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    • 4882f8a850d3d7758efac01cf8a17ee1.png



      View attachment 138183

      Appearance: Tae Min stands at about 5"10, with a coltish and noodly body type. He has head of purple hair that can never seem to stay in place and light brown eyes.

      Age: 18

      Gender: Male


      j
      Tae Min is an eccentric individual, with a penchant for being unpredictably quirky. He has a habit of speaking his mind without much regard for what he's actually saying, often leading to estranged quibbles. This is also bolstered by his whimsical nature and fondness for spontaneous escapes, be it in the heart of the city or just around the corner.

      Aside from his antics, he is a gentle and warm person. Tae Min is quick to forgive and even quicker to forget wrong doing done against him, but bears obstinate grudges against those who wrong his closest peoples. He has a keen sense of filial piety and dotes on his parents unabashedly. At the same time though, he also has a stark lack of any romanticism - one could say a snail was more charming than his utter cluelessness. However, above all, Tae Min's greatest weakness is undoubtedly cute bird videos (especially those with cockatiels).


      j
      Tae Min was born into a rather wealthy family, with a pair of the most caring parents and a loving older sister. He himself was a bright and dedicated student at a young age as well, pleasing several of his home school tutors. The one thing that marked his otherwise seamless life was the fact that he was mute. From birth, Tae Min had had a defect in his vocal cords, that rendered him unable to properly speak. As such, his childhood was spent mostly confined to his house and smothered in his family's affections. He never really did feel completely alone in their presence, nor did he ever feel trapped due to the plethora of literature and video games his parents made available to him from a young age.

      However, things changed significantly when Tae Min became a teenager. It was then that his wanderlust for the world grew unbearably tantalizing, bordering the boundary of obsession. Feeling that they could no longer pamper their son, his parents did something they had hesitated to do for some time - find a surgeon to fix Tae Min's defect. And though the long operation was costly, arduous, and also potentially detrimental to his health, everything became well worth it when he opened his mouth and let out an ungodly gurgle for the first time in his thirteen years of being alive.

      Though he remained home schooled for for the rest of his secondary education due to the inherent need for vocal training and speech therapy, Tae Min was eventually allowed new things he had only dreams of. Hearing the sound of his own voice, feeling the rumble of his own throat, and best of all, taking walks amidst the ever shifting world. He is presently enjoying gaming with a microphone he can actually use and finishing the rest of his secondary homeschooling.



      Game Points
      4



    • Level
      7

      Experience Points (EXP)
      161

      Ability Points (AP)
      5/134

      Health (HP)
      5 + 18 + 28 =
      51/51

      Mana (MP)
      5 + 10 + 42 =
      57/57

      Strength (STR)
      9

      Vitality (VIT)
      9

      Agility (AGI)
      12

      Dexterity (DEX)
      9

      Intelligence (INT)
      15

      Wisdom (WIS)
      10

      Spirit (SPI)
      12

      Luck (Luck)
      12



    • Resistance
      1/2 (10) + 1/4 (12) =
      8

      Resilience
      1/2 (9) + 1/4 (9) =
      6

      Regeneration
      1 + 1/5 (9) =
      2

      Recovery
      1 + 1/5 (12) =
      3

      Movement
      1/3 (7) + 1/3 (12) =
      6

      Perception
      1 + 1/3 (15) =
      6

      Focus
      1/3 (10)
      3

      Rapier Use
      2 (AP) + 1/2 (9)
      6



    • By activating this Skill, you can utilize it to gain information on the enemy. This can be done freely, as long as the Skill is not in Cooldown. You merely need to focus on what you want to try and identify and then use the Skill. Right now you can use this on a single, solitary action or just identify some basic information on the target.

      The amount of information you can gain on either Action or Target depends on either the Technique Level of said Action or Level of the target, and your Perception Score (6). The base DL is 40, with the difference in Levels either raising or lowering the difficulty and the Technique Level of the Action clashing with the Technique Level of your Perception or other applicable sensory ability. The higher the SR, the more information you get.

      Note that this doesn't work on Mystical Actions without an appropriate sensory ability, and having some certain Skills or previously acquired knowledge can raise the DL due to it being possible you have some knowledge of what you're Observing.


      You launch from your hand a wave of Mana to attack foes. It has a Range of 10 + 50% SPI (12) = 15 Yards. This powerful Mana Projectile has a Max Damage of 6 + 55% Focus (3) = 8 and a Damage Mod of 6 + 52% SPI (12) = 12.


      Right as you're about to fade, a burst of willpower or your own bodily toughness keeps you standing, and you then start fighting back harder. This Skill can be activated under one of two conditions. Automatically, as you resist death or unconsciousness, and manually by chanting its name.

      If automatically activated, then you gain the additional benefits of being able to act faster and being healed an amount of HP equal to 5 + Regeneration (2) + 25% WIS (10) = 9.

      If manually activated, which is not encouraged, then after the Skill runs out you are Sealed until the Cooldown wears off and you are considered Fatigued. If you are already Fatigued, then the penalty is raised by 5. However; if used Manually then the Cooldown is cut in half.

      Upon the Skill's activation, your Skills all have their MP and HP Costs reduced by 5 - 10% WIS (10). In addition, all of your Scores are raised by 1, excluding Resilience and Resistance, which are instead boosted by 20%. If you are in Near Death while this Skill is in effect, the Near Death penalty to stay consciousness does not apply.

      Finally, this Skill lasts for 10 + 25% WIS (10) = 12 Seconds. A powerful Skill, but it's more meant to be used as a trump card or to save yourself. You get 2 SP if activated automatically and 1 if activated manually. Furthermore, every Action that is bolstered by Second Wind gives you 1 SP.


      You make the Mana flow through your being at a stronger pace, strengthening all Mana Abilities. While this Skill is active, all Mana Skills are strengthened by a numeral equal to 1 + 20% Focus (3) + 10% (12) = 3. You get 1 SP for every Minute this Skill is utilized, and another for every MP Skill used during the active time of this Skill.




    • The Gamer (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.

      Night Owl (Rank 10, 6 AP) (Level 6, 0/12)
      +1 Regeneration, +1 Recovery.
      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.
      Increase your Regeneration by 3% at Night. This doesn't apply in Combat.

      Mana (Rank 9, 4 AP) (Level 2, 0/13) (0 MP Used)
      +1 MP,
      This represents your natural ability to handle Mana. You get 1 SP for every 10 MP Used.

      Health (Rank 8, Cost: 9 AP)
      You are exceptionally healthy, and as such can take alot of punishment thanks to it.


    • Movement (Rank 10, 6 AP) (Level 8, 0/10)
      You know how to quickly move about, using your steps quickly and efficiently to a slight extent.
      Acquire the Movement Score.
      When Dodging, as long as its not a Full Hit, reduce Damage dealt by 5% Movement (6) = 1.
      When Moving towards an Enemy and Attacking, reduce Accuracy Penalty by 5% Movement (6) = 1.

      Perception (Rank 10, 4 AP) (Level 9, 0/10)
      Your ability in utilizing your senses to perceive the area around you. Acquire the Perception Score.
      Increase Accuracy by 8% Perception (6) = 1.

      Knowledge (Rank 9, 6 AP) (Level 7, 10/12)
      +1 Perception,
      The assessment of your general knowledge. This Talent represents your ability to study and learn new things, and is trained when you are reading through material to learn something new for another Skill, learn a new Skill through reading or research, or are just studying in general.
      If studying for an existing Novice Skill, increase your Learning SR by 2 + 18% said Skill's Score.

      The ability to create and break Pseudospaces. It utilizes any WIS based Score you have that deals with focusing. You can create Pseudospaces that are empty, or ones that have Monsters in them by utilizing Items obtained from them, or other forms of Essence. Chant 'ID Escape' to break free from a Pseudospace, or

      Enemy Space Cooldown: The wait period between summoning Enemy Pseudospaces

      180 - 10% (10) = 179 Minutes

      'Death's' Skeletons Lv 5
      Spawns 2 - 4 Skeletons. #Slain (4) + ???% Chance of ??? Appearing.


      Focus (Rank 9, 4 AP) (Level 5, 1/12)
      +2 MP,
      Acquire the Focus Score.

      Rapier Use (Rank 10, 2 AP) (Level 5, 3/10)
      Acquire the Rapier Use Score.
      Increase Damage Mod by 2% Rapier Use (4) = 1.

      Sleight of Hand (Rank 10, Cost: 4 AP)



    • 1st Time Adventurer
      Complete 1 Quest
      +1 AP

      ???
      Completed 1/5 Quests

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

      ???
      Reach Max Level in 1/20 Skills


    • Money: 10,000 ¥

      Carry Weight (ENC)
      10 + 50% (9) =
      8/14

      Chipped Goblin Dagger (Rank 10, Dagger)
      A somewhat worn dagger once wielded by a Goblin. Despite its appearance, its still pretty sharp. 1 ENC.
      Max Damage: 12
      Damage Mod: 3 + 7 = 10.
      Parry Defense (Natural): 8 (DEX) = 8.
      Accuracy (Natural): 8 (DEX)
      Attack Speed: 1 (AGI)
      Critical Chance: 2 (Luck)


      Animated Skeleton Bones (Rank 10, Necromancy) (x11) (3 ENC)
      Bones from skeletons animated via Necromancy. Holds very weak necromancy magic within.

