with the Element of Flame to acquire new Flame Spells. Once you make your first Contract, you will acquire Flame Affinity. You can contract with only Rank 10 Spells at the moment.

      Acquire the Lightning Affinity Stat. Your Flame Affinity increased by each Contracted Spell by (6 - 50% Spell's Rank). It can also be increased by AP as if it were a regular Stat.
      All of your Lightning Magic Spells have their SR increased by 12% Lightning Affinity (4) = 1
      All of your Lightning Magic Spells have their MP Costs reduced by 12% Lightning Affinity (4) = 1

      The Max number of Spells you can be contracted with is equal to 1 + 27% Lightning Affinity (4) = 2.

      Furthermore, you know knowledge of the Spark Bolt (Rank 10), Imbue Lightning (Rank 10), and Spark Flare (Rank 9) Spells and can make contracts with them once you have the appropriate level of ability.

      Novice Puppetry (Rank 10, Cost: 3 AP)

      Throwing Knife Use (Rank 10, 3 AP)

      Agile Step (Rank 10, Cost: 7 AP)


    • Level 10
      You have reached Level 10. The journey to becoming great and powerful is just beginning, keep up the good work.
      +1 to all Stats. +5 HP and MP. +1 Resilience and Resistance. +1 Inventory Slot.

      Processor
      You can process information at a quicker pace thanks to your 20 INT. As such, you can now learn the art of Magic and at every 10th point of INT, the Activation Time for all Abilities with such a thing is decreased by 1 second, to a minimum of one second.

      Focused
      Your mind is sharp and focused thanks to your 20 WIS. As such, you can focus your powers more quickly. With 20 AGI, you can now use two Skills in quick succession. Furthermore, you can now chain most Novice - Apprentice Skills with other Actions such as moving or attacking.

      Skilled Novice (Equipped)
      You have reached Max Level in one Skill. This is just the first step.
      +1 AP

      ???
      19/20 Skills hit Max Level

      Rookie Instructor
      You have successfully taught a Skill to someone, and thus are beginning on a path to become an instructor.
      +1 Empathy

      ???
      (Teach 7/10 Skills to someone)

      Novice Skill Enhancer
      You have successfully advanced your first Skill.
      +1 Mana Focus

      ???
      (4/10 Skills Enhanced)

      Novice Skirmisher
      You have successfully beaten one sentient, intelligent opponent in serious battle and have grown stronger from the experience that this battle has brought to you.
      +1 AP

      ???
      4/10 Opponents Defeated

      Rookie Dabbler
      You have acquired Magic, and thus are on your way to becoming a true magic user.
      +10 MP

      Rookie Magician
      You have successfully learned your first Spell.
      +1 Flame Magic

      ???
      Learned 5/8 Spells (Excludes Spells that come from Items)

      First Time Contractor
      You have made your first contract with a being for Summoning purposes.
      +1 Flame Magic, +1 Flame Affinity

      ???
      Contract with 1/5 Beings for Summoning

      Line Elementalist
      You possess Spells contracted from two different Elements and thus are on your way to becoming an Elemental Magi.
      +1 Flame Affinity, +1 Lightning Affinity

    • 2/16 Slots Remaining
      Health Potion (Rank 10, Potion) (x4)
      This special potion heals your wounds and helps you recover. Heals 30 HP.


      Mana Potion (Rank 10, Potion) (x4)
      This special elixir helps recover your mystical energies and restore your spirit. Heals 45 MP.


      Rejuvenation Potion (Rank 10, Potion) (x2)
      This green elixir restores both your body and spirit. Heals 50 MP and HP.


      Mana Boost Potion (Rank 10, Potion) (x5)
      This potion, when consumed, makes the Mana within you much stronger for 5 Minutes. The SR of your Spells and numerals of your Mana based Skills are all increased by 5.


      Small Soul Energy Shard (Rank 9, Energy Shard) (x10)
      A small shard of crystal containing the leftover energy of a departed soul.


      Tiny Spirit Shard (Rank 10, Soul Shard) (x30) (x2 Slots)
      A tiny shard of crystallized essence of the force and will of a spirit. Useful in many fields, but especially useful if alot of them are gathered.


      Minor Wind Core (Rank 10, Elemental, Ore) (x15)
      A crystallized stone that represents the core of a defeated Elemental's being. Has different uses, including being a rather capable Ore.


      Tiny Flame Shard (Rank 10, Elemental, Gem) (x5)
      A weak, small, crystallized shard of Flame Element. Has many uses.


      Minor Flame Core (Rank 10, Elemental, Ore) (x1)
      A crystallized stone that represents the core of a defeated Elemental's being. Has different uses, including being a rather capable Ore.


      Big Imp Horn + (Rank 10, Demonic) (x1)
      The horn of a big Imp. Contains its strong, demonic essence and power.


      Big Imp Claw + (Rank 10, Demonic) (x1)
      The Claw of a big Imp. Is extremely sharp and contains a bit of its fiery power.


      Tiny Wind Shard (Rank 10, Elemental, Gem) (x15)
      A weak, small, crystallized shard of Wind Element. Has many uses.


      Tome on the Arcane School of Manipulation (Rank 8, Tome)
      The School of Manipulation utilizes the power of Magic to manipulate the world around a Mage. This specific school of Arcane Magic is a sub school of the School of Mysticism.
      Requirements: 25 INT, Knowledge of Mysticism Magic or some other form of Manipulation of Magic.


      Money: 489,500 ¥

    • Hand 1
      Hunters Ranging Dagger (Rank 10, Dagger, Enchanted)
      This sharp, slightly curved blade is definitely meant for the hunting type. Its fast, accurate, and seems a bit easier to throw than normal daggers, perhaps thanks to its design and its minor enchantments. +5 HP to the holder.
      Max Damage (Melee): 18
      Max Damage (Thrown): 18 + 5 + 3 = 26
      Damage Mod (Melee): 5 + 10 = 15
      Damage Mod (Thrown): 5
      Accuracy (Melee): 5/-15 (Knife Use)
      Accuracy (Thrown): 10 (DEX) + 3 = 11
      Parry Defense: 5 (Knife Use)
      Attack Speed: 1 + 1 = 2
      Critical Chance: 1 + 2 = 3%

      Hand 2
      Pyro Mage Rod (Rank 9, Magic Rod)
      A red metallic rod with a brilliantly glowing orange and red stone embedded in it. Channels Flame Magic well.
      Increases all Flame Magic SR by 5 and reduces all Flame Magic MP Costs by 10. Reduces all other Mana/Magic MP Costs by 5. Aqua and Air Magics cannot be used with this Rod.

      Torso
      Pyro Mage Robes (Rank 9, Robes, Enchanted)
      A pair of brilliant red robes with bright orange flames stitched into the hems.
      Gives +7 BR

      Bound Enchantment: Requires Pyro Mage Title or Beginner Flame Magic
      Increases Resistance by 10, Mana by 25, and all Flame Magic SR by 3

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

      Hands
      (Gloves, Gauntlets, Etc)

      Head
      (Helmet, Circlet, etc)

      Accessories
      Life Pendant (Rank 10, Mystic Pendant) (x4)
      A pendant with a Life Gem imbued into it. Just carrying these fills you with energy.
      +15 Health

      Minor Magic Power Ring (Rank 10, Ring)
      This Ring boosts the wearer's Magic Scores by 2 and increases the SR of all Magic by 10%.

      Light Leather Cloak (Rank 10, Cloak)
      A light cloak made of firm, thick leather. It looks pretty cool, and the thick leather even provides a small bit of Armor against back attacks. AR: 5/5

      A ring with a barrier enchantment strengthened through magic. Protects the wearer.
      Grants +10 Barrier Rating.

      Also if the user were to suffer a fatal blow, the Protection Shard in the Ring will shatter instead, absorbing up to 150 Damage of this possibly fatal blow to lessen it. Once the Protection Shard shatters, however; the Ring will be weakened, losing 2 point of its Barrier Rating.


      This is a set of earrings and two Magic Rings, one worn on each hand. When the entire set is worn, the four points established by the Items create a magic spell that circulates Mana through the body more freely and quickly, while making you need to spend less of it.
      +20 Recovery, -5 to all MP Costs.


      Misc
      (Bags and other misc equipment)


    • Character Info
      Name
      Shouko Koizumi

      Age
      19

      Gender
      Female

      Appearance
      A female of average height and build. Her black hair is perfectly straight and is grown past her shoulders. Shouko has rounded and cute facial features that would suit a younger girl, but her eyes are dark and has a piercing stare. Her lips are full and cherry red. Upon her nose sits a pair of thin black-rimmed glasses. She sits around the middle of the weighing scale, neither lean nor plump, though her lack of physical exercise leaves her body lacking muscle definition.

      Personality
      Shouko is an outgoing and sociable person- what the Japericans would term a 'Riajuu'. She belonged to the cool kids' clique in high school, and continued to expand her social circle in college. Some would describe her as a cheerful and friendly girl, though she isn't without the occasional enemy.

      On most counts, she would be a fairly normal person, but her greed for material wealth borders on obsession. She has a taste for luxury and is loose with her money despite hailing from a middle-income family from the suburbs. To fund her expensive lifestyle, Shouko zealously attempts to make a profit from every method possible: online shops, share trading, MLM organizations... she has dabbled in all of these and more. She earns a tidy sum from her efforts.

      History
      Shouko grew up in a rather average family outside of Neo Tokyo. She came to the city to attend college, as well as escaping the lifestyle of the suburbs. Shouko is currently studying pharmacy.

      When she was a child, Shouko's mother left the family to marry into wealth. The young Shouko came to dislike her unambitious father, blaming him for her mother's infidelity instead. The event also left a significant impression in her mind and she has since considered material wealth to be the most important thing in life.

      Game Points
      4

    • Status
      Class
      The Gamer

      Level
      17

      Experience Points (EXP)
      1025

      Ability Points (AP)
      7/120 + 0/13 (INT AP)

      Health (HP)
      10 + 20 + 119
      149 + 15 (Amulet) + 10 (Bangle)
      174/174

      Mana (MP)
      75 + 24 + 170
      231/231

      Strength (STR)
      10

      Vitality (VIT)
      13 + 1 (Bangle)
      14

      Agility (AGI)
      8

      Dexterity (DEX)
      13 + 1 (Ring)
      14

      Intelligence (INT)
      24

      Wisdom (WIS)
      12

      Spirit (SPI)
      20

      Luck (Luck)
      11

      Earth Affinity
      5 + 2 (Spells)
      7

    • Scores
      Resistance
      3 + 1/2 (12) + 1/4th (20)
      14 + 15 BR + 6/6 Mystic AR = 35

      Resilience
      1 + 1/2 (14)+ 1/4th (10)
      10 + 2 (Bow) =
      12 + 15 BR + 3/3 Mystic AR = 30

      Regeneration
      3 + 1/5th (14)
      5 + 15 (Food, 1.5 Hours) = 20

      Recovery
      4 + 1/5th (20)
      8 + 15 (Food, 1.5 Hours) = 23

      Alchemy
      1/4th (24)
      6

      Charisma
      1 + 1/3rd (12)
      5

      Perception
      4 + 1/3rd (24)
      12

      Earth Magic (Unclaimed Milestone)
      5 + 1/4 (24)
      11

      Magic Focus
      1/3 (24) + 1/3 (12)
      12 + 2 (Circlet)
      14

      Bow Use
      4 + 1/2 (14)
      11

      Shield Use
      2 + 1/3 (14)
      6

    • Active & Special Skills
      Mana Burst (Rank 8) (Level 0, 0/3 SP)
      Cost: 25 MP
      You hold out your hand and let out a burst of Mana from it that strikes any foe in front of you. Any foe(s) caught in the burst that will occur right in front of your hand will take up to 20 + Magic Focus (14) + 40% SPI (20) = 47 (42) Mana Damage. The DL to dodge this Novice Technique is 85 - 75% Magic Focus (14) - DEX (14) = 61.

      You know how to better fire at a foe when closer, and as such deal more damage. When firing within 30% of your Optimal Range (17) = 5 Yards, your Damage Mod is increased by 2 + 15%.


      Through mental willpower and physical strength, you can call forth greater power whenever you are in mortal danger. This Skill has a few conditions in which it can be activated. The first is when your HP falls below 0. The second is by chanting the Skill's name to manually activate the Skill, however; manually activating the Skill when your HP is above 1% will make the manual activation penalty even bigger.

      When activated, your STR, AGI, and WIS are all boosted by 1, your Resistance and Resilience are both increased by 11%, and you are able to act and think faster (gain 1 additional action per Turn). Furthermore, the MP/HP Costs of your Skills are also reduced by 27%. The duration of these affects is 10 seconds. In addition, you regain an amount of HP equal to 16 + Magic Focus (14) = 30. Note that you can still be killed or knocked unconscious during this affect.

      If manually activated, you do not receive the healing or boost to your action speed and you are unable to manually activate the Skill again for another minute. If manually activated when your HP is above 1%, then you become unable to use the Skill at all for one minute even if you could automatically activate it and you lose all remaining MP and cannot recover any MP for a minute after the Skill has been activated. If the Skill is automatically activated, you gain 2 SP, and manually activating it grants you one, plus you gain one SP for every action you perform during the Skill's duration.


      Cost: 27 (30) MP
      Through the bow you hold in your hands, you manage to wrap a small bit of Mana around your arrow. This is an ability used by novice Mage Archers. While this consumes a large amount of Mana, this allows you to adjust the accuracy of your arrow slightly with a surge of mental power. This raises your Arrow's Accuracy by 40 (35)% Magic Focus (14) = 5 and the Max Damage by a % of your SPI (20) equal to 35 + Magic Focus (14) = 54 (49)% = 10 as it allows your arrow to hit a bit harder than normal.

      This ability, however; will most likely break the Arrow you use as most normal arrows cannot handle the force of the Mana wrapping around it. This technique has a 3% chance not to break the Arrow. Furthermore, using the Skill gives you 1 SP. If it hits, you get another. If it defeats the enemy, you get one more SP after that. You also get 2 SP if the arrow doesn't manage to break.


      Cost: 20 MP + 33 MP/Minute
      You create a thin thread out of Mana, capable of grabbing onto something. The thread has a Strength of 2 + 60% Focus (8) = 6, the DL for something to break free from the Thread being 90 - Thread's STR. The thread also has an HP of 7 + Thread's STR = 13, in case instead of breaking it something attempts to cut it instead. If successful in breaking this thread, it may take a precious second or two (an Action), although, if their SR for attempting to break it beat's the Thread's strength, then it'll take no time at all.

      You can grab things around 8 yards away from you with this thread, and can even attempt to pull whatever you grab, be it enemy arm or distant small object as long as both you and the thread are strong enough. Due to lack of proper Mana manipulation ability, this thread can only be aimed and shot, as it is rather hard to actually control. Its Accuracy is 55% Bow Use (11) + 55% Magic Focus (11) = (12). It will grab whatever it hits automatically.


      Cost: 40 (49) + 40 (49) MP/Minute
      Mana is what powers Magic, and in theory by commanding Mana one can acquire a greater power over their Magic. While this Skill is active, the SR of all of your Magic is increased by the hidden strength of your Mana. The SR of all of your Magic is increased by a % of your SPI (20) equal to 10 + 55% Magic Focus (14) = 17% = +3 SR. Your Magic also has its MP Costs reduced by this amount much as well.

      Furthermore, while this Ability is active, you can utilize either unique abilities that better utilize your Magical ability or you can utilize some of your Spells in even more interesting ways.


      Cost: 145% Stone Guard MP (47) = 57 (68) MP
      While Magicka Theory is active, you can make your Mana go outward and then cast upon this small, outward coating of Mana the Stone Guard Spell. This grants you the Mystic AR and the Armor Penalty of the Stone Guard Spell with the SR boosted by 27% (Magic Focus (14) + Earth Affinity (7)) = 5. This special Spell Skill will last either until the Mystic AR is depleted or Magicka Theory is deactivated.

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

      Golden Blessing (Rank 8) (Level 0, 0/6 SP)
      You are quite lucky with money. Your Luck is increased by 15% for anything having to deal with money. Furthermore, sometimes the amount of money you gain is increased by 5%.


      Armor Acclimation (Rank 10) (Level 30, 0/5)
      You know how to somewhat fight with Armor on. As such, you decrease all Armor Penalties by 8% STR (10) = 1 and your Stamina Penalty is lessened by 13% VIT (14) = 1. You can get more SP by wearing heavier Armor.

    • Here is a list of the Spells you have learned. While Spells can become Skills, these are instead Spells you know how to perform without using them as Skills. While you can learn greater versions of these Spells, they do not advance, grow, or give rewards in the same way that Skills do. These are simply things you know.

      Of course some Spells you know can become Skills or even be used as Supplemental Material. If used as Supplemental Material, the Spell has to be able to be applied pretty closely and it doesn't actually reduce the AP Cost of the Skill(s) you are trying to Advance. Its more meant to accentuate your Supplemental Material.

      Stone Guard (Rank 10, Earth Magic)
      Spell DL (Novice): 65
      Casting Time: 5 Seconds (1 Action)
      Chant: Stone become my (shield or armor)! Stone Guard!
      Duration: 10 + SR Seconds or until Dismissed
      Cost: 47 (50) MP
      This Spell allows you to tap into the element of Stone and use it on a target Shield or Armor. When used on a target Shield, the Shield Defense of that Shield increases by 1 + 25% SR. When used on a suit of Armor, it gains a Mystic AR equal to 4 + 40% SR. Regardless of which you use it on though, this Spell will make the target item heavier like stone. It will gain an Armor Penalty = 5 - 10% SR. A Critical Cast will actually Repair the target Armor by the amount of AR this suit gives, after its duration runs out.

      Minor Stone Harvest (Rank 10, Earth Magic)
      +1 Earth Affinity
      Spell DL (Novice): 60
      Casting Time: 5 Minutes
      Chant: "Oh powers of Stone, gather forth from your resting place, allow me to harvest thine bounty through the power of our contract. Stone Harvest!"
      Duration: Instant
      Cost: All MP
      This Spell allows you to tap into the Essence of the Stone Elemental Plane and from it draw forth a crystallized Tiny Stone Shard. This Spell can only be used once per 24 - 10% SR Hours. The number of Tiny Stone Shards you will create whenever using this Spell is equal to 1 + .5% MP Used. Note that if you fail in casting the Spell, you can try again once your MP recovers, but upon successful casting that is when the Cooldown begins.

      Stone Shard (Rank 10, Earth Magic)
      Spell DL (Novice): 72
      Casting Time: 2.5 Seconds
      Chant: Stone attack my foe. Stone Shard!
      Cost: 32 (35) MP
      You create a shard of Stone Essence and fire it at a foe. This has a Range of 20 Yards. It has a Max Damage of 5 + 50% SR and a Damage Mod of 5 + 75% Earth Affinity (7) = 10.

      A spell used by Mages to summon mystical beings they have made contracts with. MP Cost, Casting Time, and all other factors of the Spell will vary per creature summoned.

      'Ddi-rym'
      MP Cost: All Remaining (Minimum 50%)
      Casting Time: Instant (1 Action)
      Spell DL: 95
      Chant: 'Ddi-rym'
      Summons a mysterious being known as 'Ddi-rym' to your location.

    • Here are Items you can make with your various Crafting Abilities

      Alcohol Molotov Cocktail (Rank 10, Splash Weapon, Flammable)
      Creation DL (Novice): 95
      Materials: Alcohol, Bottle, Cloth
      Production Time: 10 Seconds
      A Molotov Cocktail made from high alcohol content booze. When lit and thrown, it explodes in a fiery splash, soaking any enemies caught in it in fire.
      Throwing Range (Grenade Use): 4 / 7 / 10 / 13 / 16 Yards
      Max Damage: 25 Fire
      Damage Mod / Splash Damage: 15 Fire
      Splash Radius: 3 Yards
      Dodge DL (Opposed): Thrower's Accuracy Result
      Additional Affect: On Devastating Hit or Splash Dodge Failure
      On Fire: 10 Fire Damage Every 2.5 Seconds for 5 Seconds

      Petroleum Molotov Cocktail (Rank 10, Splash Weapon, Flammable)
      Creation DL (Novice): 90
      Materials: Petroleum, Bottle, Cloth
      Production Time: 12.5 Seconds
      A Molotov Cocktail made from highly flammable petroleum. When lit and thrown, it explodes in a fiery splash, soaking any enemies caught in it in fire.
      Throwing Range (Grenade Use): 4 / 7 / 10 / 13 / 16 Yards
      Max Damage: 35 Fire
      Damage Mod / Splash Damage: 20 Fire
      Splash Radius: 5 Yards
      Dodge DL (Opposed): Thrower's Accuracy Result
      Additional Affect: On Devastating Hit or Splash Dodge Failure
      On Fire: 12 Fire Damage Every 2.5 Seconds for 10 Seconds


      Creation DL (Novice): 70
      Materials: Explosive Powder, Casing, Fuse
      Production Time: 15 Minutes
      Number Produced: 1 + 10% SR (Up to 3)
      This small, black bomb is reminiscent of more 'fantasy' themed bombs with its round black structure. Each one is about the size of the palm of your hand. When lit and thrown, it will explode a few moments later.
      Max Damage: 45 + SR, Max is 75
      Throwing Range (Grenade Use): 4 / 7 / 10 / 13 / 16 Yards
      Dodge DL (Opposed / Novice): Thrower's Accuracy / 70 - SR
      Success Reduction: 2.5x Dodge SR
      AOE Range (100% / 75% / 50%): 3 + 5% SR / 4 - 6 + 10% SR / 7 - 9 + 10% SR, Max 15 Yards
      Additional Affects
      Stun (100% - 50% AOE) (Beginner Resist DL): 70 - 75% Damage Taken
      Cripple Legs (100% / 75% AOE): 25% Damage Taken as Cripple Affect on Legs
      Extra AR Damage (100% / 75% / 50% AOE): +2 / +1 / +0 AR Damage


      Minor Blade Poison (Rank 10, Poison)
      Creation DL (Novice): 70
      Production Time: 10 Minutes
      Doses Produced: 1 + 5% SR (Up to 3)
      This poison is meant to be put upon a bladed Weapon, that way upon a wounding blow it will enter the blood stream and inflict havoc. One dose will cover either the blade of a weapon or 3 Arrows/Bolts.
      Infliction Damage: 12 + 25% SR Poison
      Resistance DL (Novice): 70 - SR
      Duration: 10 + 50% SR Seconds
      Stages: Every 5 Seconds

      Minor Invigorating Brew (Rank 10, Medicine)
      Creation DL (Novice): 65
      Production Time: 15 Minutes
      Doses Produced: 1 + 5% SR (Up to 2)
      This medicinal brew contains ingredients meant to fill a person with energy. However; like any medicine, too much of it can be a bad thing, so only one dose an hour is recommended.
      Affect: Raise Recovery and Regeneration by 5 + 30% SR.
      Duration: 10 + 55% SR Minutes
      Overdose Affect I: Its only half effective.
      Overdose Affect II: After affect ends, the affect is then reversed.
      Overdose Affect III
      Becomes Minor Poison instead. Resist DL (Beginner): 70 - SR. Stage: 10 Seconds. Deals Poison Damage equal to Affect Amount. Lasts as long as Duration.

    • Talent Skills
      Knowledge (Rank 9, 6 AP) (Level 8, 0/12)
      The measure of your general knowledge and smarts. Useful for basic subjects or learning new basic, general knowledge. Advancing in this Skill will open higher planes of knowledge for you.
      +1 Chemistry
      +24% to INT when assessing general knowledge

      Bartering (Rank 10, 5 AP) (Level 3, 0/10 SP)
      You know how to barter and negotiate with others in more of a business sense.
      Charisma is 3% higher when Bartering

      Charisma (Rank 9, 8 AP) (Level 8, 0/12 SP)
      Your ability to use charming or witty words, or even good looks, to make others like you and to be overall charismatic. Is more effective on people who already like you or may find you appealing or attractive at a first glance.
      Acquire the Charisma Score
      Your Charisma Score is 8% higher when talking with members of the opposite Gender.
      All Charisma abilities are 4% more effective.

      You know how to create basic Pseudospaces for practicing the usage of your powers in.
      Focus is 15% higher when dealing with Pseudospace. Can create Rank 10 Pseudospaces.
      Currently costs 8 HP and 8 MP to create a Pseudospace. Breaking your own Pseudospace is free, but breaking others' requires you to focus your ability to control Pseudospaces and break theirs, plus you also have to pay that HP and MP Cost.

      Empty Pseudospace (Rank 10) (Creation DL: 95)
      A regular, blank Pseudospace. There is nothing special about it.

      Imp Pseudospace (Rank 10) (Creation DL: 88)
      A Pseudospace that contains 3 - 5 Imps. ??% Chance a ??? Could come.

      Zombie Pseudospace (Rank 10) (Creation DL: 85
      A Pseudospace that contains 3 - 6 Imps. ??% chance a ??? Could come.


      Grenade Use (Rank 9, 5 AP) (Level 0, 0/12)
      +1 Chemistry
      Your ability to make and utilize thrown explosives.
      Your Chemistry Score is 20% higher when dealing with Thrown Explosives
      Your Accuracy with thrown explosives is increased by 10%.
      Your Range with Grenade Style Weapons is equal to 5 + 110% STR (10) = 16

      Shield Use (Rank 8, 5 AP) (Level 0, 0/13)
      +2 Shield Use
      Your ability to utilize Shields somewhat properly. You acquire the Shield Use Score.
      Your Shield Defense (11) is increased by 10% = 12
      When suffering a Partial Hit, you reduce the Damage by 15% Shield Defense (12) = 1.

      Elementary Earth Magic (Rank 9, 7 AP) (Level 5, 0/12)
      +1 Earth Magic
      Acquire the Earth Magic Score 1/4 (INT)
      You have acquired your first taste of the power of Flame Magic and thus can call yourself a proper Mage. As such, you can start making Contracts with the Element of Flame to acquire new Flame Spells. Once you make your first Contract, you will acquire Earth Affinity. You can contract with only Rank 10 Spells at the moment.

      Acquire the Earth Affinity Stat. Your Earth Affinity is increased by each Contracted Spell by (6 - 50% Spell's Rank). It can also be increased by AP as if it were a regular Stat.
      All of your Earth Magic Spells have their SR increased by 13% Earth Affinity (7) = 1.
      All of your Earth Magic Spells have their MP Costs reduced by 12% Earth Affinity (7) = 1.

      The Max number of Spells you can be contracted with is equal to 1 + 30% Earth Affinity (7) = 3.

      Furthermore, you know knowledge of the Stone Shard (Rank 10), Stone Shard Guard (Rank 10), and Stone Fist (Rank 9) Spells and can easily make contracts with them once you have the appropriate level of ability.

      Magic Focus (Rank 8, 9 AP) (Level 4, 0/13)
      An ability used by up and coming Mages who want to apply their Magic in a different sense. This Beginner Mentalism Skill involves utilizing both your knowledge of Magic and your own natural power of thought and will to better apply your Spells, normally rigid in their functions, in slightly different ways.
      Acquire the Magic Focus Score. +2 WIS, +20 MP.
      All of your Beginner Focus Skills and Novice Magic SRs are strengthened by 20% Magic Focus (11) = 2.
      This amount is also how much your Novice Magic MP Costs are decreased by.
      Any Novice Focus based Skills are strengthened by 54% Magic Focus (11) = 5.

      Mana Vein (Rank 7, 10 AP) (Level 5, 8/15) (219 MP Used)
      Your Mana runs deeper than most, and you know how to better tap into this vein of Mana. Every 25 MP utilized grants you 1 SP.
      +3 SPI, +30 MP, +5 Recovery
      Decrease the Cost of all Beginner Mana Skills by 10%

      Observation (Rank 9, 9 AP) (Level 5, 0/12)
      +1 DEX, +1 Bow Use, +3 Perception
      You have quite the keen vision, and thus know how to better observe things in your surroundings. Not only can you use this to better see things from afar, but you can use this Skill to try and better observe a target who's closer and discern information about them with both senses and knowledge. You acquire an Observation Range and a Sight Range. The first one is the short range in which you are capable of reading people. The other one is your ability to see and perceive better from afar, great for detecting hidden people or items.
      Acquire the Perception Score.
      Increase Accuracy by 15% Perception (10) = 1
      Increase all Defenses by 15% Perception (10) = 1
      Observation Range: 5 + 25% Perception (10) = 7 Yards
      Sight Range: 15 + Perception (10) = 25 Yards

      Precise Firing (Rank 9, 7 AP) (Level 5, 0/12)
      You know how to more properly fire Bows, focusing more on precision and Accuracy than speed. As such, not only can you learn Skills that more focus on this, but you are more accurate even from a further away Range.
      Acquire the Bow Use Score. +1 DEX, +3 Bow Use
      Your Optimal Range: 10% Bow Range (45) + Bow Use (11) + 2 = 15 Yards
      Your Max Damage with Bows is increased by 20% Bow Use (11) = 2
      Critical Strike Chance increased by 5% Bow Use (11) = 1
      Your Accuracy Bonus with Bows is increased 1.
      Your Optimal Range with Bows is increased by 10% Sight Range (25) = +2 Yards
      Your Accuracy with Bows is increased by an amount equal to 10% Observation Range (7) against those within this range = +1 Accuracy

      Beginner's Alchemy (Rank 9, 8 AP) (Level 1, 0/12)
      You have an understanding of chemicals and their interactions. You know the techniques to synthesize specific chemicals, although this would normally require a laboratory.
      +1 DEX, +1 Regeneration,
      Acquire the Alchemy Score
      Can Learn Rank Novice Alchemy Recipes
      Can Learn Rank Novice Chemistry Recipes
      Your Rank 10 Chemistry Concoctions have their SRs increased by 16%, and then by another 1
      Your Rank 9 Chemistry Concoctions have their SRs increased by 10%
      Your Rank 10 Alchemy Recipes have their SRs increased by 5%

      Spear Use (Rank 10, Cost: 3 AP)
      Your ability to use spears somewhat properly in combat

    • Titles
      Level 10
      You have reached Level 10. The journey to becoming great and powerful is just beginning, keep up the good work.
      +1 to all Stats. +5 HP and MP. +1 Resilience and Resistance. +1 Inventory Slot.

      Processor
      You can process information at a quicker pace thanks to your 20 INT. As such, you can now learn the art of Magic and at every 10th point of INT, the Activation Time for all Abilities with such a thing is decreased by 1 second, to a minimum of one second.

      Skilled Novice (Equipped)
      You have reached Max Level in one Skill. This is just the first step.
      +1 AP

      Skilled Rookie
      You have reached Max Level in 20 different Skills. This is quite the accomplishment, as it shows your progress.
      +1 Perception, +1 Earth Magic

      ???
      23/50 Skills hit Max Level

      Novice Skill Enhancer
      You have successfully advanced your first Skill.
      +1 Earth Magic

      ???
      (5/10 Skills Enhanced)

      Rookie Instructor
      You have successfully taught a Skill to someone, and thus are beginning on a path to become an instructor.
      +1 AP

      ???
      (Teach 3/10 Skills to someone else)

      Novice Skirmisher
      You have successfully beaten one sentient, intelligent opponent in serious battle and have grown stronger from the experience that this battle has brought to you.
      +1 AP

      ???
      4/10 Opponents Defeated

      Rookie Dabbler
      You have acquired Magic, and thus are on your way to becoming a true magic user.
      +10 MP

      Novice Craftsman
      You have successfully made or repaired 20 different Items
      +1 AP

      Rookie Craftsman
      You have successfully repaired or made 50 Items and thus are pretty good with your hands and mind and really know how to stick with a task.
      +1 AP, +1 Regeneration

      ???
      50/100 Items Created

      First Time Contractor
      You have made your first contract with a being for Summoning purposes.
      +1 Earth Magic, +1 Earth Affinity

      ???
      Contract with 1/5 beings for Summoning

      Rookie Magician
      You have successfully learned your first Spell.
      +1 Earth Magic

      ???
      Learned 5/8 Spells (Excludes Spells that come from Items)

      Novice Mentalist
      You have acquired a Beginner Mentalism Skill and thus are learning how to truly use the power of your Mind.
      +2 Resistance, +5 MP

      First Mile
      You have claimed your first Milestone, showing that you have indeed come a long way.
      +1 Charisma, +1 Recovery, +1 Regeneration

      ???
      1/5 Milestones Claimed

    • Inventory
      8/21 Slots Remaining

      Health Potion (Rank 10, Potion) (x4)
      This special potion heals your wounds and helps you recover. Heals 30 HP.

      Mana Potion (Rank 10, Potion) (x4)
      This special elixir helps recover your mystical energies and restore your spirit. Heals 45 MP.

      Rejuvenation Potion (Rank 10, Potion) (x2)
      This green elixir restores both your body and spirit. Heals 50 MP and HP.


      Ferry Stone (Rank 8, Teleportation Stone)
      A stone imbued with strange, powerful magics. Is capable of teleporting you back to your Base Camp just by crushing it in hand. This will disappear upon leaving the Arcadia Games.


      Tiny Stone Shard (Rank 10, Elemental Shard) (x2)
      This small, crystallized shard of Stone Element has many different uses throughout the Arcane and Elemental Arts. If you crush one of these shards as you cast any Earth Magic Spell, the SR of that Spell will be increased by 3.


      Imp Claw (Rank 10, Demonic) (x7)
      The sharp claw of an Imp, a weak demonic creature.

      Imp Horn (Rank 10, Demonic) (x3)
      The horn of an Imp that contains a portion of its demonic energy.

      Alcohol Molotov Cocktail (Rank 10, Splash Weapon, Flammable) (x2)

      A Molotov Cocktail made from high alcohol content booze. When lit and thrown, it explodes in a fiery splash, soaking any enemies caught in it in fire.
      Range: 4 / 7 / 10 / 13 / 16 Yards
      Max Damage: 25 Fire
      Damage Mod / Splash Damage: 15 Fire
      Splash Radius: 3 Yards
      Dodge DL (Opposed): Thrower's Accuracy Result
      Additional Affect: On Devastating Hit or Splash Dodge Failure
      On Fire: 10 Fire Damage Every 2.5 Seconds for 5 Seconds

      Lighter (Rank 10, Fire Starter)
      A basic lighter, can be opened and used with one hand.

      Small Thrown Bomb (Rank 10, Thrown Explosive) (x9)
      This small, black bomb is reminiscent of more 'fantasy' themed bombs with its round black structure. Each one is about the size of the palm of your hand. When lit and thrown, it will explode a few moments later.
      Max Damage: 60
      Throwing Range (Grenade Use): 4 / 7 / 10 / 13 / 16 Yards
      Dodge DL (Opposed / Novice): Thrower's Accuracy / 55
      Success Reduction: 2.5x Dodge SR
      AOE Range (100% / 75% / 50%): 3 / 4 - 7 / 8 - 10 Yards
      Additional Affects
      Stun (100% - 50% AOE) (Beginner Resist DL): 70 - 75% Damage Taken
      Cripple Legs (100% / 75% AOE): 25% Damage Taken as Cripple Affect on Legs
      Extra AR Damage (100% / 75% / 50% AOE): +2 / +1 / +0 AR Damage

      Minor Blade Poison (Rank 10, Poison) (5 Doses)
      This poison is meant to be put upon a bladed Weapon, that way upon a wounding blow it will enter the blood stream and inflict havoc. One dose will cover either the blade of a weapon or 3 Arrows/Bolts.
      Infliction Damage: 12 + 25% SR Poison
      Resistance DL (Novice): 70 - SR
      Duration: 10 + 50% SR Seconds
      Stages: Every 5 Seconds

      Minor Invigorating Brew (Rank 10, Potion) (x5)
      This medicinal brew contains ingredients meant to fill a person with energy. However; like any medicine, too much of it can be a bad thing, so only one dose an hour is recommended.
      Affect: Raise Recovery and Regeneration by 10.
      Duration: 19 Minutes
      Overdose Affect I: Its only half effective.
      Overdose Affect II: After affect ends, the affect is then reversed.
      Overdose Affect III
      Becomes Minor Poison. Resist DL (Beginner): 53. Stage: 10 Seconds. 10 Poison Damage.

