The Gamers

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Renose

Balancer of Chaos
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This here is the basic game system for this RP. Note that you don't need to know too much about it, mainly Character Creation and the basic rules of combat and how challenges work (which in reality is what I put in there, so it all works out). Anything else I will usually take care of so that you guys can just focus on RPing.

So if you feel like its all too much or too complicated, don't. I will be taking care of all of the technical stuff, you guys just focus on making this an awesome RP. The mechanics are mainly here to help make things more interesting (with no setting up auto-wins and character death actually being a thing that can happen spontaneously).

Also here is a link to the reference material for this RP. The Gamer.

And a link to the INT Check.

For those who need a reminder, the basic plot will go as such.

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

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

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

Character Creation
We are all born, so naturally you gotta determine how you are now. This is how you determine this.

Naturally the first thing to decide is Stats. You have 9 Stats that your Character possesses. At Character Creation you acquire 54 points that you can put into your Stats. The lowest any of your Stats can be is 1 and the highest is 10 at Character Creation.

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

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

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

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

Agility (AGI): Your balance and speed. Used for various speed based tasks like Dodging attacks and other forms of bodily movement.

Dexterity (DEX): Your hand-eye coordination. Used for various finesse based tasks like picking locks or wielding weapons. Used for parry defense and the like.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

You can get as many free points in a Talent as you want, however; the more free points you have in a Talent the harder it is to get more. Of course, the higher leveled the Talent; the harder it is to get free points as well. Once a Talent reaches Rank 15, you can only Level it every other Level and you need to Criticals to Level it up. Some higher ranked Talents may have this happen at Rank 10 instead of Rank 15.

Effectively you could just purely grind a Talent to get it to Rank 20, but this would take a very long time and alot of hard work since it would be very hard to get free points after a while.

The following list are the Talents you start off with. As you gain experience, your skill in these can increase, but throughout the course of your various endeavors, you may find yourself acquiring new, more unique talents.
  • Acrobatics (AGI): This Talent represents your movement and grace and is used when performing feats of agility and balance. One example is Dodging in Combat.
  • Appraisal (INT): The act for judging the general value and quality of objects. Useful especially in Crafting and examining weapons.
  • Climbing (STR): The ability for climbing various surfaces such as walls, trees, and etcetera. Useful for getting up things in a hurry.
  • Fisticuffs (DEX): The basics of brawling and unarmed combat are covered by this Talent. A basics of this is required for more intricate unarmed combat or martial arts Talents.
  • Focus (WIS): The ability to clear your mind and focus on things. Especially helpful with concentration based skills like magical or spiritual ones, but also has use with other combat skills as well.
  • Knowledge (INT): Represents your character's general knowledge and ability to remember things they have learned. Depending upon your character certain Checks for this Talent may be higher than others. Also various Talents or Skills may require a higher rank in Knowledge to unlock, magic especially, but the very basics of all mystical arts require at least 5 Ranks in Knowledge, and beyond that a Knowledge 10 is required to expand upon them.
  • Manipulate Device (DEX): The basics for lockpicking and tinkering with other basic 'devices' so to speak. Often or not something delinquents know how to do.
  • Melee Weaponry (DEX): Your basic ability and instincts for fighting with Melee Weapons and includes attacking and parrying with them, and training with different weapons can lead to different levels of skill in them with special Weapon Expertise Skills.
  • Negotiation (CHA): Talking is natural for humans and this Skill represents your aiblity to negotiate with people whether its persuading or bluffing them.
  • Observation (INT): The ability to observe the area around you or even other people to obtain information with both intuition and your senses. Useful for searching an area or finding hidden people or objects.
  • Projectile Weaponry (DEX): The ability to aim and fire different forms of projectile weapons, and training with different weapons can lead to different levels of skill in them with special Weapon Expertise Skills. Also various mystical attacks are considered Projectile Weapons and thus utilize this Talent.
  • Sleight of Hand (AGI): Shows your ability to be quick and stealthy with your hands to do things from pick pocketing to basic "magic tricks".
  • Stealth (AGI): The ability to stealthily sneak around and hide without being seen. Often opposed by any potential onlookers Observation Rolls. You also move slower when sneaking, but if you can sneak up on opponents to attack you could deal some pretty good damage.
  • Thrown Weapons (DEX): The innate human talent of chucking things at people to hurt them. Could either be done with finesse using actual throwing weapons or with less finesse and you throw whatever you can get your hands on at them, and training with different weapons can lead to different levels of skill in them with special Weapon Expertise Skills.