      How to Start Learning Manipulation. (Rank 9, Book)
      Comprehension DL: 60, Chapters: 5, Progress: 17 / 20.
      (DM Note: Natural INT only gives 50% SR for this book, Magic be hard)
      Chapter 1 Reward: Unlock Option for Minor Arcane Manipulation.



    • Hand 1
      Steel Rapier (Rank 10, Light Sword)
      A sharp, light blade meant just as much for actual combat as it is for fencing. It is mainly meant for thrusting attacks, but can do slashing as well. 2 ENC.
      Max Damage (Slashing / Piercing): 19
      Damage Mod (Slashing / Piercing): 5 + 7 = 12.
      Parry Defense (Natural): 8 (DEX) = 8.
      Accuracy (Natural): 8 (DEX)
      Attack Speed: 1 (AGI) + 1 (Weapon) = 2
      Critical Chance: 2 (Luck) + 2 (Thrusting) = 4

      Hand 2

      Torso
      Studded Leather (Rank 10, Light Armor)
      A basic suit of pretty sturdy studded leather armor. This suit protects the vital areas and the small metal studs make it a bit sturdier than regular leather armor. Overall, nice, decent light armor.
      STR 8, 3 ENC, AR: 10/10

      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)

    • Yj9iG6q.png

      "When did I ever need a reason to cut you down?"
      Real Name
      Rin Narimasa

      Age
      15

      Gender
      Female

      Appearance
      Black hair, cut short. A boyish figure, hidden beneath clothes one size too large. Blue eyes, a piercing glow during competitions. Small hands, callused and rough. An imperceptible smile, to trick the fear that lies within.

      Personality
      Competitive in a cold, rather than fiery, manner, Rin carries herself with a singleminded focus gained by the fact that she's absolutely certain what her future would consist of. In terms of conversation, this girl is absolutely boring, caring little about music, fashion, or any sort of entertainment. In terms of academics, she's similarly crippled, having no interest in mathematics or culture. Science, however, does marginally interest her, making her a strange fusion of a jock and a nerd. Despite her cold, aggressive attitude and lack of interest in many subjects, Rin still has a certain form of popularity due to how distant she appears, and of her dry wit.

      If she were taller, perhaps, she'd be a 'prince' or a 'knight', but instead, Rin's a 'fairy', the dainty ace of Gekkoukan's Girl's Kendo team.

      History
      The Narimasa family runs a well-known dojo, their estate situated away from downtown, in which the eldest son is meant to be the successor. But Rin has no siblings, and her father is still in mourning. The mantle of responsibility rests on her shoulders, even though her grandfather protests this change in the family tradition. Her high school years will be her last years 'outside', before she focuses on sharpening her sword, and Rin doesn't…

      …mind?

      Game Points
      1


    • Level
      6

      Experience Points (EXP)
      156

      Ability Points (AP)
      7/137

      Health (HP)
      5 + 24 + 35
      64/64

      Mana (MP)
      5 + 12 + 21
      38/38

      Strength (STR)
      12

      Vitality (VIT)
      10

      Agility (AGI)
      12

      Dexterity (DEX)
      13

      Intelligence (INT)
      10

      Wisdom (WIS)
      12

      Spirit (SPI)
      7

      Luck (Luck)
      1

    • Resistance
      1 + 1/2 (12) + 1/4th (7) =
      8 + 5/5 AR = 13

      Resilience
      1 + 1/2 (10) + 1/4th (12) =
      9 + 10/10 AR = 19

      Regeneration
      1/5th (9)
      2

      Recovery
      1/5th (7)
      1

      Hokushin Itto Ryu
      5 (AP) + 2 (Talent AP) + 1/3 (13) =
      11

      Movement
      1/3 (12)+ 1/3 (12)
      8

      Focus
      1/3 (12)
      4

      Cooking
      1/3 (10)
      3

    • Katana Striking (Rank 9, Cost: 6 AP)
      You know how to instinctively hit harder with a Katana.


    • (5) Hokushin Itto Ryu (Rank 9, 7 AP) (Level 6, 0/12)
      +1 DEX,
      A style of swordsmanship that focuses more on singular, precise attacks. Acquire the Hokushin Itto Ryu Score. This is a Beginner Technique.
      Your Damage Mod with Katanas increases by 15% Hokushin Itto Ryu (11) = 1.

      Movement (Rank 10, 6 AP) (Level 6, 0/10)
      You know how to quickly move about, using your steps quickly and efficiently to a slight extent.
      Acquire the Movement Score.
      When Dodging, as long as its not a Full Hit, reduce Damage dealt by 5% Movement (8) = 1.
      When Moving towards an Enemy and Attacking, reduce Accuracy Penalty by 5% Movement (8) = 1.

      Focus (Rank 9, 8 AP) (Level 6, 0/12)
      You know how to focus and clear your mind. Useful for both physical and spiritual purposes. Great for resisting mental assault as well. Acquire the Focus score.
      +3 MP,

      The ability to create and break Pseudospaces. It utilizes your Focus Score. You can create Pseudospaces that are empty, or ones that have Monsters in them by utilizing Items obtained from them, or other forms of Essence.

      Enemy Space Cooldown: The wait period between summoning Enemy Pseudospaces
      180 - 20% Focus (4) = 179 Minutes

      'Death's' Skeletons Lv 5
      Spawns 2 - 4 Skeletons. #Slain (4) + ???% Chance of ??? Appearing.


      Knowledge (Rank 9, 6 AP) (Level 7, 0/12)
      The assessment of your general knowledge. This Talent represents your ability to study and learn new things, and is trained when you are reading through material to learn something new for another Skill, learn a new Skill through reading or research, or are just studying in general.
      If studying for an existing Novice Skill, increase your Learning SR by 1 + 15% said Skill's Score.

      Mentoring (Rank 10, Cost: 5 AP)
      The ability and knowledge needed to teach others more properly.

      Cooking (Rank 10, 2 AP) (Level 2, 5/10)
      The ability and knowledge needed to be a more proper chef.
      Acquire the Cooking Score.

    • With a cutting like wave of your hand, you project a thin 'blade' like projectile of Mana at a nearby enemy. This very precise Radius AOE has a range of 50% Focus (4) = 2 Yards in front of you. This precise AOE has Max Damage of 7 + 50% Focus (4) + 25% SPI (7) = 10 and a Dodge DL equal to the Accuracy (Natural: DEX) = Attack Result - 12 of your Attack. While it is considered a Radius AOE, it is only meant for one target.


      A move in Kenjutsu that involves striking the wrist in an attempt to disarm the opponent. You perform this attack as a Targeted attack to the wrist at a -19 Accuracy. This Strike Disarm lowers the DL for resisting Strike Disarms by 1 upon a Devastating Hit.


      Right as you're about to fade, a burst of willpower or your own bodily toughness keeps you standing, and you then start fighting back harder. This Skill can be activated under one of two conditions. Automatically, as you resist death or unconsciousness, and manually by chanting its name.

      If automatically activated, then you gain the additional benefits of being able to act faster and being healed an amount of HP equal to 5 + Regeneration (2) + Focus (4) = 11.

      If manually activated, which is not encouraged, then after the Skill runs out you are Sealed until the Cooldown wears off and you are considered Fatigued. If you are already Fatigued, then the penalty is raised by 5. However; if used Manually then the Cooldown is cut in half.

      Upon the Skill's activation, your Skills all have their MP and HP Costs reduced by 5 - 20% Focus (3). In addition, all of your Scores are raised by 1, excluding Resilience and Resistance, which are instead boosted by 20%. If you are in Near Death while this Skill is in effect, the Near Death penalty to stay consciousness does not apply.

      Finally, this Skill lasts for 10 + Focus (3) = 13 Seconds. A powerful Skill, but it's more meant to be used as a trump card or to save yourself. You get 2 SP if activated automatically and 1 if activated manually. Furthermore, every Action that is bolstered by Second Wind gives you 1 SP.


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

      ???
      Reach Max Level in 3/20 Skills

      1st Time Adventurer
      Complete 1 Quest
      +1 AP

      ???
      Completed 1/5 Quests

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

      ???
      Claim 1 / 5 Milestones


    • Carry Weight
      10 + 50% (12) =16
      8/16
      Rusty Lead Pipe (Rank 10, Poor Quality, Club)
      A heavy, lead pipe that looks like it could break any moment. 3 ENC. 4/8 Durability
      Max Damage: 12
      Damage Mod: 5 + 18 (Two-Handed) = 23.
      Parry Defense (Novice): 9 (Katana Use) = 9.
      Accuracy (Novice): 9 (Katana Use)
      Attack Speed: 1 (AGI)
      Critical Chance: 1 (Luck)

      So You Want to Learn Wind Magic, Huh? (Rank 9, Book)
      Comprehension DL: 60, Chapters: 5, Progress: 10 / 20.
      (DM Note: Natural INT only gives 50% SR for this book, Magic be hard)
      Chapter 1 Reward: Unlock Option for Elementary Wind Magic.