      Medium Quiver (Rank 10+, Quiver)
      This Quiver holds 25 Arrows
      Iron Barbed Arrows (x25) (Rank 10)
      These iron arrows have barbs on them. If a Full Hit is scored, they will stick in the target, dealing 5 Internal Damage every 5 Seconds and giving a -10 to all Scores used with a limb if stuck in the limb, or a -5 to all physical based scores if stuck in the torso. Pulling out the arrow deals an additional 5 Internal Damage, 10 if done as a Free Action. Nullifies 5 Resilience.

      Money: 150,000 ¥

    • Gear
      Hand 1
      Iron Clad Shortbow
      (Rank 10, Bow, Enchanted)
      This wooden shortbow has pieces of iron along its surface, allowing it to be pulled back more to also deliver more powerful, more accurate shots from a distance. Its quite the power house of a bow, but it does require a strong arm to use it. It also possesses a couple of minor enchantments.
      +2 Resilience. When Firing from your Accuracy Bonus Range, the Damage Mod increases by 5.
      Requires: Bow Use, DEX 10, STR 10
      Max Damage: 35
      Range: 45 Yards
      Damage Mod (Gremlin Barbed Iron Arrows x20): 10, Ignores 5 Resilience
      Accuracy (Novice): 11 (Bow Use) + 3 (Ring) = 14
      Critical Chance: 2 (Luck) + 2 (Weapon) + 1 (Arrow) + 1 (Skill) = 6%

      Hand 2
      +5 Feather-Steel Buckler (Rank 9, Buckler)
      This shield is light and sturdy due to its makeup of Feather Steel, capable of blocking blows while, due to its small size, not interfering too much with your arm's usage for actions like archery or spell casting.
      Shield Defense is Novice, 75 - (5 + Shield Use (6)) = 11 + 10%) = 63

      Torso
      Armored Robes
      (Rank 10, Magic Garb)
      Armored Mage Robes enchanted to protect you. Give +5 Barrier Rating.

      Waist
      Arcadian Belt Pouch (Rank 9, Bag, Enchanted)
      A special belt pouch obtained from the Arcadia Games. It has magic that makes it a bit more expansive. Adds 5 Slots to your Inventory.

      Hands
      Leather Gloves (Rank 10, Gloves)
      Basic, well made leather gloves. Really help save your hands.

      Leather Helmet (Rank 10, Light Armor)
      A rather very light helmet made of leather. Provides basic head protection. Gives 5/5 AR against head attacks.

      +5 Magi Focal Band (Rank 9, Enchanted)
      This mystical circlet contains a Mental Focal Stone and Magic that connects the stone to the wearer's mind and thoughts, strengthening the connection between the wearer's Mind and Magic, thus lowering the strain any Magic Focus Abilities and Spells have upon the wearer while augmenting their Magic Focus as well.
      +2 Magic Focus
      Reduce Spell MP Costs by 10%
      Reduce Magic Focus Skill MP Costs by 5
      Raise the SR of any Spells used with Magic Focus Skills by an additional 20% Magic Focus (14) = 2.


      A ring with a barrier enchantment strengthened through magic. Protects the wearer.
      Grants +10 Barrier Rating.

      Also if the user were to suffer a fatal blow, the Protection Shard in the Ring will shatter instead, absorbing up to 150 Damage of this possibly fatal blow to lessen it. Once the Protection Shard shatters, however; the Ring will be weakened, losing 2 point of its Barrier Rating.


      This special cowl is perfect for completing that long distance fighter look. It also has magic to reinforce one's ranged projectiles as well. Mystic AR: 6/6

      Bound Enchantment (Requires: Sniper Title or Beginner Projectile Weapon Proficiency)
      Raises the Damage Mod of all Physical Projectiles by 5, their Accuracy by 5, and their Critical Strike Chance by 1. Furthermore, you also get 6 Mystic AR with this magical cloak.


      Minor Vigor Bangle (Rank 10, Magic Accessory)
      This mystical bangle worn on the wrist has been imbued with magic to boost one's overall vigor and health.
      +1 VIT, +10 Health

      Life Pendant (Rank 10, Mystic Pendant)
      A pendant with a Life Gem imbued into it. Just carrying these fills you with energy.
      +15 Health

      Minor Magic Power Ring (Rank 10, Ring)
      This Ring boosts the wearer's Magic Scores by 2 and increases the SR of all Magic by 10%.

      Minor Protection Ring (Rank 10, Ring)
      This Ring provides a small bit of mystical protection to the wearer in form of a very weak magical shield. Gives the wearer a Barrier Rating of 5.


      Minor Accuracy Ring (Rank 10, Ring)
      This Ring is enchanted to boost Accuracy.
      +1 DEX, +3 Projectile Accuracy


      Misc
      Medium Quiver
      (Rank 9, Bag)
      Goes on your back. Holds 25 Arrows.
      Iron Barbed Arrows (x24) (Rank 10, Special Arrow)
      These iron arrows have barbs on them. If a Full Hit is scored, they will stick in the target, dealing 5 Internal Damage every 5 Seconds. Pulling out the arrow deals an additional 5 Internal Damage, 10 if done as a Free Action. Nullifies 5 Resilience.

      Zombie Arrows (Rank 10, Cosmic Element Arrows) (x9)
      These mystically made arrows inflict the rotting pallor of death of a zombie on the target they strike. A Bow's Max Damage is halved when using this Arrow unless stated otherwise.
      Death Damage Mod: 7
      Lifeless Infliction DL (Beginner): 65


    • MjUEZZR.png


      Don't worry about it. Your smile is the only recompense I need.
      Tian Gui Jian

      Age
      20

      Gender
      Male

      Appearance
      Tian-Gui stands at an impressive 6'3, the broadness of his shoulders augmented by his muscular build. He sports a light tan that serves to make his turquoise eyes stand out, and the Chinese youth prefers to keep his hair short, never longer than three inches in length. Though his angular face makes him appear more like the member of a boy band or whatever, his hands are heavily callused, and his body is filled with scars, the most prominent behind a long, jagged one that traces from his solar plexus to the right side of his stomach. Despite this rather aggressive appearance, however, he carries himself in a rather unintimidating fashion. He's quick to smile and joke around, and the atmosphere around him could be likened more to a giant teddy bear than an apex predator.

      Personality
      A young man with heroic aspirations, Tian-Gui is selfless, righteous, and enthusiastic, a larger-than-life existence who works to help others out. His creed is to put others above himself, and to offer a hand to help anyone who needs it. He has gotten himself in many fights as a result, and now thinks little to nothing about violent confrontations. When he thinks about it, his numbness to these sorts of things frightens him, but then, he looks back on the people he has helped, and he realizes that he doesn't mind becoming something that isn't totally human. He shines with a resplendent optimism, and holds a spirit of perseverance and determination. A star has no meaning if it doesn't shine. Tian-Gui knows he's not smart, and knows that he's not going to reach those heights that he aspires for, but he doesn't care.

      After all, the beauty of an impossible goal is that it makes you go much farther than an attainable one.

      History
      Tian-Gui has seen some amazing things in his short life. He has seen his parents go from immigrants to citizens. He has seen the JSDF work like a single entity to rescue hundreds when an earthquake struck. He has seen the faces of the saved, full of gratitude and happiness. They have all been engrained in his head, and Tian-Gui aspired to become a hero at an early age.

      If it was someone else, perhaps, they would have had those childish dreams crushed by the cynicism of modern society. But his parents always had his back, and they told him to never give up on his dreams. It was a wonderful, beautiful thing, and an inexplicably euphoric feeling washed over Tian-Gui whenever, through his own efforts, someone smiled. That was the only reward he needed when he helped an old lady carry a heavy load, when he stood up to the bullies in his elementary school, when he lent an ear to a classmate as she unloaded her troubles on him.

      He strove to become strong, so the things that he can grasp with his own hands became larger and heavier. Tian-Gui volunteered in the hospital, in the community center, in so many places he lost count. Though branded as a delinquent who frequently got wrapped up in brawls, Tian-Gui's reputation was very good. His teachers understood that his intentions were good, his classmates knew to go to him for help, and when he graduated, he was on friendly terms with the entire district.

      Unlike many, though, Tian-Gui did not head off to university. Instead, he chose to get part-time work in a construction crew, transporting heavy materials from one part of the site to another. There was no point in heading off for higher education when he wasn't even certain how to approach his nebulous future, after all.

      Game Points
      2

    • Level
      17

      Experience Points (EXP)
      1018

      Ability Points (AP)
      0/118 + 0 (INT AP)

      Health (HP)
      79 + (36) + (170)
      285 + 15 Pendant =
      300/300

      Mana (MP)
      48 + (15) + (136)
      199/199

      Ki Pool (KI)
      1 + 1% (300) + 15% (15)
      5/5

      Strength (STR)
      17 + 1 Bangle =
      18

      Vitality (VIT)
      20

      Agility (AGI)
      13 - 7 Armor Penalty =
      6

      Dexterity (DEX)
      15

      Intelligence (INT)
      6

      Wisdom (WIS)
      15

      Spirit (SPI)
      17

      Luck (Luck)
      2

    • Resistance
      7 + 1/2 (15) + 1/4 (17)
      18 + 14/14 AR = 32

      Resilience
      7 + 1/2 (22) + 1/4 (20)
      22 + 5 (Ring) + 28/28 AR + 2 Bangle = 57

      Regeneration
      8 + 1/4 (20)
      12 - 5 Stamina + 15 (Food, 1.5 Hours) = 22

      Recovery
      6 + 1/4 (17)
      10 - 5 Stamina + 15 (Food, 1.5 Hours) = 20

      Grappling (Unclaimed Milestone)
      5 + 1/3 (15) + 1/3 (18)
      16

      Armorer
      3 + 1/3 (6) + 1/3 (15)
      10

      Movement
      1 + 1/3 (6) + 1/3 (18)
      9

      Ki Focus
      2 + 1/3 (15)
      7

      Mana Focus
      1/4 (15) + 1/4 (17)
      7



    • Takedown (Rank 8) (Level 35, 0/4 SP)
      Cost: 5/15 HP
      After successfully grabbing onto an opponent, you can perform this grapple attack utilizing the weight and strength of your own body to throw both yourself and an opponent onto the ground. This Grapple Attack gets 10 + 25% Grappling (19) = 14 added to its Damage Mod, although depending upon the ground this could be more or less.

      The 'Max Damage' for this Attack depends on how well you throw your opponent down, instead of how well you hit them. Your 'Grappling' (19) is 22% higher = 22 when using this Skill and for keeping an opponent pinned after using this Skill.

      By putting more power into it, you can perform a Throw Takedown instead. This is simply done with your bit of Judo training and involves you throwing them on the ground instead of just slamming them. This variant is a bit harder to perform, giving you a -17 penalty to your 'Grappling' (19), but ultimately does 17% more Damage.

      Guard (Rank 10, Special) (Level 30, 0/3)
      You know how to guard yourself properly by readying yourself in advance. Your Defense goes up by 5 and your Resilience and Resistance are increased by 40% when guarding.

      Through mental willpower and physical strength, you can call forth greater power whenever you are in mortal danger. This Skill has a few conditions in which it can be activated. The first is when your HP falls below 0. The second is by chanting the Skill's name to manually activate the Skill, however; manually activating the Skill when your HP is above 1% will make the manual activation penalty even bigger.

      When activated, your STR, AGI, and WIS are all boosted by 2, your Resistance and Resilience are both increased by 20%, and you are able to act and think faster (gain 1 additional action per Turn). Furthermore, the MP/HP Costs of your Skills are also reduced by 50%. The duration of these affects is 10 seconds. In addition, you regain an amount of HP equal to 25 + 126% Ki Focus (7) = 31. Note that you can still be killed or knocked unconscious during this affect.

      If manually activated, you do not receive the healing or boost to your action speed and you are unable to manually activate the Skill again for another minute. If manually activated when your HP is above 1%, then you become unable to use the Skill at all for one minute even if you could automatically activate it and you lose all remaining MP and cannot recover any MP for a minute after the Skill has been activated. If the Skill is automatically activated, you gain 2 SP, and manually activating it grants you one, plus you gain one SP for every action you perform during the Skill's duration.

      Furthermore, while Second Wind is active, you get a +5 to your applicable Score to stay conscious.


      Cost: 5 + 18 (19) HP/Minute
      You know how to more properly put opponents in an arm lock to immobilize their arms to prevent them from fighting back. Your Accuracy when performing a Grapple Attack from behind an opponent, if you can manage to sneak behind them or maneuver behind them by being quicker than them, is increased by 15%. Furthermore, your Grapple (16) Score is increased by 10% = 17 when performing an Arm Lock on an opponent, whether you are initiating or maintaining the Arm Lock.

      Furthermore, by performing a Grapple Attack on an opponent while you have them in an Arm Lock, you can instead attempt to dislocate their Arm. This is treated as a Grapple Attack with instead their STR or VIT acting as a Natural Defense against you. If you succeed, their Arm is Crippled.

      Once your opponent is in a successful arm lock, they cannot perform actions that would require movement of said arm except for breaking out. You get 1 SP for attempting an Arm Lock, and then for every 5 Seconds you maintain the Arm Lock in Combat you will obtain another SP.


      Mana Burst (Rank 9, Special) (Level 35, 0/3)
      Cost: 30 + X MP
      You hold out your hand and let out a burst of Mana from it that strikes any foe in front of you. Any foe(s) caught in the burst that will occur right in front of your hand will take up to 20 + Mana Focus (7) + 33% SPI (13) = 31 (29) Mana Damage. The Novice DL to dodge this is 85 - Mana Focus (7) - DEX (14) = 64.

      Furthermore, with a burst of focus and willpower you can pour more MP into this Skill to really dish out the damage by chanting out the additional amount of MP you want to pour into the Skill along with the Skill's name (I.E. Mana Burst 25 to pour an additional 25 MP). The amount of Damage the Skill deals will be raised by a percentile of the additional Mana you pour into the Skill equal to 8 + Mana Focus (7) = 17 (15)%.

      Physicality Rise (Rank 9, Special) (Level 35, 0/3)
      Cost: 2 + X Ki
      You focus your Ki and then, with a burst of willpower, let it flow through your body in an intensified burst to strengthen your physical abilities. The boost lasts a number of Seconds = 2 + Ki Focus (7) = 7 Seconds. For every additional point of Ki you put into this ability, the Duration is further boosted by 57% Ki Focus (7) = 3.

      While this Skill is active, any Score based on your VIT, STR, or AGI is increased by 53% Ki Focus (7) = 3 as your physical abilities are all empowered by your Ki, your STR and AGI being boosted by this amount as well. Furthermore, all of your Energy/Ki Abilities do receive a small boost, their factors being raised by Ki Focus (7) for the duration of this Skill.

      Mana Sphere (Rank 10) (Level 25, 0/3)
      Cost: 25 MP
      You create from your palm a calm, stable sphere of Mana, which you then launch at an enemy. This has a Max Damage equal to 10 + 50% Mana Focus (7) = 15 (13) and a Damage Mod equal to 5 + 30% SPI (16) = 11 (9). Furthermore, as a more stabilized sphere its more easily controlled, thus increasing its Accuracy by 50% Mana Focus (7) = 3.

      After conjuring the sphere, through sheer willpower and an extra infusion of Mana you can force the Sphere to spin. This requires you to pay an amount of MP equal to 170% of this Skill's Cost and takes a second or two (one Action). The spinning does raise the total Damage done though by 10%. With proper Mana capability one could make better use of this ability.

      Ki Hand (Rank 10) (Level 10, 0/3)
      Cost: 3 Ki
      You infuse your hand with Ki, upping your striking power as your hand grows stronger. This Skill lasts for either 10 Seconds or after a number of Attacks equal to 1 + 26% Ki Focus (7) = 2 is made with the target hand. This increases the Damage Mod of any Attack you make with this hand by 3 + 55% Ki Focus (7) = 5.

      Energize Feet (Rank 10) (Level 10, 0/3)
      Cost: 2 Ki
      You pour Ki into your feet so that you can temporarily step off faster and move further. This Skill lasts 5 Seconds and boosts your Movement Speed by 55% Ki Focus (7) = 3.

    • The Gamer (Rank 1) (MAX LV)
      +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 (Rank 1) (MAX LV)
      +1 DEX. You possess a body that lets you live like a Game Character in the real world.

      Armor Acclimation (Rank 8) (Level 5, 0/6)
      You know how to somewhat fight with Armor on. As such, you decrease all Armor Penalties by 15% STR (20) = 3 and your Stamina Penalty is lessened by 20% VIT (20) = 4. You can get more SP by wearing heavier Armor and for every time you take damage in stronger Light or regular Medium/Heavy Armor.

      Charge (Rank 9) (Level 20, 0/5)
      You know how to utilize your incredible leg strength to charge forward to attack an opponent that is very far away. When making a Charge Attack, the Accuracy Penalty is decreased by 3. Also your Charge Attacks get 17% of your Movement Speed added to their Damage Modifier. GM NOTE: When making a Charge Attack, do note that if you miss it can leave you open.

      Pain Bracer (Rank 9) (Level 10, 0/5)
      You have proven yourself to be quite resilient to damage and pain and, when you can react, you know how to instinctively brace yourself to reduce pain. All Partial Hits from Physical Attacks deal 2% less Damage after all other Reductions have been applied.

    • Lifting
      Rank 8, 6 AP
      Level 0, 0/13 SP

      You know how to more properly lift things up, and can put good strength into it.
      Your Grappling score is 20% higher when simply lifting something. +2 Grapple

      Toughness
      Rank 6, 10 AP
      Level 7
      , 0/15 SP (0 Damage Negated)
      Your ability to endure damage and take hits from any sort of attack. Gain 1 SP for every 12 Damage you negate with your Resilience and Recovery.
      +2 STR, +7 Resilience, +7 Resistance, +25 HP

      Endurance
      Rank 7, 9 AP
      Level 14,
      0/15 SP
      Your ability to power through exhaustion and fatigue. Gain 1 SP every time you successfully resist Fatigue or Unconsciousness.
      +1 VIT, +4 Regeneration, +4 Recovery,
      +19% to your applicable Score for resisting Fatigue.
      +10% to your applicable Score for resisting Unconsciousness
      -1 to all Stamina Penalties

      You know how to create basic Pseudospaces for practicing the usage of your powers in.
      Your Focus Score is 16% higher when using Pseudospace. Can create Rank 10 Pseudospaces.
      Currently costs 8 HP and 8 MP to create a Pseudospace. Breaking your own Pseudospace is free, but breaking others' requires you to focus your ability to control Pseudospaces and break theirs, plus you also have to pay that HP and MP Cost.

      As long as you have a clear boundary of some sorts, you can create a Pseudospace that just goes within this boundary, as long as the boundary contains a relatively wide space.

      Empty Pseudospace (Rank 10) (Creation DL: 95)
      A regular, blank Pseudospace. There is nothing special about it. Its range is your line of sight.

      Imp Pseudospace (Rank 10) (Creation DL: 88)
      A Pseudospace that contains 3 - 5 Imps (Lv 4). 10% Chance a Big Imp (Lv 12) Could come.

      Zombie Pseudospace (Rank 10) (Creation DL: 85
      A Pseudospace that contains 3 - 6 Zombies (Lv 8). ??% chance a ??? Could come.


      Armor Use (Rank 10, 4 AP) (Level 8, 0/10)
      You know how to somewhat maintain and repair Armor, and possibly even make it a small bit stronger when you work on it while it is at full AR.
      Acquire the Armorer Score. When you repair Armor, you restore the SR to your AR of Rank 10 Armors, or 68% SR to Rank 9 Armors.
      If the target Armor is at full AR, then you can instead temporarily reinforce it, adding 1 + 10% SR to the AR that is only temporary. Note that this still consumes materials.

      Movement (Rank 9, 4 AP) (Level 8, 0/12)
      Your ability to utilize the strength and speed of your body somewhat properly to move around.
      Acquire the 'Movement' Score. +1 Movement.
      When Dodging, as long as its a Partial Hit, reduce Damage dealt by 18% Movement (9) = 1.
      When Moving towards an Enemy and Attacking, reduce Accuracy Penalty by 18% Movement (9) = 1.

      Pseudo Judo (Rank 8, 9 AP) (Level 1, 0/13)
      Your Grappling ability has improved as you focus on the very bare basics of Judo, locks and throws, as you now possess a greater knowledge of how to disrupt and immobilize your opponents. As such, you can now learn Beginner Lock and Throw Techniques. This is still a Novice Technique.
      Also when using any Novice Locks and Throws, your Grappling (16) is increased by 20% = 18.
      When you are Attacked while Grappling, you can use 16% Grappling (16) = 2 as extra Defense against said Attacks.
      Acquire the Grappling Score. +1 DEX, +3 Grappling.
      Your Grapple Attacks are as follows during Grapples are as follows.

      Max Damage: 10 + Grappling (16) = 26
      Damage Mod (Grab Attack): 10 (Gloves) + 5 (Ring) = 16
      Accuracy: Grappling (16) - 20 (If Grappling)


      Mana (Rank 6, 9 AP) (Level 3, 0/16) (0 MP Used)
      Your ability for holding and handling Mana. Every 15 MP utilized grants you 1 SP.
      +2 SPI, +25 MP, +3 Recovery
      Reduce all MP Costs by 3%.

      +2 WIS, +4 HP, +10 MP
      Thanks to your mental training, and a bit of subsequent instruction, you know how to focus your Ki, the energy of your physicality, using this Novice Ki Technique. This can allow you to perform techniques to somewhat channel or focus your Ki in various ways for basic applications. This can also still be used for Novice Mana ability.

      This is also used for slightly improved mental focus for your other abilities that do not your Ki, allowing you to learn Beginner Focus or Novice Ki Skills, which are just simple channeling or focusing of Ki for various simple applications.

      You acquire the Ki Pool which allows you to utilize your Ki Skills and can be boosted like your other Stats with your AP, but by no more than 50% Ki Focus (5) = 2 . If you run out of Ki, you can still use your Ki Skills, but you will use alot of your Health, 20% of your Max Health for each point you use.

      You also acquire the Ki Focus Score, which is used for your Ki Abilities. Your Ki will always return at a rate of an amount of Ki per minute equal to 25% Ki Focus (5) = 1 Ki per minute.

      Ki Pool = 1% HP (237) + 15% WIS (13) = 3
      Strengthen all Beginner Focus Skills and Novice Mana Skills by a numeral equal to 30% Ki Focus (6) = 1


      Improved Health
      Rank 7, 12 AP
      Level 8, 0/15 SP (0 HP Used)

      You are incredibly Healthy, moreso than others. Healthy as a horse some would call you. Every 25 HP you use will give you more SP for this Skill.
      +2 VIT, +1 STR, +33 HP. +5 Regeneration.
      Reduce the HP Costs of all Beginner and lower Skills by 10%.

      Knowledge (Rank 10, 5 AP) (Level 1, 5/10)
      he measure of your general knowledge and smarts. Useful for basic subjects or learning new basic, general knowledge. Advancing in this Skill will open higher planes of knowledge for you.
      +10% to INT when assessing general knowledge

      Mana Focus (Rank 9, 10 AP) (Level 1, 0/12)
      Acquire the Mana Focus Score
      You have further trained your mind to actually be able to slightly focus and control your Mana, allowing you to even manipulate it with your will to a minor extent. As such, you can now acquire Novice Mana Manipulation Skills and Beginner Focus Skills.
      All of your Novice Mana Skills are strengthened by an amount equal to 6% Mana Focus (7) = 1.

      Charisma (Rank 9, Cost: 7 AP)

      Empathy (Rank 9, Cost: 6 AP)

      Fisticuffs (Rank 10, Cost: 5 AP)

    • Level 10
      You have reached Level 10. The journey to becoming great and powerful is just beginning, keep up the good work.
      +1 to all Stats. +5 HP and MP. +1 Resilience and Resistance. +1 Inventory Slot.

      Energetic
      You are just full of energy thanks to having reached 20 VIT. Your Regeneration and Recovery now use 1/4th of their appropriate Stats instead of 1/5th.

      White Belt
      You have taken the first step to becoming a martial artist by learning how to tap into your body's inner strength through the harnessing of Ki.
      +10 HP

      Skilled Novice (Equipped)
      You have reached Max Level in one Skill. This is just the first step.
      +1 AP

      Skilled Rookie
      You have reached Max Level in 20 different Skills. This is quite the accomplishment, as it shows your progress.
      +1 Ki Focus, +1 Armorer

      ???
      22/50 Skills hit Max Level

      Novice Skill Enhancer
      You have successfully advanced your first Skill.
      +1 AP

      ???
      (3/10 Skills Evolved)

      Rookie Modifier
      You know how to take what you know and improve upon it. As such, you are pretty inventive.
      +1 Armorer

      ???
      Modify 5/6 Skills

      Novice Skirmisher
      You have successfully beaten one sentient, intelligent opponent in serious battle and have grown stronger from the experience that this battle has brought to you.
      +1 AP

      ???
      1/10 Opponents Defeated

      First Mile
      You have claimed your first Milestone, showing that you have indeed come a long way.
      +1 Movement, +1 Ki Focus

      ???
      1/5 Milestones Claimed

      Rookie Instructor
      You have successfully taught a Skill to someone, and thus are beginning on a path to become an instructor.
      +1 Armorer

      ???
      (Teach 1/10 Skills to someone else)

    • 5/16 Slots Remaining
      Health Potion
      (Rank 10, Potion) (x3)
      This special potion heals your wounds and helps you recover. Heals 30 HP.

      Mana Potion (Rank 10, Potion) (x3)
      This special elixir helps recover your mystical energies and restore your spirit. Heals 45 MP.

      Imp Claw (Rank 10, Demonic) (x7)
      The sharp claw of an Imp, a weak demonic creature.

      Imp Horn (Rank 10, Demonic) (x4)
      The horn of an Imp that contains a portion of its demonic energy.

      Zombie Tooth (Rank 10, Undeath) (x3)
      The decaying tooth of a zombie. Holds the essence of death. Its cold to the touch and looks disgusting.

      Tiny Soul Shard (Rank 10, Soul Gem) (x1)
      A gem containing the essence of a soul.

      Rejuvenation Potion (Rank 10, Potion) (x2)
      This green elixir restores both your body and spirit. Heals 50 MP and HP.


      Chain-Link Repair Kit (Rank 10, Tool-Kit)
      This Kit can help you repair Chain-Shirts and other forms of armor. It can be used on Rank 10 Chain Armor, or Rank 9 Chain Armor at a -25. It has 6 Uses Remaining.

      Leather Repair Kit (Rank 10, Tool-Kit)
      This kit can help you repair Leather Armor or other leather goods. It can be used on Rank 10 Items, or on Rank 9 Items at a -25. It has 4 Uses remaining.

      Steel Scale Repair Kit (Rank 9, Tool-Kit)
      A Tool Kit for repairing Scale Armor. Comes with some small special tools that help with the task, and increase the SR of Armor Repair by 1. Has 7/10 Uses remaining.

      Blacksmith's Tool Belt (Rank 8, Tools)
      These tools for the up and rising beginner blacksmith are quite sturdy and solid. When used in any Smithing style pursuits, your SR is increased by 20% as long as you have the appropriate amount of materials.You can even do some very basic repairs, as long as nothing is ripped, torn, or all out just too damaged, without the needed materials on some objects with these, only your SR will be decreased by 75% when you do.

      Bronze Gauntlets (Rank 10, Gauntlets)
      Light, sturdy gauntlets made of Bronze. Allow for unarmed parrying. Give +5 Damage Mod to hand based attacks.

      Instant Armor Repair Kit (Rank 10, Ritual Kit) (x2)
      It takes one minute to set up and use this Ritual Spell, but upon doing so it repairs any target Armor by 10 points.

      Money
      0,000 ¥

    • Hand 1

      Hand 2

      Torso
      Steel Scale-Mail
      (Rank 9, Medium Armor, Steel)
      A suit of scale mail made of many small steel scales. Its a good bit heavy, but it is very durable and strong. Perfect armor for the up and rising warrior.
      Requires: 15 STR, Armor Penalty: 5 (8), Stamina Penalty: 2 (6)
      AR: 28/28

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

      Barbed Salamander Gloves (Rank 8, Mystical)
      These nefarious gloves are made through the process of Elemental Tanning, and the particular leather they are made from makes them quite heat resistant, allowing you to grab normally hot things.

      You can perform a Grapple Attack just by grabbing an opponent now. If it does Damage to the opponent, or the opponent's Armor depending on the material if you dealt no damage to the opponent, then you will stick to the opponent, making it harder to get away. If its just to their Armor then they have a -5 to their Grapple to get away and on success their Armor is damaged again.

      If you manage a Full Hit and deal Damage to an opponent, provided they aren't wearing thick armor, then the barbs stick into the flesh of the opponent. They will take 5 Internal Damage for every 5 Seconds they are stuck, and an additional 5 if they manage to break away with a Full Success, or 10 if its only a Partial Success.
      Grab Attack/Palm Strike Damage Mod: 10


      Head
      Steel Helmet
      (Rank 9, Helmet, Steel)
      This helmet protects your head, but still keeps your face open. Against cranial blows you have 12/12 AR, but this Helmet increases your current Armor Penalty by 2 as its decently heavy to protect your head.
      Head AR: 12/12
      Armor Penalty: 2
      Stamina Penalty: -3

      Accessories
      Strength Bangle (Rank 10, Magic Accessory)
      This mystical bangle raises a person's strength.
      +1 STR, +2 Resilience

      Life Pendant (Rank 10, Mystic Pendant)
      A pendant with a Life Gem imbued into it. Just carrying these fills you with energy.
      +15 Health

      Minor Toughness Ring (Rank 10, Ring)
      This Ring makes you tougher naturally thanks to the magic within. Grants +5 Resilience.

      Minor Force Ring (Rank 10, Ring)
      This Ring provides a small, magical boost to the force of all melee attacks. Increases the Damage Mod of all Melee Attacks by 5.

      Misc
      Justicar Cape
      (Rank 10, Cloak)
      A leather cloak that has been colored red. It just looks cool, and does little else.
      5/5 AR Against Back Attacks.



    • Real Name
      Colten Daichi
      "Colt"

      Age
      19

      Gender
      Male

      Appearance
      -3-anime-guys-10898517-600-494.jpg

      (Guy in the red jacket)
      Height: 5ft 11in

      Confident | Reliable | Enthusiastic | Silly | Excessive | Naive
      Colten Daichi is that kinda a guy that believes in his mind that he has no enemies though his silly and excessive nature has probably gotten on the nerves of some individuals but most of the time Colten means well. He's the kinda guy that would be everyone's friend if he found a way to make such a thing possible and he certainly does try; maybe a little to hard though.

      This can cause Colten to act very comfortably with complete strangers which has created uncomfortable circumstances for the other party involved. He is known to not half ass anything unless he is doing so on purpose as a joke of sorts. On the other hand he has an issue with going too far in nearly anything he does like he has to put 110% into.


      Colten Daichi comes from a western background family that has roots in Japerica. Not being native born in Japerica but instead moving there along with the rest of his family at the age of fifteen years it was a challenge for him to fit in. He was familiar with the customs and other barriers being that half of his family was from Japerica but that didn't stop him from sticking out like a sore thumb all the way through high school. He couldn't stand being known as "the foreign kid" so he would act like a bit of a fool and get everyone to smile and laugh at stuff that he did, becoming the class clown of sorts for the first few years. After that Colten had already become use to the customs but his silly antics remained as his foreign reputation all but completely vanished.

      He has been greatly inspired by warrior tales of old from both western and eastern stories of knights and samurai who's spirits drove them on in battle to seemingly divine and magical lengths. The skill of combat and the passion of a warrior's heart were the incentives that caused Colten to also join the kendo club in his high school (After some discussions with his protective parents.)

      Fresh out of high school and into his first year of college in Neo Tokyo he took up the kendo club there at first notice and has continued his social behavior as always; excited for the lays ahead of him in the world.


      Game Points
      1

    • Class
      The Gamer

      Level
      17


      Experience Points (EXP)
      931

      Ability Points (AP)
      0/16 + 0/1 (INT Ability Points)

      Health (HP)
      51 + 40 + 153 =
      244 + 15 (Pendant) =
      259/259

      Mana (MP)
      22 + 5 + 68 =
      95/95

      Strength (STR)
      19 + 1 (Bangle)
      20

      Vitality (VIT)
      19

      Agility (AGI)
      19 - 9 Armor Penalty
      10

      Dexterity (DEX)
      17

      Intelligence (INT)
      9

      Wisdom (WIS)
      5

      Spirit (SPI)
      9

      Luck
      5


    • Resistance
      4 + 1/2 (5) + 1/4th (9)
      7 + 10 BR + 16/16 AR = 33

      Resilience
      1 + 1/2 (18) + 1/4th (20)
      15 + 2 (Bangle) + 10 BR + 32/32 AR = 59

      Regeneration
      8 + 1/5th (18)
      11 - 2 Stamina + 15 (Food, 1.5 Hours) = 24 - 13 (Stamina) = 11

      Recovery
      3 + 1/5th (9)
      4 - 2 Stamina + 15 (Food, 1.5 Hours) = 17 - 13 (Stamina) = 4

      Sword Proficiency
      1/4 (17) + 1/5 (10) + 1/5 (20)
      10

      Movement
      1/3 (20) + 1/3 (10)
      9


    • Stance Payoff: You cannot Attack while in this Stance and if you do want to move, your Movement Speed (10) is cut by 70% = 3. This Stance is considered Guarding, but the Defense Bonus only applies to Parry Defense. Performing Partial Dodges or getting hit by Full Attacks will break this Stance.

      A defensive Skill. You can utilize this Skill silently, getting into a special stance as you Guard yourself and better ready to parry attacks. You get your Guard Bonus to your Parry Defense and then your Parry Defense (21) is increased by 15% = 23 while in this stance. Furthermore, if you successfully Parry the enemy's attack, then you can perform an automatic Counterattack at -44 Accuracy.


      Fierce Slash (Rank 8) (Level 20, 0/3)
      Cost: 10 MP, 20 HP
      You utilize the blade of a sword to perform a powerful, slashing attack right at your enemy, attempting to strike into as much of them as you can. This attack has -20 Accuracy, and missing can leave you wide open for Chance Attacks. But the Max Damage is raised by 10%, the Damage Mod of this Attack is increased by (20 + 75% Weapon Score)%, and this powerful slash ignores an amount of the target's Damage Reductions equal to 54% of your applicable Weapon Score.

      Furthermore, if an opponent tries to parry this technique, you add 25% of your Weapon Score to your STR for Overwhelming your opponent's Guard.

      Berserker Rush (Rank 9) (Level 25, 0/3)
      Cost: 30 HP
      You rush forward with tremendous speed, putting all aside as you move in a straight line to get to your opponent. This Skill increases your Movement Speed (10) by 2 + 55 (50)% = 16. You close in quickly though, and then attack with a tremendous amount of force. While this Attack has an additional -10 Accuracy Penalty its Damage Mod is raised by 12% and then by 55% of the Movement Speed (16) = 8. Furthermore, your STR for Overwhelming a Guard is raised by 20% Speed (16) = 3.

      Mana Bolt (Rank 10) (Level 10, 0/3)
      Cost: 15 MP
      You let forth from your hand a bolt of Mana to strike an enemy. This has a range of 4 / 8 / 12 / 16 / 20 Yards. This has a Max Damage equal to 6 + 36% WIS (5) = 6 and a Damage Mod equal to 2 + 26% SPI (9) = 4.

      Through mental willpower and physical strength, you can call forth greater power whenever you are in mortal danger. This Skill has a few conditions in which it can be activated. The first is when your HP falls below 0. The second is by chanting the Skill's name to manually activate the Skill, however; manually activating the Skill when your HP is above 1% will make the manual activation penalty even bigger.

      When activated, your STR, AGI, and WIS are all boosted by 1, your Resistance and Resilience are both increased by 10%, and you are able to act and think faster (gain 1 additional action per Turn). Furthermore, the MP/HP Costs of your Skills are also reduced by 28%. The duration of these affects is 10 seconds. In addition, you regain an amount of HP equal to 10 + 50% WIS (5) = 12. Note that you can still be killed or knocked unconscious.