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

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

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

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

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

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

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

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

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

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

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

Skills come in two types. Passive, Active, and Special. Passive Skills do not need to be activated and instead just bestow some sort of special affect that is always activated. Active Skills must be activated through voice commands, which is done by simply saying the Skill's name out loud, which means you cannot mumble it beneath your breath.

You must have your Character say its name to use it. 'Special' Skills either require special conditions to be met in order for them to be activated that will be explained in the Skill's description.

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

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

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

Naturally as you battle monsters, complete quests, and do other such things you can acquire Experience Points or XP as XP represents your character growing stronger and wiser as they journey.

Every time you get a certain amount of XP you Level Up and some benefits come with this (Stat Points, Talent Points, etc). Here is how much XP is needed to level up. Naturally as you progress more you'll need more to level. Most monsters give out around 1 - 4 XP, but some special monsters or quests give out more. Note that the amounts below is how much TOTAL XP you need to reach that Level. Meaning your XP does not reset to 0 or whatever when you level up.

Lv 1: 0 XP
Lv 2: 20 XP
Lv 3: 40
Lv 4: 65
Lv 5: 80
Lv 6: 110
Lv 7: 140
Lv 8: 175
Lv 9: 210
Lv 10: 250
Lv 11: 300
Lv 12: 355
Lv 13: 410
Lv 14: 470
Lv 15: 530
Lv 16: 595
Lv 17: 660
Lv 18: 730
Lv 19: 800
Lv 20: 895
Lv 21: 990
Lv 22: 1,090
Lv 23: 1,190
Lv 24: 1,295
Lv 25: 1,400
Lv 26: 1,510
Lv 27: 1,620
Lv 28: 1,735
Lv 29: 1,850
Lv 30: 2,000
Lv 31: 2,150

The pattern keeps going from here. If you don't realize what it is yet, its that the amount of XP you need stays the same for 2 Levels, then rises by 5 (first two level ups need 15 XP, so to hit Levels 2 and 3 you need 15 XP each time, then after that you need 20 for the next two, then 25 and so on and so forth. Every 10 Levels the amount you need increases by the amount equal to that Level as well. So at Level 10 the amount goes up by 15 and so on.

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

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

Utilizing a certain Skill that makes an area to fight appear can allow you to grind by fighting monsters. Combat is auto-rolled, and the better you did the fewer difficulties you had in grinding the monsters here. Naturally more difficulties may have forced you to either flee and spend more time or even use precious Healing Items. Note, Grinding is easier in Groups. I will never kill your character during auto-grinding, but failing badly with little to heal yourself will still get you penalized.

Magic Rituals, Crafting, and other such special Skill/Talent specific tasks take a while and as such you can spend part of your day on that as well.

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

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

You can either explore the city and go to places that you have/have not been to before. This takes up an entire phase of the day regardless. Anything can happen when you explore around, although for the earlier parts of the game, not much will happen. Later on though more options will open up for exploration.

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

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

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

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

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

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

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

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

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

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

Heavier weapons are slower, so their Attack Speed is actually lower and thus they won't be able to deal as many hits in a single action, but they usually pack heavier punches. Lighter weapons are the opposite and can be swung more times in a single action (its kinda like Final Fantasy), but often deal less damage. Most Ranged Weapons (excluding Guns mainly, but they usually aren't that great, if you read the Manwha you'd know why) only get 1 Attack per Attack Action. Multi-Attacks mainly apply to Melee strikes.

When performing any Multi-Attack (whether its a regular attack or a Skill) your Accuracy gets a -15 Penalty for the second attack and then each subsequent attack the penalty goes up by 5. The first Attack could be used to get close while you then lay upon the opponent from close up with the other attacks.

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

This main factor is distance and type of attack. This is the biggest factor for determining your Attack's. The following is a small chart showing different kinds of attack and their accuracy increases and decreases.