      How to Start Learning Enchantment (Rank 9, Book)
      Comprehension DL: 60, Chapters: 5, Progress: 20 / 20.
      (DM Note: Natural INT only gives 50% SR for this book, Magic be hard)
      Chapter 1 Reward: Unlock Option for Minor Arcane Enchantment.

      Decayed Ghoul Flesh (Rank 10, Undeath) (x2)
      Chunks of flesh from decayed ghouls. It feels gross to the touch, but surprisingly is neither smelly or slimy.

      Money: 0,000 ¥

    • Hand 1
      Steel Katana (Rank 10, Katana)
      A long, sharp Japerican blade, primarily used for horizontal or vertical slashing attacks. 3 ENC.
      Max Damage: 25
      Damage Mod: 8 + 18 (Two-Handed) = 24.
      Parry Defense (Novice): 9 (Katana Use) = 9.
      Accuracy (Novice): 9 (Katana Use)
      Attack Speed: 1 (AGI)
      Critical Chance: 1 (Luck)

      Hand 2

      Torso
      Studded Leather -2 (Rank 10, Light Armor)
      A basic suit of pretty sturdy studded leather armor. This suit protects the vital areas and the small metal studs make it a bit sturdier than regular leather armor. Overall, nice, decent light armor.
      STR 8, 3 ENC, AR: -2/8 (10)

      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)



    • 3e7904aa67e108abf7200fe3b0777503.png

      [BBCode:74D1CE]
      580dee6e61a4005f2c6d05ce3ada6179.jpg


      Age
      20

      Gender
      Male

      Personality
      Hira might be a male who works in construction and only looks like the manliest of men, but watch out. It's a trap! Well, not exactly.

      Hira is extremely effeminate. As such, there are many traits that come along with that. He is compassionate, wears his heart on his sleeve, and can be extremely intense when provoked.

      Hira is compassionate beyond all belief. When he's watching videos of Dads being hit in the balls by their children with baseball bats, he normally feels bad rather than laughing. When a woman is crying in the street because she just found out her husband is cheating on her, he cries too. He is the shoulder that everyone can cry on and he wishes to love everyone as much as he believes they love him.

      Hira wears his heart on his sleeve, which means he doesn't hold back his emotions. This can be good or bad. In general, he acts nicely and is polite to others, but he doesn't put up with any bullshit. He loves to be expressive with his emotions, especially because he gets empowered by others for it. He is complimented by women and men alike that he is one of the best people they know, simply because he is a man who can express all of his emotions without having any problems. He also can be shady as all hell, so beware ladies.

      Hira can become extremely intense when provoked by the slightest thing. He might be effeminate, but he is still a man and is a very strong one at that. He is like a woman on edge all the time because her Aunt Flow came to stay for the weekend. Push him off that edge and... Well, let's not talk about the one time somebody almost lost a few fingers...

      History

      Hira was born into a family with a faithful father and a... Special mother. His mother loved everyone and she was a very carefree woman. She loved everyone so much that she felt the need to sleep with almost every man in sight. In her father's eyes she was an unsightly woman because of the way she carried herself and the way she conducted herself. His father almost despised him because he was the spawn of the woman, but Hira was his flesh and blood, so he kept himself from doing anything too extreme.

      Hira loved being around his mother and his mother taught him a great many things. She taught him the beauty of appearances and she taught him the beauty of emotions. She never once pressured him to be something he was not because she just accepted him as he was. His mother disappeared shortly after his 8th birthday, so he stuck around with his father for the rest of his education.

      After he graduated from high school, he did not want to attend university, so he started working as someone in the construction industry. He always thought he was better suited for work with his hands, so he began working as someone who would move supplies into the places to be picked up by a crane or transported by other workers. It wasn't the best of jobs, but it was something that gave him enough money to get by.

      One day, he encountered a group of coworkers sitting in a circle, playing on their phones. He wondered what it was. It was a mobile game where you'd team up with your friends in order to beat dungeons and it was highly focused on teamwork. Otherwise, it was incredibly hard to defeat the dungeon or even get close to the end. And that was when he was hooked on games. He's been playing this game for about a year and he and his friends haven't lost their passion for the game yet. He wishes to get more updated and more fun consoles like a virtual reality device or something that'll allow himself to fully immerse himself in the world of gaming.

      Game Points
      1


    • Level
      7

      Experience Points (EXP)
      161

      Ability Points (AP)
      8 / 133

      Health (HP)

      7 + 24 + 42
      73/73

      Mana
      (MP)
      10 + 11 + 35
      51/51

      Strength (STR)
      12

      Vitality (VIT)
      12

      Agility (AGI)
      7 (-1 Encumbrance)
      6

      Dexterity (DEX)
      10

      Intelligence (INT)
      12

      Wisdom (WIS)
      11

      Spirit (SPI)
      11

      Luck (Luck)
      5

    • Resistance
      1 + 1/2 (11) + 1/4th (11) =
      8

      Resilience
      1 + 1/2 (12) + 1/4th (12) =
      10

      Regeneration
      1/5th (12)
      2

      Recovery
      1/5th (11)
      2

      Focus
      1 + 1/3 (11)
      4

      Perception
      2 + 1/3 (12) =
      6

      Great Hammer Use
      1 + 1 (Talent AP) + 1/2 (7)
      5

      Lifting
      1/3 (11)
      3

    • You brace yourself and get into a momentary, general defensive stance. Doing this not only raises your Defense Score for the form of defense you're utilizing by 5, but it also raises your Resilience and Resistance by 22%. If you manage to fully negate the opponent's attack with your toughness, or Fully Defend, this can lead them wide open to a Chance Attack.


      Right as you're about to fade, a burst of willpower or your own bodily toughness keeps you standing, and you then start fighting back harder. This Skill can be activated under one of two conditions. Automatically, as you resist death or unconsciousness, and manually by chanting its name.

      If automatically activated, then you gain the additional benefits of being able to act faster and being healed an amount of HP equal to 5 + Regeneration (2) + Focus (3) = 10.

      If manually activated, which is not encouraged, then after the Skill runs out you are Sealed until the Cooldown wears off and you are considered Fatigued. If you are already Fatigued, then the penalty is raised by 5. However; if used Manually then the Cooldown is cut in half.

      Upon the Skill's activation, your Skills all have their MP and HP Costs reduced by 5 - 20% Focus (3). In addition, all of your Scores are raised by 1, excluding Resilience and Resistance, which are instead boosted by 20%. If you are in Near Death while this Skill is in effect, the Near Death penalty to stay consciousness does not apply.

      Finally, this Skill lasts for 10 + Focus (3) = 13 Seconds. A powerful Skill, but it's more meant to be used as a trump card or to save yourself. You get 2 SP if activated automatically and 1 if activated manually. Furthermore, every Action that is bolstered by Second Wind gives you 1 SP.


      You launch a bursting blast of Mana from your hand that strikes all enemies in front of you in a two yard radius directly in front of you, four yards if you use both hands. This bursting attack has a Dodge DL equal to 89 - DEX (7) - AGI (7) = 75. The Max Damage of this Radius AOE Attack is 5 + Focus (3) = 8.


      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 25% more Damage than a regular strike. Furthermore, it ignores 20% of the opponent's DR. This Skill can be trained outside of combat, but you'll gain SP at a 50% rate than what would normally be gained from training other Skills. You get 3 SP for performing the Critical Strike, or 10 SP if its a well executed one, and then another SP if its a KO.


    • 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.

      Health (Rank 8, 9 AP) (Level 5, 0/15) (0 HP Used)
      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.
      +2 HP,

      Toughness (Rank 9, 7 AP) (Level 4, 0/14) (80 Damage Blocked)
      You ability to tough out damage and pain. Every 10 damage that is blocked gives you 1 SP.
      +2 HP, +1 Resilience, +1 Resistance

      Endurance (Rank 9, Cost: 5 AP)

      Mana (Rank 9, Cost: 6 AP)

      Armor Acclimation (Rank 9, Cost: 4 AP)



    • Focus (Rank 8, 9 AP) (Level 1, 0/12)
      +1 Focus, +5 MP
      You know how to focus and clear your mind. Useful for both physical and spiritual purposes. Great for resisting mental assault as well. Acquire the Focus score.

      Perception
      (Rank 9, 5 AP) (Level 0, 0/12)
      +1 Perception,
      Your ability to utilize your senses to perceive the area around you. Acquire the Perception Score.
      Increase Accuracy by 10% Perception (5) = 1.

      The ability to create and break Pseudospaces. It utilizes your Focus Score. You can create Pseudospaces that are empty, or ones that have Monsters in them by utilizing Items obtained from them, or other forms of Essence.

      Enemy Space Cooldown: The wait period between summoning Enemy Pseudospaces
      180 - 20% Focus (4) = 179 Minutes



      Lifting (Rank 10, 2 AP) (Level 8, 6/10)
      Your ability to lift and carry heavy things. You acquire the Lifting Score.