      If manually activated, you do not receive the healing or boost to your action speed and you are unable to manually activate the Skill again for another minute. If manually activated when your HP is above 1%, then you become unable to use the Skill at all for one minute even if you could automatically activate it and you lose all remaining MP and cannot recover any MP for a minute after the Skill has been activated. If the Skill is automatically activated, you gain 2 SP, and manually activating it grants you one, plus you gain one SP for every action you perform during the Skill's duration.



    • The Gamer's Mind (Rank 1) (MAX LV)
      +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 (Rank 1) (MAX LV)
      +1 DEX. You possess a body that lets you live like a Game Character in the real world.

      Armor Acclimation (Rank 9) (Level 11, 0/5)
      You know how to somewhat fight with Armor on. As such, you decrease all Armor Penalties by 11% STR (20) = 2 and your Stamina Penalty is lessened by 16% VIT (20) = 3. You can get more SP by wearing heavier Armor and for every time you take damage in stronger Light or regular Medium/Heavy Armor.

      Charge (Rank 10) (Level 10, 0/5)
      You know how to utilize your incredible leg strength to charge forward to attack an opponent that is very far away. When making a Charge Attack, the Accuracy Penalty is decreased by 1. Also your Charge Attacks get 11% of your Movement Speed (10) = 1 added to their Damage Modifier. GM NOTE: When making a Charge Attack, do note that if you miss it can leave you open.


    • Health (Rank 6, 11 AP) (Level 7, 0/16) (0 HP Used)
      You are exceptionally healthy, and as such can take alot of punishment thanks to it. Every 15 HP used grants you one SP.
      +2 VIT, +25 HP, +3 Regeneration
      Reduce the HP Cost of all Skills by 7%.

      Toughness (Rank 8, 7 AP) (Level 4, 0/13)
      Your ability to endure damage and take hits from any sort of attack. Every 10 Damage you negate with Resilience and Resistance gives 1 SP.
      +1 Resilience, +1 Resistance, +4 HP

      Movement (Rank 9, 7 AP) (Level 4, 2/12)
      You know how to not only run fast, but sustain your stamina as well through this track and field training.
      +1 VIT, +5 Regeneration.
      Acquire the Movement Score.
      When Dodging, as long as its not a Full Hit, reduce Damage dealt by 12% Movement (12) = 1.
      When Moving towards an Enemy and Attacking, reduce Accuracy Penalty by 12% Movement (12) = 1.
      All Dashing or Running based abilities are 10% more effective.
      All Charge/Running Attacks have their Damage Mods boosted by 10%.

      Beginner Sword Proficiency (Rank 8, 12 AP) (Level 1, 1/13)
      You now know how to properly utilize a sword, possessing more proficiency and finesse with basic one or two handed swords. As such, when wielding Longswords, Broadswords, or other such basic Swords, you now possess Beginner Technique. You can wield other more specialized Swords with Novice Technique. Furthermore, you can now start learning Skills more meant to wield swords now.
      +2 DEX, +1 AGI,
      Acquire the 'Sword Proficiency' Score.
      Your Damage Mod with Swords has increased by 40% Sword Proficiency (11) = 4
      Your Critical Strike Chance with Swords has increased by 10% Sword Proficiency (11) = 1

      Focus (Rank 9, Cost: 7 AP)
      The ability to focus and hone your mind.


    • Level 10
      You have reached Level 10. The journey to becoming great and powerful is just beginning, keep up the good work.
      +1 to all Stats. +5 HP and MP. +1 Resilience and Resistance. +1 Inventory Slot.

      Fighter
      You are quite the balanced physical combatant, being able to use different weapons and combat skills. This, however; when it comes to your focus on single things you're a tiny bit lacking.
      +1 STR, +1 AGI, +1 DEX, -1 WIS


      Berserker
      A fighter who rushes in headlong with little care for his own safety. He hits hard, fights hard, and doesn't back down regardless. +2 STR, +1 VIT, +1 AGI, -2 INT


      Comeback Kid
      You have died, but have come back from death. The experience has overall made you stronger.
      +1 VIT, +2 AP

      ???
      Died and Returned 1/3 Times

      Novice Skirmisher
      You have successfully beaten one sentient, intelligent opponent in serious battle and have grown stronger from the experience that this battle has brought to you.
      +1 Sword Use


      ???
      3/10 Opponents Defeated


      Rookie Instructor
      You have successfully taught a Skill to someone, and thus are beginning on a path to become an instructor.
      +1 INT AP


      ???
      (Teach 1/10 Skills to someone)


      Skilled Novice (Equipped)
      You have reached Max Level in one Skill. This is just the first step.
      +1 Resistance


      ???
      2/20 Skills hit Max Level


      Novice Skill Enhancer
      You have successfully advanced your first Skill.
      +1 Recovery

      ???
      (2/10 Skills Enhanced)


      First Mile
      You have claimed your first Milestone, showing that you have indeed come a long way.
      +1 Resistance, +2 Recovery

      ???
      1/5 Milestones Claimed

    • 13/16 Slots Remaining

      Rejuvenation Potion (Rank 10, Potion) (x2)
      This green elixir restores both your body and spirit. Heals 50 MP and HP.


      Orcish Short Sword (Rank 9, Sword) (x2)
      These large, yet light, swords belonged to Orcs and thus are a bit larger than ordinary short-swords. A strong enough arm could wield these as a regular Shortsword. Requires: STR 18
      Max Damage: 40
      Damage Mod: 12 (Weapon) + 5 (Ring) + 20 (STR) + 4 (Sword Use) = 41
      Accuracy (Novice): Sword Use (13)
      Parry (Novice): Sword Use (13)
      Attack Speed: 1
      Critical Chance: 1 (LUK) + 1 (Weapon) + 1 (Sword Use) + 1 = 3%


      -1 Reinforced Studded Leather Armor (Rank 10, Light Armor, Leather)
      This strong leather armor has small metal studs in it to boost protection, and it has been reinforced a bit more to add extra protection to the vital areas. Reduces enemy Critical Strike Chance by 1.
      Max AR: 15
      Armor Penalty: 1 (3)
      Stamina Penalty: 0 (2)

      Tales of the Crusader (Rank 9, Skill Tome)
      This tome contains the teachings of the God Tyr, known as the God of Justice, and by learning the contents of this book will teach you how to become a follower of Tyr and utilize Divine Prayers of Tyr.
      Requirements: 15 SPI, 15 LUK, 10 WIS

      Instant Armor Repair Kit (Rank 10, Ritual Kit) (x2)
      It takes one minute to set up and use this Ritual Spell, but upon doing so it repairs any target Armor by 10 points.

      30,000 ¥



    • Hands
      Feather-Steel Broad Sword
      (Rank 9, Sword, Feather-Steel)
      This sword is light due to its material, but as a broadsword it still packs a pretty mean punch. Especially if held two-handed. Requires STR 15, DEX 15
      Max Damage: 40/50
      Damage Mod: 20 (Weapon) + 5 (Ring) + 20 (STR) + 4 (Sword Use) = 49
      Accuracy (Novice): Sword Use (13)
      Parry (Novice): Sword Use (13) + 3 (Weapon) + 2 Gauntlets = 18
      Attack Speed: 1
      Critical Chance: 1 (LUK) + 1 (Weapon) + 1 (Sword Use) = 3% (0 - 2)

      Torso

      Iron Breastplate (Rank 10, Heavy Armor, Iron)
      This thick, heavy breastplate is made of basic iron and is pretty basic in its make. Its heavy.
      Max AR: 32
      Armor Penalty: 7 (9)
      Stamina Penalty: 10 (12)

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

      Hands
      Steel Gauntlets (Rank 9, Steel, Gauntlets)
      These Gauntlets help block blows and protect the arms and forearms. They are pretty light. They increase your Parry Defense by 2 when wielding a Weapon, or allow Unarmed Parrying.

      Head
      Steel Helmet (Rank 9, Helmet, Steel)
      This helmet protects your head, but still keeps your face open. Against cranial blows you have 12/12 AR, but this Helmet increases your current Armor Penalty by 2 as its decently heavy to protect your head.
      Head AR: 12/12
      Armor Penalty: 2
      Stamina Penalty: -3

      Accessories
      Strength Bangle (Rank 10, Magic Accessory)
      This mystical bangle raises a person's strength.
      +1 STR, +2 Resilience

      Life Pendant (Rank 10, Mystic Pendant)
      A pendant with a Life Gem imbued into it. Just carrying these fills you with energy.
      +15 Health

      Minor Protection Ring (Rank 10, Ring)
      This Ring provides a small bit of mystical protection to the wearer in form of a very weak magical shield. Gives the wearer a Barrier Rating of 5.


      A ring with a barrier enchantment strengthened through magic. Protects the wearer.
      Grants +10 Barrier Rating.

      Also if the user were to suffer a fatal blow, the Protection Shard in the Ring will shatter instead, absorbing up to 150 Damage of this possibly fatal blow to lessen it. Once the Protection Shard shatters, however; the Ring will be weakened, losing 2 point of its Barrier Rating.


      Minor Force Ring (Rank 10, Ring)
      This Ring provides a small, magical boost to the force of all melee attacks. Increases the Damage Mod of all Melee Attacks by 5.

      Misc
      Justicar Cape (Rank 10, Cloak)
      A leather cloak that has been colored. It just looks cool, and does little else.
      5/5 AR Against Back Attacks.



    • [BCOLOR=#000000]Name[/BCOLOR]
      [BCOLOR=#000000]Kiryu Heiwajima[/BCOLOR]

      [BCOLOR=#000000]Age[/BCOLOR]
      [BCOLOR=#000000]25[/BCOLOR]

      [BCOLOR=#000000]Gender[/BCOLOR]
      [BCOLOR=#000000]Male[/BCOLOR]

      [BCOLOR=#000000]Appearance[/BCOLOR]
      [BCOLOR=#000000]
      be01f44181db2d6bb9ecb38fe46c5ac1_zpsimhnufwd.jpg
      [/BCOLOR]

      [BCOLOR=#000000]has golden blond hair and bluish gray eyes.[/BCOLOR]


      [BCOLOR=#000000]Personality[/BCOLOR]
      [BCOLOR=#000000]Kiryu tends to talk to diffuse any situation, he dislikes directly confronting people so he will gladly just start joking and make bad puns to make sure he doesn't have to get into any kind of trouble with people. He is overly kind to people, and tends to help out whenever he feels like someone needs it. If he does get into a fight though, he relies on his judo and kickboxing to quickly dispel any physical confrontations he's unfortunately had to deal with.[/BCOLOR]

      [BCOLOR=#000000]
      [/BCOLOR]
      [BCOLOR=#000000]Kiryu Was born and raised by his parents, nothing really happened to them. His father is a MMA instructor and his mother teaches Japanese and English Literature, both taught their son to care for others and believe life, while not rainbows and butterflies one hundred percent of the time, was still worth living and loving every minute of it. During most of his middle school life however he was constantly harassed and bullied, everyone at his school knew his dad's profession and some of the "tough" kids wanted to "test Kiryu's meddle" by constantly picking on him and beating him up.[/BCOLOR]

      [BCOLOR=#000000]Kiryu's parents would confront him about the beatings but it was to no avail, the child wouldn't speak up, and despite being taught Judo and Muay Thai from his father, Kiryu wouldn't stand up to the bullies either. He was scared of what he could do to them, because he has seen just how violent and damaging the Martial Art could be by watching UFC, so Kiryu started joking with the bullies, making bad puns and just laughing at what they not only were doing but trying to diffuse the situation non-violently. It ended in failure and the bullies targeted him more harshly, this included some of his close friends as well. [/BCOLOR]
      [BCOLOR=#000000]This was the proverbial straw that broke the camel's back. Kiryu wouldn't let the bullies touch his friends and when they made their move to hurt them, he started using what he was taught, he didn't maim or scar them, just incapacitated the other kids, however he was expelled for his actions and had to switch schools. Since then he's stepped up his pun game (they are so very terrible) and his joking, lackadaisical, and carefree attitude not just towards violence, but also towards life. Growing up he started loving practicing his Martial Arts and really came into his own as a fighter, despite his attitude towards it he knew it could be a good way to not only let off the steam of the day, but also a decent and easy way for him to make money, due to how tough and knowledgeable his father is of the arts. His mother also aided him in his scholastic studies as well, tutoring him and aiding him there whenever possible.[/BCOLOR]

      [BCOLOR=#000000]He didn't take to these studies like his more physical studies but he still graduated from HS and college, with top honors in High School and middling out in college due to how serious he took his Martial Arts training. He has fought in a few independent MMA rings, as well as co-instructs with his father. Currently he is on hiatus from UFC to take care of things back home with his folks, he had a meteoric rise through the ranks and stopped as the third best in the middleweight division when his father called him back to Neo Tokyo. On the National level he sits within the top 10 in Judo, and top 20 in Muay Thai, on the International level he sits at 23rd in Judo and 37th in Muay Thai.[/BCOLOR]

      [BCOLOR=#000000]His nickname within MMA is Kiryu "The Beast Tamer" Heiwajima, due to the tattoos he has, one is a wolf on the back of his left shoulder, another is a snake that looks like it constricts his left arm, He has a falcon on his lower back wings open, on his lower left and right legs he has a great white shark on his left leg, and an elephant on his right leg. The last tattoo he has, so far, is that of a Bengal tiger roaring on his right shoulder. [/BCOLOR]
      [BCOLOR=#000000]
      [/BCOLOR]

      [BCOLOR=#000000]Game Points[/BCOLOR]
      [BCOLOR=#000000]4 [/BCOLOR]

    • Class
      Gamer

      Level
      16


      Experience Points (EXP)
      875

      Ability Points (AP)
      1/8 + 5/12 INT AP

      Health (HP)
      10 + 20 + 96
      126 + 15 (Amulet)
      141/141

      Mana (MP)
      90 + 40 + 150
      280 + 25 (Robes) =
      305/305

      [BCOLOR=#000000]Strength[/BCOLOR][BCOLOR=#000000] ([/BCOLOR][BCOLOR=#000000]STR[/BCOLOR][BCOLOR=#000000])[/BCOLOR]
      [BCOLOR=#000000]10[/BCOLOR]


      [BCOLOR=#000000]Vitality[/BCOLOR] [BCOLOR=#000000]([/BCOLOR][BCOLOR=#000000]VIT[/BCOLOR][BCOLOR=#000000])[/BCOLOR]
      [BCOLOR=#000000]13[/BCOLOR]


      [BCOLOR=#000000]Agility[/BCOLOR][BCOLOR=#000000] ([/BCOLOR][BCOLOR=#000000]AGI[/BCOLOR][BCOLOR=#000000])[/BCOLOR]
      [BCOLOR=#000000]16[/BCOLOR]


      [BCOLOR=#000000]Dexterity[/BCOLOR][BCOLOR=#000000] ([/BCOLOR][BCOLOR=#000000]DEX[/BCOLOR][BCOLOR=#000000])[/BCOLOR]
      [BCOLOR=#000000]12[/BCOLOR]


      [BCOLOR=#000000]Intelligence[/BCOLOR] [BCOLOR=#000000]([/BCOLOR][BCOLOR=#000000]INT[/BCOLOR][BCOLOR=#000000])[/BCOLOR]
      [BCOLOR=#000000]21[/BCOLOR]


      [BCOLOR=#000000]Wisdom[/BCOLOR] [BCOLOR=#000000]([/BCOLOR][BCOLOR=#000000]WIS[/BCOLOR][BCOLOR=#000000])[/BCOLOR]
      [BCOLOR=#000000]20[/BCOLOR]


      [BCOLOR=#000000]Spirit [/BCOLOR][BCOLOR=#000000]([/BCOLOR][BCOLOR=#000000]SPI[/BCOLOR][BCOLOR=#000000])[/BCOLOR]
      [BCOLOR=#000000]20[/BCOLOR]


      [BCOLOR=#000000]Luck[/BCOLOR][BCOLOR=#000000] ([/BCOLOR][BCOLOR=#000000]Luck[/BCOLOR][BCOLOR=#000000])[/BCOLOR]
      [BCOLOR=#000000]12 [/BCOLOR]

    • [BCOLOR=#000000]Resistance[/BCOLOR]
      1 + 1/2 (20) + 1/4 (20) =
      16 + 10 (Robes) + 12 BR = 37

      [BCOLOR=#000000]Resilience[/BCOLOR]
      [BCOLOR=#000000]1 + 1/2 (13) + 1/4 (10)[/BCOLOR]
      [BCOLOR=#000000]9 [/BCOLOR][BCOLOR=#000000]+ 12 BR = 21[/BCOLOR]

      [BCOLOR=#000000]Regeneration[/BCOLOR]
      [BCOLOR=#000000]2 + 1/5 (12) =[/BCOLOR]
      [BCOLOR=#000000]4 [/BCOLOR][BCOLOR=#000000]+ 15 (Food, 1.5 Hours) = 19[/BCOLOR]

      [BCOLOR=#000000]Recovery[/BCOLOR]
      [BCOLOR=#000000]6 + 1/5 (20) =[/BCOLOR]
      [BCOLOR=#000000]10 [/BCOLOR][BCOLOR=#000000]+ 15 (Food, 1.5 Hours) = 25[/BCOLOR]

      Fisticuffs
      1/2 (12) + 1/4 (16) =
      10

      Mana Focus
      1/3 (20) + 1/3 (20) =
      12

      Parkour
      1/3 (16) + 1/3 (10) =
      8

      Wind Magic
      3 + 1/4 (21)
      8 + 2 (Ring) =
      10



    • Mana Bolts (Rank 7) (Level MAX)
      Cost: 36 (45) MP
      You launch a series of smaller Mana Bolts either at multiple foes or a single foe. Each one has an Accuracy equal to Mana Focus (12). Their Max Damage is 10 + Mana Focus (12) = 27 (22) and their Damage Mod is equal to 10 + 50% SPI (16) = 22 (18). The number of Bolts you launch is equal to 1 + 20% Mana Focus (12) = 3. This ability requires either a Mana specific technique to use or a 'Focus' Tool like a Mana Rod. Each of the Bolts has a Range of 4/ 8/ 12/ 16/ 20 Yards.

      Mana Theory (Rank 7) (Level 15, 0/4 SP)
      Cost: 14 (20) MP + 27 (35) MP/Minute
      A basic ability of the Dabbling Mage who is only getting started utilizing Mana rather than going straight to magic. The mage uses what knowledge they know of Magic to more properly manipulate Mana. When you activate this Theory, all Mana based abilities are strengthened by a % equal to a % of your INT (20) equal to 60 + Mana Focus (12) = 71% while this Skill is active.

      Mana Shield (Rank 8, Special) (Level 20, 2/3)
      Cost: 41 (50) MP + 41 (50) MP/Minute
      With your rudimentary control over Mana, and the application of Mana Theory, you know how to project a shield of Mana before you or in front of a nearby Ally. This has a Range of 50% Mana Focus (12) = 6 Yards and if the target ally steps out of the Range of the shield, then the Shield will break.

      This Shield has an HP equal to 17 + 50% SPI (16) = 29 (24) and a Damage Resistance equal to 85% Mana Focus (12) = 10. If you put this Shield upon an ally, then you become unable to use other Mana Skills. Otherwise, you will need either one free hand or a hand holding a Mystic Rod in order to maintain this shield.

      Mana Whirl (Rank 8) (Level 15, 0/4)
      Cost: 32 (40) MP
      You swirl your Mana Rod slightly, and then use it to launch a whirling blast of Mana right towards an opponent. This mystical projectile of metaphysical energy travels further than most. It has a Range of 8/ 16/ 24/ 32/ 40 Yards. It has a Max Damage of 20 + 75% Mana Focus (12) = 34 (28) and a Damage Mod of 10 + 50% SPI (16) = 21 (18). This projectile has +1 Critical Chance and an increased Accuracy equal to your Focus (11).

      Imbue Wind (Rank 10, Spell) (Level 20, 0/3)
      Cost: 34 (50) MP
      Chant: "Air, surround this Weapon. Imbue Wind!"
      Casting Time: 4 Seconds; DL (Novice): 70
      Duration: 10 + 75% SR Seconds; Range: 5 Yards
      You imbue a Weapon with the Magic of Air. For Melee Weapons, this raises Attack Speed by 5% SR and Parry Defense by 10% SR. Plus it adds a Air Damage Mod equal to 5 + 54% SR. For Ranged Weapons this increases the Range by 2 + 77% SR Yards and the Max Damage by 1 + SR. Furthermore, the same Air Damage Mod is added.

      Wind Bolt (Rank 10, Spell) (Level 20, 0/3)
      Cost: 9 (25) MP
      Chant: "Wind Bolt!"
      Casting Time: 1.5 Seconds; DL (Novice): 78
      Range: 7/14/21/28/35 Yards
      You launch a bolt of Wind at a far distance foe, striking them with Wind Damage. The Max Damage of this Projectile is equal to 10 + 27% SR and the Damage Mod is 5 + 10% SR.

      Cost: 41 (50) MP
      Activation Time: 4 Seconds (1 Action, Full Round, Leaves Open to Chance Attacks)
      You focus outward a mass of Mana, shaping it into a more precise, arrow like shape, which you then fire forth at any enemy. This projectile has a Beginner Accuracy equal to 25% DEX (12) + Mana Focus (12) = 15, a 1 + 10% Mana Focus (12) = 2 Critical Strike Chance, and a Range of 6/ 12/ 18/ 24/ 30 yards. This more precise projectile has a Max Damage of 25 + Mana Focus (12) = 45 (37) and a Damage Mod equal to 15 + 75% SPI (20) = 37 (30).

      Unlike your previous Mana Projectiles, this one can be more properly aimed and fired, thus allowing for a more targeted shot. If using a Magic / Mana Rod of some kind, you can even hold onto this arrow and fire it later, as long as you do before Mana Focus (12) Seconds have expired. You can only keep one Arrow conjured at a time, so you could potentially keep one conjured, then conjure a second one afterwards to fire two at once.

      If you use this while Mana Theory is active, cut the Activation Time in half instead of getting the bonus.


      Cost: X
      This special Skill is used by Mages versed in Mana to protect themselves from Damage. This Skill can only be activated while the Mana Theory Skill is active. Upon activation, you surround yourself with a thin barrier of your Mana that, upon taking Damage, flares up and drains your Mana to absorb the blow.

      The Mana Loss rate per point of Damage taken is 232 (295)% and this barrier does provide a small bit of initial damage reduction equal to 1 + 32 (26)% Mana Focus (12) = 4. This is considered a Beginner Skill. Any Cost Reductions instead act as strengtheners for this Skill applied after any actual bonuses to this Skill. For every 10 Damage you stop with this Skill, you gain 1 SP.



    • [BCOLOR=#000000]The Gamer's Mind (Rank 1) (MAX LV) (Passive)[/BCOLOR]
      [BCOLOR=#000000]+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.[/BCOLOR]

      [BCOLOR=#000000]Game Character's Body (Rank 1) (MAX LV) (Passive)[/BCOLOR]
      [BCOLOR=#000000]+1 DEX. You possess a body that lets you live like a Game Character in the real world. [/BCOLOR]

    • [BCOLOR=#000000]Fisticuffs (Rank 10, 5 AP) (Level 3, 0/10)[/BCOLOR]
      [BCOLOR=#000000]You know how to get yourself out of a scrap using your fists, and thus know how to throw a punch via 'fisticuffs'.[/BCOLOR]
      [BCOLOR=#000000]Acquire the Fisticuffs Score.[/BCOLOR]
      [BCOLOR=#000000]Your Unarmed Strikes now have:[/BCOLOR]
      [BCOLOR=#000000]Max Damage: 3 + 25% Fisticuffs (7) + 53% (10) = 9[/BCOLOR]
      [BCOLOR=#000000]Damage Mod: 0[/BCOLOR]
      [BCOLOR=#000000]Accuracy (Novice): Fisticuffs (7)[/BCOLOR]
      [BCOLOR=#000000]Parry Defense (Novice): Fisticuffs (7)[/BCOLOR]
      [BCOLOR=#000000]Attack Speed: 1 (AGI)[/BCOLOR]
      [BCOLOR=#000000]Critical Chance: 1 (LUK) = 1%[/BCOLOR]

      The Basics of Wind Magic (Rank 10, 6 AP) (Level 6, 0/10)
      Acquire the Wind Magic Score 1/4 INT
      You now know how to properly intone and incant Wind Magic Spells and thus can begin learning them and grow more proficient in them. You can learn any Novice Level Wind Magic Spells.
      Reduce the MP Cost of all Novice Wind Magic by 3%
      Increase the SR of all Novice Wind Magic by 3%

      [BCOLOR=#000000]Parkour (Rank 9, 7 AP) (Level 5, 0/12)[/BCOLOR]
      [BCOLOR=#000000]Your ability and proficiency to move about quickly through an area via running, jumping, climbing and performing other such movements in a skillful and fluid manner. While not much direct combat usage, the ability to skillfully move about the terrain is an incredibly useful one.[/BCOLOR]
      [BCOLOR=#000000]Acquire the Parkour Score.[/BCOLOR]
      [BCOLOR=#000000]Your Parkour Score determines your Movement Speed in combat.[/BCOLOR]
      [BCOLOR=#000000]When you utilize the terrain and movement in some way, your Accuracy, if attacking, or Dodge Defense, if Dodging, are increased by 15% Parkour (8) = 1.[/BCOLOR]

      [BCOLOR=#000000]Mana Focus (Rank 8, 8 AP) (Level 4, 0/13)[/BCOLOR]
      You have further trained your mind to actually be able to slightly focus and control your Mana, allowing you to even manipulate it with your will to a minor extent. As such, you can now acquire Novice Mana Manipulation Skills and Beginner Focus Skills.
      [BCOLOR=#000000]+2 WIS, +20 MP[/BCOLOR]
      [BCOLOR=#000000]Acquire the Mana Focus Score.[/BCOLOR]
      [BCOLOR=#000000]Strengthen all Novice Mana Skills by 19% Mana Focus (12) = 2[/BCOLOR]
      [BCOLOR=#000000]Strengthen all Beginner Mana Skills by 10% Mana Focus (12) = 1[/BCOLOR]

      [BCOLOR=#000000]Mana Enrichment (Rank 6, 10 AP) (Level 1, 2/16) (41 MP Used)[/BCOLOR]
      [BCOLOR=#000000]While you do not possess more Mana, your Mana is more concentrated, thus letting you use it more efficiently. Every 20 MP used gives 1 SP.[/BCOLOR]
      [BCOLOR=#000000]+3 SPI, +1 WIS, +10 MP, +6 Recovery[/BCOLOR]
      Reduce MP Costs of all Novice Mana Skills by 30%
      Reduce MP Costs of all Beginner Mana Skills by 11%


    • Level 10
      You have reached Level 10. The journey to becoming great and powerful is just beginning, keep up the good work.
      +1 to all Stats. +5 HP and MP. +1 Resilience and Resistance. +1 Inventory Slot.

      Processor
      You can process information at a quicker pace thanks to your 20 INT. As such, you can now learn the art of Magic and at every 10th point of INT, the Activation Time for all Abilities with such a thing is decreased by 1 second, to a minimum of one second.

      Attuned
      With 20 SPI, you are more attuned to your spiritual self. As such, twice your WIS is used for MP now.

      Focused
      Your mind is sharp and focused thanks to your 20 WIS. As such, you can focus your powers more quickly. With 20 AGI, you can now use two Skills in quick succession. Furthermore, you can now chain most Novice - Apprentice Skills with other Actions such as moving or attacking.

      Dabbler
      You are a dabbler in the mystical. As such, you have greater mystical ability, but lower physical ability.
      +2 INT, +1 SPI, +20 MP, -1 STR, -1 VIT

      Air Mage
      You are a practitioner of Air Magic and are both swift and precise with your magic and in general.
      +1 SPI, +1 DEX, +2 AGI, +20 MP, -2 STR

      Comeback Kid
      You have died, but have come back from death. The experience has overall made you stronger.
      +1 VIT, +2 AP

      Rookie Dabbler
      You have acquired Magic, and thus are on your way to becoming a true magic user.
      +10 MP

      Rookie Magician
      You have successfully learned your first Spell.
      +1 Wind Magic

      ???
      Learned 2/8 Spells (Excludes Spells that come from Items)

      Novice Skill Enhancer
      You have successfully advanced your first Skill.
      +1 Wind Magic

      ???
      (3/10 Skills Enhanced)

      Skilled Novice (Equipped)
      You have reached Max Level in one Skill. This is just the first step.
      +1 Recovery

      ???
      1/20 Skills hit Max Level

      Rookie Instructor
      You have successfully taught a Skill to someone, and thus are beginning on a path to become an instructor.
      +1 Wind Magic

      ???
      (Teach 2/10 Skills to someone)

    • 15/15 Slots Remaining

      50,000 Yen


    • Beginner's Wind Rod (Rank 9, Magic Rod)
      This Magic Rod is for use by the up and rising beginner Magic User, but is also great for the Magic user who is just getting started. This Magic Rod boosts the SR of all Beginner Wind Magic by 5 and Reduces its MP Cost by 10. For all Novice Wind Magic, it reduces the Casting Time by 1 Second as well.


      Mana Concentration Rod (Rank 9, Mystic Rod)
      This magical rod contains enchantments and a Mana Stone meant for concentrating and better focusing a Mage's Mana. This Rod reduces the MP Cost of all Beginner Mana Abilities and Novice Spells by 5 and strengthens them by 20%, or for Novice Magic raises all SRs by 10%. It also decreases the Activation Time for any Mana Abilities with such by 1 Second.


      Wind Mage Robes (Rank 9, Robes, Enchanted)
      A pair of silver robes with swirling wind patterns stitched into the hems.
      Gives +7 BR

      Bound Enchantment: Requires Wind Mage Title or Beginner Wind Magic
      Increases Resistance by 10, Mana by 25, and all Wind Magic SR by 3


      Waist

      Hands

      Head

      Life Pendant (Rank 10, Mystic Pendant)
      A pendant with a Life Gem imbued into it. Just carrying these fills you with energy.
      +15 Health

      Minor Protection Ring (Rank 10, Ring)
      This Ring provides a small bit of mystical protection to the wearer in form of a very weak magical shield. Gives the wearer a Barrier Rating of 5.

      Minor Magic Power Ring (Rank 10, Ring)
      This Ring boosts the wearer's Magic Scores by 2 and increases the SR of all Magic by 10%.


      Misc



    • 3GFLvhT.jpg

      "I don't really care either way."
      Kiyoko Amano

      Age
      18

      Gender
      Female

      Personality
      She dances. A blossom amongst downtrodden petals, acting on the whimsical wind, allowing herself to be carried by the dreams of others. In her mind, she seeks only one thing, and for the sake of that one thing, she's willing to go anywhere. There is no refinement to her actions, no elegance or grace, only a ephemeral beauty brought by innocence. She has friends and no enemies, for they're all the same: just people. Interesting people, boring people, annoying people, but in the end…people.

      And if they're just people, then it doesn't really matter what they think.

      History
      There is nothing too important about her past. Nothing worth recalling, reminiscing, or remembering. All she requires is knowledge of where she lives. Who her parents are. Who her older brother was. Nothing else really matters.

      Game Points
      2


    • Level
      19

      Experience Points (EXP)
      1,150

      Ability Points (AP)
      0 + 3 (INT AP)


      Health (HP)
      40 + 36 + (72) =
      148 + 15 (Pendant) =
      163/163

      Mana (MP)
      5 + 10 + (90) =
      105/105

      Strength (STR)
      18

      Vitality (VIT)
      9

      Agility (AGI)
      20

      Dexterity (DEX)
      21

      Intelligence (INT)
      14

      Wisdom (WIS)
      10

      Spirit (SPI)
      10

      Luck (LUK)
      1


    • Resistance
      1 + 1/2 (10) + 1/4th (10) =
      8 + 8/8 AR + 8 BR = 24

      Resilience
      1 + 1/2 (9) + 1/4th (18) =
      9 + 16/16 AR + 8 BR = 33

      Regeneration
      2 + 1/5th (8) =
      3


      Recovery
      1/5th (10) =
      2

      Brawling
      4 + 1/5th (18 + 20 + 21)
      15

      Assassin's Run
      1/3 (20) + 1/4 (18) =
      10


    • N/A


    • Dodge Stance (Rank 8, Stance) (Level MAX) (Ready to Upgrade)
      You can take this Stance in order to better dodge attacks as you stand defensively and keep your body light and relaxed. Your Dodge Defense is increased by 20% (20 (Natural) + 20% = 24), but you deal 40% less Damage with all of your Attacks. Furthermore, if you do a Full Dodge then you can get a Counter Attack. Getting Disrupted will take you out of this Stance.

      Swift Jab (Rank 8) (Level MAX) (Ready to Upgrade)
      Cost: 15 HP
      You strike using your fist or a punching weapon you can thrust at high speeds. This reduces your Accuracy by 20, but lets you add 75% AGI (20) = 15 to the Damage Mod. This can be used with Movement Abilities in tandem to perform a powerful strike.

      Flurry of Swipes (Rank 8) (Level 30, 0/4)
      Cost: 25 HP
      You slash as fast as you can in an incredible flurry of attacks using this Beginner Technique. As such, your Attack Speed bonus from your AGI becomes 10% AGI (20) = 2, making your total Base Attack Speed 3, rather than 5% AGI and the Accuracy Penalty for a Full Attack is decreased by 28% AGI (20) = 5.

      Dash Feint (Rank 9) (Level 30, 0/3)
      Cost: 25 HP
      You pour as much strength as you can into your legs, before launching forward at a higher speed. Using this Skill raises your Movement Speed by 50% = 7 to allow you to quickly close in on distant enemies, but missing can leave you wide open for attack. If you miss, you leave yourself open to a Chance Attack that has only -25 Accuracy. If you hit, however, 18% of your Movement Speed is applied to the Damage Mod.

      You also know how to set up and stop yourself right before you get to your opponent, baiting them for a Chance Attack at just -25 Accuracy. If they miss, then you can skillfully get by their guard with ease, putting them Off Guard for your next attack.


    • +4 Brawling, +4 STR, Acquire the Brawling Score 1/5 (STR + DEX + AGI)
      Thanks to your training with Unarmed Combat, you know how to more properly fight with Claws, the Unarmed Weapons of nature. As such, you can do both Beginner Claw and Unarmed Punch, Kick, or Grappling Techniques.

      Your Max Damage with your Claw Weapons is increased by 50% Brawling (15) = 7. Furthermore, you get +1 Attack Speed and +2 Critical Chance with both Unarmed Strikes and Claws.

      Max Damage: 14 + 70% Brawling (15) = 24
      Damage Mod: 0
      Accuracy (Beginner): Brawling (15)/ -5/ -25
      Parry (Beginner): Brawling (15)
      Attack Speed: 2 (AGI) + 1 (Brawling) = 3
      Critical Chance: 1 (LUK) + 2 (Brawling) = 3% (0 - 2)


      Acquire the Assassin's Run Score 1/3 (AGI) + 1/4 (STR)
      You know how to run both quickly and quietly in the ways of an assassin. As such, not only can you move quickly normally, your Score being your Movement Speed, but you can also move stealthily at 50% of this Speed, and by moving at 25% of this Speed your Score for moving Stealthily is raised by 50%.

      Whenever you are hit by a Partial Hit, reduce Damage by 15% Movement Speed (10) = 1
      Whenever running and attacking, reduce the Accuracy Penalty by 18% Movement Speed (10) = 1


      Health (Rank 6, 11 AP) (Level 5, 0/15)
      You are exceptionally healthy, and as such can take alot of punishment thanks to it.
      +2 VIT, +25 HP, +2 Regeneration
      Reduce the HP Cost of all Beginner Skills by 5%

      Parkour (Rank 9, 7 AP) (Level 1, 0/12)
      Your ability and proficiency to move about quickly through an area via running, jumping, climbing and performing other such movements in a skillful and fluid manner. While not much direct combat usage, the ability to skillfully move about the terrain is an incredibly useful one.