      (2) Great Hammer Use (Rank 9, 4 AP) (Level 4, 0/12)
      +1 Great Hammer Use
      You're ability to somewhat properly use great hammers. Acquire the Great Hammer Use Score.
      Increase the Max Damage of all Great Hammers by 5% Great Hammer Use (5) = 1.

      Armor Repair (Rank 10, 3 AP)
      The knowledge of being able to perform basic armor repair.


    • 1st Time Adventurer
      Complete 1 Quest
      +1 AP

      ???
      Completed 1/5 Quests

      Skilled Novice
      You have reached Max Level in one Skill. This is just the first step.
      +1 Perception

      ???
      2/20 Skills Hit Max Level.


    • Carry Weight
      10 + 50% (12) =
      -1/16

      Scale Armor Repair Kit (Rank 10, Tools)
      Has 5/10 Uses. Used for repairing scale armor. Without proper skill, it will take an hour per 2 points to fix the intricate scale armor.

      So You Want to Learn Aqua Magic, Huh? (Rank 9, Book)
      Comprehension DL: 60, Chapters: 5, Progress: 20 / 20.
      (DM Note: Natural INT only gives 50% SR for this book, Magic be hard)
      Chapter 1 Reward: Unlock Option for Elementary Aqua Magic.

      Steel Pike Hammer (Rank 10, Heavy Hammer)
      A heavy hammer that has a blunt end for smashing and a sharp end for piercing.
      Max Damage (Blunt): 15
      Damage Mod (Blunt): 15 + 10 = 25.
      Max Damage (Piercing): 20
      Damage Mod (Piercing): 10 + 10 = 20.
      Parry Defense (Natural): 9 (DEX) = 9.
      Accuracy (Natural): 9 (DEX)
      Attack Speed: 1 (AGI)
      Critical Chance: 1 (Luck)

      Money: 92,200 ¥

    • Hand 1
      Weighted Steel Pike Hammer (Rank 9, Heavy Hammer)
      A big, heavy hammer that has a blunt end for smashing, and a sharp end for piercing. This hammer has been made heavier, making it harder to swing around quickly, but in return it packs even more of a wallop even on grazing hits. 6 ENC. Requires STR 12. Its heavy though. So its also great for smashing an opponent's guard aside.
      Max Damage (Blunt): 15
      Damage Mod (Blunt): 25 + 10 = 35.
      Max Damage (Piercing): 20
      Damage Mod (Piercing): 15 + 10 = 25.
      Parry Defense (Natural): 9 (DEX) = 9.
      Accuracy (Natural): 9 (DEX)
      Attack Speed: 1 (AGI)
      Critical Chance: 1 (Luck)

      Hand 2

      Torso
      Steel Scale Vest (Rank 10, Heavy Armor)
      AR: 18/18, ENC: 6, STR 12
      This vest of scale armor is quite heavy, but very durable. Its scaled make and good quality reduce enemy Critical Strike Chances by 1% (Minimum 1%) and while it is heavy, among heavy armors it isn't the heaviest.

      Waist
      Tool Belt complete with a hammer, drill bits, and a drill

      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)


    • Name
      Soren Manuel

      Age
      17

      Gender
      Male

      Appearance
      Black framed glasses sit on his slightly crooked nose. His neck length hair is typically in whatever mess or shape it finds itself in when he wakes up. He only does something with it when it gets in his way, typically just slathering some grease to the side sticking up and out of his line of sight. His clothes, are a striking contrast. Always clean, always neatly pressed. His shirts typically have either a mechanical joke o them or or a gamer shirt, with a button shirt thrown overtop and left unbuttoned. His pants are typically jeans of varying shades of grey.

      i'll draw him tonight or something

      Personality
      Soren is a firm young man, which was his parents way of saying he is stubborn. Though he will change his mind if shown that a method or path is better. He is all for seeking the optimal solution. This carries on to most of the aspects of his life, as he is driven to go further, try harder, and dreams of doing what may have been impossible the day before, today. He is not without flaw though, as he is very vindictive towards animals, and shows great disdain towards animal lovers.

      History
      Harder, Better, Faster, Stronger.

      These lyrics are words that Soren has taken to heart after the tragic events that took place for him as a child...

      His parents always told him he was special, gifted, and the marks that he got in school supported their opinion of their son. His grades always danced among the top percentile. As a reward for continually doing so well in all of his subjects in school, he was rewarded with a trip to the zoo.

      This would normally have been a special treat for him, as they didn't go out much as a family with both of his parents working full time. Sadly though, this would be a trip that would scar Soren in more ways than one.

      An error? A flaw in the system? Whatever the reasoning, it led to a disaster. As some of the animals got out from their enclosures, this happened at a time that was most unfortunate for him, as there was mass panic, as the majority of the people forced their way out of the zoo. Little Soren thought it was a great chance to touch some of the animals. They had shown no signs of aggression, surely nothing would go wrong? Giving a false sense of security to the youth, who was focused on only the one animal near him, Soren reached to pet the big lizard, in what should of been a fatal error.

      The events after that are a blur. Soren woke up in the hospital a day later, his right arm missing half the forearm, his body covered in deep lacerations, and numerous broken bones. His vision slightly impaired from the events, requiring the use of glasses at all times as well.

      His recovery was long and painful. He spent years recovering, doing physio, and having surgery, barely going outside. He spent the remainder of his youth inside, playing games, studying, and tinkering.

      Due to the money recieved from his "accident" they managed to have him fitted with an artificial arm. Which in its maintenance sparked within him a great passion for metal. "Machines are better than animals. Machines follow orders. Machines don't ruin lives, they make them whole." His obsession for Machinery soon ran as deep as his hatred towards Animals.

      Game Points
      4


    • Level
      7

      Experience Points (EXP)
      178

      Ability Points (AP)
      5 / 137

      Health (HP)
      5 + 20 + 35
      60/60

      Mana
      (MP)
      5 + 12 + 28
      45/45

      Strength (STR)
      10

      Vitality (VIT)
      10

      Agility (AGI)
      10

      Dexterity (DEX)
      10

      Intelligence (INT)
      13

      Wisdom (WIS)
      12

      Spirit (SPI)
      8

      Luck (Luck)
      10

    • Resistance
      1/2 (12) + 1/4th (6) =
      7

      Resilience
      1/2 (10) + 1/4th (10) =
      7

      Regeneration
      1 + 1/5th (10)
      3

      Recovery
      1 + 1/5th (6)
      2

      Mechanics
      2 + 1 (Talent AP) + 1/4 (12) =
      6

      Engineering
      1 + 1 (Talent AP) + 1/4 (12) =
      5

      Explosive Handling
      1/4 (12) =
      3

      Mace Use
      1/2 (10)
      5

      Focus
      1/3 (12)
      4

      Shield Use
      1/3 (10)
      3

    • You make the Mana flow through your being at a stronger pace, strengthening all Mana Abilities. While this Skill is active, all Mana Skills are strengthened by a numeral equal to 13% (12) + 10% (6) = 2. You get 1 SP for every Minute this Skill is utilized, and another for every MP Skill used during the active time of this Skill.


      Right as you're about to fade, a burst of willpower or your own bodily toughness keeps you standing, and you then start fighting back harder. This Skill can be activated under one of two conditions. Automatically, as you resist death or unconsciousness, and manually by chanting its name.

      If automatically activated, then you gain the additional benefits of being able to act faster and being healed an amount of HP equal to 5 + Regeneration (3) + Focus (4) = 12.

      If manually activated, which is not encouraged, then after the Skill runs out you are Sealed until the Cooldown wears off and you are considered Fatigued. If you are already Fatigued, then the penalty is raised by 5. However; if used Manually then the Cooldown is cut in half.

      Upon the Skill's activation, your Skills all have their MP and HP Costs reduced by 5 - 20% Focus (4). In addition, all of your Scores are raised by 1, excluding Resilience and Resistance, which are instead boosted by 20%. If you are in Near Death while this Skill is in effect, the Near Death penalty to stay consciousness does not apply.

      Finally, this Skill lasts for 10 + Focus (4) = 14 Seconds. A powerful Skill, but it's more meant to be used as a trump card or to save yourself. You get 2 SP if activated automatically and 1 if activated manually. Furthermore, every Action that is bolstered by Second Wind gives you 1 SP.


    • 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.

      Night Owl (Rank 10, 6 AP) (Level 5, 9/12)
      +1 Regeneration, +1 Recovery.
      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.
      Increase your Regeneration by 2% at Night. This doesn't apply in Combat.

    • Knowledge (Rank 8, 7 AP) (Level 5, 9/13)
      +1 Engineering, +1 Mechanics
      The assessment of your general knowledge. This Talent represents your ability to study and learn new things, and is trained when you are reading through material to learn something new for another Skill, learn a new Skill through reading or research, or are just studying in general.
      If studying for an existing Novice Skill, increase your Learning SR by 2 + 20% said Skill's Score.