      Knowledge (Rank 10, 5 AP) (Level 1, 0/10)
      The measure of your general knowledge and smarts. Useful for basic subjects or learning new basic, general knowledge. Advancing in this Skill will open higher planes of knowledge for you.
      +1 to Intelligence when assessing general knowledge.



    • Brawler
      You really know how to fight as your fists as a Brawler, but brightness isn't your strong suit.
      +1 DEX, +1 AGI, and +5 HP, but -1 INT

      Rogue
      You are quire the cunning fighter as a Rogue, but aren't the toughest.
      +1 AGI, +1 DEX, and +1 INT, but -1 VIT.

      Station Boarder
      You have defeated a Station Boss, and have shown your power.
      +1 Inventory Slots, +1 Resilience, +1 Resistance, +5 HP


    • 11/11 Slots Remaining


    • Hand 1 & 2


      Torso


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

      Hands
      (Gloves, Gauntlets, Etc)

      Head


      Accessories


      Misc
      (Bags and other misc equipment)
 
Last edited:
The Abyss Auction Site


  • The front page of the site appeared to be something straight from the store page of some brightly colored MMORPG mixed with a few things that make the site reminiscent of the shipping site 'Congo'. Complete with a box in the center of the page that had different 'featured Items' all with immensely ridiculous prices. 750,000 ¥ for a 'Moderate Magic Resistance Phone Charm'? 25,000,000 ¥ for a 'Crimson Magic Staff'? 1,500,000 ¥ for a 'Greater Spell Power Elixir'? 2,500,000,000 ¥ for a 'Fortress Stone'?

    And these 'featured deals' change every day.

    There are multiple tabs up top, each with various itemized listings. However clicking on one tab reveals more tabs to click on, each tab having a Rank. Rank G, F, E, D, C, B-, B, B+, A-, A, A+, S-, S, S+, SS-, and so on and so forth with the highest being SSS+.

  • Its definitely the same as the screenshot photos that Rei Amagi gave to them. Itemized listings of people, with a lettered ranking for each of them, are upon this page, 25 of them at a time by default with the default.

    The cheapest Rank G slave is 250,000 ¥ and reads as 'Good Material, High Mana'. Not even a listing based upon how decently cute this girl is or even her age. Just 'Material'.


    • The books in this tab cost alot, but not more than 90,000 ¥ and not less than 25,000 ¥. There are several more pages of these Rank G books, but the first page in particular has very interesting books.

      How to Start Learning Enchantment (Cost: 65,000 ¥): A book that can get any novice mage into the Arcane School of Enchantment. (There are four other books that are similar, each for a different school of Arcane Magic. Abjuration, Alteration, Evocation, and Mysticism).

      So You Want to Learn Fire Magic Huh? (Cost: 75,000 ¥): So you want to know how to shoot fire balls huh? Well this book on Flame Magic will show you how. (There are other books that are similar, one for each magical element. Wind, Aqua, Flame, Terra, and Lightning).

      My Spiritual Power Can't be this Strong! (Cost: 50,000 ¥): My spiritual power is much stronger than I thought, but how can I learn to harness it? Well, this book will teach you how to harness your spiritual power so that you too can become a Spiritualist.

      My Fists are the Fists that will Beat Your Face! (Cost: 35,000 ¥): Want to learn how to fight like a real man?! Then pick up this book today and learn how to really use your fists to beat up all those that stand in your way! This book is full of basic techniques good for any user of their fists and feet. Your Body is your true weapon.

      A Rookie's Guide to (Weapons) (Cost: 30,000 ¥): Want to learn how to use (insert weapon type here)? Then this book will show you how. (There are various volumes here for many different kinds of Weapons).

      Divination for Morons (Cost: 40,000 ¥): Are you really stupid? Or perhaps you just can't take a hint? Well with Divination you can always understand what's going on anywhere. Buy this book and get half off on your first Crystal Ball.

      Black-Smithing for Creative Dummies (Cost: 25,000 ¥): You're creative, but you don't know how to use that creativity. Then pick up this book to learn how to be a blacksmith. (There are other similar books for other forms of crafting like Leather-Working, Armor-Smithing, Fletching, Carpentry, Etcetera)

      A Study on Mana Theory (Cost: 45,000 ¥): Do you want to know more about the Mana you wield as you continue your training to use actual Magic? Well with this book, you can learn all about Mana and know how to use what you know to make your Mana even more powerful.

      There are other books as well, some for more individualistic abilities and others for just seem to have rather normal titles. Either way, there are many books here. (I am not going to list them all. If your character wants something more specific, feel free to ask XD)

    • The Tomes here seem a small bit more expensive, ranging in price from 75,000 ¥ to 150,000 ¥. Alot of the books in this Rank G section are slightly improved versions of books from the previous section (and thus are 50 to 75% more expensive), with a few exceptions that seem new.

      How to be a Dragonball Z Character (Cost: 100,000 ¥): Did you ever watch Dragonball or other such anime as a child and ask... how can I shoot Ki? Well... this book can certainly help you get you on your way to harnessing the energy known as Ki with these basic, but uncommon, mental techniques.

      How to Train your Alchemy (Cost: 80,000 ¥): So you want to learn Alchemy, or perhaps you already know it and just want to learn a few more special recipes and techniques. Whether you're new or old to this craft, this book is just the volume for you.

      How Materia-Listic of You (Cost: 125,000 ¥): Do you have a bunch of stuff lying around, or perhaps you just love to gather the essence of Monsters but have nothing to do with it? Well by learning the ancient form of Magic known as Materia Magic, you can put everything cluttering up your closet to good use.

      That Golden Oldie of Magic is filled with Soul (Cost: 125,000 ¥): Ever feel like going back to the good old days of magic when magicians harnessed the strength of their souls? Well with this book you can really go back and learn how to use the power of your spirit with Magic.


    [tab=Arms]
    Bronze and Iron Weapons fall into the Rank G Category here and range in price from 5,000 to 15,000 ¥ here. There are also a few basic firearms like small pistols that cost around 20,000 to 25,000 ¥. Armors can also be found in the Rank G Tab, with Leather being the cheapest around 5,000 ¥ and Iron Armors being the most expensive around 20,000 ¥.

    For the Rank F Category, there are steel weapons that range in price from 25,000 to 50,000 ¥ here. There are also stronger or larger firearms here, but they seem a good bit stronger and range from 50,000 to 100,000 ¥. There are also Steel or stronger Iron Armors here ranging in price from 25,000 ¥ to 50,000 ¥.


    • Here seems to be various tools and kits for various forms of crafts or professions.

      Small Essence Harvester (100,000 ¥): This device is capable of harvesting the Essence of most Tier G Monsters that you defeat in Pseudospace.

      Small Essence Distiller (50,000 ¥): This device can distill mystical Essence or Shards into a powderized form, however; this powder is not very stable, but can be used in various forms of alchemy, or simply mixed with water and consumed that way.

      Novice Ritual Magic Kit (20,000 ¥): This Kit gives you everything you need for the basics of most magical rituals.

      Crafting Kits (10,000 ¥): These kits contain the tools and materials you need for most basic crafting. (There are blacksmithing, leather-working, armor, carpentry, etc).

      Crystal Ball (20,000 ¥): This basic Crystal Ball is used by Diviners for their craft.

      Small Bombs Kit (25,000 ¥): Want to be able to make small explosive projectiles? Well this Kit comes with both an instructional manual and the tools you need to make small bombs. Has enough materials for 10 Bombs.

      And there are various other kits and tools for other things, these range in price, some being pretty cheap and others more expensive. There are even basic supplies like Rope, Lockpicks, etcetera.

    • Here the Kits are a bit more imrpoved, and alot of them come with instructional manuals for making more unique things, of course that would require you to have some form of crafting ability to begin with. These can range from better reinforcing armor to making special arrow-heads in a kit that helps you to make arrows. There is one thing that does stick out though.

      Time-Compression Pseudospace Stone (500,000 ¥): This special stone can create a Pseudospace that can compress time, it lasts 24 hours and compresses time by half, so one hour will be two.


    • There are many varying potions here, all ranging from 7,500 ¥ to 30,000 ¥

      Elemental Potion Set (30,000 ¥): These 10 Attack Potions can be thrown to create a burst of Element. They come in Aqua, Lightning, Wind, Terra, and Flame. There are two of each. Drinking them could also have an interesting affect on your spirit as well for a short time, imbuing you with new power.

      Small Wound Elixir (30,000 ¥): WOW, AMAZING! This potion can heal small wounds almost instantly and helps slightly with larger wounds. Its incredible!

      Small Spirit Elixir (20,000 ¥): Low down on spiritual power? Drink one of these and get that energy back up.

      Small Stamina Potion (15,000 ¥): This elixir really helps to boost your stamina a decent bit.

      Mana Boost Potion (20,000 ¥): Are you a Mage? Do you use Mana? Then drink this to boost the strength of your Mana for a short period of time.


    • Here there are some magical rings and rods, some that do various things. They are very expensive though, the cheapest being 50,000 ¥ and the most expensive being 125,000 ¥.

      There are also various small mystical shards and stones here. These seem to have mystical affects like creating a magical shield or conjuring fire, or even strengthening your abilities by holding them They all have limited usage. They range from 20,000 ¥ to 60,000 ¥.

  • This tab is full of things that do not really fit in the other categories. Foods, with some being very expensive because they were made with magic, can be found here. There are also other various things here like furniture, and just random various goods and items that do not have a definite place in the previous category.
[tab=Books][/tab]​
[tab=Books][/tab]
 
Last edited:
Arcadia Games Info

JUSTICE! Camps



    • You can now purchase Provisions that more suit what you can need, just ask of the Chest and if it can complete the order it will give a price upon it.

      Minor Monster Bait (Rank 10, Summoning Item) (5 Gold Coins)
      Shattering this object creates an aura in the location that draws hostility, making monsters come towards you. The type of Monster depends on the area you are in. Summons creatures around Levels 10 - 15. The affect lasts for one hour.

      Small Monster Bait (Rank 9, Summoning Item) (10 Gold Coins)
      Shattering this object creates an aura that draws larger amounts of hostility, making stronger Monsters come after you. Summons creatures around Levels 16 - 20. The affect lasts for one hour.

      Basic Rations (Rank 10, Food) (x50 Available) (1 Gold Coin for 5)
      Basic meal rations meant to conserve space and be filling. The taste isn't too terrible.
      Gives +5 Regeneration and +2 Recovery for 15 Minutes.


      Bottled Water (Rank 10, Food) (x50 Available) (1 Gold Coin for 3)
      Basic, pure, regular bottled water. Cool and refreshing, good for hydration.
      Restores 5 MP and boosts Recovery by 3 for 3 Minutes.


      High Energy Drink (Rank 10, Food) (x25 Available) (2 Gold Coins)
      A special energy drink containing a strong energy boosting formula. It also tastes good and doesn't make you feel awful afterwards. Isn't science amazing?
      Restores 20 MP and boosts Recovery by 10 for 10 Minutes.


      Beef Filled Ramen Bowl (Rank 10, Food) (x25 Available) (2 Gold Coins)
      A bowl of instant ramen filled with plenty of healthy, rich ingredients. Cooks in just five minutes and is immensely filling.
      Restores 10 HP and 10 MP. Boosts Recovery and Regeneration by 5 for 30 Minutes.


      Small Wound Regeneration Potion (Rank 10, Potion) (x10 Available) (5 Gold Coins)
      This potion boosts one's capability for healing wounds by a large amount for a period of time.
      Heals 25 HP and raises Regeneration by 20% for thirty minutes.


      Small Spiritual Recovery Potion (Rank 10, Potion) (x10 Available) (4 Gold Coins)
      This potion boosts the rate at which a person's spiritual and mental energies recover.
      Heals 25 MP and raises Recovery by 20% for thirty minutes.


      Small Gradual Restoration Potion (Rank 10, Potion) (x6 Available) (5 Gold Coins)
      This green, lime flavored potion boosts the rate of recovery for a person's entire being.
      Heals 15 HP, 15 MP, and raises both Recovery and Regeneration by 10% for an hour.


      Steel Arrows (Rank 9, Ammunition) (x135 Available) (2 Gold Coins for 5)
      The shafts of these arrows are made from carbon fiber reinforced plastic and their arrowheads are steel, allowing them to fly further, break less often, and pack more of a punch than regular wooden arrows.
      Damage Mod: 15
      Critical Chance: +2

    • Restoration Field Power Up I (3 Gold Coins)
      Being in your Camp's Domain now raises your Recovery and Regeneration by 6, and then by an additional 5%.

      Restoration Field Power Up II (3 Gold Coins)
      Being in your Camp's Domain now raises your Recovery and Regeneration by 7, and then by an additional 5%.

      Restoration Field Power Up III (4 Gold Coins)
      Being in your Camp's Domain now raises your Recovery and Regeneration by 7, and then by an additional 10%.

      Restoration Field Power Up IV (5 Gold Coins)
      Raises the Recovery and Regeneration Bonus to 8.

      Restoration Field Power Up V (10 Gold Coins)
      Raises the Recovery and Regeneration Bonus to 9 and the % bonus up to 15%.

      Defense Field Power Up I (3 Gold Coins)
      Being in your Camp's Domain now gives you +4 Damage Resistance.

      Defense Field Power Up II (5 Gold Coins)
      Being in your Camp's Domain now gives you +6 Damage Resistance.

      Defense Field Power Up III (7 Gold Coins)
      Being in your Camp's Domain now gives you +8 Damage Resistance.

      Defense Field Power Up IV (12 Gold Coins)
      Being in your Camp's Domain now gives you +10 Damage Resistance.

      Attack Power Up Field I (10 Gold Coins)
      Being in your Camp's Domain raises the Damage Mod of all Attacks by 10%

      Camp Guardian Life Force Increase I (6 Gold Coins)
      Your Camp Guardian's overall sturdiness is increased, raising its HP by 5% and gives it +10 Regeneration.

      Camp Guardian Life Force Increase II (10 Gold Coins)
      Your Camp Guardian's overall sturdiness is increased, raising its HP by 8% and gives it +20 Regeneration.

      Camp Guardian Life Force Increase III (15 Gold Coins)
      Your Camp Guardian's overall sturdiness is increased, raising its HP by 11% and gives it +30 Regeneration.

      Camp Guardian Mana Increase I (10 Gold Coins)
      Increases the amount of Mana your Guardian has by 10% and reduces the Mana and Health Cost of all of your Guardian's Abilities by 10%.

      Camp Guardian Mana Increase II (15 Gold Coins)
      Increases the amount of Mana your Guardian has by 20% and reduces the Mana and Health Cost of all of your Guardian's Abilities by 15%. Also gives them +20 Recovery.

      Camp Guardian Defense Increase I (7 Gold Coins)
      Your Camp Guardian's defensive abilities are increased. Raises all Defense Scores by 2 and all applicable Damage Resistances by 10%

      Camp Guardian Defense Increase II (12 Gold Coins)
      Raises all Defense Scores by another 1 and all applicable Damage Resistances by another 10%.

      Camp Flag Pole Magic Power Increase I (7 Gold Coins)
      Raises the Max Damage and Damage Mod of your Flag Pole's Magic Attacks by 10% and gives them +5 Resistance Nullification.

      Camp Flag Pole Magic Power Increase II (20 Gold Coins)
      Raises the Max Damage and Damage Mod of your Flag Pole's Magic Attacks by another 10% and gives them another +5 Resistance Nullification.

      Camp Flag Pole Durability Increase I (10 Gold Coins)
      Raises the durability of your Camp Flag Pole. Raises its Damage Resistance by 5 and its HP by 10%.

      Camp Flag Pole Durability Increase II (15 Gold Coins)
      Raises the durability of your Camp Flag Pole. Raises its Damage Resistance by 10 and its HP by 15%.

      New Structure: Meeting Table (3 Gold Coins)
      A large table, perfect for planning meetings or doing other things that would be better to do on a tabletop.

      Upgrade Structure: Thinker's Table (7 Gold Coins)
      A special meeting table that helps you think and plan better. Being at this table raises WIS and INT, and sitting at the table for 30 minutes raises it again and lets the bonus persist for another 30 Minutes.

      Upgrade Structure: +1 Thinker's Table (10 Gold Coins)
      Raises the power of your Thinker's Table. Now the Bonus persists for 45 minutes.

      New Structure: Small Tent (8 Gold Coins)
      Adds a small tent that houses two people. Inside of the tent, no abilities can be used, but Recovery and Regeneration are increased by 20% and makes sleeping more comfortable.

      Upgrade Structure: Tent (16 Gold Coins)
      Raises the number of people your Tent can house by 3.

      New Structure: Repair Bench (15 Gold Coins)
      A Workbench where Weapons and Armor can be repaired either by utilizing Gold Coins or Weapons and Armor of similar type and material.

      Upgrade Structure: Workshop Bench (20 Gold Coins)
      Upgrades your Repair Bench into a Workshop Bench. This allows you to create any Rank 10 - 9 Item through Gold Coins and Items you currently possess. Spirit Shards can be used here to craft Special Items. You can destroy Weapons and Armor to get Materials. you get 50% of the Materials used to make the Item.

      Upgrade Structure: Auto-Workshop Bench (25 Gold Coins)
      Your Workshop Bench has been improved. Now whenever you begin to Craft anything, the special magic of the bench will emulate your Skill and finish the job for you, but doing so will not net you the experience of crafting it yourself nor will the Bench's Bonus take affect. Also doing this will Cost 5 Gold Coins per job.

      Upgrade Structure: +1 Workshop Bench (15 Gold Coins)
      Raises the SR Bonus of your Crafting Abilities used here by 1. You also now have a few more options now for crafting, including combining Spirit Shards with the Materials you have to make stronger materials.

      Upgrade Structure: +2 Workshop Bench (18 Gold Coins)
      Raises the SR Bonus of your Crafting Abilities used here by another 1. Also if an Item would require multiple of a Material to craft, you use one less of that item. The Auto-AR Repair also occurs once every 30 mins.

      Experience Increase I (12 Gold Coins)
      Adds magic to your domain that helps you get stronger faster, raising the rate of EXP gain by 10%.

      Experience Increase II (30 Gold Coins)
      Raises the EXP increase to 20%.

      Experience Increase III (30 Gold Coins)
      Raises the EXP increase to 25%.

      Abyss Auction Laptop (25 Gold Coins) (PURCHASED!)
      Team JUSTICE! Exclusive given by Arcadia. Allows a person to browse and make purchases from the Abyss Auction, all of which will be delivered in a quick and timely manner to your Camp. Can only be used when at a Camp. Can be sent from Camp to Camp. If you lose it, a new one can be purchased at 20% off.

      Domain Range Increase I (4 Gold Coins)
      Increases your Camp Domain's Range by 5 Yards.

      Domain Range Increase II (6 Gold Coins)
      Increases your Camp Domain's Range by 5 Yards.

      Domain Range III (15 Gold Coins)
      Increases your Camp Domain's Range by 5 Yards

      Domain Range IV (15 Gold Coins)
      Increases your Camp Domain's Range by 5 Yards

      Chest Upgrade I (18 Gold Coins)
      Raises your Purchase Chest's Rank to Rank 10+, Giving you a couple more options and a one gold discount on all purchases that cost 5 or more Gold, excluding Chest Upgrades.

      Chest Upgrade II (20 Gold Coins)
      Raises your Purchase Chest's Rank to Rank 9, Giving you a couple more options and a one gold discount on all purchases that cost 6 or more Gold after any other Chest Upgrade Discounts are applied, excluding Chest Upgrades. Also will give you a 5 Gold Coin discount on your next upgrade that costs 10 Gold Coins or more before any discounts are applied. This also excludes Chest Upgrades.

      Chest Upgrade III (30 Gold Coins)
      Raises your Chest's Rank to 8 and also gives you more purchase options. Buying this may also cause stronger monsters to start appearing around your Team, so use it with caution. Gives you a second one time five gold discount on a purchase worth 10 or more.

      Chest Upgrade IV (45 Gold Coins)
      Raises your Chest's Rank to 7. Gives more options for your Camp to purchase. You can now restock your Purchase Chest by spending 15 Gold Coins. Furthermore, the -1 is Discount is now raised to -2 on all Items that cost 7 Gold or More after any other Discounts are applied. Even if you aren't in last place, you can now sell Items to the chest for Gold. Gives you one more five gold discount.

      Raises your Chest's Rank to 6. Your Camp Chest's Gear and Provision Stock is now changed. Rather than having a limited set of Items that you can purchase, you can choose between General Items and Custom Orders, simply requesting of the Chest what you would like to more specify your purchases. Also Items you sell are now worth 20% more Gold.

      You can also make other Camps inaccessible to your Team in order to strengthen any of your other Camps. Also the -2 Gold Discount goes up to -3 and the -1 Discount goes up to -2. You also get two 10 Gold Discounts for all purchases worth 15 Gold or more and another 5 Gold Discount, but you cannot use these two together unless the 5 Gold Discount would still make your purchase cost 15 Gold or More. Also you now get a 5 Gold Discount on all Chest Upgrades in all of your other Camps. Getting other Chests this Upgrade will make this last benefit stack.

    • You can purchase Gear more suited to your personal tastes now, within reason of course. Simply request an Item of the Purchase Chest and, if it is a possible request, it will make a price.

      Various weapons from Halberds to Swords all rest in here. These Weapons seem to be a good bit better than what most of the party has currently, excluding the two enchanted Weapons that Shouko and Alexander received. They range from 2 to 10 Gold Coins in price and their Ranks range from 10 to 8.


      Reinforced Tanned Leather Armor (Rank 10, Light Armor) (3 Gold Coins)
      Leather Armor reinforced with chain mail in various places to protect the vital areas. It has been properly tanned and processed to make it sturdier than most other leather armors.
      Requires STR 10. Armor Penalty: -3. AR: 15. Reduces enemy Critical Strike Chance by 1.


      Light Metal Chain Shirt (Rank 9, Light Armor) (8 Gold Coins)
      A shirt of chainmail made from steel specifically processed with magic to make it lighter while still making it pretty sturdy. A little less sturdy than normal steel chainmail, but it is easier to move around in. Not as light as Feather-Steel though, but a bit stronger than Feather-Steel.
      Requires STR 10. Armor Penalty: -3. AR: 20


      Scale Mail Suit (Rank 10, Medium Armor) (4 Gold Coins)
      A suit of scale mail that provides a balance of not too much movement hampering with plenty of defense. It also protects the vital areas a good bit as well.
      Requires STR 12. Armor Penalty: -6. AR: 21. Reduces enemy Critical Strike Chance by 1.


      Sturdy Splint Mail Suit (Rank 10, Heavy Armor) (6 Gold Coins)
      A suit of very heavy splint mail that does not break as easily due to how its been forged. In order to damage its AR, the Damage dealt must be 25% greater than the Armor's current AR before Resilience and other Damage Resistances from the wearer's body are applied. It may not block as much damage as other heavier armors, but this armor will not yield against weaker attacks.
      Requires STR 18. Armor Penalty: -10. AR: 30. Reduces enemy Critical Strike Chance by 2.


      Feather-Steel Chain-Mail (Rank 9, Light Armor) (16 Gold Coins) (x2 Available)
      This light suit of Chain Mail is like a Feather due to being made of the rare Feather-Steel. This does make it a little less durable than a regular suit of Steel Chainmail, but it is much lighter.
      Armor Penalty: -3
      Stamina Penalty: -2
      AR: 25/25


      Minor Magic Power Ring (Rank 10, Ring) (5 Gold Coins) (x5 Available)
      This Ring boosts the wearer's Magic Scores by 2 and increases the SR of all Magic by 10%.


      Minor Protection Ring (Rank 10, Ring) (9 Gold Coins) (x5 Available)
      This Ring provides a small bit of mystical protection to the wearer in form of a very weak magical shield. Gives the wearer a Barrier Rating of 5.


      Minor Force Ring (Rank 10, Ring) (7 Gold Coins) (x5 Available)
      This Ring provides a small, magical boost to the force of all melee attacks. Increases the Damage Mod of all Melee Attacks by 5.


      Minor Ability Bangle (Rank 10, Bracelet) (15 Gold Coins) (x5 Available)
      This basic bangle raises one of your Stats by 1 and also raises an ability associated with said Stat as well.

    • Magic Power Boon I (3 Gold Coins)
      Boosts the SR of all Magic by 10 for one hour.

      Force Boon II (7 Gold Coins)
      Boosts the Damage Mod by 8 and Max Damage by 5 of all Melee Attacks for 1.5 Hours.

      Protection Boon I (3 Gold Coins)
      Gives the target a Barrier Rating of 10 for one hour.

      Repair Armor II (10 Gold Coins)
      Will instantly repair any Armor up to 15 AR. Will not repair Armor any higher than this.

      Rejuvenation Boon (10 Gold Coins)
      Can be asked for while fighting. Restores 25% of MP and HP to one who asked for it.

      One of the 'Novice Magic for Dummies' Books (5 Gold Coins) (3x Avaliable)
      Various Magic Books, all Novice Level, are available for purchase here. They teach basic novice magic spells and how to get into such novice magics. According to the menu, the guide is super quick and easy to learn. You are even given the basic, necessary tools to use the form of magic you chose.

      Tiny Favor (10 Gold Coins)
      Gain one very, very small favor from Arcadia. Redeemable at any time, except when fighting other contestants.

      Small Favor (15 Gold Coins)
      You can now request a small favor from Arcadia at any time when in your Camp Domain. Except when fighting other Contestants.

      Guardian Healing I (8 Gold Coins)
      Restore 20% of Guardian's Health

      Flagpole Healing I (10 Gold Coins)
      Restore 20% of Flag Pole's Health


    • This Camp is located in the South Station on the Port Island, captured thanks to the defeat of the Station Boss that rested there, and is now the new Guardian.

      Camp Chest is Rank 6
      Get a 2 Gold Discount on all Purchases worth 5 Gold Coins or More
      Get a 3 Gold Discount on all Purchases worth 7 Gold or More

      You can now Sell Items to the Chest for Gold Coins, each purchase giving 20% more than usual.

      Special Discount: -5 Gold to 1 Purchase of 10 Gold or More (1 Remaining)
      Special Discount: -10 Gold to 1 Purchase of 15 Gold or More (2 Remaining)

      You get 8 Gold Coins per hour thanks to Camp Bonuses.

    • +8% HP, +20 Regeneration
      +2 Defense, +10% to all Damage Resistances
      +10% MP, -10% MP/HP Costs

      Gremlin Battle Brewer
      Species: Gremlin
      Level 20

      A unique Gremlin who has perfected its own special, archaic combination between Magic and Alchemy, able to create special potions in its mystical flask that give it more power. While this doesn't have much utility purpose due to the short life of these brews, in battle its very strong and not something to be trifled with. Any opponent who fights this foe unprepared will be in for a bad time.

      HP: 648/648
      MP: 110/110
      STR: 20
      VIT: 20
      AGI: 20
      DEX: 15
      INT: 25
      WIS: 10
      SPI: 20
      Luck: 10

      Resilience: 27
      Resistance: 33
      Regeneration: 20

      Gremlin Brawling
      Max Damage: 35
      Damage Mod: 5
      Accuracy: 18/ -2/ -22
      Attack Speed: 4
      Critical Chance: 4%
      Parry (Beginner): 17
      Dodge (Beginner): 14

      Abilities
      Brew of Brawn (10 Seconds Prep Time)
      Gremlin grows one foot tall. STR is raised by 10. Unarmed Max Damage becomes 20 + STR. Damage Mod becomes 5 + 50% STR. Also gains an Arcane Damage Mod equal to 15 + INT + SPI (50) to fists. Lasts for thirty seconds. AGI is reduced by 10 after the Brew wears off for ten seconds. Boosts Reses by 10.

      Brew of Magic (10 Seconds Prep Time)
      Increase Max MP by 100 MP. Next Spell has SR boosted by 10. Max MP Boost lasts 30 Seconds.

      Blast Flame (Beginner Fire Magic)
      Launches a jet of flame. Deals up to 50 + SR Flame Damage. DL to Dodge is 65 – 50% SR (Beginner). Has a range of 3/6/9/12/15 Yards.
      Cost: 25 MP, DL: 60

      Flame Ball (Beginner)
      Cost: 50 MP, DL: 60
      Launches a sphere of fire that not only damages upon impact, but explodes for extra damage. The first has a Max Damage of 15 + 50% SR, and then the sphere explodes, inflicting 30 + SR Flame Damage as a Damage Mod.

      Flame Fist (Beginner)
      Cost: 25 MP, DL: 65
      Creates Flames around your hands. Adds 30 + SR Flame Damage Mod to every punch. If an Arcane Mod is active, increase this Damage Mod by 50% of that one and deactivate the Arcane Mod.

      Full Flurry
      Cost: 50 HP
      Perform a Full Attack as an Action. Only usable once every five seconds.

      Flag Pole Abilities
      Healing: Sacrifice MP to Heal that much HP. Must be touching the Flag Pole.
      Magic Boost: If a Spell didn't go off perfectly, instead of firing, raises the Spell's SR to max. If Spell's SR is already at max, can instead raise SR by 50%.

    • Team JUSTICE!'s Flag Pole.
      Magic Guardian Construct
      Level 17

      HP +10%, Damage Resistance +5
      +10% Max Damage and Damage Mod to Magic, +5 Resistance Nullification to Magic

      HP: 330/330
      Damage Resistance: 30

      Spells
      Arcane Spears
      (Special Attack, Fires every 10 Seconds).
      Max Damage: 44, Damage Mod: 27, Accuracy (Beginner): 15, Critical Strike Chance: 6%
      Nullifies 10 Resistance
      Targets all Foes within half Range of Pole, or one Foe in full Range
      Range:

      Piercing Magic Bolt (Auto-Attack, Fires every 5 Seconds).
      Max Damage: 27, Damage Mod: 16, Accuracy (Beginner): 15, Critical Strike Chance: 5%
      Nullifies 10 Resistance
      Pierces 5 AR, Deals 2 Damage to Armor

      Long Range (Person Activated Passive)
      Doubles Range of Special Attack, but decreases its Damage by 25%. One Team Member must be touching the Pole for this Ability to activate.

    • Range: 30 Yards
      +8 Regeneration and Recovery while in the Domain, and then the two Scores are further increased by 10%.

      +8 Damage Resistance while in the Domain.

      +20% EXP while in the Domain.

      Special Domain Affect:
      Entire Train Station is Domain, Domain Range is the Range of the Flag Pole. Any Enemies that are pushed into the gaps will be teleported back out, suffering 25 Void Damage and being Stunned for five seconds.

    • Thinker's Table
      Perfect for not just planning meanings, but sitting and thinking about various things. By sitting and not doing anything action oriented at the table, you get +2 to INT and WIS. By sitting at the table for 30 Minutes, not only are these bonuses raised up by 1, but they persist for another 45 Minutes afterwards.

      Small Tent (x2)
      Houses two people. Cannot use any abilities inside of it.
      Boosts Regeneration and Recovery by 20%.

      Tent
      Houses three people. Cannot use any abilities inside of it.
      Boosts Regeneration and Recovery by 20%.

      Workshop Bench
      Allows for the creation of Rank 10 - 9 Items. Repairs to Armor can also be made either using appropriate Materials or Gold, costing 2 Gold per point of AR you want to repair. You can also leave any Armor you have in the Purchase Chest, and it will repair itself over time at a rate of 2 AR/Hour.

      You can also Dismantle Items here, receiving half of the Materials used to make said Item. If you have any Crafting Skills, using them here will boost the SR by 4. Otherwise, your INT will be used as a measure of your ability for utilizing this special bench.

      Utilizing Spirit Shards at this Work Bench can allow special custom Items to be made that pertain more to your abilities or make stronger consumable items and other such things. You can also make Spirit Bait by using any of the Monster Baits and five of the Spirit Shards, this attracting Spirits to your Camp so that you can harvest more Shards.

      You can purchase these Materials at a Workbench. Do note that if you have any One Time Discounts you can use them here, and any other Discounts will apply when you buy enough to meet the gold requirements.

      Feather Steel (Rank 9, Special Material) (x24 Available)
      Feather Steel, while weaker than regular Steel, is much lighter and is useful for making still sturdy weapons and armor. Costs 5 Gold for 2 Ingots.

      Leather (Rank 10, Material) (x90 Available) (2 Gold for 1 Piece)
      Good, sturdy leather. Light and very versatile for many different things. Can be used to make many different things from bags to armor. Can also be used to make some things better. You can also get Reinforced Leather, simply needing to instead purchase two pieces of Leather for every piece of Reinforced Leather that you want to acquire.

      Steel (Rank 9, Material) (x50 Available) (Costs 3 Gold for 2 Ingots)
      A common, but very dependable material. Its somewhat heavy, but pretty strong and is useful in alot of different places.

      Iron (Rank 10, Material) (x75 Available) (Costs 2 Gold for 1 Ingot)
      A common, sturdy metal that steel is made from. Its easy to use. Do note that it conducts electricity. It has a few more uses than Steel though.

      Tiny Spirit Shards (Rank 10, Soul Shards) (x20 Available) (4 Gold for 1)
      A tiny shard of crystallized essence of the force and will of a spirit. Useful in many fields, but especially useful if alot of them are gathered.

    • 2 Gold Coins
      208,750 Yen

      Steel
      Steel
      (Rank 9, Material) (x24)
      A common, but very dependable material. Its somewhat heavy, but pretty strong and is useful in alot of different places.

      Feather-Steel (Rank 9, Special Material) (x30)
      Feather Steel, while weaker than regular Steel, is much lighter and is useful for making still sturdy weapons and armor. Costs 5 Gold for 2 Ingots.


      Tiny Spirit Shard (Rank 10, Soul Shard) (x5)
      A tiny shard of crystallized essence of the force and will of a spirit. Useful in many fields, but especially useful if alot of them are gathered.

      Leather (Rank 10, Material) (x27 Available)
      Good, sturdy leather. Light and very versatile for many different things. Can be used to make many different things from bags to armor. Can also be used to make some things better. By using double the Leather whenever making anything, you make Reinforced Leather.

      Tiny Aqua Shard (Rank 10, Elemental, Gem) (x5)
      A weak, small, crystallized shard of Aqua Element. Has many uses.

      Minor Aqua Core (Rank 10, Elemental, Ore) (x3)
      A crystallized stone that represents the core of a defeated Elemental's being. Has different uses, including being a rather capable Ore.

      Tiny Wind Shard (Rank 10, Elemental, Gem) (x35)
      A weak, small, crystallized shard of Wind Element. Has many uses.

      Minor Wind Core (Rank 10, Elemental, Ore) (x30)
      A crystallized stone that represents the core of a defeated Elemental's being. Has different uses, including being a rather capable Ore.

      Zombie Skin (Rank 10, Hide, Undead) (x24)
      The tough skin of a Zombie. It doesn't smell, but it certainly looks and feels gross.


      Pure Bottle Water (Rank 9, Food) (x7)
      Bottles of water that have had the impurities removed so that the water tastes better and also hydrates better. +5 Recovery, +10 MP, 10 Minutes

      Abyssal Instant Ramen (Rank 8, Food) (x10)
      A brand of instant Ramen made in by the Abyss Auction. Uses special spices that fill the user with energy. Heals 50 HP and MP. Then boosts Recovery and Regeneration by 10 for 30 Minutes.

      Steel Round Shield (Rank 9, Shield)
      A light, sturdy steel shield that is good at deflecting attacks thanks to its curved surface. It requires a small bit of strength and practice with shields to use more properly though.
      +5 Shield Defense
      Armor Penalty: -1
      Reduces Full Hit Damage by 20% Shield Defense
      Requires: 12 STR, Shield Proficiency (Beginner)

      Mana Rod (Rank 10, Magic Item) (x2)
      A mystical metal rod that helps to focus your Mana. Increases Mana strength by 10% and reduces all MP Costs by 5. Can also be used as a Melee Weapon. Cannot be used with Magic.
      Max Damage: 15
      Damage Mod: 5 + 10 = 15
      Accuracy (DEX): 8
      Parry Defense (DEX): 8
      Attack Speed: 1 AGI = 1
      Critical Chance: 2 (Luck) = 2%

      Armored Robes (Rank 10, Magic Garb) (x1)
      Armored Mage Robes enchanted to protect you. Give +5 Barrier Rating.

      Ashen Longbow (Rank 9, Bow) (x2)


      Gremlin Sorcerer's Robes of Protection (Rank 10, Magic Armor) (x5)
      These mystical robes have a special Armor Enchantment woven into their very fabric, making them strong pieces of Armor against mystical attacks, not so much against physical attacks.
      10/10 Mystic AR

      Life Pendant (Rank 10, Mystic Pendant) (x4)
      A pendant with a Life Gem imbued into it. Just carrying these fills you with energy.
      +15 Health

      Minor Protection Ring (Rank 10, Ring) (x7)
      This Ring provides a small bit of mystical protection to the wearer in form of a very weak magical shield. Gives the wearer a Barrier Rating of 5.

      Minor Magic Power Ring (Rank 10, Ring) (x2)
      This Ring boosts the wearer's Magic Scores by 2 and increases the SR of all Magic by 10%.

      Minor Force Ring (Rank 10, Ring) (x4)
      This Ring provides a small, magical boost to the force of all melee attacks. Increases the Damage Mod of all Melee Attacks by 5.

      Orcish Shortswords (Rank 9, Sword) (x6)
      These large, yet light, swords belonged to Orcs and thus are a bit larger than ordinary short-swords. A strong enough arm could wield these as a regular Shortsword.

      Orcish Shortbow (Rank 9, Bow) (x6)
      A bow with a rather crude design, but a very powerful draw back. It may not shoot far, but it can shoot hard. It requires a good strong arm to use though since it is meant to be used by Orcs. A stronger arm can use this Bow a bit more effectively due to its Orcish make.

      Orc Shaman's Gnarled Staff (Rank 10, Magic Staff) (x1)
      This strong, basic magic staff is capable of calling upon Magic that influences the physical elements. All Physical Element based Magic costs 10 less MP and has its SR boosted by 5.

      Minor Accuracy Ring (Rank 10, Ring) (x1)
      This Ring is enchanted to boost Accuracy.
      +1 DEX, +3 Projectile Accuracy


    • This Camp is located in the upper southern part of the Port Island District, atop a hill area where small festivals or events are sometimes held. Also often enough Food Trucks can be seen here when there is nothing else going on. It is atop a hill overlooking a park (the Port Island District has about seven or so parks).

      Camp Chest is Rank 9

    • +8% HP, +20 Regeneration
      +2 Defense, +10% to all Damage Resistances
      +10% MP, -10% MP/HP Costs

      Orc Shaman Initiate
      Species: Orc
      Level 18

      This creature, while it has the strong strength of an Orc, can wield powerful magic to fry foes from a distance or even restore its own health and increase its strength. While in the Domain, it can also borrow Mana from the Flagpole at the price of its own Health, meaning it can continue to use its magic. If defeated, the Guardian will re-spawn after one hour.

      HP: 540/540
      STR: 20
      VIT: 20
      AGI: 12
      DEX: 15
      INT: 25
      WIS: 10
      SPI: 18
      Luck: 10

      Resilience: 27
      Resistance: 33
      Regeneration: 20

      Orcish Longsword
      Max Damage: 55
      Damage Mod: 15 (Weapon) + 20 = 35
      Accuracy: 10/-20
      Attack Speed: 2
      Critical Chance: 3%
      Parry (Beginner): 12

      Dodge (Novice): 14

      Abilities
      Lightning Bolt (45 MP)
      Fires a powerful, fast bolt of lightning. Extremely fast, but near impossible to aim. Has 50 Accuracy (Beginner). Deals 100 Electric Damage upon Devastating Hit, 75 on Full, and 40 on Partial. Has a Chance to Stun for 5 Seconds. Resist DL (Beginner): 75 - 25% Damage Taken. Range is 10/ 20/ 30/ 40/ 50.
      Casting Time: 5 Seconds

      Shamanic Restore (90 MP)
      Restores 50 HP to self and raises STR by 5. Has a 30 Second Cooldown.

      Embers (23 MP)
      Fires three small spheres of fire. Max Damage for each is 30, Damage Mod is 15, and each has an Accuracy of 15 (Novice).

    • Team JUSTICE!'s Flag Pole.
      Magic Guardian Construct
      Level 17

      HP +10%, Damage Resistance +5
      +10% Max Damage and Damage Mod to Magic, +5 Resistance Nullification to Magic

      HP: 275/275
      Damage Resistance: 30

      Spells
      Spinning Magic Arrow
      (Special Attack, Fires every 10 Seconds).
      Max Damage: 55, Damage Mod: 27, Accuracy (Beginner): 15, Critical Strike Chance: 6%
      Nullifies 10 Resistance

      Magic Bolt (Auto Attack, Fires every 5 Seconds)
      Max Damage: 27, Damage Mod: 16, Accuracy (Beginner): 15, Critical Strike Chance: 3%
      Nullifies 5 Resistance

      Long Range (Person Activated Passive)
      Doubles Range of Special Attack, but decreases its Damage by 50%. One Team Member must be touching the Pole for this Ability to activate.

    • Range: 30 Yards
      +7 Regeneration and Recovery while in the Domain, and then the two Scores are further increased by 10%.

      +8 Damage Resistance while in the Domain.

      +10% EXP while in the Domain.

      Special Domain Affect: All Ranged Attacks shot from atop the hill have +10% Damage Mod.


    • This Camp is located in the southern hemipshere of Neo Tokyo U. It is a large field used for student events. It is in the open, but at the same time there are a few trees and other such things around.

      Center of the Port Island Market. An intersection in the road surrounded by low shops and buildings.

      Camp Chest is Rank 10.

    • Team JUSTICE!'s Flag Pole.
      Magic Guardian Construct
      Level 15

      HP: 250
      Damage Resistance: 25

      Spells
      Magic Arrow
      (Auto Attack, Fires every 10 Seconds).
      Max Damage: 40, Damage Mod: 20, Accuracy: 15, Critical Strike Chance: 4%

    • Range: 20 Yards
      +5 Regeneration and Recovery while in the Domain

      +2 Damage Reduction while in the Domain

    • Orc Axman
      Species: Orc
      Level 16

      This creature has incredible brute strength and skill in battle with its axes. Its not too be underestimated up close, and as long as it remains in the Camp Domain it can perform a basic magic attack to give it a ranged option. If defeated, the Guardian will re-spawn after one hour.

      HP: 400
      STR: 25
      VIT: 20
      AGI: 15
      DEX: 15
      INT: 9
      WIS: 6
      SPI: 10
      Luck: 10

      Resilience: 30
      Resistance: 20

      Dual Axes
      Max Damage: 40
      Damage Mod: 25 (Weapon) + 25 = 50
      Accuracy: 15/-5, 5/-25
      Attack Speed: 2
      Critical Chance: 3%
      Parry: 20 (15 if not Dual Wielding)

      Dodge: 15

      Abilities
      Brute Slash
      (5% HP): This Attack has -20 Accuracy, but raises the Damage Mod by 50%.
      Axe Magic Slash (Magic Domain Attack) (20 HP): Uses the Magic of the Flag Pole to create a magical projectile from its axe that acts as a regular Axe Attack that deals Magic Damage. Range is 3/6/9/12/15.


    • Congratulations on capturing this camp. With a Camp, you now have a much better chance at surviving the Arcadia Games. What is a Camp you ask?

      A Camp is a place where you can rest, store your unneeded Items, train in peace, and acquire new Items and abilities from the Purchase Chest. In order to succeed in the Arcadia Games, upgrading your Camp will be a vital strategy, as the more you upgrade your Camp the more defensible it becomes and thus the better chances you have of survival.

      Upgrading your Camp can be done with Gold Coins at the Purchase Chest. It can also be done by going out and capturing a Flag from another Camp. Capturing an Empty Camp's Flag gives you an amount of Gold equal to 11 - Rank + 5 for spending on Camp Upgrades.

      If you manage to capture the flag of the Camp of another Contestant then you will not only require this amount, but an additional 50% of this amount for spending on whatever you please.

      Capturing a Flag is simply done by disabling the Flag Pole and then bringing the Flag back to your Purchase Chest. The Flag Poles are light, but its very hard to fight while carrying them, so plan accordingly before going to capture a Flag.

      Capturing a Flag will also disable that Camp for one hour, putting any other Contestants at a disadvantage, especially if said Camp was theirs.

      You can also Capture other Camps instead of capturing their flag. While this will give you more camps to manage, you will get Gold Coins every hour based on how many Camps you have, 2 + 1 Gold Coin/Camp per hour.

      Plus, once you have more than one Camp, you are free to teleport between your camps and you can transfer Upgrades and Items to different camps. So if you are afraid that one of your Camps may be overtaken, feel free to transfer your Upgrades and Items from said Camp to a different, safer Camp. Note that this cannot be done though while enemies are within 20 yards of said Camp's Purchase Chest.

      So go out there and find those Camps to strengthen your own Camp, as this will only aid you in becoming a bigger force to be reckoned with for when Round 1 starts.

      For all forms of gear, there will be only two or three available for purchasing per camp. These values do not rise when you upgrade the camp's chest unless you purchase the option to specifically add more Gear to purchase. As for Provisions, upgrading your Camp's Chest will restock some provisions such as Baits, food, and other such more basic provisions.

      So if you want to buy alot of gear or alot of provisions, you will need to capture other Camps.


      • 23/105 Players Remaining

        82 Players Eliminated

        7 Hours Remain in Round 1


      • ELIMINATED!!

      • Remaining Members: 7/5

        Giu-Tan Tian-Gui: Level 16 Monk Gamer
        Koshocko Shouko: Level 16 Sniper Gamer
        Xenon: Level 16 Rogue Gamer
        Alexander: Level 16 Pyro Mage Gamer
        Kamui Kiryu: Level 15 Wind Mage Gamer
        XxBladeSongxX Colten: Level 15 Berserker Gamer
        Artsia Artisia: Level 15 Brawler Gamer

      • ELIMINATED!!

      • Remaining Members: 4/10

        Suzaku: Level 20 Rogue
        Kuro_Kage: Level 20 Assassin
        Momotaro: Level 20 Samurai
        Kijin: Level 21 Monk

      • ELIMINATED!!

      • Remaining Members: 4/7

      • Remaining Members: 1/5

        Durin: Level 21 Cleric

      • ELIMINATED!!

      • Remaining Members: 4/8

      • ELIMINATED!!

      • ELIMINATED!!

      • ELIMINATED!!
  • [tabs][tabs][/tabs][/tabs]
 
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[BCOLOR=transparent]Health[/BCOLOR][BCOLOR=transparent] (Rank 8, Cost 9 AP) [/BCOLOR]
[BCOLOR=transparent]You are exceptionally healthy, and as such can take alot of punishment thanks to it. Every 10 Health you use will give you one SP in this Skill. [/BCOLOR]
[BCOLOR=transparent]+1 HP. +1 Resilience.[/BCOLOR]

[BCOLOR=transparent]Fisticuffs (Rank 10, Cost 5 AP)[/BCOLOR]
[BCOLOR=transparent]You know how to get yourself out of a scrap using your fists, and thus know how to throw a punch via 'fisticuffs'. [/BCOLOR]
[BCOLOR=transparent]Acquire the Fisticuffs Score. [/BCOLOR]
[BCOLOR=transparent]Your Unarmed Strikes now have: [/BCOLOR]
[BCOLOR=transparent]Max Damage: 3 + 25% Fisticuffs + 50% Might. [/BCOLOR]
[BCOLOR=transparent]Damage Mod: 0[/BCOLOR]
[BCOLOR=transparent]Accuracy: Fisticuffs Score[/BCOLOR]
[BCOLOR=transparent]Attack Speed: 1[/BCOLOR]
[BCOLOR=transparent]Critical Chance: 0[/BCOLOR]

[BCOLOR=transparent]Fisticuffs[/BCOLOR]
[BCOLOR=transparent]1 + 1/2 DEX + 1/4 AGI[/BCOLOR]


[BCOLOR=transparent]Focus (Rank 9, Cost 8 AP)[/BCOLOR]
[BCOLOR=transparent]You know how to focus and clear your mind. Useful for both spiritual and physical purposes. Great for resisting mental assault as well. [/BCOLOR]
[BCOLOR=transparent]Acquire the Focus Score. [/BCOLOR]

[BCOLOR=transparent]Focus[/BCOLOR]
[BCOLOR=transparent]1/2 WIS[/BCOLOR]


[BCOLOR=transparent]Climbing (Rank 10, Cost: 4 AP)[/BCOLOR]
[BCOLOR=transparent]Your ability for the natural instincts and attained Skills of climbing various surfaces, obstacles, and objects.[/BCOLOR]
[BCOLOR=transparent]Acquire the Climbing Score. [/BCOLOR]

[BCOLOR=transparent]Climbing[/BCOLOR]
[BCOLOR=transparent]1/2 STR + 1/2 AGI[/BCOLOR]


[BCOLOR=transparent]Knowledge (Rank 10, Cost: 5 AP)[/BCOLOR]
[BCOLOR=transparent]The measure of your general knowledge and smarts. Useful for basic subjects or learning new basic, general knowledge. Advancing in this Skill will open higher planes of knowledge for you. [/BCOLOR]
[BCOLOR=transparent]+1 to Intelligence when assessing general knowledge. [/BCOLOR]


[BCOLOR=transparent]Bartering (Rank 10, Cost: 5 AP)[/BCOLOR]
[BCOLOR=transparent]You know how to barter and negotiate with others in more of a business sense. [/BCOLOR]
[BCOLOR=transparent]Acquire the Bartering Score. [/BCOLOR]

[BCOLOR=transparent]Bartering[/BCOLOR]
[BCOLOR=transparent]1/3rd INT[/BCOLOR]

[BCOLOR=transparent]Running [/BCOLOR][BCOLOR=transparent](Rank 10, Cost: 6 AP)[/BCOLOR]
[BCOLOR=transparent]You know how to not only run fast, but sustain your stamina as well through this track and field training. [/BCOLOR]
[BCOLOR=transparent]+1 to AGI determining Running Speed. +1 Regeneration. [/BCOLOR]

[BCOLOR=transparent]Driving[/BCOLOR]
[BCOLOR=transparent]This... seems kind of pointless? I dunno how much driving I plan on their being. [/BCOLOR]

[BCOLOR=transparent]Lying (Rank 10, Cost: 5 AP)[/BCOLOR]
[BCOLOR=transparent]Your know how to forge proper lies in order to verbally fool others. [/BCOLOR]
[BCOLOR=transparent]Acquire the 'Lie' Score. [/BCOLOR]

[BCOLOR=transparent]Lying[/BCOLOR]
[BCOLOR=transparent]1/3rd INT[/BCOLOR]


[BCOLOR=transparent]Mentor [/BCOLOR][BCOLOR=transparent](Rank 9, Special)[/BCOLOR]
[BCOLOR=transparent]Your ability to mentor or teach others things that you know. With enough time, you can teach others any other Skill you know. [/BCOLOR]

[BCOLOR=transparent]Ill allow this to be a starting Skill if you can make a good reason for why your character would have it.[/BCOLOR]

[BCOLOR=transparent]Leadership [/BCOLOR][BCOLOR=transparent](Rank 9, Cost: 7 AP)[/BCOLOR]
[BCOLOR=transparent]Your ability to take charge and lead others in various situations, whether on the field of battle or outside of it. [/BCOLOR]
[BCOLOR=transparent]Acquire the 'Leadership' Score. [/BCOLOR]

[BCOLOR=transparent]Leadership[/BCOLOR]
[BCOLOR=transparent]1/4th INT[/BCOLOR]

[BCOLOR=transparent]Mechanics (Rank 9, Cost: 6 AP)[/BCOLOR]
[BCOLOR=transparent]Your proficiency and skill with various mechanical devices including their maintenance and repair. [/BCOLOR]

[BCOLOR=transparent]Engineering (Rank 9, Cost: 8 AP)[/BCOLOR]
[BCOLOR=transparent]Your ability and knowledge in the field of engineering. Has many different uses. [/BCOLOR]
[BCOLOR=transparent]Acquire the Engineering Score. [/BCOLOR]

[BCOLOR=transparent]Engineering[/BCOLOR]
[BCOLOR=transparent]1/4th INT[/BCOLOR]

[BCOLOR=transparent]Preform: Things like musical ability/acting would fall under this[/BCOLOR]
[BCOLOR=transparent](Yea I can see this be a thing, but you would have to get a bit more specific for it)[/BCOLOR]

[BCOLOR=transparent]Linguistics (Rank 9, Cost: 6 AP)[/BCOLOR]
[BCOLOR=transparent]Your capability to understand and learn new languages and your ability to use what languages you know. [/BCOLOR]
[BCOLOR=transparent]Acquire the Linguistics Score. [/BCOLOR]​
 
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Inactive/Deceased Characters




    • Kyosuke Azai

      Age
      20

      Gender
      Male

      Appearance
      b538e4f28dcda494a9c2734a17ec4c40.jpg


      Personality
      Kyosuke is a quiet individual and takes on an unassuming appearance. He keeps to himself and no one really second guesses him since he looks like an average guy who is a bit on the thin side. His comments are pretty short and to the point as he only says what needs to be said and nothing more. Thus, most people have only seen him say a few words. But, as they say, never judge a book by its cover. He can be defined as someone who does whatever he needs to do in order to get something done in the quickest, and most efficient way possible. That means that he can be warm and kind or cold and heartless. Whatever needs to be done, Kyosuke will do it if it is something that he wants.

      History
      The Azai family is a well established business family in Japerica. Rumor says that depending on the mood of Kyosuke's grandfather, the stock market can drop or rise 5% within the minute through the sheer wealth of the multi conglomerate Azai Corporation (whether true or not that's up for debate, but that's the perception that people have of the company). Thus, his family has quite a bit of publicity and everyone knows of his grandfather and father, the chairman and CEO respectively.

      Then there's Kyosuke who has been kept in the shadows and away from the press while he was raised. So, he has been raised to eventually take over after his father, but that has made his life rather unusual. Since his youth, he had to move around a lot and skip a lot of classes since it wasn't unusual for his to have to go to other countries for business meetings and to learn. In fact, Kyosuke is still a senior in high school since he took a few years off of school to learn. Therefore, it's hard to say that he knows a lot of people that well. Still, Kyosuke isn't that troubled by his life. He just wants to graduate from high school since it's a legal requirement before he goes to college.


      Game Points
      4

    • Class
      The Gamer

      Level
      8

      Experience Points (EXP)
      204

      Ability Points (AP)
      13/39 + 2/5 (INT Ability Points)

      Health (HP)
      5 + 20 + 40
      65/65

      Mana (MP)
      14 + 12 + 48
      74/74

      Strength (STR)
      10

      Vitality (VIT)
      10

      Agility (AGI)
      7 - 3 Armor Penalty = 4

      Dexterity (DEX)
      10

      Intelligence (INT)
      14

      Wisdom (WIS)
      12

      Spirit (SPI)
      12

      Luck (Luck)
      10


    • Resistance
      1/2 (12)+ 1/4th (12)
      9

      Resilience
      1/2 (10) + 1/4th (10) =
      7

      Regeneration
      1/5th (10)
      2

      Recovery
      1 + 1/5th (10)
      3

      Bartering
      1 + 1/3 (12)
      5

      Leadership
      1 + 1/4 (12)
      4

      Linguistics
      1 + 1/3 (12)
      5

      Focus
      1/2 (12)
      6

      Sword
      1/2 (10)
      5

    • Energy Circulation (Rank 9) (Level 6, 0/3)
      Cost: 10 HP + 10 MP, 18 MP/Minute + 18 HP/Minute
      You know how to properly circulate your energy through your body, and as such can do so to better your physicality. For as long as this ability is active, your STR and AGI are increased by 28% Focus (1). Furthermore, all of your other Energy based abilities are strengthened by 16%. Note that a strong enough hit may disrupt the circulation of your Energy and cancel the Skill. If you take more than 46% Focus + 81% VIT Damage from an attack then the Skill will be cancelled. You get SP every time you activate the Skill, use a Skill reaps the benefit, or keep it active for 30 seconds. Saying 'Dismiss' will cancel the Skill.

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

      Armor Acclimation (Rank 10) (Level 10, 0/5 AP)
      You know how to somewhat fight with Armor on. As such, you decrease all Armor Penalties by 7% STR (12) (1) and your Stamina Penalty is lessened by 12%.

    • Knowledge (Rank 10, 5 AP) (Level 8, 0/10 SP)
      The measure of your general knowledge and smarts. Useful for basic subjects or learning new basic, general knowledge. Advancing in this Skill will open higher planes of knowledge for you.
      +18% to Intelligence when assessing general knowledge.

      Bartering (Rank 10, 5 AP) (Level 4, 0/10 SP)
      You know how to barter and negotiate with others in more of a business sense.
      Acquire the Bartering Score. +2 Bartering.

      Leadership (Rank 9, 7 AP) (Level 4, 0/12 SP)
      Your ability to take charge and lead others in various situations, whether on the field of battle or outside of it.
      Acquire the 'Leadership' Score. +2 Leadership.

      Linguistics (Rank 9, 6 AP) (Level 3, 0/12 SP)
      Your capability to understand and learn new languages and your ability to use what languages you know.
      Acquire the Linguistics Score. +1 Linguistics

      You know how to create basic Pseudospaces for practicing the usage of your powers in.
      Your Focus Score is 15% higher when dealing with Pseudospace. Can create Rank 10 Pseudospaces.
      Currently costs 8 HP and 8 MP to create a Pseudospace. Breaking your own Pseudospace is free, but breaking others' requires you to focus your ability to control Pseudospaces and break theirs, plus you also have to pay that HP and MP Cost.

      Empty Pseudospace (Rank 10) (Creation DL: 95)
      A regular, blank Pseudospace. There is nothing special about it.

      Imp Pseudospace (Rank 10) (Creation DL: 88)
      A Pseudospace that contains 3 - 5 Imps. ??% Chance a ??? Could come.

      Zombie Pseudospace (Rank 10) (Creation DL: 85
      A Pseudospace that contains 3 - 6 Imps. ??% chance a ??? Could come.


      Sword Use (Rank 10, 4 AP) (Level 8, 4/10)
      Your ability to use swords somewhat properly in combat.
      Acquire the 'Sword' Score.
      You deal 8% more Damage with Swords.


      Focus (Rank 9, 6 AP) (Level 9, 0/12)
      Your ability to focus and hone your mind.
      Acquire the Focus Score. +9 MP


      Charisma (Rank 10, Cost: 5 AP)
      Your ability to act charming and charismatic towards others.

      Armor Use (Rank 10, Cost: 6 AP)
      You know how to somewhat maintain and repair Armor, and possibly even make it a small bit stronger.

    • Skilled Novice (Equipped)
      You have reached Max Level in one Skill. This is just the first step.
      +1 to Score of your Choice that costs 1 AP to raise.

      ???
      1/20 Skills hit Max Level

    • 10/15 Slots Remaining
      Health Potion (Rank 10, Potion) (x2)
      This special potion heals your wounds and helps you recover. Heals 30 HP.

      Mana Potion (Rank 10, Potion) (x2)
      This special elixir helps recover your mystical energies and restore your spirit. Heals 45 MP.

      Imp Claw (Rank 10, Demonic) (x9)
      The sharp claw of an Imp, a weak demonic creature.

      Imp Horn (Rank 10, Demonic) (x4)
      The horn of an Imp that contains a portion of its demonic energy.

      Wooden Sword (Rank 10, Sword, Wood)
      A basic sword made of wood. Modeled after western long swords.
      Max Damage: 8
      Damage Mod: 2 + 8 = 10 (12 if 2 Handed)
      Accuracy: 8
      Parry Defense: 8
      Attack Speed: 1 AGI
      Critical Chance: 2 (Luck)

      Money: 1,000 ¥

    • Hand 1
      Iron Longsword (Rank 10, Sword, Iron)
      A longsword made of Iron. Boasts decent power and balance.
      Max Damage: 26
      Damage Mod: 10 + 8 = 18 (21 if 2 Handed)
      Accuracy: 4
      Parry Defense: 4 + 4 Weapon = 8
      Attack Speed: 1 AGI
      Critical Chance: 2 (Luck) + 1 (Weapon) = 3%
      Deal 8% more Damage when wielded with 'Sword'.
      Hand 2

      Torso
      Chainmail (Rank 10, Light Armor)
      Sturdy, light chain armor. Pretty sturdy and dependable.
      15 AR, 4 (3) Armor Penalty. Stamina Penalty: -5 (4)

      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)


    • Amagi Rei

      Norah%3DBright.full.793545.jpg

      15 years old, She is the one on the left with the plain white hair, the one on the right with the dual colored hair is her older sister. She is quite short and petite, measuring at only about 5'2" and weighing around 100 lbs. Of course, she does appear quite androgynous enough that with the right clothes and posture, she can easily pass for a boy. In fact, most people see her at a guy at first and if they are a bit confused, she tends to identify herself more as a male anyway just for the sake of convenience. She has heterochromia, one of her eyes being blue and the other is purple.


      Rei is highly methodical, always preferring to calmly think about the solution to a problem before executing that solution to the best of her ability without consulting others. Essentially she prefers to act alone, not as a lone wolf policy, but because she can't trust others to know the proper solution to any of her problems or problems related to her.

      If they do happen to know the proper solution, then it is that she can't trust them to get it done right. She has major trust issues basically. She has a hard time trusting others with anything, and because of that she prefers to leave them alone as she doesn't want them to get involved in her business and either mess things up for their own goals or get hurt by whatever is going on.

      Essentially Rei is a very blunt person. She prefers to get to the point and only cares about facts, not about instinct. After all, for a long time she had been fooled into thinking that those who were her friends weren't. So she prefers everything be matter of fact. It is not that Rei is some cold or spiteful person, but she would rather not waste her time with things that she can't bring herself to trust, since it will only be detrimental in the long run.

      It is why she doesn't do things like shake hands, give promises, or other such things unless she can find a way to make them set in stone. It is also another reason why she likes games and machines. They can be understood and hold no tricks. Humans, on the other hand, can turn at the drop of a hat and are the most unpredictable, and it is that word that Rei hates the most. Unpredictable.

      Rather than sugar coating words or hiding behind sweet lies, Rei prefers to be very truthful, no matter how much it hurts, and if a person can't handle the truth then it doesn't matter. They can't bring themselves to trust others anyway nor can she trust herself with others, and would prefer them to leave her alone because of it.


      Rei was once what people would consider a normal person. She wasn't bright or lucky-going, but she lived each day just doing normal people things. She played games pretty often, but they weren't her life. She didn't hold the same distrust for humanity that she does today. That trust was slowly built up during her first year in high school.

      She had entered a new middle school in her last year and was a bit younger than everyone else at only 14. On top of that, she also stood out alot with how she looked. A few girls in her class decided to take advantage of this. They had her do things for them in the promise that they would help her in return such as helping with homework, buying them lunch, and etcetera. This continued throughout the year.

      A friend of her's, one of her only three friends/acquaintances, told Rei that they were taking advantage of her. They rarely helped her, and whenever they "repaid" her favors they did so poorly. Rei wanted to trust them since they were being 'nice', but her friend convinced her otherwise when she convinced Rei to eavesdrop on them one time.

      Rei, after that, didn't want to help them anymore. This was around the end of the year. When her 'friends' found out why she was avoiding and no longer helping them, they went after Rei's friend while Rei's friend wanted to get them to leave Rei alone as after Rei's avoidance of them they started to bully her. They had wanted to just scare her and get this friend to fear them so that they could get their lackey back, but instead they ended up accidentally pushing her down the stairs.

      She died. The three girls were locked away for murder, but Rei was changed after that. Those girls had taken her trust and shattered it while Rei trusting her friend to deal with this got that friend killed. Rei regretted not dealing with it herself. Thus her ability to trust others had been broken. She will rarely trust anyone now, except when she has to, and even then she only gives them only the minuscule amounts of trust that she can spare.

      Her older sister, as their parents are always travelling abroad, fortunately got a new job in Neo Tokyo, so about two months ago they moved from New Osaka to Neo Tokyo. Now she enters a new high school and has delved more into games and anime more than ever. Since her older sister is always so busy Rei pretty much lives by herself.

      Of course, while she loves games and anime, she really wants to be an engineer when she grows up, a desire only her sister knows about. More accurately, she wants to go into the field of computerized robotics, a field that has been slowly expanding in this day and age. After all, she is able to trust machines alot more than she is able to trust people. Its why she spends more time in front of a computer or TV screen than she does talking to people.

      Of course, despite her hobbies and more 'otaku' nature to stay indoors, Rei has taken up a bit of martial arts ever since her friend died. Nothing really major, just the basics on how to defend herself since she doesn't want to ever have to rely on someone else to fight her battles or defend her ever again. She would rather protect herself than have others protect her, since she can't trust others to not die while protecting her. After all, instead of getting others to do something for her she would rather be able to do it herself, that way she doesn't have to trust them with it.

      A week after she moved to Neo Tokyo is when Rei awoke to 'The Gamer' power, and since then she has been grinding relentlessly to the point of near exhaustion at times, but thanks to Skills like Night Owl and Tireless, she has persevered, becoming decently strong during the near two months she has had the power.

      Of course, due to complications with the move, school, and other things she had to transfer in a week and a half late, and while that meant during her first several days there she stood out, she soon faded into the whispered about background thanks to not really talking with people all that much. Of course, she has also skipped school on several occasions to grind and further her Skills, her INT and Knowledge Skill making it pretty easy for her to get amazing grades. She is a Gamer in more than just name of power.


      Game Points
      4




      • Level
        27

        Experience Points (EXP)
        2733

        Ability Points (AP)
        3/393 + 1/22 (INT Ability Points)

        Health (HP)
        85 + 46 + 270
        401 + 21% (Font of Energy) =
        485 + 15 (Pendant)
        500/500

        Mana (MP)
        100 + 46 + 405
        551 + 21% (Font of Energy) =
        666/666

        Strength (STR)
        20 + 1 (Bangle)
        21 + 2 (Feast, 1.5 Hours) = 23

        Vitality (VIT)
        20 2 (Feast, 1.5 Hours) = 22

        Agility (AGI)
        24

        Dexterity (DEX)
        20

        Intelligence (INT)
        27

        Wisdom (WIS)
        21 + 2 (Feast, 1.5 Hours) = 23

        Spirit (SPI)
        30

        Luck (Luck)
        19


      • Resistance
        10 + 1/2 (21) + 1/4 (30)
        27 + 22% (Font of Energy) =
        32 + 5/9 AR + 10 BR = 51

        Resilience
        10 + 1/2 (20) + 1/4th (21)
        25 + 2 (Bangle) + 22% (Font of Energy) =
        32 + 10/18 AR + 10 BR = 60

        Regeneration (Unclaimed Milestone)
        26 + 1/4th (20)
        31 + 25% (Font of Energy) =
        38 + 20 (Feast, 1.5 Hours) = 58

        Recovery (Unclaimed Milestone)
        26 + 1/4th (30)
        33 + 25% (Font of Energy) =
        41 + 20 (Feast, 1.5 Hours) = 61

        Essence Magic
        6 + 1/5 (27) + 9% (21 + 30 + 20)
        17 + 2 Ring =
        19

        Tai-Chi
        4 + 1/4 (21) + 9% (20 + 24 + 20)
        14 + 22% (Font of Energy) =
        17

        Mechanical Engineering
        7 + 1/4 (27)
        13

        Materia Creation
        4 + 12% (21 + 27)
        9 + 22% (Font of Energy) + 2 (Ring) =
        13


      • Critical Strike (Rank 8, Special) (Level 30, 0/3)
        Your ability to attempt to seek out and strike at an opponent's weaknesses. It only activates whenever you deal a Critical Strike with any attack. This special Critical Strike deals 90% more Damage than a regular strike. Furthermore, it ignores 46% of the opponent's DR. This Skill can be trained outside of combat. You get two SP for performing the Critical Strike, or 5 SP if its a well executed one, and then another SP if it defeats the enemy. All of your Attacks also now get +1 Critical Strike Chance.

        Cost: 6x (11 - Pseudospace Rank) HP & MP
        With this special Skill, you can now more properly and easily create and even control Pseudospace, able to control them using your Essence Tapping. Furthermore, you now possess the ability to tap into your Essence and sacrifice pieces of it as materials to create new ID Prefaces, which can be used with any ID. You can use Rank 8 Materials and Rank 8 Skills to create new IDs. Sacrificing a Skill, which is considered a Material, grants 10 + (11 - Skill's Rank) SP.

        The affects of your Instant Dungeons (IDs) are strengthened by a % amount equal to (10 + 82% Essence Magic (19)) = 28 (25)%. This percentile is reduced by an amount equal to 10 - ID Rank. This does not affect the chance of a Boss Monster appearing, which resets after 24 hours of not killing that Monster. You can utilize Items from Monsters to reduce the Cooldown for creating your next Monster ID. The Cooldown will be reduced by 5 + (11 - Item Rank) Minutes for a Common Item, 10 + (11 - Item Rank) Minutes for an Uncommon Item, and 15 + (11 - Item Rank) Minutes for a Rare Item.

        Monster IDs give you an SP when you create them, and another for clearing them. Condition based IDs will only give you SP if you utilize them for an hour.

        Challenge ID (Rank 8): Makes the ID created Cost an additional 20 HP/MP
        This Preface was made by sacrificing the Weaken Essence Skill, and essentially lowers your level by up to 50% to give you a bigger challenge against enemies and let you fight weaker enemies at their level to get more EXP. Of course, this ID does weaken you, and thus for every % you reduce your Level by, is the same amount your Scores, excluding Essence; and Active/Special Skills are weakened by, meaning you must be careful when fighting more powerful opponents.

        Horde ID (Rank 9): Makes the ID Cost an additional 25 HP/MP
        Made with the usage of Magical Items that draw hostility to summon monsters. For the next hour, four waves of the Monster type you used this preface with will appear. The waves will come once every 15 Minutes unless you go ahead and say "Skip Wave!". This barrier can only be made two times a day. Note that after every wave, a Boss Monster has a chance to appear rather than after the ID is cleared. You can make it more times a day as long as you sacrifice a Rank 9 Item or lower that can replicate this ability or three of the Item that represents the Monster you are trying to summon.


        Empty (Rank 9)
        Nothing is present in this Pseudospace. Its pretty useful despite this. Costs nothing and gives no SP. You can also keep this space maintained when not in in it, each minute having to pay the MP/HP Cost which goes up by 7 a minute. Creating another space will break this one. You can maintain it for free as long as you have eye contact and are within 50 yards. You cannot use other Skills though. For every 20 minutes maintained, you get 1 SP.

        PVP ID (Rank 8)
        This ID utilizes the Gamer's Duel Mode function. It allows for two groups to engage in a fighting match, where their HP won't be able to go down to 1. Anyone who gets below 1 will be incapacitated until the fight concludes.

        Imp + ID (Rank 10)
        Spawns 4 - 7 Imps (Lv 8). A Big Imp + (Lv 20) has a 18% Chance of appearing. (Imp +)
        Spawns 3 - 5 Imps (Lv 4). A Big Imp (Lv 12) has a 10% Chance of appearing. (Imp)
        By using an Imp Horn, you can increase the number of Imps by 25% Materia Creation (10) = 2

        Zombie ID (Rank 10)
        Spawns 3 - 6 Zombies (Lv 8). A Crusher Zombie (Lv 24) has a 1% chance of appearing.
        By Using a Zombie Hide, you can increase the number of Zombies by 10% Materia Creation (10) = 1.

        Kobold ID (Rank 10)
        Spawns 2 - 4 Kobolds (Lv 14). A ??? has a ???% Chance of appearing.

        Minor Fire Elemental ID (Rank 10)
        2 - 5 Minor Fire Elementals (Lv 16). Angered Fire Elementals (Lv 24) have a 7% Chance of appearing. Number that appears is number of Elementals you fought right before their appearance - 1 (Sans bonuses).
        By using an Elemental Core, you can raise the number of Elementals by 10% Materia Creation (10) = 1.