      (2) Mechanics (Rank 8, 7 AP) (Level 5, 5/13)
      Your proficiency and skill with various mechanical devices including their maintenance and repair.
      Acquire the Mechanics Score. +1 Mechanics,
      Reduce the amount of Minutes consumed on all Novice Uses by 3 + 11% Mechanics (4) = 4.

      (2) Engineering (Rank 8, 9 AP) (Level 5, 11/13)
      Your ability and knowledge in the field of engineering. Has many different uses.
      Acquire the Engineering Score. +1 Engineering,
      Reduce the amount of Minutes consumed on all Novice Uses by 2 + 10% Engineering (4) = 3.

      The ability to create and break Pseudospaces. It utilizes any WIS based Score you have that deals with focusing. You can create Pseudospaces that are empty, or ones that have Monsters in them by utilizing Items obtained from them, or other forms of Essence. Chant 'ID Escape' to break free from a Pseudospace, or

      Enemy Space Cooldown: The wait period between summoning Enemy Pseudospaces

      180 - 10% (12) = 179 Minutes

      'Death's' Skeletons Lv 5
      Spawns 2 - 4 Skeletons. #Slain (4) + ???% Chance of ??? Appearing.


      Focus (Rank 9, 5 AP) (Level 2, 7/12)
      Acquire the Focus Score.

      Mace Use (Rank 10, 2 AP) (Level 8, 0/10)
      Acquire the Mace Use Score.
      Boost the Max Damage of your Maces by 1% Mace Use (5)

      Novice Explosives Handling (Rank 10, 6 AP) (Level 4, 9/10)
      Your ability to create and handle basic explosives. Get the Explosives Handling Score.

      Shield Use (Rank 10, 5 AP) (Level 4, 0/10)
      Your ability to somewhat handle a shield properly. Acquire the Shield Use Score.

      Armor Repair (Rank 10, Cost: 5 AP)


    • 1st Time Adventurer
      Complete 1 Quest
      +1 AP

      ???
      Completed 1/5 Quests

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

      ???
      3/20 Skills Maxed

    • Carry Weight
      10 + 50% (10) =15
      -4/13

      Wrench (Rank 10, Tool)
      Mainly for fixing things, but it can serve as a good beating stick a well. 1 ENC.
      Max Damage: 8 Blunt
      Damage Mod: 2 + 10 = 12.
      Parry Defense (Novice): 5 (Dagger Use) = 10.
      Accuracy (Novice): 5 (Dagger Use) - 20 Dual Wielding = -15
      Attack Speed: 1 (AGI)
      Critical Chance: 2 (Luck)

      Small Homemade Frag Grenades (Rank 10, Thrown Explosive) (x2)
      Max Damage: 35
      Dodge DL: 75 - Throw SR
      Success Reduction: 3x SR
      Radius: 2 Yards

      How Materia-Listic Of You (Rank 9, Book)
      Comprehension DL: 65, Chapters: 5, Progress: 20 / 20.
      (DM Note: Natural INT only gives 50% SR for this book, Magic be hard)
      Chapter 1 Reward: Unlock Option for Rookie Materia Magic.

      How to Start Learning Enchantment (Rank 9, Book)
      Comprehension DL: 60, Chapters: 5, Progress: 20 / 20.
      (DM Note: Natural INT only gives 50% SR for this book, Magic be hard)
      Chapter 1 Reward: Unlock Option for Minor Arcane Enchantment.

      Chainmail Repair Kit (9 / 10 Uses)
      A kit used to repair basic chainmail armor. Repairs 3 points an hour without proper repairing ability.

      Money: 50,000 ¥

    • Hand 1
      Light Steel Mace (Rank 10, Light Mace)
      A lightweight mace made of steel, good for crushing bones. 6 STR, 2 ENC.
      Max Damage: 20
      Damage Mod: 10 + 6 = 16.
      Parry Defense (Natural): 10 (DEX) = 10.
      Accuracy (Natural): 10 (DEX) = 10.
      Attack Speed: 1 (AGI)
      Critical Chance: 2 (Luck)

      Hand 2
      Soren's Homemade Kite Shield (Rank 10, Shield)
      7 Shield Defense, Requires 10 STR, 4 ENC.
      A Kite Shield made by the Gamer, Soren. Its pretty sturdy and dependable.

      Torso
      Chain Shirt (Rank 10, Light Armor)
      A chainmail shirt designed to be light, but also provide protection. 10 STR, 4 ENC
      AR
      : 13 / 13

      Waist
      Tool Belt complete with a hammer, drill bits, and a drill

      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)



    • Aiko 'Ai' Ito

      499dcb851c.png


      Age

      17

      Gender
      Female

      Personality
      Avoiding social contact on purpose rather than being socially inept Aiko, with her scary look, radiates a sort-of cold aura. Past that, however, Ai seems to be a completely sane, albeit distant, individual. Not showing much interest in maintaining her relationships though she doesn't make a fuss out of actually approaching others either; if the circumstances call for it. Ultimately, Aiko simply tries to blend in as a insignificant background character.

      Behind the silent nature that she displays however hides a thrill-seeking and kinda maniacal narcissistic character. Suffering from an inferiority complex Ai has looked long past 'being top student' or 'making others jealous'. Instead, the red-eye has achieved a state-of-mind that puts her 'above others' by default. Effectively fooling herself into a mindset where she doesn't require others to confirm her value. She does the thinking for them.

      History
      Aiko was the first, unwanted, child of Haruka Ito and fourth off-spring of Takao Ito. With 3 older half-sisters who had lost their biological mother and her own mother who treated Aiko like dirt on top of a father who was too busy with work life hadn't been easy. No matter how hard the small girl tried, praise and recognition were her denied.

      Things, changed, however with an fortunate accident. Barely remembering any details both her mother and all three siblings died: Leaving Aiko and her dad to themselves.

      After this, Aiko's dad changed to the better. Spending less time with work and more with her.

      Nowadays, it is commonly known that Aiko's dad is a corporate executive for Reality Beyond, a VR Company.
      Furthermore, rumors has it that people who get too close to Aiko mysteriously disappear. But those are just rumors.


      Game Points
      3

    • Level
      7

      Experience Points (EXP)
      151

      Ability Points (AP)
      7 / 137

      Health (HP)
      10 + 20 + 35
      65 / 65

      Mana (MP)
      6 + 5 + 14
      25 / 25

      Strength (STR)
      10

      Vitality (VIT)
      10

      Agility (AGI)
      10

      Dexterity (DEX)
      11

      Intelligence (INT)
      5

      Wisdom (WIS)
      5

      Spirit (SPI)
      5

      Luck (Luck)
      12


    • Resistance
      1/2 (5) + 1/4th (5)
      3

      Resilience
      1/2 (10) + 1/4th (10)
      7

      Regeneration
      1 + 1/5th (10)
      3

      Recovery
      1/5th (5)
      1

      Movement
      1 + 1/3 (10) + 1/3 (10)
      7

      First Aid
      1 + 1/3 (4)
      2

      Cooking
      1/3 (4)
      1

      Acting
      1/3 (5)
      1

      Dagger Use
      2 + 1/2 (11)
      7

      Focus
      1/3 (5)
      1

    • You take a moment before you throw to aim at your enemy. This Skill increases your Accuracy with a Ranged Weapon by 1 and your Max Damage by 1%. Using this Skill can leave you open though.


      You place your hand onto the opponent, and then from their body leech out their Mana, and as such works only on those who have Mana or a force that's powered by Magic, to refuel your own pool of Mana. To utilize this ability, you must not only firmly place your hand on the opponent, but they must resist your power for utilizing this Skill (WIS (4), Natural).

      You drain an amount of MP equal to 20% (SR + 5% HP Spent) over their resistance. Be careful though, as an opponent who has control over their energies or Mana may be able to turn this draining against you. If an ally is willing, you can also use this ability to drain as much Mana / Energy they permit from them.


      Right as you're about to fade, a burst of willpower or your own bodily toughness keeps you standing, and you then start fighting back harder. This Skill can be activated under one of two conditions. Automatically, as you resist death or unconsciousness, and manually by chanting its name.

      If automatically activated, then you gain the additional benefits of being able to act faster and being healed an amount of HP equal to 5 + Regeneration (2) + 25% WIS (4) = 8.

      If manually activated, which is not encouraged, then after the Skill runs out you are Sealed until the Cooldown wears off and you are considered Fatigued. If you are already Fatigued, then the penalty is raised by 5. However; if used Manually then the Cooldown is cut in half.

      Upon the Skill's activation, your Skills all have their MP and HP Costs reduced by 5 - 10% WIS (4). In addition, all of your Scores are raised by 1, excluding Resilience and Resistance, which are instead boosted by 20%. If you are in Near Death while this Skill is in effect, the Near Death penalty to stay consciousness does not apply.

      Finally, this Skill lasts for 10 + 25% WIS (4) = 11 Seconds. A powerful Skill, but it's more meant to be used as a trump card or to save yourself. You get 2 SP if activated automatically and 1 if activated manually. Furthermore, every Action that is bolstered by Second Wind gives you 1 SP.


    • 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.

      Endurance (Rank 9, 7 AP) (Level 6, 1/14)
      +1 Regeneration.
      This is your ability to resist getting fatigued while undergoing rigorous exercise. Get 1 SP for every attempt, 2 SP if you resist Fatigue, and 3 if you resist Fatigue once you hit Exhausted. You can also train this through working out cardio and other stamina specific training, but its very, very strenuous.
      While doing any Basic Physical Training, boost your Regeneration by 3%.

    • The Talent Skills you acquire will go here.
      Movement (Rank 10, 6 AP) (Level 7, 5/10)
      You know how to quickly move about, using your steps quickly and efficiently to a slight extent.
      Acquire the Movement Score.
      When Dodging, as long as its not a Full Hit, reduce Damage dealt by 5% Movement (5) = 1
      When Moving towards an Enemy and Attacking, reduce Accuracy Penalty by 5% Movement (5) = 1

      Parkour (Rank 9, 7 AP) (Level 0, 0/12)
      +5 HP, +1 Movement,
      Your ability to move quickly through a terrain using leaps, jumps, and other forms of acrobatic movements.

      Cooking (Rank 10, 4 AP) (Level 8, 7/10)
      Your knowledge and skill for being a proper chef. Acquire the Cooking Score.

      Acting (Rank 10, 5 AP) (Level 5, 0/10)
      Your ability to change your character through acting and hide your true self through it.
      Acquire the Acting Score.

      First Aid (Rank 10, 5 AP) (Level 1, 0/10)
      Get a First Aid Score.
      Use First Aid supplies to heal wounds, or perform a general diagnosis on somebody.

      Ambidexterity (Rank 8, 7 AP) (Level 1, 0/13)
      +1 Dagger Use,
      Your ability to wield a weapon or tool in each hand. You can wield and attack with a Weapon in your off hand, as long as its Light, with only a -19 Penalty to Accuracy.
      Increase your Damage Mod with your Offhand Attack if your Main Hand hits by 3.
      Increase your Parry Defense by 1 while Dual Wielding.

      Knowledge (Rank 9, 6 AP) (Level 3, 6/12)
      +1 First Aid,
      The assessment of your general knowledge. This Talent represents your ability to study and learn new things, and is trained when you are reading through material to learn something new for another Skill, learn a new Skill through reading or research, or are just studying in general.
      If studying for an existing Novice Skill, increase your Learning SR by 1 + 11% said Skill's Score.

      Dagger Use (Rank 8, 5 AP) (Level 1, 0/12)
      +2 Dagger Use,
      Your ability to wield Knives and Daggers. Acquire the Dagger Use Score.
      Add 10% AGI (10) to the Damage Mod of your Daggers = 1.

      The ability to create and break Pseudospaces. It utilizes any WIS based Score you have that deals with focusing. You can create Pseudospaces that are empty, or ones that have Monsters in them by utilizing Items obtained from them, or other forms of Essence. Chant 'ID Escape' to break free from a Pseudospace, or

      Enemy Space Cooldown: The wait period between summoning Enemy Pseudospaces

      180 - 10% (4) = 179 Minutes

      'Death's' Skeletons Lv 5
      Spawns 2 - 4 Skeletons. #Slain (4) + ???% Chance of ??? Appearing.


      Focus (Rank 9, 4 AP) (Level 1, 0/12)
      +1 MP,
      Your ability to focus your will and mind. Acquire the Focus Score.

      Throwing Knife Usage (Rank 10, Cost: 4 AP)
      Your ability to throw knives with precision and skill.


    • 1st Time Adventurer
      Complete 1 Quest
      +1 AP

      ???
      Completed 1/5 Quests

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

      ???
      4/20 Skills Reached Max Level

    • Carry Weight
      10 + 50% (7) = 13
      1 / 13

      Combat Knife (Rank 10, Knife) (x2)
      A basic knife more meant for combat than actual kitchen usage. 1 ENC.
      Max Damage: 12
      Damage Mod: 3 + 7 = 10.
      Parry Defense (Novice): 5 (Dagger Use) = 10.
      Accuracy (Novice): 5 (Dagger Use) - 20 Dual Wielding = -15
      Attack Speed: 1 (AGI)
      Critical Chance: 2 (Luck)

      So You Want to Learn Wind Magic, Huh? (Rank 9, Book)
      Comprehension DL: 60, Chapters: 5, Progress: 20 / 20.
      (DM Note: Natural INT only gives 50% SR for this book, Magic be hard)
      Chapter 1 Reward: Unlock Option for Elementary Wind Magic.

      Animated Skeleton Bones (Rank 10, Necromancy) (x30) (6 ENC)
      Bones from skeletons animated via Necromancy. Holds very weak necromancy magic within.

      Decayed Ghoul Flesh (Rank 10, Undeath) (x1)
      Chunks of flesh from decayed ghouls. It feels gross to the touch, but surprisingly is neither smelly or slimy.

      Money: 15,000 ¥
      Note: Aiko gets an Allowance of 15,000 ¥ every IC Friday.

    • Hand 1
      Steel Dagger (Rank 10, Knife)
      A sharp, steel dagger meant for swift, sharp attacks. 1 ENC.
      Max Damage: 15
      Damage Mod: 5 + 7 + 1 (Dagger Use) = 13.
      Parry Defense (Novice): 5 (Dagger Use) +1 (Ambidexterity) = 6.
      Accuracy (Novice): 5 (Dagger Use) / -20
      Attack Speed: 1 (AGI) +1 Weapon = 2.
      Critical Chance: 2 (Luck) + 1 Weapon = 3%.

      Hand 2
      Steel Dagger (Rank 10, Knife)
      A sharp, steel dagger meant for swift, sharp attacks. 1 ENC.
      Max Damage: 15
      Damage Mod: 5 + 7 + 1 (Dagger Use) = 13.
      Parry Defense (Novice): 5 (Dagger Use) +1 (Ambidexterity) = 6.
      Accuracy (Novice): 5 (Dagger Use) - 20 (Ambidexterity Penalty) = -15
      Attack Speed: 1 (AGI)
      Critical Chance: 2 (Luck) + 1 Weapon = 3%.

      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)


    • Real Name
      Kazuo (Kaz/Kazzy) Majima

      Age
      22

      Gender
      Male

      for his face
      His suit

      His tattoos
      front and arms


      Back


      Personality
      Kaz dislikes loudmouths and people who tend to get in his face. His short tempered nature and his hands on business dealings tend to make it rough for people who grate on his nerves. He's a no nonsense by the books businessman who doesn't mind using his seedier connections to get the job done

      History

      Kazuo was taught at a young age, the strong survive and the weak get trampled under foot. If you weren't tough and powerful you were nothing in this city, his father constantly pressed the boy into the family business, engaging in petty crimes at first and moving on to dealing with people who got in the way of their Family. The only time Kaz ever got to feel like a kid was with his mother, who took him to arcades, parks, and other areas. It wasn't like his father didn't want to do these things with them, just...being as good in finance as he was, the higher ups always called on him when dealings would go south.

      Kaz was homeschooled throughout his life and as soon as he was of age took his vows and became part of the family proper, despite being raised knowing he would join their clan, Kaz still felt surprised when he got his first job taking care of a man who who backed out of their loan payments. Still young he hasn't made too much of a name for himself, but he's making sure he takes as many jobs as the upper management give out to him.

      He hasn't had much time for anything else, as he due to how frequently he takes new jobs, his father and the head of his Family both agreed that he can take a small hiatus as his track record has been perfect on jobs completed.

      Game Points
      0

    • Level
      7

      Experience Points (EXP)
      163

      Ability Points (AP)
      5/131

      Health (HP)
      6 + 24 + 42
      72/72

      Mana (MP)
      5 + 10 + 28
      43/43

      Strength (STR)
      12

      Vitality (VIT)
      12

      Agility (AGI)
      10

      Dexterity (DEX)
      10

      Intelligence (INT)
      10

      Wisdom (WIS)
      10

      Spirit (SPI)
      8

      Luck (Luck)
      10


    • Resistance

      Resistance
      1 + 1/2 (10) + 1/4th (8) =
      8

      Resilience
      1 + 1/2 (12) + 1/4th (12) =
      10

      Regeneration
      1/5th (12)
      2

      Recovery
      1/5th (8)
      1

      Bluff
      1/3 (10)
      3

      Fisticuffs
      1/2 (10) + 1/4 (10)
      7

      Dagger Use
      1/2 (10)
      5

    • Right as you're about to fade, a burst of willpower or your own bodily toughness keeps you standing, and you then start fighting back harder. This Skill can be activated under one of two conditions. Automatically, as you resist death or unconsciousness, and manually by chanting its name.

      If automatically activated, then you gain the additional benefits of being able to act faster and being healed an amount of HP equal to 5 + Regeneration (2) + 25% WIS (10) = 10.

      If manually activated, which is not encouraged, then after the Skill runs out you are Sealed until the Cooldown wears off and you are considered Fatigued. If you are already Fatigued, then the penalty is raised by 5. However; if used Manually then the Cooldown is cut in half.