        Harmonization ID (Rank 7)
        An ID where one's being is more easily at balance, increasing their abilities and allowing for speedier recovery. Your Recovery and Regeneration are increased by 5 + Essence Magic (16) = 26 (21) while in this ID. Furthermore, all of your abilities and scores, excluding Essence and any Skills that use Energy, Essence, or Mana; are strengthened by 19 (15)%. Also all HP/MP Costs are reduced by 19 (15)%. While you can practice your abilities in this ID, you can't fight, and it has a one hour time limit and can only be used three times a day.

        Knock-back ID (Rank 9)
        An ID where kinetic energy is a bit stronger, making knock-backs more effective. Increases the strength of any Knock-back Skills or Affects by 19 (15)%.

        Summoning ID (Rank 9)
        An ID where summoning abilities are augmented. Increases the strength of all Summoning Abilities by 12 (10)% and reduces their Activation and Upkeep Costs by 26 (20)%.

        Assessment ID (Rank 8)
        An ID where one's Perception is augmented. All detection based Skills are strengthened by 19 (15)% and all Perception based Scores are increased by 4 (3).


        Cost: 29 (50) + Total Materia Cost MP/HP
        Casting Time
        : 5 / 2.5 Seconds (1 - 2 Actions)
        Utilizing special principals of Summoning Magic originally made with Materia Magic, that have improved since then, you can utilize your new experimental methods to summon creatures either normally, or by combining two Items together, as long as one of them is an Essence Item. This can allow you to summon unique beings or perhaps give beings you know special abilities through this special summoning method.

        You can use any two Rank 9 or 10 Items, as long as one of them is an Essence Item obtained from a defeated Monster, together at once to summon interesting creatures. Note that this Skill can potentially fail if the creature you wind up summoning is the same Level or higher Level than you or if the combination wouldn't work. The amount of time this creature will stick around is a number of Seconds equal to 195% Materia Creation (13) = 31 (24) Seconds (5 Turns). Any Boss Monsters you summon also fall under this same criteria as a Summon made with multiple Items.

        You can also use Rank 9 Essence Items to summon creatures. All of your Creatures get a boost to their Applicable HP Score and the strength of their abilities depending upon the Rank of the Item you are using. SP is gained for every special Summon you make, for having it around the entire time, and for having it aid you. If attempting to summon or experiment with a brand new combination, then this ability takes 5 Seconds to Activate as you must prepare both Materia. If you know which creature you are summoning, then you simply need to chant "Summon!" and the Creature's Name, this cutting the activation time in half.

        This Skill only uses HP depending on the creature type. Creatures like Demons and Undead would take HP, while those like Elementals would not.

        Rank 10 - 9 (Novice to Beginner)
        HP Bonus: 46 + Materia Creation (13) = 71 (59)
        Duration: 5x Materia Creation (13) = 43 (35) Seconds (8 Turns)
        10 + 50% Materia Creation (13) = +20 (16)% Ability/Attack Strength
        1 SP gained from having around the entire time. Cost: 53 MP/HP

        Demonic Energy Sphere + Basic Necromancy Sphere
        Lesser Jiang Shi: Level 19
        Cost: 68 MP/HP

        Demonic Energy Sphere + Minor Flame Core / 3x Tiny Flame Shards
        Flame Mephit
        : Level 17
        Cost: 68 MP/HP


        Cost: 41 (60) HP
        A Beginner Technique of Tai-Chi. With this technique, and your own control over your energy, you can harness explosive power at specific moments with the release of energy to strengthen your strikes, move faster, perform holds, or defend with more power. Whenever you would need to use your Tai-Chi Score in any way, you can use this technique to release your energy to increase the speed and strength of your techniques.

        Your Tai-Chi Score is increased by 50% Essence Magic (18) = 9 whenever this technique is used. Note that it must be applied at each moment of using it, even when performing a series of strikes, it would be used as each strike is executed. When used as part of a Combo, the cost is reduced by 25% as long as the previous strike was successful. Also when used to perform an Attack, the Damage Mod of your Attack is increased by your Essence Magic (19) = 25.

        Furthermore, you can also now use this Ability with other Essence based Abilities that have no duration beyond an instant. You utilize the principals of this Skill to pour in a sudden burst of your energy into the ability you're using, strengthening it. While it takes alot of energy, it powers up whatever you're doing. The Strength or SR of the target Ability/Spell is raised by a % equal to 75% (10 + Essence Magic (19)) = 27 (21).

        You get 1 SP for using the Technique, and one more if your application of said technique is successful. Do note that you can only use this Skill on those without Upkeeps. You cannot use this on a Skill you would have to maintain, but rather only on a Skill that either has an instant or short duration. To use this Skill, you merely need to think about it while performing an Action that uses your Tai-Chi Score.


        Cost: 49 (70) MP/HP
        Spell DL (Apprentice): 57
        Casting Time: 10 Seconds, Duration: 25 + SR Seconds
        This special Spell comes from your ability to not only utilize mental and physical knowledge to control, strengthen, and preserve your Essence, but your own spiritual rejuvenation techniques as well. As such, you can use this Spell to not only recover your energies, but you are able to use them more efficiently with the improved flow of them thanks to your increased natural restorations so that now you use less of them.

        When you use this Spell, your Recovery (41) and Regeneration (38) are both raised by a % equal to 25 + 50% SR. Furthermore, while this Spell is active, your Recovery (for MP) and Regeneration (for HP) further reduce all costs of all abilities. They do so by a % of your Recovery/Regeneration equal to (25 + 75% SR)%. You do also recover an amount of HP and MP from the casting of this Spell equal to your SR. You get SP based upon how much of these energies you save from all of your abilities.

        Note that you can choose to keep this Spell active longer, but upon its deactivation if you choose to go beyond the Duration you become unable to activate the Spell for another 10 Minutes, and if Disrupted while this Spell is active, you suffer a Spell Backfire. You also get 1 SP for resisting this Disruption. Furthermore, while the Spell is active beyond its normal duration, all Essence using Skills are weakened by (70 - 50% SR)% or, if these abilities are Spells, have their SR reduced by this amount.


        Cost: 29 (50) HP/MP + X MP
        Spell DL (Apprentice): 56
        Chant: "Silken Clock Winding (Desired Amount of MP)
        Casting Time: Instant, Chain Spell / 2.5 Seconds
        By blending the Tai-Chi concept of Silk-Reeling Energy with the capability to wind and reel your energies together, you have learned through further training how to take the ability you previously developed to make something new, something that lets you speed up the process of which this builds up immensely via your Essence Magic, able to take the hands of the Reeling clock and push them forward manually.

        When you cast this Spell, you do so in tandem with casting another Spell. You merely need to think of this Spell as you cast another one and, if both Spells are successful, then it works. The SR of that Spell, is then boosted by a % equal to 30% (SR + 10% X), where X is the amount of Mana that you poured into this Skill. Do note that all Cost Reductions to Mana, rather than reducing the Mana Cost for X, instead act as a % SR increase (+22% Font of Energy, +13 Essence Magic = +35% SR)

        You can also use it in conjunction with a Tai-Chi Action, but it requires you to cast normally Spell. If successful, then this ability can be applied to your next chosen Tai-Chi Action, you merely need to say 'Reeling' as you perform it. Instead of raising the SR, instead the % it would be boosted by is the % of how much the Skill/Action is strengthened by. This can include Attacking, which boosts the total Damage dealt; Movement Speed, etc. If you do not use the affect within 5 + SR Seconds it will go away.

        You get 1 SP for every 50 MP used, and another if the Spell this is applied to is successful. For any Spells that have Upkeep, the strengthening affect from this Spell will wear off once the Spell's set duration wears off. It will not carry over into the Spell's Upkeep.


        Dual Casting (Rank 7, Special) (Level 10, 0/4)
        Cost: 195% Spells' Total MP/HP Costs
        This magical technique used by up and rising Apprentice Casters is used to cast two Spells at the same time, one in each hand, as long as you do not need to chant the Spells or need to chant only one. They do not need to be the same Spell, but they must be able to be used with one hand each. You must have a free hand or spell-casting implement in each hand to use this magical technique.

        If you do cast the same Spell, however; you have the option to instead cast a more powerful version of said Spell as one Spell instead of two, raising the SR of the used Spell by 25%. Otherwise, if Dual Casting two different Spells, the SR of both Spells is lowered by 25%. Note that if one Spell Backfires, then the other is disrupted and it ends.

        Cost: 49 (75) HP/MP + 150% Materia MP Cost (If Materia is used)
        Spell DL (Apprentice): 65 (Normal), 55 (With Materia)
        Casting Time: 2.5 Seconds (1 Actions)
        Duration: 8 + SR Seconds
        Through your techniques for controlling your Essence and your capabilities of Magic, this specially made unique Spell can not only empower your limbs with the forces of your Body, Mind, and Spirit; but using elementalism techniques learned through your Materia Magic you can even change the very Essence that is charged to your limbs by using the Elemental Essence of your applicable Items.

        This special Spell raises everything that would utilize your limbs by 33% SR as you charge them with physical essence. This includes Movement Speed, Damage Mod for Melee Attacks, Dodging, Parrying, etcetera. Furthermore, since your limbs are charged with the magical essence of your overall mystical self, your strikes also become imbued with both Spirit and Mana.

        You can also use an Elemental Item to charge and convert the Mystical Essence that covers your limbs into a different, magically conjured Element. The normal Mana Damage Mod is 16 + 175% SR. If the Element of the Item you choose is a Magic Element, then this Spell will give you (53 + SR)% Mana Damage Mod as said Magic Element Damage Mod.

        If using a Cosmic Element like Demonic or Death, then (25 + 75% SR)% of the Spirit Damage Mod, which is 10 + 80% SR, is turned into that type of Damage. If using an Item that would have both a Magic and Cosmic Element as part of its Elemental Essence, then you can actually convert both Damage Mods at once.

        Furthermore, your Limbs become similar to Magic Focuses and thus empower your Magic. This can either allow you to execute a different affect with a Spell, if its an Essence Spell, or just straight up power up any Spell that would be cast out through your hands. If no special affect is given, then the Spell gets an SR Boost equal to (10 + 50% SR)% and the MP/HP Costs of these Spells is reduced by this same percentile.

        If you converted the Essence of this Spell, then your Spells cast through your limbs will share the same elemental changes. Any Magic Element Spells will have the Magic Element you converted this Spell to and any Cosmic Element Spells will have the Cosmic Element you converted the Spirit Element to.

        However, you can do more than just charge your limbs with this Essence. By focusing, and paying 84% of the Cost of this ability, you can actually take the mystical powers covering your limbs inward, charging your limbs with this force. The Physical empowerment will increase by an amount equal to 3% of the total of the mystical Damage Mods. Furthermore, if an Element other than Spirit or Mana was used, you will gain a DR against that Element equal to 16% of the Elemental Damage Mod you had.


        Cost: 45 (69) + X MP
        DL: 60 (Apprentice)
        Casting Time: Instant (1 Action)
        Chant: "Essence Healing (X Amount of MP)"
        This special Soul Spell has been tailored more to your own special Essence Magic. You can use your mystical essence to charge your body with life essence by sacrificing this mystical energy to directly heal yourself or a touched target. The amount of HP you heal is a % of (Regeneration (40) + 50% X), the % being 10 + SR and X being the total amount of MP used for this Skill. If you are healing another person, you also pay 45 HP.

        Do note that all Cost Reductions to Mana, rather than reducing the Mana Cost for X, instead act as a % SR increase (+22% Font of Energy, +13 Essence Magic = +35% SR) as you utilize your energy more efficiently. Also every time you use this Spell on a target within an hour, the DL lowers by 5 for that target. You get 1 SP for every 75 HP healed.


        Cost: 28 (45) HP/MP + 80 (110) MP/HP Per Minute
        Stance Payoff: Offensive Attacks deal 50% less Damage, Offensive Skills break the Stance
        This stance is a purely defensive stance that combines all of your techniques for flowing your movements together to both block and dodge attacks and mentally utilizing all of your body's defenses through your own ability to utilize your Essence through mental and spiritual means, utilizing your energies in this stance to raise your combative abilities to focus purely towards defensive power using this Apprentice Stance.

        While Active, your Resilience and Resistance are increased by 27% (Tai-Chi (17) + Essence Magic (19)) = 11 (9). Furthermore, due to your instinctive bracing of your body against attacks you can predict, against all Partial Hits this amount is raised by 50% = 16 and against all Full Hits this amount is raised by 25% = 13. Your Tai-Chi (17) Score for Defending is also increased 25% of this amount while in this stance = 19.

        Performing a Full Parry allows you to throw a quick Counterattack that has only a -30 Accuracy Penalty, and if a Full Hit another at a -50 Accuracy Penalty. Fully Nullifying an attack with Damage Resistances allows the same as you just shrug the impact and use the opening to your advantage.

        Performing a Full Dodge, you can either choose to Move with a Movement Speed equal to the same amount your DRs are buffed by or Counterattack by utilizing your movement. This lets you perform a swift, powerful strike with an Accuracy Penalty equal to 50 - the Movement Speed, this Speed also being added to the Damage Mod of your Attack.

        You can also move when Dodging any Range Attacks and no enemies are near you. If its a Full Dodge, you move with that same Speed, but when its just a Partial Dodge you can only move with half of that Speed. If your Movement puts you right in Melee Range of your Attacker, then you can perform the same sort of Counterattack as well as you weave right past the projectile and right towards your opponent.


        Cost: 68 (97) MP/HP
        Casting Time
        : Reaction / 2 Seconds
        Chant: None
        DL (Apprentice): 55 / 70
        You know how to instinctively throw up this Spell very quickly as an instinctive, defensive reaction to an attack, or perhaps can cast it to prepare for an oncoming attack. Regardless, when this Spell is cast, you create a shield of mystical energies in front of your arms to block an attack. This Shield has 26 + 57% SR HP. It also has a Damage Resistance of 10 + 11% SR. +16 to the SR % used for HP when you take more time.

        If the Shield manages to completely negate the force of the attack without breaking, you can actually either throw the attack back if its a Mystical Projectile with an Accuracy = 5% Shield HP Remaining + 30% SR. If its a Melee Attack, you break the shield to perform a mystical counterattack by unleashing the rest of the shield's power at your opponent, dealing SR + 52% Shield HP Remaining Mana Damage to the opponent.

        Furthermore, when now casting this Spell with Limb Empowerment active, you have more control over the shield now and any energy that collides with it. If its a Physical Attack, you actually charge the physical energy to the Spell. 2% of the Physical Damage that would have been dealt is added to the physical empowerment bonus and the duration is refreshed.

        If its a Mystical Attack, you then treat it as if you an Elemental Item with the casting of Limb Empowerment, charging the Spell with said element and refreshing its duration. If the Attack deals Mana or Spirit Damage, then you merely increase the Damage Mod of Limb Empowerment of that element by a % of the Damage of that attack equal to 25 + 50% SR. This can only be done once during a use of Limb Empowerment.

        If the Shield is broken, this is unfortunately treated as you getting hit by a Devastating Blow, with Damage negated equal to the Shield's HP. This ability, while useful, is best only used against Attacks you know you can't avoid or attacks you know the Shield can nullify, since if the Shield breaks it leaves you wide open, as any subsequent Attacks after this one, if this Disrupts you, are treated as you being Off-Guard.



      • Here is a list of the Spells you have learned. While Spells can become Skills, these are instead Spells you know how to perform without using them as Skills. While you can learn greater versions of these Spells, they do not advance, grow, or give rewards in the same way that Skills do. These are simply things you know.

        Of course some Spells you know can become Skills or even be used as Supplemental Material. If used as Supplemental Material, the Spell has to be able to be applied pretty closely and it doesn't actually reduce the AP Cost of the Skill(s) you are trying to Advance. Its more meant to accentuate your Supplemental Material.

        Cost: 25 (45) MP/HP
        Casting Time
        : 2 Seconds (1 Action), Chant: None
        DL (Beginner): 68 - 55
        From your hand you let loose a far traveling arrow of Mystical, Physical, or Spiritual Energy that hits your foe with precise, piercing force. The Max Damage of this Wave is equal to 30 + SR. The Damage Mod depends upon the Damage Type you choose for this Spell, as you are able to choose Mana, Spirit, or Energy Damage. Furthermore, this Spell ignores an amount of Damage Reduction equal to 25% (10 + 75% SR).

        Mana Damage: 15 + SR Damage Mod, +50% SR Range
        Spirit Damage: 10 + 75% SR Damage Mod, Raise DL by 8, +25% SR Range
        Energy Damage: 5 + 50% SR Damage Mod, Raise DL by 13, +10% SR Range

        When using Limb Empowerment with this Spell, you can instead use this Spell to empower that one. If you chose Energy Damage then you increase the SR for the sake of empowering your limbs by 25% of the Energy Damage Mod. If you choose Mana or Spirit Damage, then you would just add this Damage Mod to the Mana/Spirit Damage Mod of the Limb Empowerment.

        If using a Magic or Cosmic Element Item to charge Limb Empowerment, then treat this Spell as having chosen Mana Damage if you used a Magic Element, or Spirit Damage if you used a Cosmic Element then the element is merely changed for Mana Damage or decreased to 50 + SR% for Spirit Damage.


        Cost: 30 MP
        Casting Time: 5 Seconds (2 Actions), Duration: Instant
        Chant: "Drain mine foe of their force. Energy Drain!"
        Spell DL (Beginner): 65 - 1/4th Yards Away from Target
        Sphere Formula: Basic Necromancy Sphere + Demonic Energy Sphere
        This Spell has a Max Range of 20 Yards. You use the soul and life draining demonic and necrotic magical essences to actually drain both Life and Mana from a target, replenishing your own supply. You drain an amount of both up to 10 + SR from your target. However the Target can resist, the DL being Spell's DL - SR.


        Cost: 45 MP
        Casting Time: 5 Seconds (2 Actions), Duration: 15 + SR Minutes
        Chant: "Grant me the endless energy of Demons. Demonic Regeneration!"
        Spell DL (Beginner): 65 - 5x Times Used Today
        Sphere Formula: Demonic Energy Sphere + Sphere of Healing
        Demons are creatures who can recover their force quickly so that they can get back to what they need to do after being defeated. This Spell gives you some of that power. Your Regeneration is increased by a % equal to 10 + 75% SR for the duration of this Spell. After the Spell ends, the target has a chance of having Corruption (Resistance DL is Beginner: 60 + 50% SR) placed on them for 10 + FR Minutes.


        Cost: 30 MP
        Casting Time: 5 Seconds (2 Actions), Duration: Instant
        Chant: "Bleed as if slashed. Bleed Jinx!"
        Spell DL (Beginner): 60
        Sphere Formula: Basic Necromancy Sphere + Light Sword Sphere
        You utilize the twisting, distorting properties of necromancy to create and fire a Jinx that would inflict a bleeding wound on a target as one would with a sword. Upon contact, this deals 5 + 25% SR Death Damage to your target. Furthermore, it inflicts upon them Bleed, and they take (25 + SR)% of the amount of Damage inflicted above for 10 + SR Seconds or until the Wound is healed.



      • These are Recipes of Items you can make or specific things you can do with your Crafting Abilities.

        You can recharge your Materia spheres. The MP Cost per usage to recharge the Sphere is equal to double the Materia MP Cost for the Rank of the Sphere.

        Furthermore, you can use the Spheres for Item Creation, each Item that you need in a recipe counting as using an Item. Once these Uses run out, the Sphere is destroyed. You can use an Item of the same Rank and Type to recharge one use, or two Items of one that is of the previous Rank and same Type to recharge one Creation Use in the Sphere.

        Rank 10 - 9 Single Materia Sphere
        Needs 15 of target Item
        DL (Novice - Beginner): Lowest Affect DL - 15
        Uses per Day: 2 + 10% SR
        Creation Uses: 15
        Time Consumed: 5 Minutes

        Rank 10 - 9 Enemy Essence Materia Sphere
        Need Spheres of all of an enemy's Essence Drops
        DL (Novice - Beginner): Lowest Affect DL - 15
        Uses per Day: 2 + 10% SR
        Creation Uses: 15 + # of Spheres Used + SR
        Time Consumed: 5 Minutes
        Result: Creates a Materia Sphere that has its Affects strengthened by 25% SR and can use all of the Affects.

        Rank 8 Single Materia Sphere
        Needs 20 of target Item.
        Creation DL (Apprentice): Lowest Affect DL - 25
        Uses per Day: 1 + 5% SR
        Creation Uses: 20
        Time Consumed: 10 Minutes

        Rank 8 Enemy Essence Materia Sphere
        Need Spheres of all of an enemy's Essence Drops
        DL (Apprentice): Lowest Affect DL - 25
        Uses per Day: 2 + 5% SR
        Creation Uses: 20 + # of Spheres Used + 90% SR
        Time Consumed: 10 Minutes
        Result: Creates a Materia Sphere that has its Affects strengthened by 25% SR and can use all of the Affects.

        Rank 10 - 9 Fused Materia Sphere
        Need 2 Different Compatible Materia Spheres
        DL (Novice - Beginner): Lowest Affect DL - 20
        Uses per Day: 2 + 15% SR
        Creation Uses: 17 + 50% SR
        Time Consumed: 5 Minutes
        Result: Creates a Materia Sphere that has unique affects that are mixture of the affects from the two Spheres.


        You can utilize the Materia Affects of the Items your Armor is made of, but each usage of a Materia Affect of your Armor reduces its AR permanently by 1. The number of Items you need to repair a piece of Materia Armor, or any Armor in general, is equal to 20% of its Max AR.

        Each time you repair Materia Armor, however; its Max AR will drop by 1. For every 10% (for Light) or 20% (For Medium) AR permanently lost, the Armor Penalty goes down by 1. If the Armor Penalty reaches 0, the Armor is much lighter but much weaker, and thus every hit it recieves will take away double the AR.

        When you make a successful repair, you repair an amount of AR to your Materia Armor equal to 2 + 51% SR. This also goes for repairing regular Armor as well. You add 75% of this as Bonus AR your Armor when you go to Reinforce it. Again, the same applies for regular Armor.

        Rank 10 - 9, Light Armor
        Need 15 of target Item or applicable Materia Sphere of Ore/Hide Item. Using Rank 9 Items Increases SR by 2.
        Time Consumed: 10 Minutes
        Creation/Repair DL (Novice - Beginner): Lowest Affect DL - 15
        AR (Chain Shirt): 8 + 50% SR
        AR (Hide): 5 + 25% SR
        Armor Penalty (Chain Shirt): 4 - 10% SR
        Stamina Penalty (Chain Shirt): Armor Penalty - 10% SR
        Armor Penalty (Hide): 2 - 10% SR
        Stamina Penalty (Hide): Armor Penalty - 1

        Rank 10 - 9, Medium Armor
        Need 20 of Target Item or a Materia Sphere of an Ore Item. Using Rank 9 Items Increases SR by 4.
        Time Consumed: 30 Minutes
        Creation/Repair DL (Novice - Beginner): Lowest Affect DL - 25
        AR (Chain Mail Suit): 12 + 75% SR
        AR (Scale Mail): 15 + SR
        Armor Penalty (Chain Mail Suit): 6 - 10% SR
        Stamina Penalty (Chain Mail Suit): Armor Penalty - 10% SR
        Armor Penalty (Scale Mail): 10 - 10% SR
        Stamina Penalty (Scale Mail): Armor Penalty - 10% SR


        Note that if any of this Ammunition has any Special Affects, then those are applied to the finished product. You can Ammunition that has multiple special affects, but you need the number of each kind of arrow that you would need to use a single kind of arrow in the recipe.

        Rank 10 - 9 Magic Element Arrows
        4 Rank 10 - 9 Arrows + 1 Target Item Needed = 1 + 10%/15% SR Arrows (Max 4)
        Creation DL (Novice - Beginner): Lowest Affect DL - 10
        Magic Element Damage Mod (Rank 10/ Rank 9): 70%/80% Arrow Damage Mod + 30%/35% SR
        Time Consumed: 5 Minutes

        Rank 10 - 9 Cosmic Element Arrows
        6 Rank 10 - 9 Arrows + 3 Target Item Needed = 1 + 10% SR Arrows (Max 4)
        Creation DL (Novice - Beginner): Lowest Affect DL - 15
        Cosmic Element Damage Mod (Rank 10/ Rank 9): 35%/40% Arrow Damage Mod + 20%/25% SR
        Time Consumed: 10 Minutes

        Rank 10 - 9 Materia Arrows
        6 Rank 10 - 9 Arrows + 2 Target Item Needed = 1 + 10% SR Arrows Made (Max 5)
        Creation DL (Novice - Beginner): Lowest Affect DL - 15
        Damage Mod (Rank 10/ Rank 9): 70%/75% Arrow Damage Mod + 70%/80% SR
        Time Consumed: 5 Minutes
        Result: Create Arrow(s) that use the chosen Materia Affect to the target upon impact.


        Soul Stone (Rank 8, Soul Stone) (Essence Magic or Materia)
        Unrefined Soul Stone + 5 Small Soul Energy Shards (Rank 9) + 5 Tiny Spirit Shards (Rank 10)
        A complete stone that contains the crystallized essence of a Soul that has many uses. Often harvested from spirits or powerful undead entities. Can be used in many cases, but one example is amplifying spiritual power or any form of action that requires the usage of a Soul.
        Strengthens Spirit Based Powers (or raises SR) and reduces their Costs by (15 + 75% SR)%
        Can be used 3 + 20% SR Times before being destroyed. Using it to create anything will destroy it.
        DL (Apprentice): 60
        Time Consumed: 1 Minute

        Spirit Stone (Rank 8, Mystic's Tool) (Essence Magic or Materia)
        Soul Stone + 15 Tiny Spirit Shards (Rank 10) + 15 Small Soul Energy Shards (Rank 9)
        DL 50 (Apprentice)
        Strengthens Spirit Based Powers (or Raises SR) and reduces their Costs by (10 + 50% SR)%.
        Can be used 2 + 10% SR Times per day. Costs 100 - SR MP to Recharge each use.
        DL (Apprentice): 50
        Time Consumed: 1 Minute


        The Rank of any Magic Water Item will be the average of the Rank of the Item(s) used in the recipe and the Rank of the Magic Water. So Rank 10 Magic Water and a Rank 8 Food Item would make a Rank 9 Magic Food Item and so on.

        The level of technique of creating any Magical Brew would depend upon its final Rank. If it would be from Ranks 10 - 9, then it would be Novice to Beginner. Ranks 8 - 7 would be Apprentice. Ranks 6 - 5 would be Intermediate. Ranks 4 - 3 would be Journeyman. Rank 2- 1 would be Adept.

        Note that if your Consumables made with Magic Water are not used within the Expiration Time of the Magic Water then they will disappear entirely. So make sure to eat or use what you make within the allotted time.

        If you use any Potions with extra affects in your recipes, the Magic Water must be the same Rank as the Potion(s) used in order for the affects to carry over or stack. For Novice Water, only 1 Affect can be had or applied in the recipe. Beginner - Apprentice can have 2 affects, Intermediate - Journeyman can have 3, Adept - Journeyman can have 4, Expert can have 5, and Master can have 6.

        Minor Magic Water (Rank 10, Magic Water)
        The most basic form of Magic Water. One simply needs to utilize the magical essence of the Aqua Element, or of the Water itself, and begin to oscillate Mana within it to make this basic concoction that is a brew of magical power capable of accepting Magical Phenomenon (Spells) into it.
        Creation DL (Novice): 70
        Materials Needed: Bottle or Flask of Water, 85 (125) MP
        Time Consumed: 1 Minute Prep Time, 5 Minutes Wait Time
        Expiration Time: 15 + SR Minutes
        Results: Creates Minor Magic Water that, upon consumption without modification, restores 10 + 50% SR MP and raises all Magic Scores by 1 + 10% SR for 10 Minutes. If an applicable Spell is cast into the Water then instead a brew will be created that targets the drinker with the affects of that Spell.

        Magic Instant Ramen (Rank ?, Food)
        By using boiled Magic Water instead of regular water to prepare any form of Instant Ramen, you create a magical, energizing dish that really brings out the flavors inside of the bowl or cup that makes it even more worth the five minute wait. As such, the HP and MP Restored by this dish are raised by the amount of MP that the Magic Water would restore and its Regeneration/Recovery Bonuses are raised by a % equal to the amount of MP that the Magic Water would restore + the amount it raises Magic Scores by.

        Brew of Healing (Rank ?, Magic Brew)
        Materials: Healing Potion or Healing Item + 138 (200) MP
        DL: Magic Water Creation DL - (10 - Healing Item(s)' Average Rank)
        This creates a Magical Brew that is capable of actually healing wounds. As such, upon Consumption this brew will heal an amount of HP equal to (50 + SR)% of (HP Healed by Item + MP Healed by Magic Water).



      • The Gamer (Rank 1, MAX LV)
        +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 (Rank 1, MAX LV)
        +1 DEX. You possess a body that lets you live like a Game Character in the real world.

        Crossdressing Pro (Rank 1, MAX Lv)
        You are so good at cross dressing that, thanks to cross dressing for a very long time, it is hard for others to tell your true gender through most means, only able to see you as the Gender you are dressed as.

        Scavenger (Rank 8) (Level MAX)
        You know how to find better or more Items naturally from enemies. As such, your LUK (19) is increased by 20% = 3 when determining enemy Item Drops. Every Uncommon Item Drop gives you 1 SP and every Rare Item Drop gives you 2 SP. Lucky Drops give 10 SP. Your Lucky Drop Chance is increased by 1 = 3%.

        +3 SPI, +2 WIS, +3 VIT, +5 STR, +3 to all 'Natural Re' Scores.
        Your Essence is the very font of your power and you just naturally keep it flowing through you as it strengthens every aspect of your being using this Intermediate Technique. As such, all of your Scores that use the Stats above, except any Essence related, are raised by a % of themselves equal to 11 + 50% Essence Magic (19) = 22 (20)% thanks to this power constantly flowing through you from the essence of your being.

        It is also by this percentage that all of your Apprentice Abilities are strengthened, how much all Costs are reduced by, and the percentage of which all Magic SRs are raised. Furthermore, this font produces more energy for you naturally. As such, not only is the % above 16% higher = 25% for Regeneration / Recovery, but your HP and MP are increased further by your seemingly endless font of energy. The amount they are raised by is a % = 56 (50)% (22 + 29% Recovery (40) / Regeneration (37)) = 18% / 17%.

        You get SP for every 100 MP/HP you save from Apprentice Skills/Spells. From Beginner or lower, the amount of MP/HP they give you towards SP is halved.


        +1 WIS, +2 VIT, +10 Regeneration, +10 Recovery, +1 Resilience, +1 Resistance
        You know how to persevere even over the greatest adversity and can not only rise up even more when brought near the brink, but even as you approach the brink you will rise to the occasion with this Intermediate Ability. You have a +25% to your Applicable Scores for resisting any Ailment that could insight Weakness of some kind, both physical and mystical. Also any Penalties from these Ailments being successful are reduced by 10% of that applicable Score as well.

        When your HP is at 20%, the HP/MP Costs of all of your abilities are reduced by 11 (10)% as you start to instinctively try to preserve your energy as it diminishes.

        When your HP is at 10%, the Cost Reduction is raised by 50% = 16 (15)% and you start to grow stronger as the danger grows. Your AGI, WIS, and STR are all increased by 22 (20)% Essence Magic (19) = 4.

        Once your HP has hit 5%, your instincts and inner strength kick in, making you stronger. The % your Stats are increased by is raised by Essence Magic (19) = 40% Essence Magic (19) = 7 and your SPI is now included in these Stats. Furthermore the Cost Reduction % goes up by 25% of this 40% = 26% and all of your Mystical Skills are strengthened by this % and for Spells their SR is raised by this %.

        Finally if you go Near Death, your Regeneration, Resilience, Resistance, and Recovery are all increased by 105% Essence Magic (19) = 19 until you are back above 10% HP as your mental and physical tenacity work your body even harder to stay alive and you also act and think faster as well (gain one additional action per turn). SP is gained for Resisting Ailments, for every 10 Seconds in Combat you spend at or below 5% HP, and for every 5 Seconds you spend Near Death in Combat.

      • Beginner Mechanical Engineering (Rank 8, 9 AP) (Lv 0, 0/12 SP)
        Your knowledge in both mechanics and engineering has expanded. As such, you know how to work with mechanical devices more efficiently than before and can still make or repair some other things.
        +2 INT, Acquire the Mechanical Engineering Score (1/5 INT), +1 Engineering
        Any Mechanical Device you Repair or Make has its abilities increased by 20% SR until 1/4th Durability Loss.
        Can make or repair Rank 9 Mechanical Devices.
        Can make or repair some Rank 10 Items.

        +3 STR, +2 AGI, +4 DEX, +15 HP, +15 MP, +2 Tai-Chi, +3 Regeneration, +3 Recovery
        Acquire the Tai-Chi Score 1/4 (WIS) + 9% (DEX + AGI + STR)
        You have applied the fundamentals of Yang Style Tai-Chi to your own fighting style, instincts, and experience to create a fighting style true to your own that utilizes your Body and Mind to the fullest to get the greatest balance of Offense, Defense, and Speed all in one go. You know how to continuously keep your movements flowing and your guard up thanks to your training in Guarding as you employ a combination of continuous, smooth, slower movements with short, explosive bursts of speed and energy to get the one-up on your opponent utilizing this Intermediate Technique. As such, you can learn techniques and abilities that employ these abilities.

        Using your Tai-Chi Score, you can both Dodge and Parry while you are Unarmed and it is considered your Movement Speed. It gives you Beginner Technique with Grappling and Apprentice Technique with your Arm Weapons, which you cannot use any of your Tai-Chi Skills with yet. You can also now acquire different stances and techniques to enhance the way you fight, able to switch between them and use them quickly and interchangeably, able to use the concepts of Tai-Chi to flow attack and defense seamlessly.

        You can also seamlessly link attacks together in a seamless flow of combo attacks that strike with smooth, but explosive, force. Every time you make a Full or Devastating Unarmed or Arm Weapon Attack, you increase the Damage Mod by 50% Tai-Chi (16) = 8, Accuracy by 15% Tai-Chi (16) = 2, and the Critical Chance by 5% Tai-Chi (16) = 1 of the strike after it, as you know how to link strikes together to make the previous one stronger. Also you can perform dual strikes at -7 if the Off-Hand is Unarmed and -15 if its an Arm Weapon.

        Your Unarmed Strikes and Arm Weapons get a Critical Chance Bonus equal to 2 + 5% Tai-Chi (16) = 3 and a bonus to Attack Speed equal to 10% Tai-Chi (16) = 1. Also you can perform a Counterattack automatically at -47 Accuracy whenever you manage to perform a Full Parry or Dodge.

        Furthermore, your overall health is enhanced by your new practice as one of the fundamentals of Tai-Chi is physical fitness, health, and energy. The more you practice your new art, the more your health will be enhanced, making you stronger and giving you more energy. Furthermore, since you are good at controlling your Energy already, you can start learning abilities that blend the flow of Energy and this new martial art.

        SP can only be gained when defeating an enemy of lower level, or as normal when fighting an enemy of your level. Rigorous training or just the usage of Skills only gives 50% SP now.

        Your Unarmed Strikes now have:
        Max Damage: 30 + Tai-Chi (16) = 46
        Damage Mod (Hands): 6 (Gauntlets) + 5 (Ring) = 11
        Damage Mod ('Sole' based Kicks): 5 (Spike Shoes) + 5 (Ring) = 10
        Accuracy (Intermediate): Tai-Chi (16)/9, -4/-11, -24/-31
        Parry (Intermediate): Tai-Chi (16)
        Dodge (Intermediate): Tai-Chi (16)
        Attack Speed: 2 (AGI) = 2 + 1 (Tai-Chi) = 3
        Critical Chance: 2 (LUK) + 3 (Tai-Chi) + 1 (Critical Strike) = 6% (0 - 5)


        +3 WIS, +2 VIT, +20 HP, +20 MP, +9 Recovery, +9 Regeneration, +2 Essence Magic
        By applying the concepts of Soul Magic to your ability to manipulate your Essence, you have discovered a new way to control every aspect of your essence more specifically through Magic. As such, with the usage of this ability, you can harness your Mental, Spiritual, and Physical strengths all with the usage of Magic, allowing you to acquire new abilities that are able to manipulate these aspects of your Essence to a finer point with this unique new Apprentice Magic that lets you learn Spells to control your Essence.

        This means you can use your new Magic to augment your Mental, Physical, and Mystical abilities in brand new ways, or even control these things in brand new ways. Do note that all of your Spells will have a DL and SR. You can still learn Essence based Skills though, these being still Apprentice Level, but they will be stronger.

        SP is only gained normally from successfully using any Apprentice - Intermediate Level Spell. All other actions only grant 50% SP, meaning you would need to do two of another Action to gain SP.

        Acquire the Essence Magic Score 1/4 INT + 9% (WIS + SPI + VIT)
        Decrease the MP/HP Costs by an amount equal to 70% Essence Magic (19) = 13. For all Apprentice Spells increase their SR by 50% of this = 6 and for all Intermediate Mystical Skills this amount is instead a % to strengthen them by.


        +2 Essence Magic, +2 LUK
        By using your newly acquire Essence Magic and the concepts behind Detection Magic, you can actually use 95% Essence Magic (19) + 25% DEX (20) = 22 as your new Beginner Accuracy for all of your Mystical Projectile Attacks as you focus and use your Magic to hone in on a sensed target's Essence. Furthermore, this ability also gives all of these attacks +1 Critical Strike Chance and, if they are Devastating Hits, their Damage Mods are raised by 45% Accuracy (21) = 9.

        You can also still use Bows with this Skill and Accuracy at a Beginner Level without any of the extra bonuses. You also do get a bonus to your Defenses equal to 20% of this Accuracy = 4.

        Furthermore you can still sense, read, and detect the Essences of others to learn more about them, only able to read two targets every 5 Seconds. Your Range for doing so is a number of yards equal to 150% Essence Magic (19) = 28. Your Essence Magic is used against an opponent's Stealth if they are attempting to sneak.

        This is also the new base Range (5/ 10/ 16/ 23/ 28) of your Essence Spells and Skills, unless specified otherwise.


        +2 INT, +4 LUK, +2 Critical Cast Chance, +1 Materia Creation
        Acquire the Materia Creation Score 13% (WIS + INT)
        Thanks to knowledge and research into Materia Item Creation, and your own extensive experimentation through expanded knowledge on Materia Magic, you have advanced to a new Apprentice level of Materia Magic that has pushed your abilities further, allowing you to begin creating yourself using this Magical process by applying your own mental processes to this Magic through the concepts of Magic Mentalism, a concept applied to looser magics like Materia Magic due to their lack of stringent formula.

        One of the things you can now create are Spells. This is done through the creation and usage of Spheres in tandem with one another creating your own 'Formula' with your Spheres. The MP Cost to cast your Spells is equal to the total MP Cost of the Spheres. The Spells you can create are right now all Beginner. You can use a number of Spheres in a Spell Formula equal to 1 + 11% Materia Creation (13) = 2.

        You can also create small or light Items and Armor from your Items. This can include small Arms and Light Armor from Skin and Ore Items or even other things like special consumables, small Magic Stones, and other such things. You can only use Rank 9 - 10 Items and Materia Spheres to do this. Naturally all of these Items are much more finite than more properly created counterparts and thus do not last long.

        And of course you can still use the Materia Affects of all of Items as normal. If you manage to preserve Items while creating something, you do not preserve one of them, but instead a number based on Rank (see below). You also get a Rank dependent bonus to this equal to a percentage of your Materia Creation (13) Score.

        When creating anything, you also now get a +1 Bonus to your Critical Cast Chance and anything you craft gets an additional 10% SR in terms of uses or durability.

        Rank 10 - 9 Items (Novice - Beginner)
        SR is 27% Higher, MP Cost is 14 (30), SR Bonus applies to Crafting as well
        Item Preservation Chance Bonus: 30% = 3, # Saved: 2

        Rank 8 Items (Apprentice)
        SR is 10% Higher, MP Cost is 37 (60)
        Item Preservation Chance Bonus: 10% = 1, # Saved: 1

        Base Item Preservation Chance: 5 + 11% LUK (19) = 7% (0 - 6)
        Critical Cast Chance: 2 (LUK) + 2 (Skill) + 11% Materia Creation (13) = 5% (0 - 4)


        Your knowledge of cooking has been expanded and enhanced by your new knowledge of how to make Magic Water, a substance made by Mages for various purposes such as spell-casting, alchemy, enchanting, and the like. As such, you can not only make Magic Water now, but you can also add Magic Water to various foods you make to grant stronger bonuses to the food. You also know how to add Essence Items or the power of your Materia Spheres to this Magic Water to make Magic Water that, when consumed, has magical affects.

        You can now make Minor Magic Water. MP Cost is reduced by 7%.
        You can use Rank 10 - 9 Materia Items to make Magic Water Brews.
        You can make Rank 10 - 9 Food Recipes that use Magic Water.
        SR is raised by 17% when using Rank 10 Items or Beginner Spells to make a Spell Potion.
        Preservation Chance is increased by 1 for Items used in Magic Water Brews.


      • Level 10
        You have reached Level 10. The journey to becoming great and powerful is just beginning, keep up the good work.
        +1 to all Stats. +5 HP and MP. +1 Resilience and Resistance. +1 Inventory Slot.

        Level 20
        You have reached Level 20. You are now a bit further on what is going to be a still long and difficult journey.
        You now get 6 AP per Level. Can now use Equipment Set 2, simply needing to chant 'Set 2' to switch Sets. +5 HP & MP. +1 Regeneration & Recovery, +1 AP (Score of your choice that costs 1 AP or less)

        Pack Mule
        You have reached 20 STR, and thus have quite the strong back. Your Inventory Capacity increases now, and then will further increase at every 10th point in Strength.
        +2 Item Slots

        Energetic
        You are just full of energy thanks to having reached 20 VIT. Your Regeneration and Recovery now use 1/4th of their appropriate Stats instead of 1/5th.

        Swift
        You are very swift on your feet at 20 AGI. As such, you can now move and act faster physically, able to act with twice the speed than you had before. This will increase at every 20th point of AGI.

        Precise
        You have quite the amount of precision thanks to your 20 DEX. Your Attacks and any DEX based Actions all have an increased Critical Chance that will go up at every 20th DEX point.
        +1 Attack and DEX Action Critical Chance.

        Processor
        You can process information at a quicker pace thanks to your 20 INT. As such, you can now learn the art of Magic and at every 10th point of INT, the Activation Time for all Abilities with such a thing is decreased by 1 second, to a minimum of one second.

        Focused
        Your mind is sharp and focused thanks to your 20 WIS. As such, you can focus your powers more quickly. With 20 AGI, you can now use two Skills in quick succession. Furthermore, you can now chain most Novice - Apprentice Skills with other Actions such as moving or attacking.

        Attuned
        With 20 SPI, you are more attuned to your spiritual self. As such, twice your WIS is used for MP now.

        Title Bearer
        You have acquired 25 different Titles and are really showing your accomplishment.
        +1 Engineering, +1 AP

        Name Maker
        You have earned 50 different titles and are really making a name for yourself now.
        +1 Materia Creation, +1 LUK

        ???
        60/100 Titles Acquired, not including Titles for getting Titles.

        Millionaire
        You have amassed 1,000,000 Yen in your Inventory, and thus have both developed a good moneymaking strategy, but are also showing signs of your experience. All Monsters who drop money drop 1% more.

        First Mile
        You have claimed your first Milestone, showing that you have indeed come a long way.
        +1 Resilience, +1 Resistance

        Mile Marker
        You have made your mark in your progress by claiming 5 Milestones. You are indeed on your way.
        +1 LUK, +1 Resilience, +1 Resistance

        ???
        9/10 Milestones Claimed

        You have reached Max Level in your Skills 200 times and thus are beyond the realm of beginner abilities. As such, Skills of Rank 10 - 9 will no longer give AP when they hit Max Level nor will they give you any EXP either if your Level is above 25, neither will Active or Passive Rank 8 Skills.

        However; all of these Skills do cost 1 AP less to advance and unlock, or an Advancement involving them has its AP Cost reduced by 1, since you have by this point grown past Skills of this level. These Skills will also gain SP more quickly than usual, since mastering them when they are of these Ranks is simple, and they may also have reduced SP requirements.

        You may also be able to Advance them in ways that let them stay their same and thus be a small bit stronger as long as you have the appropriate abilities for doing so.
        +5 HP, +5 MP, +1 AP, +2 INT AP


        ???
        228/300 Skills Actually Maxed

        Station Boarder
        You have defeated a Station Boss, and have shown your power.
        +1 Inventory Slots, +1 Resilience, +1 Resistance, +5 HP

      • Rookie Dabbler
        You have acquired Magic, and thus are on your way to becoming a true magic user.
        +10 MP

        Beginner Caster
        You are a little more experienced in Magic now, having acquired a Beginner technique and thus are a better dabbler in the Arcane arts.
        +1 AP, +5 MP

        Apprentice Conjurer
        You are now pretty well versed in Magic by having acquired an Apprentice Magic discipline.
        +1 INT, +10 MP, +1 INT AP

        Rookie Mystic
        You have become a Spiritualist and have acquired a spiritual technique.
        +5 MP

        Beginner Medium
        You are a little more experienced in Spiritualism now, having now acquired a Beginner Spiritualism technique.
        +1 AP, +5 MP

        Apprentice Channeler
        You are now pretty well versed in Spiritualism by having acquired an Apprentice Spiritualism technique.
        +1 SPI, +5 MP, +5 HP, +1 Resistance

        Intermediate Spiritualist
        You are now almost there to becoming a true spiritualist and you have quite the spiritual ability thanks to acquire an Intermediate Spiritual Technique.
        +1 SPI, +1 WIS, +5 HP, +5 MP

      • Rookie Brawler
        You have defeated 20 enemies with your fists.
        +1 AP

        Fisticuffs Novice
        You are quite the fist fighter. You have defeated 50 enemies with your fists and know how to pack a punch.
        +1 AP, +1 STR

        Pugilist Beginner
        You are quite the bare knuckle brawler, having successfully defeated 100 Enemies with your fists.
        +1 AP, +1 DEX

        Knuckler Apprentice
        You are becoming quite the brawler, as you have now defeated 175 enemies with your fists.
        +1 AP, +1 DEX

        ???
        (Defeated 180/300 Enemies with your fists, they must be around or greater than your level of strength).

        Beginner Fighter
        You have acquired a Beginner fighting technique, and thus are now a slight better in combat.
        +5 HP

        Apprentice Fighter
        You have unlocked an Apprentice fighting technique, and thus your combat potential grows.
        +1 DEX, +1 AP

        Intermediate Fighter
        You have unlocked an Intermediate fighting technique, and are thus becoming quite the combatant.
        +1 DEX, +1 STR, +5 HP

        Rookie Skirmisher
        You have successfully beaten one sentient, intelligent opponent in serious battle and have grown stronger from the experience that this battle has brought to you.
        +1 AP (2 or lower AP Score of your choice)

        Novice Battler
        You have defeated ten intelligent opponents and thus are really showing your skill as a fighter overall.
        +1 Materia Creation, +1 Engineering

        ???
        12/25 Opponents Defeated

        Rookie Boss Skirmisher
        You have slain your first type of Boss Monster and thus have really begun to show your power.
        +1 AP

        Novice Boss Fighter
        You have slain three new types of Boss Monsters and are definitely coming your way as a strong fighter.
        +1 Essence Magic, +5 HP

        ???
        Slay 5/7 New Types of Boss Monsters

        Imp Slayer
        You have successfully slain the Big Imp, and thus other Imps of similar level or ability know to fear you.
        You take 10% less Damage from Level 18 and lower Imps and deal 10% more Damage to them.

        Flame Soother
        You have successfully calmed and defeated the Angered Flame Elementals, and thus know how to properly subdue Flame Elementals. Any Level 25 and lower Flame Elemental deals 10% less Damage to you and takes 10% more Damage from you.

        Wind Charmer
        You have successfully calmed and defeated the Enraged Air Elementals, and thus know how to properly subdue Air Elementals. Any Level 25 and lower Air Elemental deals 10% less Damage to you and takes 10% more Damage from you.

        Zombie Hunter
        You have successfully slain the Crusher Zombie and are quite the Zombie Hunter. Any Zombies or similar corpse based Undead of Level 24 or less deal 10% less Damage and you deal 10% more Damage to them.

        Enemy of Gremlins
        You have slayed the Gremlin Battle Brewer, a powerful Gremlin fighter. As such, all Gremlins Level 20 and lower are your enemy and deal 10% less Damage to you and take 10% more Damage from you.

      • Skilled Novice
        You have reached Max Level in one Skill. This is just the first step.
        +1 AP

        Skill Rookie
        You have reached Max Level in 20 different Skills. This is quite the accomplishment, as it shows your progress.
        +1 INT (Stat of your Choice that costs 3 or less AP to raise)

        Beginner Skill User
        You have reached max level in 50 Skills, which is quite the accomplishment and shows that you are no longer a mere novice, but a beginner on a path to becoming something great.
        +1 WIS, +1 AP (Stat of your choice that costs 3 AP or less and Score of your choice that costs 1 AP or less)

        Skilled (Equipped)
        You have reached max level in 100 Skills now. This is quite the accomplishment, and really shows just how far you have come along on your journey to become stronger, but it also shows that you still have a long way to go.
        +1 VIT, +1 AP (Stat of your choice that costs 3 AP or less and Score of your choice that costs 2 AP or less)

        Skillin' Intermediate
        You have reached Max Level in 175 Skills. As such, you really know how to use your abilities to the fullest and are on your way to becoming something truly great.
        +1 SPI, +1 AP, +1 Resilience (4 AP or less Stat of your choice and two Scores of your choice).

        ???
        207/275 Skills hit Max Level.
        Now only works with Rank 8 Passive/Talent Skills or any other lower Rank Skill.

        Rookie Skill Enhancer
        You have successfully advanced your first Skill.
        +1 AP

        Novice Skill Modifier
        You have successfully Advanced ten different Skills into new and improved forms and have truly gained good experience, knowledge, and power from this.
        +1 SPI, +1 AP (Stat of your Choice that costs 3 AP or less and Score that costs 1 AP)

        Beginner in Skill Improvement
        You have successfully Upgraded 30 different Skills, which is an incredible show of the experience and power you have amassed, but also shows just how much longer your journey is to becoming great.
        +1 VIT, +1 AP (Stat of your Choice that costs 3 AP or less and Score that costs 2 AP or less)

        Apprentice Skill Enhancer
        You have successfully Upgraded 60 different Skills, and as such have made great progress on the long road you have to go to becoming something truly great. Still though, it definitely shows.
        +1 SPI, +1 LUK, +1 AP, +1 Tai-Chi (3 AP Stat, 4 AP Stat, two Scores of your choice)

        ???
        64/100 Skills Evolved

        Rookie Skill Recycler
        You have done your first Skill Sacrifice, where you have permanently sacrificed one Skill to strengthen another.
        +1 AP (+1 to Score of your choice that costs 1 AP)

        ???
        (Sacrifice 1/10 Skills)

        Rookie Instructor
        You have successfully taught a Skill to someone, and thus are beginning on a path to become an instructor.
        +1 AP (knowledge based INT Score)

        ???
        (Teach 6/10 Skills to someone else).

        Rookie of Originality
        You have made your first Unique Skill, a Skill that has aspects not similar to other Skills or is something that most Ability Users would not have or be able to replicate properly due to the Skill having many of your own unique abilities, traits, and thoughts attached to it.
        +1 AP, +1 Engineering (+1 to two 1 AP Scores)

        Novice of Creativity
        You have made three Unique Skills and thus are coming along as your own individual self in your abilities.
        +1 Resilience, +1 Resistance (+1 to two 2 AP or less Scores)

        Apprentice of Ingenuity
        You have made eight brand new Unique Skills and thus are indeed becoming quite the interesting Ability User.
        +1 INT AP, +1 LUK, +1 AP

        ???
        10/15 brand new Unique Skills created.

        Rookie Modifier
        You know how to take what you know and improve upon it. As such, you are pretty inventive.
        +1 AP

        Novice Changer
        You have modified six Skills now during your training of them to have new functions.
        +1 AP

        Beginner Skill Tinker
        You have tinkered with eleven different Skills now to give them new functions to make them better.
        +1 AP

        Apprentice Skill Innovator
        You have given seventeen different Skills new functions, and are thus quite the innovator when it comes to your Skills, and in general.
        +1 INT, +1 Materia Creation

        ???
        17/25 Different Skills Modified


      • Up-And Rising Creator
        You have acquired a Beginner Crafting Technique.
        +1 AP

        Novice Craftsman
        You have successfully made or repaired 20 different Items
        +1 AP

        Rookie Craftsman
        You have successfully repaired or made 50 Items and thus are pretty good with your hands and mind.
        +1 AP

        Beginner Craftsman
        You have either repaired or made Items 100 times and as such are becoming quite the up and rising craftsman.
        +2 AP

        Apprentice Craftsman
        You are pretty good at your craft and what you do. You have successfully crafted or repaired 175 items now. You really are a craftsman now, moreso than before.
        +2 AP, +1 DEX

        ???
        Progress will only be made with Rank 8 Items now.
        178/300 Items


      • 8/27 Slots Remaining

        Lesser Regeneration Potion (Rank 8, Potion) (x12) (x2 Slots)
        This potion is filled with a special elixir that heals your wounds. Restores 60 HP. It also boosts the drinker's Regeneration by 15% for 30 Minutes.

        Lesser Recovery Potion (Rank 8, Potion) (x8) (x2 Slots)
        This potion is filled with a special elixir that restores your spirit. Restores 90 MP. It also boosts the drinker's Recovery by 15% for 30 Minutes.

        Gremlin Battle Brewer's Lesser Magic Water (Rank 8, Magic Water) (x4)
        This magical water is teeming with the power of magic itself. When consumed, it restores 35 MP and boosts all of your Magic Scores by 5 for 5 Minutes. You can also cast any Beginner Spell on this to create a Spell Potion. If you cast a Novice - Beginner Spell on this, it will create a Spell Potion with the SR boosted by 10%. Made by the Gremlin Battle Brewer, this special magic water will never expire.

        Minor Magic Water (Rank 10, Magic Water)

        Demonic Regeneration Potion (Rank 9, Spell Potion) (Expires in: 36 Minutes) (x1)
        This potent potion gives the drinker the mystical regeneration of Demons. The drinker's Regeneration is increased by 28% for 40 Minutes. After the Spell expires though, the Demonic force of Potion has a chance to corrupt the drinker for 10 + FR Minutes. Corruption Resist DL (Beginner): 72

        Gaming Laptop (Rank 9, Electronic)
        A state of the art gaming laptop. Great for playing games. Is pretty powerful and fast. Has 8 hours of battery life. Holds other notes and things as well.

        PFP Case (Rank 9, Electronic)
        A case holding a PFP, a state of the art game system, and several games.

        +1 Ring of Minor Sorcery (Rank 9, Spell Ring)
        This magical ring holds within it magical energies that strengthen any cast Magic. Three times per day, you can cast any Spell while focusing on this Ring. If the Spell is successful, its MP Cost is reduced by 10% and the SR is raised by 5. It can be recharged at 50 MP per Charge, but doing so takes five minutes.

        Drain Life (Rank 9, Tome)
        This Tome contains information on the life draining ability of the Undead and how this sort of ability could be used by both Necromancers or even Spiritualists alike. Requirements: Access to Beginner Death Magic or Beginner Spiritual Ability that deals with handling Life Energy. VIT 18, WIS 15, SPI 15

        Spirit Stone (Rank 8, Mystic's Tool)
        A Soul Stone that has been refined with the energy and force of will of actual spirits has now become a proper conduit for spiritual power, will, and force, capable of amplifying spiritual powers without breaking.
        Holding this while using any Spiritual Power will raise its strength, or SR, and reduce costs by 16%. It can only be used four times a day though. Each use can be recharged with 78 MP, although it takes 5 minutes to do so. Using it to create anything will permanently take away one of its uses.

        Small Thrown Bomb (Rank 10, Thrown Explosive) (x15) (2x Slots)
        This small, black bomb is reminiscent of more 'fantasy' themed bombs with its round black structure. Each one is about the size of the palm of your hand. When lit and thrown, it will explode a few moments later, meaning it does not have the furthest range, its range only being 2/4/6/8/10 Yards.
        Deals up to 66 Damage to any target within 3 Yards and 75% of that to any target within 4 - 6 Yards. All Targets within the blast radius of 6 Yards get a chance to dodge that has a DL equal to the Accuracy Result. The amount of Damage they take will be reduced by 2x SR. Furthermore, getting hit by at least 75% of the Damage has a chance to Cripple and Stun any opponents. Any target within 8 - 10 Yards takes only up to 50% of this Damage. Any target that Fumbles will get hit with a Critical Strike.

        This special magical flask is capable of strengthening any Magic Water put into it and is a good tool for creating Magic Water as well. As such, the Preparation Time of any Rank 10 - 9 Magic Water or other such related Items is cut by 50% and any beyond those Ranks is cut only by 25%.

        Furthermore, the SR for any Rank 10 - 9 Magic Waters is raised by 25% and for Rank 8 its raised by 15%. All Expiration Times for Magic Water are also raised by 10 Minutes. Do note though that you cannot transfer Magic Water from this container to other containers, or it will lose all power. So effectively any brews in here should be ones you either plan to use right away or save for just the right time.

        Filled With: Elixir of Demonic Regeneration (Rank 8, Spell Elixir)
        This potent magical elixir carries the regenerative power of Demons within its waters. Upon consumption of this Elixir, the drinker is healed for 63 HP. After that, the drinker's Regeneration is strengthened by 43% for 43 Minutes. After the duration of this Potion ends, the Demonic force of Potion has a chance to corrupt the drinker for 10 + FR Minutes. Corruption Resist DL (Beginner): 72


        Minor Wind Elemental Contract Scroll (Rank 10, Contract Item)
        This magical scroll contains Magic that allows you to contract an Wind Elemental as a Familiar. To do so, however; Wind Magic or an appropriate Magical Medium that can contain the power of the Contract are required.

        Small Wind Stone (Rank 9, Magic Stone)
        A stone that contains the essence of Air gathered and condensed through magic. It can be used three times per day, and increases the SR of any Wind Magic by 3 and its affects by 10%. Each use can be recharged with 50 MP, but it takes 5 minutes to do so.

        Minor Gale Scroll (Rank 9, Spell Scroll) (x2)
        A Spell Scroll containing the magic for the spell 'Minor Gale', which can knock away enemies and blast them with the power of Air.


      • This mystical object can hold the essence of Monsters fought inside Pseudospace. This shimmering crystalline sphere is about the size of a cantaloupe. This takes three slots in your Inventory.
        You can place Materials dropped from Monsters in here. Has 125 +20% Units of space. Each Item takes 11 - Rank Units. 32/150 Units Remaining.

        Crusher Zombie Hide (Rank 9, Undead, Hide) (x3)
        A large piece of the thick, heavy hide of the Crusher Zombie, a hulking Boss Zombie.

        Crusher Zombie Knuckle Bones (Rank 9, Undead) (x3)
        A piece of the decayed knuckle bones of the crusher zombie. Hold within it the creature's great strength and deathly essence.

        Small Gale Shard (Rank 9 Elemental, Shard) (x4)
        A small, crystallized piece of essence of an angered elemental. This shard holds its destructive, raging essence resembling a raging gale. Has many uses in Wind Magic and other such things.

        Small Gale Core (Rank 9 Elemental, Ore) (x4)
        A crystallized stone that represents the core of a defeated angered elemental. This ore has many different uses in many different fields thanks to its magical properties of Air and Force.

        This Essence of a previously weak demon has been made stronger by feeding it the energy of souls, granting this sphere greater power as it is filled with demonic energy. This sphere has affects that have a chance to corrupt your Soul. The more you use those certain affects though the higher the chance they have to corrupt. (Takes 15 Units)
        Use/Recharge Cost: 14 (30) MP/HP Per Use, 5 Minutes/Use
        Uses Per Day: 3
        Affect DL (Beginner): 60
        23/23 Creation Uses Remaining

        Corruption Resist DL (Beginner): 60 - 2x Times risked today
        SPI or applicable ability used to resist.

        Materia Affects
        Attack an enemy with the force of a demonic spirit. Deal 10 + 75% SR Demonic and Spirit Damage.

        Fill your Soul with this demonic energy, granting your body and spirit a boost. For 10 Seconds, your STR, AGI, and Damage Resistances are all increased by 10% SR. Furthermore, your next 20% SR Skills that use your SPI in anyway all have their numerical affects increased by 20% SR. Note that this can inflict Corruption.


        This magical sphere contains the metaphysical essence of Archery thanks to being made with Bows and Arrows and thus can conjure magical phenomenon related to Archery when applied correctly. If you want to acquire more special arrow affects you will need to fuse a number of Arrows equal to the number you would need for a sphere with it. To recharge Creation Uses, you can give this Sphere 4 Regular Arrows or 2 Special Arrows per Creation Use that you want to recharge.

        All of your Arrows launched have a Max Damage equal to 14 + SR and the Damage Mod is equal to 15. They all deal Arcane Damage and also have +2 Critical Strike Chance.

        Use/Recharge Cost: 14 (30) MP/Use, 5 Minutes/Use
        Uses Per Day: 3
        Affect DL (Beginner): 64
        23/23 Creation Uses Remaining

        Launch 1 + 15% SR Arcane Arrows at your enemies.

        The same as the first affect, but instead of multiple you launch one single, powerful Arrow. Each Arrow that you would have launched after the first instead raises the Damage Mod of this single arrow by (20 + 75% SR)%. Any Special Affects that are applied are also strengthened by 25%.

        You apply the concepts of Archery to a target. You increase the Accuracy of their Projectiles by 10% SR and the Damage Mod and Max Damage of their Projectiles by 20% SR. This lasts SR Seconds. This bonus only applies to Bows and other Ranged Weapons.

        You can apply a number of Special Affects to your Arrows launched equal to 10% SR (Rounded Down). If you want more special affects, either find more Special Arrows to fuse with this Sphere or fuse different Items.

        Sharp: Ignores 10 Resistance
        Piercing: Ignores 5 AR and deals 2 AR Damage.


        A sphere that contains the magical essence of lighter swords. As such, its affects pertain to swiftness and attack. (Takes 15 Units)
        Use/Recharge Cost: 14 (30) MP/Use, 5 Minutes Total
        Uses Per Day: 4
        Affect DL (Beginner): 63
        23/23 Creation Uses Remaining

        Increase Attack Speed of Target wielding Light Swords by 5% SR for 10 Seconds.

        Increase Damage Mod of target Light Swords by 50% SR for 30 Seconds

        Perform a Magic Attack that has 25 Max Damage and 75%
        SR Damage Mod. Has a Range of 2 / 4/ 6/ 8/ 10.


        Thanks to the essence of undeath that has been strengthened through the energy of souls, something that Necromancy often enough harnesses, this sphere has become a basic font of the Magic of Necromancy. Note that some of these affects have a chance to inflict Lifeless. (Takes 15 Units)
        Use/Recharge Cost: 14 (30) MP/HP / Use, 5 Minutes/Use
        Uses Per Day: 3
        Affect DL (Beginner): 63
        19/19 Creation Uses Remaining

        Lifeless Resist DL (Beginner): 60 - 2x Times Risked Today
        VIT or Applicable Ability to Resist

        Inflict Death Damage on a target equal to 5 + 75% SR. Restore an amount of HP to self equal to 25% of the Damage dealt. Range is 3/ 6/ 9/ 12/ 15. Has a chance to inflict the Lifeless Ailment on yourself.

        You spread death to the ground around you as you drain the life for yourself. Regain HP equal to 5 + SR. Has a chance to inflict the Lifeless Ailment.

        Inflict the Lifeless Ailment on a target. DL to resist is 70 - 50% SR and is Beginner.

        Summon a random Undead Creature to serve you. Its Level is equal to 50% SR. It will stay around for a period of time equal to 5 + 75% SR Seconds. A Fumble will still Summon a Creature at the Full SR, but it will then immediately turn on you.


        This Sphere has been made from magic that is meant to draw hostility from weak foes. As such, when used, it will create a Pseudospace to draw in 4 + 15% SR Level 10 - 15 Monsters based on the area you're in, or will simply spawn these Monsters if already in a Pseudospace. Boss Monsters still have a chance of appearing.
        Use/Recharge Cost: 76 (110) MP/HP /Use, 5 Minutes/Use
        Uses Per Day: 4
        Affect DL (Beginner): 75
        15/15 Creation Uses Remaining


        A Materia Sphere made with combining the magical, metaphysical aspects of healing made with Healing and Rejuvenation Potions. As such, the magic of this Sphere has to do with the healing of bodies and restoration of energy. It has 4 Uses per Day and costs 200% more MP to recharge and use. (Takes 15 Units).
        Affect DL (Beginner): 50
        25/25 Creation Uses Remaining

        Heals an amount of Health to a target up to 10 Yards Away equal to 10 + SR.

        Increases touched target's Recovery or Regeneration by 5 + 50% SR for 20 + SR Minutes.


        A Materia Sphere made with Magic Water, this sphere contains its mystical properties for both restoring Mana and strengthening magic. (Takes 15 Units). 3 Uses Per Day. Takes 150% more MP to recharge and use.
        Affect DL (Beginner): 65
        15/15 Creation Uses Remaining

        Doesn't cost MP. Restores an amount of MP to a target equal to 5 + 50% SR.

        Raises target's Magic Scores by 1 + 5% SR for 10 + 50% SR Minutes.



      • By putting your Wallet in your Inventory, it can now hold business cards and other such things without taking up more space in your Inventory.

        Rank E Abyss Auction Membership Card (Rank 8, Special)
        A membership Card for the Abyss Auction that can also function as an ATM Card. Can be used as a debit card. Currently you have 67,722 Points. Need to obtain 82,278 Points to become a Rank E Member. You now get a 10% Discount on all G - F Rank Items. Whenever you spend money, 1% of the amount you spend is given as points.

        Golden Coins (Rank ?, Currency) (x20)
        Strange gold coins with the symbol of a jester hat on them. Used as Currency in the Arcadia Games.

        Upgrade Gold Coins (Rank ?, Currency) (x0)
        Strange gold coins with a symbol of a jester hat on one side and an upward arrow on the other side. Can only be used for Upgrading a Camp in the Arcadia Games.

        Money
        862,500 ¥

      • By putting a Key Ring in your Inventory, it can now hold Keys without taking up more space in your Inventory.

        House Key (Rank 10, Key)
        A key for Rei Amagi's house.

        Storage Chest Key (Rank 10, Key)
        A Key for a storage chest hidden in Rei Amagi's room, for holding excess Items.

        Station Key (Rank ?, Magic Object)
        A Key obtained from the South Station Boss in the Arcadia Games. When used on a Purchase Chest, the Camp is destroyed, but you obtain a powerful Item based on the Rank of the Camp's purchase Chest.

      • A Chest at Amagi Rei's house full of excess Items. Has 42/50 Slots.

        Zombie Skin (x21) (3 Slots)
        The rotted skin of a zombie. Its rather tough despite its decayed state.

        Engineering Supplies (5 Slots)
        Various supplies useful for engineering small Rank 9 - 10 Mechanical Devices.

    • Retractable Demonic Flame Pata (Rank 9, Mechanical, Demonic, Magical)
      Durability: 5, Hardiness: 25
      This sword has been made from various materials, including Dark Fire and Elemental Flame Stone, along with steel and the claws and horns of Big Imps. As such, this dark green Pata is imbued with the power of Demonic Fire and Elemental Flame, allowing it to torch any foe it slashes with every strike. Furthermore, these blades are retractable, attached to the Essence Orb Gauntlets and are retracted with a clench of the fist and arm.
      Max Damage: 40
      Damage Mod: 10 (Weapon) + 5 (Ring) + 20 (STR) = 40 (Physical) + 15 Demonic/Flame
      Accuracy (Apprentice): Tai-Chi (14)/ -6/ -26
      Parry (Apprentice):Tai-Chi (14) + 4 Weapon Bonus = 18
      Attack Speed: 2 (AGI)
      Critical Chance: 2 (LUK) + 1 (Weapon) + 3 (Tai-Chi) + 1 (Critical Strike) = 7% (0 - 6)




      Retractable Demonic Flame Pata (Rank 9, Mechanical, Demonic, Magical)
      Durability: 5, Hardiness: 25
      This sword has been made from various materials, including Dark Fire and Elemental Flame Stone, along with steel and the claws and horns of Big Imps. As such, this dark green Pata is imbued with the power of Demonic Fire and Elemental Flame, allowing it to torch any foe it slashes with every strike. Furthermore, these blades are retractable, attached to the Essence Orb Gauntlets and are retracted with a clench of the fist and arm.
      Max Damage: 40
      Damage Mod: 10 (Weapon) + 5 (Ring) + 20 (STR) = 40 (Physical) + 15 Demonic/Flame
      Accuracy (Apprentice) (Offhand): -1/ -21/ -41
      Parry (Apprentice):Tai-Chi (14) + 4 Weapon Bonus = 18
      Attack Speed: 2 (AGI) = 2 + 1 (Tai-Chi) = 3
      Critical Chance: 2 (LUK) + 1 (Weapon) + 1 (Critical Strike) = 4% (0 - 3)


      Gremlin Sorcerer's Scepter (Rank 10, Magic Tool) (20/20 Uses Remain)
      A crude, dark looking metallic scepter with a Magic Stone set in the end. This Scepter is meant for the casting of basic Magics and amplifies their power. For Apprentice Magic, SR is boosted by 10% and for Beginner Magics, SR is boosted by 20%. Also reduces all Magic Costs by 10%. The power of these Scepters is limited though. Only 20 Spells can be cast before the Scepter will breaks due to its crude, cheap make.


      Monk's Gi (Rank 9, Uniform, Enchanted)
      This light purple Gi with light blue trim, while it does not offer much in terms of protective value, is a symbol of the striving martial artist and has been enchanted with a special magic to reflect this power.

      Bound Enchantment (Requires Monk Title or Beginner Martial Arts/Ki Ability)
      While you wear this uniform, the Damage Mod of all Unarmed Strikes is increased by 5 and the strength of any Energy or Ki based Attacks is raised by 10%. This also raises Movement Speed, Dodge Defense, and Parry Defense by 2. Do note though that wearing Gauntlets or any other form of armor will negate this Enchantment. Armor temporarily bequeathed through mystical abilities does not count.


      +3 Reinforced Necrotic Leather Jerkin (Rank 9, Light Armor, Enchanted)
      This Leather Jerkin was reinforced with bits of chain and stitched together with tough zombie hide. Recently the leftover death essence was strengthened by the metaphysical essence of Death within more Zombie Hides, granting this Armor a bit of minor magical power in addition to being rather sturdy.

      This Armor gives 25% more AR against Cold/Frost Damage, but 25% less from Fire/Flame Damage and those affects deal 2 AR Damage instead of one point. Furthermore, any time you are hit with Death Damage, 5% of that will be absorbed and used to repair the Armor, up to 20% of the Max AR of the Armor. However Life affects can Damage this Armor, dealing an amount of AR Damage equal to 10% of the amount that was 'healed' to your Armor.

      This Armor's reinforcements also reduce all Enemy Critical Strike Chances by 1. Requires one more Item than normal to repair/reinforce via your Materia Armor-Smithing.
      AR: 10/18






      Essence Orb Gauntlets (Rank 9, Magical, Mechanical) Durability: 4, Hardness: 23
      Damage Mod: 6 (5), Allows for Unarmed Parries as long as Plate is closed. Otherwise Orb is put at risk. Small spikes on the palm allow the Damage Mod to serve for Palm Strikes.
      These two gauntlets have a small glass orb in the back of them that, thanks to the magic in these gauntlets, link with an Essence Orb you have on your person and, if the link is made permanent rather than temporary, increase the capacity of the linked Orb by 20%. This sort of Item is used by Materia Mages to allow them to carry an Essence Orb on their person and utilize the materials within while still having free usage of their Hands.

      As such, you merely need to chant the name of the Material you want to use, and either use one or two hands, to bring the essence of the material to the gauntlets, allowing you to use your Materia Magic. These Gauntlets can only use Magic that utilizes Rank 10 - 9 Materials. If using a Materia Magic Skill, then simply chant which material you want to use if you get multiple options.