      Upon the Skill's activation, your Skills all have their MP and HP Costs reduced by 5 - 10% WIS (10). In addition, all of your Scores are raised by 1, excluding Resilience and Resistance, which are instead boosted by 20%. If you are in Near Death while this Skill is in effect, the Near Death penalty to stay consciousness does not apply.

      Finally, this Skill lasts for 10 + 25% WIS (10) = 12 Seconds. A powerful Skill, but it's more meant to be used as a trump card or to save yourself. You get 2 SP if activated automatically and 1 if activated manually. Furthermore, every Action that is bolstered by Second Wind gives you 1 SP.


      You manage to gather a very tiny bit of Mana from the area around you. When you use this Skill, you restore an amount of MP equal to 25% WIS (10) = 2. If you utilize this Skill when your MP is full, however; it will strengthen the next Mana using Skill by a numeral equal to 20% of the Mana restored.



    • 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.

      Toughness (Rank 8, 8 AP) (Level 5, 0/16) (0 Damage Blocked)
      +2 HP, +1 Resilience, +1 Resistance
      You ability to tough out basic damage and pain. Every 10 damage that is blocked gives you 1 SP. Resisting or attempting to resist falling unconscious utilizing bodily vigor also gives you 1 SP.
      Your Resilience is increased by 1% against Partial Hits.

      Health (Rank 8, Cost: 9 AP) (Level 6, 0/16) (0 HP Used)
      +3 HP,
      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.

      Endurance (Rank 9, Cost: 4 AP)

    • Bluff (Rank 10, 5 AP) (Level 7, 4/10)
      Your ability to lie and trick others via wordplay. Acquire the Bluff Score.

      Fisticuffs (Rank 8, 7 AP) (Level 4, 0/13)
      +2 Fisticuffs,
      The ability to dole out punishment with your fists. Just having this Talent puts you above common street thug level in terms of fist Skill. Acquire the Fisticuffs Score.
      Your Unarmed Strikes now have:
      Max Damage: 29% (7) + 60% (12) = 7
      Damage Mod: +5
      Parry Defense: 7 (Fisticuffs)
      Accuracy: 7 +
      Attack Speed: 1 (AGI)
      Critical Chance: 2 (Luck)

      Dagger Use (Rank 9, 4 AP) (Level 3, 0/12)
      +1 Dagger Use,
      Your ability to wield Knives and Daggers. Acquire the Dagger Use Score.
      Add 6% AGI (8) to the Damage Mod of your Daggers = 1.

      The ability to create and break Pseudospaces. It utilizes your Focus Score. You can create Pseudospaces that are empty, or ones that have Monsters in them by utilizing Items obtained from them, or other forms of Essence.

      Enemy Space Cooldown: The wait period between summoning Enemy Pseudospaces
      180 - 20% Focus (4) = 179 Minutes

      'Death's' Skeletons Lv 5
      Spawns 2 - 4 Skeletons. #Slain (4) + ???% Chance of ??? Appearing.


      Focus (Rank 9, Cost: 6 AP)

    • 1st Time Adventurer
      Complete 1 Quest
      +1 AP

      ???
      Completed 1/5 Quests

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

      ???
      Reach Max Level in 3/20 Skills

    • Carry Weight
      10 + 50% (12) =16
      13/16

      How to be a Dragonball Z Character (Rank 9, Book)
      Comprehension DL: 60, Chapters: 4, Progress: 18 / 18.
      Chapter 1 Reward: Unlock Option for Basic Ki Focus.

      So You Want to Learn Lightning Magic, Huh? (Rank 9, Book)
      Comprehension DL: 60, Chapters: 5, Progress: 20 / 20.
      (DM Note: Natural INT only gives 50% SR for this book, Magic be hard)
      Chapter 1 Reward: Unlock Option for Elementary Lightning Magic.

      Money: 20,000 ¥

    • Hand 1
      Steel Dagger (Rank 10, Knife)
      A sharp, steel dagger meant for swift, sharp attacks. 1 ENC.
      Max Damage: 15
      Damage Mod: 5 + 12 + 1 (Dagger Use) = 18.
      Parry Defense (Novice): 4 (Dagger Use)
      Accuracy (Novice): 4 (Dagger Use)
      Attack Speed: 1 (AGI) +1 (Weapon) = 2.
      Critical Chance: 2 (Luck) + 1 Weapon = 3%.
      Hand 2

      Torso
      (Body Armor, Robes, Etc)

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

      Hands
      Punching Gloves (Rank 10, Unarmed Weapon, Gloves)
      These gloves are more like gauntlets thanks to the small metal plates woven into the backs of them, meant to give the amateur brawler some extra punching power.
      +5 Unarmed Damage Mod.

      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)
 
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  • Real Name

  • Kazuo (Kaz/Kazzy) Majima



  • Age

  • 22



  • Gender

  • Male



  • Appearance

  • for his face
His suit

  • His tattoos
  • front and arms


  • Back


  • Personality

  • Kaz dislikes loudmouths and people who tend to get in his face. His short tempered nature and his hands on business dealings tend to make it rough for people who grate on his nerves. He's a no nonsense by the books businessman who doesn't mind using his seedier connections to get the job done



  • History

  • Kazuo was taught at a young age, the strong survive and the weak get trampled under foot. If you weren't tough and powerful you were nothing in this city, his father constantly pressed the boy into the family business, engaging in petty crimes at first and moving on to dealing with people who got in the way of their Family. The only time Kaz ever got to feel like a kid was with his mother, who took him to arcades, parks, and other areas. It wasn't like his father didn't want to do these things with them, just...being as good in finance as he was, the higher ups always called on him when dealings would go south. Kaz was homeschooled throughout his life and as soon as he was of age took his vows and became part of the family proper, despite being raised knowing he would join their clan, Kaz still felt surprised when he got his first job taking care of a man who who backed out of their loan payments. Still young he hasn't made too much of a name for himself, but he's making sure he takes as many jobs as the upper management give out to him. He hasn't had much time for anything else, as he due to how frequently he takes new jobs, his father and the head of his Family both agreed that he can take a small hiatus as his track record has been perfect on jobs completed





  • Game Points

  • 3
Level

1



Experience Points (EXP)

0



Ability Points (AP)

0 + __ (INT Ability Points)



Health (HP)

35



Mana (MP)

15



Strength (STR)

12



Vitality (VIT)

12



Agility (AGI)

8



Dexterity (DEX)

8 (+1)



Intelligence (INT)

7 (+1)



Wisdom (WIS)

7



Spirit (SPI)

7



Luck (Luck)

10







Scores

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



Resistance

Base: 5



Resilience

Base: 9



Regeneration

Base: 5



Recovery

Base: 2









Passive Skills

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.





Talents

Toughness



Knife wielding



Lying



Fisticuffs



Health
 
Last edited by a moderator:

  • 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

    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

    Wisdom (WIS)
    1

    Spirit (SPI)
    1

    Luck (Luck)
    1

  • For Scores, it costs 2 AP from 1 - 10, 3 AP from 11 - 20, and so on.
    You can put AP into Talents to bolster your Scores as well.

    Resistance
    1/2 WIS + 1/4th SPI

    Resilience
    1/2 VIT + 1/4th STR

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

    Recovery
    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.

  • Carry Weight
    10 + 50% (STR) =


    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)
 

  • Aiko 'Ai' Ito

    499dcb851c.png


    Age

    17

    Gender
    Female

    Personality
    Avoiding social contact on purpose rather than being socially inept Aiko, with her scary look, radiates a sort-of cold aura. Past that, however, Ai seems to be a completely sane, albeit distant, individual. Not showing much interest in maintaining her relationships though she doesn't make a fuss out of actually approaching others either; if the circumstances call for it. Ultimately, Aiko simply tries to blend in as a insignificant background character.

    Behind the silent nature that she displays however hides a thrill-seeking and kinda maniacal narcissistic character. Suffering from an inferiority complex Ai has looked long past 'being top student' or 'making others jealous'. Instead, the red-eye has achieved a state-of-mind that puts her 'above others' by default. Effectively fooling herself into a mindset where she doesn't require others to confirm her value. She does the thinking for them.

    History
    Aiko was the first, unwanted, child of Haruka Ito and fourth off-spring of Takao Ito. With 3 older half-sisters who had lost their biological mother and her own mother who treated Aiko like dirt on top of a father who was too busy with work life hadn't been easy. No matter how hard the small girl tried, praise and recognition were her denied.

    Things, changed, however with an fortunate accident. Barely remembering any details both her mother and all three siblings died: Leaving Aiko and her dad to themselves.

    After this, Aiko's dad changed to the better. Spending less time with work and more with her.

    Nowadays, it is commonly known that Aiko's dad is a corporate executive for Reality Beyond, a VR Company.
    Furthermore, rumors has it that people who get too close to Aiko mysteriously disappear. But those are just rumors.