      These Gauntlets that go halfway up the forearm, with mechanical prowess, have been upgraded a bit with a Medium Operation Speed mechanism (1 Action). By clenching your hand, you extract the shortsword length Demonic Flame Pata over the orb, locking it over your fist. This has two purposes. The first is to pull out the dmonic blade and the second is so that the metal blade protects the crystalline Essence Orb. You can pull one of them out while performing another Action as long as said Action doesn't require full concentration or both hands.




      N/A


      Life Pendant (Rank 10, Mystic Pendant)
      A pendant with a Life Gem imbued into it. Just carrying these fills you with energy.
      +15 Health

      +3 Medium Quiver (Rank 8, Quiver)
      A Medium Quiver that is thin and compact, yet flexible, so that it can hold more arrows while not hindering movements or being too much of a target. Holds 26 Arrows.

      Strength Bangle (Rank 10, Magic Accessory) (x2)
      This mystical bangle raises a person's strength.
      +1 STR, +2 Resilience


      A ring with a barrier enchantment strengthened through magic. Protects the wearer.
      Grants +10 Barrier Rating.

      Also if the user were to suffer a fatal blow, the Protection Shard in the Ring will shatter instead, absorbing up to 150 Damage of this possibly fatal blow to lessen it. Once the Protection Shard shatters, however; the Ring will be weakened, losing 2 point of its Barrier Rating.


      +1 Ring of Minor Sorcery (Rank 9, Spell Ring)
      This magical ring holds within it magical energies that strengthen any cast Magic. Three times per day, you can cast any Spell while focusing on this Ring. If the Spell is successful, its MP Cost is reduced by 10% and the SR is raised by 5. It can be recharged at 100 MP per Charge, but doing so takes ten minutes. 2/3

      Minor Magic Power Ring (Rank 10, Ring)
      This Ring boosts the wearer's Magic Scores by 2 and increases the SR of all Magic by 10%.


      Life Pendant (Rank 10, Mystic Pendant)
      A pendant with a Life Gem imbued into it. Just carrying these fills you with energy.
      +15 Health

      Large Quiver (Rank 9, Container)
      A large Leather Quiver meant for holding alot of arrows. Can hold 25 Arrows and is capable of holding two other Items as well in addition to the arrows. Great for holding smaller swords, rods, bows, etc.
      Holding 10/30 Arrows, Holding 0/2 Items
      Zombie Arrows (Rank 10, Cosmic Element Arrows) (x10)
      These mystically made arrows inflict the rotting pallor of death of a zombie on the target they strike. A Bow's Max Damage is halved when using this Arrow unless stated otherwise.
      Death Damage Mod: 7
      Lifeless Infliction DL (Beginner): 65


      Strength Bangle (Rank 10, Magic Accessory) (x2)
      This mystical bangle raises a person's strength.
      +1 STR, +2 Resilience

      A ring with a barrier enchantment strengthened through magic. Protects the wearer.
      Grants +10 Barrier Rating.

      Also if the user were to suffer a fatal blow, the Protection Shard in the Ring will shatter instead, absorbing up to 150 Damage of this possibly fatal blow to lessen it. Once the Protection Shard shatters, however; the Ring will be weakened, losing 2 point of its Barrier Rating.


      Minor Force Ring (Rank 10, Ring)
      This Ring provides a small, magical boost to the force of all melee attacks. Increases the Damage Mod of all Melee Attacks by 5.

      Minor Magic Power Ring (Rank 10, Ring) (5 Gold Coins)
      This Ring boosts the wearer's Magic Scores by 2 and increases the SR of all Magic by 10%.


      Small Backpack (Rank 10, Bag)
      This small bag conforms easily to the back and thus doesn't hamper movement at all. Adds 3 Inventory Slots.

      Spike Sneakers (Rank 10, Boots)
      These sneakers have metal spikes on the bottom of them, allowing you to perform kicks that deal much more damage. They also provide better traction, giving you +5 against Knock-Backs. Increase kicking Damage Mod by 5.

      Arcadian Belt Pouch (Rank 9, Bag, Enchanted)
      A special belt pouch obtained from the Arcadia Games. It has magic that makes it a bit more expansive. Adds 5 Slots to your Inventory.


      • Health/Mana Cost Reductions
        -15 (Energized Body, Passive)
        -30% (Harmonize Essence, Active)
        -21% (Tenacity, When Near Death)
        -18% (Harmonization ID, Pseudospace)
        -10% (Essence Manipulation, Talent, Passive)

        +20% to all Apprentice Essence Skill Strength (Essence Harnessing, Talent, Passive)
        +2 Max Damage to all Projectile Skills/Weapons (Accurate Sight, Passive)
        +30% to all Scores (Excluding Essence Harnessing) (Harmonize Essence, Active)
        All Skills strengthened by 30% (Harmonize Essence, Active)

        All ID Affects Strengthened by 25% (Sacrificial ID Creation)
        All Perception based abilities boosted by 18% and +4 to Perception based Scores (Assessment ID)
        All Knock-Back Affects boosted by 18% (Knock-Back ID)
        Strengthen all Summoning abilities by 12% and reduce their Costs by 25% (Summoning ID)

        Regeneration: 42
        Recovery: 42
        All Skills/Scores, Excluding Essence and any Skills that use Energy, Essence, or Mana; are strengthened by 18%


        Resilience: 23 (26 with Harmonize Essence)
        Resistance: 23 (26 with Harmonize Essence)

        Dodge Defense (Intermediate))
        60 - 15 (Fluid Fighting) - 6 Guarding = 39 (37 with Harmonize Essence)

        Parry Defense (Intermediate)
        60 - 15 (Fluid Fighting) - 5 (Weapon Bonus Set 1) - 5 (If Dual Wielding) - 6 Guarding
        (Set 1): Dual Wielding/Not Dual Wielding: 29/34 (27/32 with Harmonize Essence)
        (Set 2): Against Melee Weapons/Against Unarmed: 64/39 (62/37 with Harmonize Essence)

      • Pure Spring Water (Rank 10, Food)
        Launch an Aqua projectile. Damage Mod is 5. (DL 90)
        Increases Recovery and Regeneration by 2 + 25% SR for 5 minutes. (DL 80)

        Restore a % of the HP/MP the Potion restores to a target up 75% Materia yards away equal to 25 + (20 - Potion Rank + 1) + 50% SR. (DL 60 + Potion Rank)
        Increases Regeneration (if it restores HP) or Recovery (if it restores MP) of a target up to 50% Materia yards away by a % of what the Potion restores for 5 + 25% Materia Minutes. The % is equal to 10 + 50% SR. (DL 50 + Potion Rank).
        Place the affect of a Potion on a target 50% Materia yards away. Affect is at (50 + SR)% strength.


        Tiny Aqua Shard (Rank 10, Elemental, Gem)
        Launch an Aqua projectile. Damage Mod is 10. (DL 85)
        Imbue Aqua into a Weapon, giving it 10 + 50% SR Aqua Damage Mod. (DL 80)

        Minor Aqua Core (Rank 10, Elemental, Ore)
        Summons a Minor Aqua Elemental to aid you for 15 + SR Seconds. It won't listen to commands. (DL 80)
        Grants 10 + 5% SR Aqua/Water Resistance for 1 Minute. (DL 75)

        Tiny Flame Shard (Rank 10, Elemental, Gem)
        Launch a Flame projectile. Damage Mod is 10. (85)
        Imbue Flame into a Weapon, giving it 10 + 50% SR Flame Damage Mod. (80)

        Minor Flame Core (Rank 10, Elemental, Ore)
        Summons a Minor Flame Elemental to aid you for 15 + SR Seconds. It won't listen to commands. (DL 80)
        Grants 10 + 5% SR Fire/Flame Resistance for 1 Minute. (DL 75)

        Big Imp Horn Regular/+ (Rank 9, Demonic)
        Attack an enemy with demonic force. Deal 10/15 + SR Demonic Damage to a target. 20/25 Accuracy. (DL 75)
        Grant demonic strength. Target takes 25% / 20% Materia MP Cost Demonic Damage, but gains 1 + 10/20% SR STR & AGI for 10 Seconds. (DL 70)

        Big Imp Claw Regular/+ (Rank 9, Demonic)
        Increase Damage Mod of a Blade by 5 + 25 / 50% SR for 1 minute, but deals 1 Damage to Weapon (DL 75)
        Launch a small projectile of dark fire, dealing 10 / 20 + SR Demonic Flame Damage to a target. (DL 70)

        Zombie Tooth (Rank 10, Undead)
        Harness the Essence of Death. Deal 5 + 50% SR Death Damage to a foe and yourself. (DL 75)
        Drain life from an opponent. Take 5 + 25% SR HP from a target and add it to your own. (DL 70)

        Tiny Soul Energy Shard (Rank 10, Soul Gem)
        Pay no MP to use this. Restores an amount of user MP equal to 5 + 50% SR. (DL 70)
        Strengthen your Soul. Increases the numeral affects of your next Mana using Skill by 1 + 25% SR. (DL 75)

        Sacrifice a target Weapon to activate these affects. Some Weapons may be immune to this.

        Swords
        Deal 75% Damage Mod + 50% SR Magic Damage to target as a Range 5 Magic Attack. (DL 55 + 2x Rank)
        Increase Damage Mod of target Melee Weapon of same general type by 50% Damage Mod + 25% SR for one minute (DL 40 + 2x Weapon's Rank).

        Bows
        Launches Magical Arrow with same Range as the Bow. Has 75% Bow's Max Damage and SR Damage Mod. (DL 60 + 2x Weapon's Rank)
        Increases Max Damage and Accuracy of target Ranged Weapon by 25% Max Damage + 25% SR for one minute. (DL 45 + 2x Weapon's Rank).

        Ammunition
        Launches a Magic Projectile similar to the type of ammunition used. Its Max Damage is your Materia and the Damage Mod is the Damage Mod of the ammunition. Furthermore, if the ammunition has any special affects, those are included in the Materia Affect. (DL 65 + Ammo's Rank)

 
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"You wanna pick a fight with me? HUH?!"

Age:
18


Gender:
Female




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Artisia, put simply is a fiery, flirtatious, fierce, fighting, forgetful feminist.

That above was the way that Artisia would describe something. UnFortunately, I'm not Artisia.

Artisia is easily known as a delinquent by many. That accusation is certainly not baseless either. Artisia picks many fights. The most formidable thing is that she mostly wins. That doesn't make her many friends. Because Artisia doesn't have many friends, Artisia get angry. Artisia turn into savage girl with fiery fists to try and find friend, but it doesn't work. Artisia is just a bit too extreme for a lot of people and they just can't handle how crazy 'awesome' she is.

Artisia is not one who holds back when it comes to feelings. As described above, she's a lot for people to take in. If her heart's on her sleeve, then her feelings are literally covering all of her body. Artisia is someone who will go up to someone and ask them out. Unfortunately, most people do take it as a declaration of a fight, so they just run away scared. Artisia is really only a cinnamon roll though. She's gentle, fluffy, and childish. Although most people never see that because almost no one can become friends with her, as said above. Hey, have I mentioned that Artisia doesn't have any friends? Haha… Okay… Moving on.

Artisia, as said above many times, cannot function in society because her fists get in the way. She fights… A lot. That may or may not be due to the fact that her parents own a dojo, but who knows? Maybe she just picked up fighting from... a street gang... that she saw... one day? No. It's definitely due to the dojo. Bottom line, Artisia likes to fight.

Huh? I forgot what I was going to talk about second to last… Oh well. I'll come back to it. (She's forgetful, get it… Haha… Ha… H… I'm sorry… T-T)

Artisia thinks women need to be treated better than men equally in society. She's a firm believer in feminism and she doesn't budge on her views. At all. If anyone ever picks on a girl in front of her, Dear Lord, you better pray that you ain't gonna die. She absolutely hates men who think they can take advantage of women because women are 'weak' or 'easy'. In fact, don't ever use those words in front of her in general as a warning. She hates being called weak, but if you call her easy, you'll get an unexpected reaction. (Here's a hint… It's a punch in the face. ;D) Artisia loves women. Oh wait… That might've come out wrong. Oh well. She loves men too, but not as much as she loves women. (Maybe a prideful sense and a romantic sense too? We'll see when Rei makes an appearance. :D)



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Artisia was born from an… Unorthodox family. Although not in the same unorthodox way that some families are. No, her parents weren't abusive. No, her parents weren't secretly killers and hired her to be the same way. No, her parents didn't miraculously die in a fire and then she grew up to decide to solve mysteries to try and figure out who murdered her parents. You silly goose! She was just raised in a dojo! I can't believe all the crazy things you were thinking! (I'm sorry… I'm trying to add personality into this. XD Forgive what might or might not be stupid.) Her parents drilled her on how to fight and how to be a good fighter. Her parents had her learn a lot of hand-to-hand combat, but as she continued to learn how, it seemed that she had excelled greatly at the routines her parents were giving her. It seemed that she was a child prodigy… For nearly killing others with just her kicks, punches, and choke holds! Can't you imagine how proud her parents were?!

Her parents were so proud, that they locked her in the basement to keep the awesome powers that were kept within her sealed away so that the world wouldn't be destroyed enrolled her in a national tournament for all kinds of styles of fighting. Wrestling, Kick-Boxing, Boxing, Jiu Jitsu, etc. You name it, she probably learned how to kick your ass with it… As a small teenager just going into middle school.

As Artisia went into middle school, she ended up hanging out with people that… Probably weren't the best people for her to be hanging out with, but she made friends at least. Artisia was officially part of a delinquent gang… In middle school. Artisia was one of the most formidable opponents that anyone could ever face in her middle school, which made her quickly rise to high ranks inside of the deliquent gang. Unfortunately though, as middle school began to come to a close, Artisia began to lose interest in all of her activities as a hand-to-hand combatant. She saw people watching these new action movies that had people in multi-colored suits jumping around with swords and making all of these monsters explode. Then, they'd turn into this huge superhero thing and they'd kill this huge monster! (I really hope you know I'm talking about Power Rangers. XD) As soon as Artisia saw this, she started to get a bit… Unmotivated. She started to care less about the gang that she was in and she started to care more about action movies and games and just ALL ACTION.

When Artisia entered high school, she was still known as a delinquent. She was sad that that had happened because she actually wanted to bond with people that were into old Yakuza movies and new action games. Artisia realized that no one wanted to talk to her anymore, so she… Lashed out a bit. One day, a nerdy kid had walked across the hall from her and seemed to mutter something under his breath, which made Artisia go off. Artisia held him by the collar and then continued to beat his face in against the wall. She did get punished… Surprisingly, she didn't get expelled. She was grateful to herself for not actually killing him because she knew that she probably could've done that. She had punched people for so long that she just kinda stopped feeling the punches. She wasn't going to stand for anyone's bullshit after that.

As Artisia entered her last year in high school, she looked toward her colleagues in high school as enemies. Throughout the four years she had been there, they had spread more rumors about her than she could name. They had made her out to be an enemy that was to be left alone. In fact, they made sure she was left alone. People hated Artisia so much that they even bullied people that tried to interact with her. Artisia at that point gave up on trying to be friends with anyone in her class. Whenever someone said something to her, she figured it was some sort of insult or joke, so she'd always get mad. In fact, she still does get mad whenever someone says something to her in school. She learned to close herself off because it was what was necessary.

Artisia is still in high school, so be warned~



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Game Points
3


Level
1

Experience Points (EXP)
0

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

Health (HP)
5 + 20
+ (5 x 1) (+ 1 [Health])= 31

Mana (MP)
5 + 10 + (5 x 1) = 20

Strength (STR)
10

Vitality (VIT)
10

Agility (AGI)
9

Dexterity (DEX)
8

Intelligence (INT)
7
(At 10
INT and up, you get 1 INT AP that can only be used on Skills.)

Wisdom (WIS)
10

Spirit (SPI)
10

Luck (Luck)
6



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Resistance
Base: 5 + 2 = 7

Resilience
Base: 6 + 2 (+ 1 [Health]) = 8

Regeneration
Base: 2 + 2 (+ 1 [Night Owl]) = 5/min

Recovery
Base: 2 (+ 1 [Night Owl]) = 3/min

Focus
6

Climbing
5 + 4 = 9



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The Active and Special Skills you acquire will go here.



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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.
[/spoilerbb]



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Health (Rank 8, Cost 9 AP)
You are exceptionally healthy, and as such can take alot of punishment thanks to it. Every 10 Health you use will give you one SP in this Skill.
+1
HP. +1 Resilience.

Focus (Rank 9, Cost 8 AP)
You know how to focus and clear your mind. Useful for both spiritual and physical purposes. Great for resisting mental assault as well.
Acquire the Focus Score.


Climbing (Rank 10, Cost: 4 AP)
Your ability for the natural instincts and attained Skills of climbing various surfaces, obstacles, and objects.
Acquire the Climbing Score.


Knowledge (Rank 10, Cost: 5 AP)
The measure of your general knowledge and smarts. Useful for basic subjects or learning new basic, general knowledge. Advancing in this Skill will open higher planes of knowledge for you.
+1 to
Intelligence when assessing general knowledge.

Night Owl (Rank 10, Cost: 6 AP)
Your focus and stamina it takes to stay up all night and recover from bouts of exhaustion caused by staying up all night. SP is gained by performing activities late at night when late night exhaustion would be setting in.
+1 Regeneration, +1 Recovery



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The Titles you acquire will go here.



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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 ¥



embed.php




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)
 
Last edited:
  • Bucket of Rainbows
Reactions: Sairoh
Looks good. Accepted.
 
Sleight of Hand (Rank 10, Cost: 6 AP)
Your ability in stealthily using your hands without anyone noticing for a variety of things. Acquire the Sleight of Hand Score.

Sleight of Hand
1/2 DEX + 1/2 AGI

Misdirection
This would be more like an Active Skill. Like Han-Jee Han's Fool's Act. Could be something used with Charisma though.

Charisma (Rank 9, Cost: 8 AP)
Your ability to use charming or witty words, or even good looks, to make others like you and to be overall charismatic. Is more effective on people who already like you or may find you appealing or attractive at a first glance.
Acquire the Charisma Score.

Charisma
1/3rd INT

Parkour (Rank 9, Cost: 7 AP)
Your ability and proficiency to move about quickly through an area via running, jumping, climbing and performing other such movements in a skillful and fluid manner. While not much direct combat usage, the ability to skillfully move about the terrain is an incredibly useful one.
Acquire the Parkour Score.

Parkour
1/2 AGI + 1/2 STR

Night Owl (Rank 10, Cost: 6 AP)
Your focus and stamina it takes to stay up all night and recover from bouts of exhaustion caused by staying up all night. SP is gained by performing activities late at night when late night exhaustion would be setting in.
+1 Regeneration, +1 Recovery.

Stealth (Rank 9, 7 AP)
Your ability to move and act unnoticed and unseen. Generally the beginning of many forms of Stealth based actions.
Acquire the Stealth Score.

Stealth
1/3 AGI
 
Edit: Looking at Jiwon's cs made me realize that using the handy organizer Ren made might be a good idea. Juuuust maybe XD
I also added +1 Regeneration and +1 Recovery from the Night Owl talent



  • rsz_1rsz_sleight.jpg

    Extended Art Gallery

    Age: 17

    Gender: Male



    Xenon is, simply put, very laid back.

    He is the type of person to avoid conflict when possible. Though not a pacifist, he'll grow another inch to stay out of fights. Xenon considers himself morally upright in the sense that he "does what he can", which means he'll act when it directly concerns him, or when it's a small matter. Otherwise, he tends to give a shrug and a blind eye towards things that he knows he can't solve, such as global or societal faults. His philosophy is that some problems will just never be solved. Though, when circumstance requires it, he excels at glossing over issues with his magnetic persona and a well trained smile.

    As a conversationalist, Xenon is also very well trained at politeness and social cues. But when with his closest friends and family, he tends to be a little more on the playfully patronizing side, advising people in a "dadlike" manner. In fact, he's so accustomed that if you call him "Dad" by accident, he usually won't notice. But, if you by any chance call him "Daddy" or "Papa" and are older than twelve, a great punting may be coming your way (he's a little traumatized by some friends' antics).

    Besides magic, Xenon doesn't have too many passions. He can get stuff done, so he's not necessarily lazy, just selective. This is related to his lifetime motto, "Don't take it seriously, unless it's worth it". That said, whenever he chooses to pour himself into something, it's always to the fullest extent.


    From a young age, Xenon was well versed to moving every so often. His mother worked as a company agent and his father a reporter, and between relocation and chasing scoops, he grew used to the always changing scenery. One of the few things that never changed, however, was the streets. From cobbled, to cement, or sometimes even just dirt, the streets of wherever he moved always had its own collection of performers. But between dancers, fire breathers, mimes, and musicians, the one profession he loved to watch the most was magic.

    Equal parts alluring, playful, and mysterious, magic seemed to be an art with an invisible set of training. Dancers danced, musicians toted their horns, but the magician's method was as elusive to Xenon as their jaw dropping acts themselves. Around the age of seven, he began to pick up the trade from one magician who was kind enough to share the secrets. One year later, he moved again, and kept pursuing magic under another teacher. The following years would come in suit and Xenon's repertoire of magic became an extensive patchwork to behold.

    The pattern of his life changed, however, as his parents announced the last move of his school career. In an effort to ground him for his future, they decided it would be best for their son to remain in one location until he graduated from high school. Xenon didn't particularly mind, moving, while integral to his development, wasn't a necessity. Staying in one place didn't seem too bad.

    That was, until he was also forbidden from continuing street magic.

    When he was younger, Xenon's parents indulged him in what they believed to be a devout hobby. As he grew older, however, the natural parental concern of his future fell on them, hard. They attempted discouraging him in the past to focus on studies, but their advice usually fell on deaf ears. With a complete restriction and numerous, sometimes violent threats, he decided to comply. At least during the day.

    During the day, Xenon went to school, greeted his teachers, and made no sign of his craft. Not a model student, nor a troubled one - just the average joe with his hair neatly combed into place. Come night, he'd sneak out and set up his booth in the busiest spot he could without getting noticed as a teenager. On the occasion, he brought a cheap mask to cover his face when he feared seeing someone he knew. But most of the time, Xenon flaunted his most dashing smile, slicked his hair back, and presented himself under the name "Xenn".

    Lack of sleep was a problem at first. So was finding a good spot. Now, however, after roughly two years, Xenon is in his last year of high school and still going out precariously night after night.


    Game Points
    3




  • Level
    1

    Experience Points (EXP)
    0

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

    Health (HP)
    5 + 18
    + (10 x 1) = 33

    Mana (MP)
    5 + 9 + (4 x 1) = 18

    Strength (STR)
    9

    Vitality (VIT)
    10

    Agility (AGI)
    12

    Dexterity (DEX)
    10

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

    Wisdom (WIS)
    9

    Spirit (SPI)
    9

    Luck (Luck)
    5


  • Resistance
    Base: 4 + 2 = 6

    Resilience
    Base: 5 + 2 = 7

    Regeneration
    Base: 2 + 1 + 1= 4/min

    Recovery
    Base: 1+1= 2/min

    Sleight of Hand
    5 + 6 = 11

    Charisma
    3

    Stealth
    4




  • 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.


  • Sleight of Hand (Rank 10, Cost: 6 AP)
    Your ability in stealthily using your hands without anyone noticing for a variety of things.


    Charisma (Rank 9, Cost: 8 AP)
    Your ability to use charming or witty words, or even good looks, to make others like you and to be overall charismatic. Is more effective on people who already like you or may find you appealing or attractive at a first glance.


    Night Owl (Rank 10, Cost: 6 AP)
    Your focus and stamina it takes to stay up all night and recover from bouts of exhaustion caused by staying up all night. SP is gained by performing activities late at night when late night exhaustion would be setting in.
    +1 Regeneration, +1 Recovery.

    Stealth (Rank 9, 7 AP)
    Your ability to move and act unnoticed and unseen. Generally the beginning of many forms of Stealth based actions.


  • 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)

 
Last edited by a moderator:
That's two sheets so far. And everyone seems more focused on Stats than getting some good starting Skills.

Which is fine XD

I dunno, maybe 100 AP was too much for the start? I dunno XD
 
Like I said, gotta get on that 10% starting discount for stats! XD
 
That's two sheets so far. And everyone seems more focused on Stats than getting some good starting Skills.

Which is fine XD

I dunno, maybe 100 AP was too much for the start? I dunno XD
PSHHHHHH NOOOOO.

It's nothing bad. I just like focusing on stats. Plus, when the time comes, I could just add a new Skill when I level up. There'll be plenty of time to gain skills, but stats take a lot longer than skills to pay themselves off. Skills are essentially a one-time payment, unless you put multiple points of AP into them.

What? No. I didn't just spill the secret for the reason why my characters always seem to start off with really good stats and really awful circumstances. No way~
 



Character Sheet



  • Kyosuke Azai

    Age
    20

    Gender
    Male

    Appearance
    b538e4f28dcda494a9c2734a17ec4c40.jpg


    Personality
    Kyosuke is a quiet individual and takes on an unassuming appearance. He keeps to himself and no one really second guesses him since he looks like an average guy who is a bit on the thin side. His comments are pretty short and to the point as he only says what needs to be said and nothing more. Thus, most people have only seen him say a few words. But, as they say, never judge a book by its cover. He can be defined as someone who does whatever he needs to do in order to get something done in the quickest, and most efficient way possible. That means that he can be warm and kind or cold and heartless. Whatever needs to be done, Kyosuke will do it if it is something that he wants.

    History
    The Azai family is a well established business family in Japerica. Rumor says that depending on the mood of Kyosuke's grandfather, the stock market can drop or rise 5% within the minute through the sheer wealth of the multi conglomerate Azai Corporation (whether true or not that's up for debate, but that's the perception that people have of the company). Thus, his family has quite a bit of publicity and everyone knows of his grandfather and father, the chairman and CEO respectively. Then there's Kyosuke who has been kept in the shadows and away from the press while he was raised. So, he has been raised to eventually take over after his father, but that has made his life rather unusual. Since his youth, he had to move around a lot and skip a lot of classes since it wasn't unusual for his to have to go to other countries for business meetings and to learn. In fact, Kyosuke is still a senior in high school since he took a few years off of school to learn. Therefore, it's hard to say that he knows a lot of people that well. Still, Kyosuke isn't that troubled by his life. He just wants to graduate from high school since it's a legal requirement before he goes to college.


    Game Points
    4

  • 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 + 3 (INT Ability Points) = 103

    Health (HP)
    5 + 2x 8 + (10 x Level) = 31

    Mana (MP)
    5 + 12 + (1/2 (12) x Level) = 23

    Strength (STR)
    8

    Vitality (VIT)
    10

    Agility (AGI)
    7

    Dexterity (DEX)
    8

    Intelligence (INT)
    12
    (At 10 INT and up, you get 1 INT AP that can only be used on Skills.)

    Wisdom (WIS)
    12

    Spirit (SPI)
    12

    Luck (Luck)
    10

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

    Resistance
    Base: 1/2 10 + 1/4th 12 = 8

    Resilience
    Base: 1/2 10 + 1/4th 8 = 7

    Regeneration
    Base: 1/5th 10 + 1/5 12 = 4

    Recovery
    Base: 1/5th 10 = 2

    Bartering
    1/3*12 = 4

    Leadership
    1/4th 12 = 3

    Linguistics



  • 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.

  • Knowledge (Rank 10, Cost: 5 AP)
    The measure of your general knowledge and smarts. Useful for basic subjects or learning new basic, general knowledge. Advancing in this Skill will open higher planes of knowledge for you.
    +1 to Intelligence when assessing general knowledge.


    Bartering (Rank 10, Cost: 5 AP)
    You know how to barter and negotiate with others in more of a business sense.
    Acquire the Bartering Score.

    Bartering
    1/3rd INT

    Leadership (Rank 9, Cost: 7 AP)
    Your ability to take charge and lead others in various situations, whether on the field of battle or outside of it.
    Acquire the 'Leadership' Score.

    Leadership
    1/4th INT


    Linguistics (Rank 9, Cost: 6 AP)
    Your capability to understand and learn new languages and your ability to use what languages you know.
    Acquire the Linguistics Score.


  • 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)


 
Last edited:



Character Sheet



  • Kyosuke Azai

    Age
    20

    Gender
    Male

    Appearance
    b538e4f28dcda494a9c2734a17ec4c40.jpg


    Personality
    Kyosuke is a quiet individual and takes on an unassuming appearance. He keeps to himself and no one really second guesses him since he looks like an average guy who is a bit on the thin side. His comments are pretty short and to the point as he only says what needs to be said and nothing more. Thus, most people have only seen him say a few words. But, as they say, never judge a book by its cover. He can be defined as someone who does whatever he needs to do in order to get something done in the quickest, and most efficient way possible. That means that he can be warm and kind or cold and heartless. Whatever needs to be done, Kyosuke will do it if it is something that he wants.

    History
    The Azai family is a well established business family in Japerica. Rumor says that depending on the mood of Kyosuke's grandfather, the stock market can drop or rise 5% within the minute through the sheer wealth of the multi conglomerate Azai Corporation (whether true or not that's up for debate, but that's the perception that people have of the company). Thus, his family has quite a bit of publicity and everyone knows of his grandfather and father, the chairman and CEO respectively. Then there's Kyosuke who has been kept in the shadows and away from the press while he was raised. So, he has been raised to eventually take over after his father, but that has made his life rather unusual. Since his youth, he had to move around a lot and skip a lot of classes since it wasn't unusual for his to have to go to other countries for business meetings and to learn. In fact, Kyosuke is still a senior in high school since he took a few years off of school to learn. Therefore, it's hard to say that he knows a lot of people that well. Still, Kyosuke isn't that troubled by his life. He just wants to graduate from high school since it's a legal requirement before he goes to college.


    Game Points
    4

  • 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 + 3 (INT Ability Points) = 103

    Health (HP)
    5 + 2x 8 + (10 x Level) = 31

    Mana (MP)
    5 + 12 + (1/2 (12) x Level) = 23

    Strength (STR)
    8

    Vitality (VIT)
    10

    Agility (AGI)
    8

    Dexterity (DEX)
    8

    Intelligence (INT)
    12
    (At 10 INT and up, you get 1 INT AP that can only be used on Skills.)

    Wisdom (WIS)
    12

    Spirit (SPI)
    12

    Luck (Luck)
    12

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

    Resistance
    Base: 1/2 10 + 1/4th 12 = 8 + 1 = 9

    Resilience
    Base: 1/2 10 + 1/4th 8 = 7 + 1 = 8

    Regeneration
    Base: 1/5th 10 + 1/5 12 = 4 + 2 = 6

    Recovery
    Base: 1/5th 10 = 2 + 2 = 4

    Bartering
    1/3*12 = 4

    Leadership
    1/4th 12 = 3

    Linguistics



  • 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.

  • Knowledge (Rank 10, Cost: 5 AP)
    The measure of your general knowledge and smarts. Useful for basic subjects or learning new basic, general knowledge. Advancing in this Skill will open higher planes of knowledge for you.
    +1 to Intelligence when assessing general knowledge.


    Bartering (Rank 10, Cost: 5 AP)
    You know how to barter and negotiate with others in more of a business sense.
    Acquire the Bartering Score.

    Bartering
    1/3rd INT

    Leadership (Rank 9, Cost: 7 AP)
    Your ability to take charge and lead others in various situations, whether on the field of battle or outside of it.
    Acquire the 'Leadership' Score.

    Leadership
    1/4th INT


    Linguistics (Rank 9, Cost: 6 AP)
    Your capability to understand and learn new languages and your ability to use what languages you know.
    Acquire the Linguistics Score.


  • 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)


You used 5 AP too many there, even counting the 3 you got from INT.
 
Ahh, thank you! Knew something was off. Will go ahead and change.

Edit:
Made the following changes:

Luck down from 12 to 10.

Scores:

Got rid of 1 from Resistance, Regeneration and Resilience
 



Character Sheet



  • Kyosuke Azai

    Age
    20

    Gender
    Male

    Appearance
    b538e4f28dcda494a9c2734a17ec4c40.jpg


    Personality
    Kyosuke is a quiet individual and takes on an unassuming appearance. He keeps to himself and no one really second guesses him since he looks like an average guy who is a bit on the thin side. His comments are pretty short and to the point as he only says what needs to be said and nothing more. Thus, most people have only seen him say a few words. But, as they say, never judge a book by its cover. He can be defined as someone who does whatever he needs to do in order to get something done in the quickest, and most efficient way possible. That means that he can be warm and kind or cold and heartless. Whatever needs to be done, Kyosuke will do it if it is something that he wants.

    History
    The Azai family is a well established business family in Japerica. Rumor says that depending on the mood of Kyosuke's grandfather, the stock market can drop or rise 5% within the minute through the sheer wealth of the multi conglomerate Azai Corporation (whether true or not that's up for debate, but that's the perception that people have of the company). Thus, his family has quite a bit of publicity and everyone knows of his grandfather and father, the chairman and CEO respectively. Then there's Kyosuke who has been kept in the shadows and away from the press while he was raised. So, he has been raised to eventually take over after his father, but that has made his life rather unusual. Since his youth, he had to move around a lot and skip a lot of classes since it wasn't unusual for his to have to go to other countries for business meetings and to learn. In fact, Kyosuke is still a senior in high school since he took a few years off of school to learn. Therefore, it's hard to say that he knows a lot of people that well. Still, Kyosuke isn't that troubled by his life. He just wants to graduate from high school since it's a legal requirement before he goes to college.


    Game Points
    4

  • 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 + 3 (INT Ability Points) = 103

    Health (HP)
    5 + 2x 8 + (10 x Level) = 31

    Mana (MP)
    5 + 12 + (1/2 (12) x Level) = 23

    Strength (STR)
    8

    Vitality (VIT)
    10

    Agility (AGI)
    8

    Dexterity (DEX)
    8

    Intelligence (INT)
    12
    (At 10 INT and up, you get 1 INT AP that can only be used on Skills.)

    Wisdom (WIS)
    12

    Spirit (SPI)
    12

    Luck (Luck)
    10

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

    Resistance
    Base: 1/2 10 + 1/4th 12 = 8

    Resilience
    Base: 1/2 10 + 1/4th 8 = 7

    Regeneration
    Base: 1/5th 10 + 1/5 12 = 4 + 1 = 5

    Recovery
    Base: 1/5th 10 = 2 + 2 = 4

    Bartering
    1/3*12 = 4

    Leadership
    1/4th 12 = 3

    Linguistics



  • 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.

  • Knowledge (Rank 10, Cost: 5 AP)
    The measure of your general knowledge and smarts. Useful for basic subjects or learning new basic, general knowledge. Advancing in this Skill will open higher planes of knowledge for you.
    +1 to Intelligence when assessing general knowledge.


    Bartering (Rank 10, Cost: 5 AP)
    You know how to barter and negotiate with others in more of a business sense.
    Acquire the Bartering Score.

    Bartering
    1/3rd INT

    Leadership (Rank 9, Cost: 7 AP)
    Your ability to take charge and lead others in various situations, whether on the field of battle or outside of it.
    Acquire the 'Leadership' Score.

    Leadership
    1/4th INT


    Linguistics (Rank 9, Cost: 6 AP)
    Your capability to understand and learn new languages and your ability to use what languages you know.
    Acquire the Linguistics Score.


  • 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)


WE GOT A MAGE UP IN HERE!!!! WHOOOO!!!!! At least I hope they're a mage. ''^ ^
 
Ahh, thank you! Knew something was off. Will go ahead and change.

Edit:
Made the following changes:

Luck down from 12 to 10.

Scores:

Got rid of 1 from Resistance, Regeneration and Resilience
Oh... I didn't count the fact that you increased your Scores. I completely overlooked that XD

You still are using 4 points to many. 107/103
 
Okay, I think I've finally got it now. So, no bonuses to score (that's 3 points), and I bumped agility down to 7 from 8.
 
Okay, I think I've finally got it now. So, no bonuses to score (that's 3 points), and I bumped agility down to 7 from 8.
Yep, looks good. Accepted. That makes three sheets.
 
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