    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)
    0

    21/21Health (HP)
    5 + 2 x STR + 1/2 VIT x Level
    5 + 7 x 2 + 0.5 x 4 x 1
    5 +14 + 2

    11/11 Mana (MP)
    5 + WIS + 1/2 SPI x Level
    5 + 4 + 0.5 x 4 x 1
    5 + 4 + 2

    Strength (STR)
    7

    Vitality (VIT)
    4

    Agility (AGI)
    10

    Dexterity (DEX)
    11

    Intelligence (INT)
    4

    Wisdom (WIS)
    4

    Spirit (SPI)
    4

    Luck (Luck)
    12

  • For Scores, it costs 2 AP from 1 - 10, 3 AP from 11 - 20, and so on.
    You can put AP into Talents to bolster your Scores as well.

    Resistance: 3
    1/2 WIS + 1/4th SPI
    0.5 x 4 + 0.25 x 4
    2 + 1

    Resilience: 4
    1/2 VIT + 1/4th STR
    0.5 x 4 + 0.25 x 7
    2 + 1.75

    Regeneration: 2
    1/5th VIT + 1/5 WIS.
    0.2 x 4 + 0.2 x 4
    0.8 + 0.8

    Recovery: 1
    1/5th SPI
    0.2 x 4

    Movement
    First Aid
    Disguise



  • 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.
    Movement (Rank 10, 6 AP) (Level 1, 0/10)
    You know how to quickly move about, using your steps quickly and efficiently to a slight extent.
    Acquire the Movement Score. +1 Movement
    When Dodging, as long as its not a Full Hit, reduce Damage dealt by 5% Movement (3) = 1
    When Moving towards an Enemy and Attacking, reduce Accuracy Penalty by 5% Movement (3) = 1


    Parkour (Rank ?, 6 AP) (Level 1, 0/10)

    Cooking (Rank ?, 4 AP) (Level 1, 0/10)

    Disguise (Rank ?, 5 AP) (Level 1, 0/10)
    Acquire the Disguise Score.

    First Aid (Rank ?, 5 AP) (Level 1, 0/10)
    Get a First Aid Score.
    Use First Aid supplies to heal wounds, or perform a general diagnosis on somebody.

    Endurance (Rank ?, 7 AP) (Level 1, 0/10)
    Get +1 to resist Fatigue. Get 1 SP for every attempt, 2 SP if you resist Fatigue, and 3 if you resist Fatigue once you hit Exhausted.

    Ambidexterity (Rank ?, 6 AP) (Level 1, 0/10)
    Can wield a weapon in each hand with only a -20 penalty to the offhand attack as long as the other weapon is light.

    Knowledge (Rank 10, 5 AP) (Level 1, 0/10)
    The assessment of your general knowledge. This Talent represents your ability to study and learn new things, and is trained when you are reading through material to learn something new for another Skill, learn a new Skill through reading or research, or are just studying in general. If studying for an existing Novice Skill, increase your Learning SR by 6% said Skill's Score.

    Knife Use(Rank ?, 4 AP) (Level 1, 0/10)

  • The Titles you acquire will go here.

  • Carry Weight
    10 + 50% (STR) = 14


    Money: 25,000 ¥
    Note: Aiko gets an Allowance of 15,000 ¥ every IC Friday.

  • 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)
 
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[tab=Kazuo Majima]

  • Real Name
    Kazuo (Kaz/Kazzy) Majima

    Age
    22

    Gender
    Male

    for his face
    His suit

    His tattoos
    front and arms


    Back


    Personality
    Kaz dislikes loudmouths and people who tend to get in his face. His short tempered nature and his hands on business dealings tend to make it rough for people who grate on his nerves. He's a no nonsense by the books businessman who doesn't mind using his seedier connections to get the job done

    History
    Kazuo was taught at a young age, the strong survive and the weak get trampled under foot. If you weren't tough and powerful you were nothing in this city, his father constantly pressed the boy into the family business, engaging in petty crimes at first and moving on to dealing with people who got in the way of their Family. The only time Kaz ever got to feel like a kid was with his mother, who took him to arcades, parks, and other areas. It wasn't like his father didn't want to do these things with them, just...being as good in finance as he was, the higher ups always called on him when dealings would go south.

    Kaz was homeschooled throughout his life and as soon as he was of age took his vows and became part of the family proper, despite being raised knowing he would join their clan, Kaz still felt surprised when he got his first job taking care of a man who who backed out of their loan payments. Still young he hasn't made too much of a name for himself, but he's making sure he takes as many jobs as the upper management give out to him.

    He hasn't had much time for anything else, as he due to how frequently he takes new jobs, his father and the head of his Family both agreed that he can take a small hiatus as his track record has been perfect on jobs completed.

    Game Points
    3

  • Level
    1

    Experience Points (EXP)
    13

    Ability Points (AP)
    0/100

    Health (HP)
    5 + 24 + 6
    35/35

    Mana (MP)
    5 + 7 + 3
    15/15

    Strength (STR)
    12

    Vitality (VIT)
    12

    Agility (AGI)
    8

    Dexterity (DEX)
    8

    Intelligence (INT)
    7

    Wisdom (WIS)
    7

    Spirit (SPI)
    7

    Luck (Luck)
    10


  • Resistance

    Resistance
    1 + 1/2 (7) + 1/4th (7) =
    5

    Resilience
    1 + 1/2 (12) + 1/4th (12) =
    10

    Regeneration
    1/5th (12)
    2

    Recovery
    1/5th (7)
    1

    Bluff
    1/3 (7)
    2

    Fisticuffs
    1/2 (8) + 1/4 (8)
    6

    Dagger Use
    1/2 (8)
    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.

    Toughness (Rank 8, 8 AP) (Level 1, 0/16) (0 Damage Blocked)
    +1 Resilience, +1 Resistance
    You ability to tough out basic damage and pain. Every 10 damage that is blocked gives you 1 SP.
    Your Resilience is increased by 1% against Partial Hits.

    Health (Rank 8, Cost: 9 AP) (Level 2, 0/16) (0 HP Used)
    +2 HP
    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.

  • Bluff (Rank 10, 5 AP) (Level 4, 0/10)
    Your ability to lie and trick others via wordplay. Acquire the Bluff Score.

    Fisticuffs (Rank 10, 5 AP) (Level 6, 9/10)
    The ability to dole out punishment with your fists. Just having this Talent puts you above common street thug level in terms of fist Skill. Acquire the Fisticuffs Score.
    Your Unarmed Strikes now have:
    Max Damage: 25% (6) + 56% (12) = 7
    Damage Mod: +0
    Parry Defense: 6 (Fisticuffs)
    Accuracy: 6 +
    Attack Speed: 1 (AGI)
    Critical Chance: 2 (Luck)

    Dagger Use (Rank 10, 4 AP) (Level 4, 0/10)
    Your ability to wield Knives and Daggers. Acquire the Dagger Use Score.
    Add 2% AGI (8) to the Damage Mod of your Daggers = 1.

  • The Titles you acquire will go here.

  • Carry Weight
    10 + 50% (12) =16
    16/
    16


    Money: 25,000 ¥

  • 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)

[/tab]​
 
6AM – 7AM: Cooking, Sub Knowledge (1d100 + 1d100)

7AM – 8AM: Biking to Port Island Park for Skele Fights with Aiko and then School

8AM - 3PM: Knowledge (6d100)

3PM-5PM:
If MWF – Katana, Sub Focus/Knowledge (2d100 + 2d100 + 1d100 for END)
If TR – Hanging with Aiko (Random Events and whatnot)

5PM-6PM: One Skele Fight and then Heading Home (1d100 Luck for Random Events?)

6PM-7PM: Cooking, Sub Knowledge (1d100 + 1d100)

7PM-10PM:
If MTRF: Katana Training with Daddy, Sub Focus (3d100 + 3d100 + 1d100 for END)
If W: Free Night (Variable)

10PM-11PM: Knowledge, Sub Focus to Study Martial Arts Texts (1d100 + 1d100)

11PM – 12AM: Prep for Bed and Sleep


6AM-7AM: Waking up, Cooking Breakfast (Cooking)

7AM-11AM: Morning Training with Daddy (Katana Use, Kote Spam)

11AM-12PM: Helping out with Noontime Classes

12PM-1PM: Cleaning up the Dojo, Cooking Lunch, Eating It, and Whatever Else

1PM-6PM: Free Time

6PM-7PM: Cooking Dinner, Eating It

7PM-9PM: Evening Training with Daddy (Katana Use)

9PM-11PM: Free Time


Current Notes
2 Mana Cuts are used per Skele Fight
Four Skele Fights per day
2 Monster Spaces made per day
1/3rd of her Katana SP (assume that she uses Kote every third swing) is added to Kote.

Rin has yet to extensively grind her Actives, and is focused on her Talents/Scores.

Current Collabs
Sunday - A 'Friend' Comes Over (With Aiko)
Tuesday - Afternoon Hijinks (With Aiko)
Wednesday - Rooftop Confession (With Ichimiya)
Thursday - A Plot Most Nefarious (With Aiko)
 
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Find the Abyss Auction Stuff on the first page of the OOC