Note that the Distance represents where your attack is taking place from. For instance if you are a bit further away and you want to make a Melee Attack you would have to run forward and then strike, which would give the opponent enough time to act depending upon how far you are running from which subtracts from your attack's accuracy (reach Weapons allow Close to be Point Blank, but Point Blank may intice a penalty instead of a bonus).

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

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

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

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

The first is Dodging, where you completely evade the attack. Dodging uses your score in the Acrobatics Talent as as your Defense Rating. Note though that Dodging has a disadvantage. While it lets you completely avoid the attack, most counterattack Skills won't work unless they say they work with Dodging. Furthermore, unless your Dodge Defense is 50% greater than their Attack Score for that attack, you move one 'range; back. So if you want to stay really close to your enemy, then Dodging isn't always recommended.

The second is Parrying, where you block an attack with a Melee Weapon. Against Ranged attacks if you try to Parry your Defense is decreased by 50. This uses your Melee Weaponry score plus your Weapon's Parry Rating. This is good for staying close, but also not so good since some attacks are bad if they touch you or your weapon regardless (like attacks that are meant to disarm you or shatter your weapon).

Note that Fisticuffs is also used here for Parrying, but when used to Parry actual weapons your Defense is lowered by 20.

The third is Blocking. If you possess a Shield of some sort you can use that to block any form of attack with no penalties. This is determined by Melee Weaponry score plus your Shield's block rating. Just note that some shields are heavier and can slow you down (armor penalties)

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

Note though that when Guarding, unless you possess an ability that allows you to do so, you cannot utilize your Dodge Defense.

Sometimes Guarding against certain kinds of powerful or big attacks with certain defensive abilities or weapons can lead to what is called a 'Clash'. Where you can attempt to completely negate or throw back the attack. These are usually attacks that attempt to break your guard. For instance, a person hitting a shield with a sword may try to press their attack forward to break your Guard, while you would try to uphold it.

If you were to win the 'Clash' their attack would be completely or mostly nullified, as depending on how you guard you could still take some damage. If they win, your guard is broken and you would take either the full attack or what damage you managed to reduce.

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

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

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

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

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

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

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

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

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

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

Prone: You have been knocked down and must spend your next Action standing up. While Prone the enemy has a +10 Accuracy to Attack you (for Melee, for Ranged this is a penalty) and you have a -10 Accuracy for any Attacks you perform (-25 for some attacks, or some attacks may be exceptions, but these exceptions usually apply to Skills).
Sealed: Your powers have been sealed. Like Silence, only it is just Skills that are unusable, you can still speak and access your Windows, you just cannot use any Skills that use MP.

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

Surprised: You are surprised and unable to act. While Surprised you cannot act and your Defense Rating is reduced by half since you are forced to react on a dime and thus cannot Defend yourself as quickly. This is not a mental ailment but more of a circumstantial one, as the enemy got the jump on you before you could react.

These are special terms and situations that apply to Combat.

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

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

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

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

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

Real Name:
Age: (Min 15 years)
Gender:

(Description, Pic, or Both)

At least one paragraph long (would prefer more), show me some writing ability.

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. At least one paragraph long though (would prefer more).

Epic Points: 3

Level: 1
XP: 0

54/54 Points Remaining (none lower than 1, none higher than 10 at Character Creation, free points from Skills and Attributes can make them higher than 10 though)
STR:
VIT:
AGI:
DEX: (+1)
INT: (+1)
WIS:
CHA:
SPI:
LUK:

HP: 10 + VIT (x2) + STR (x2) + 1/2 VIT times your current level determines HP.
HP Regen: 1/4th VIT.

MP: 5 + Spirit (x2) + Wis + 1/2 Spi times your current Level determines MP.
MP Regen: 1/4th SPI.

Constitution: 1/2 VIT + 1/4th STR.
Resistance: 1/2 WIS + 1/4th 1/2 WIS + 1/4th SPI.

Can put no more than 4 into one right now.
Talent Points: 30 + (1/3rd INT) =
Acrobatics (AGI):
Appraisal (INT):
Climbing (STR):
Fisticuffs (DEX):
Focus (WIS):
Knowledge (INT):
Manipulate Device (DEX):
Melee Weaponry (DEX):
Negotiation (CHA):
Observation (INT):
Projectile Weaponry (DEX):
Sleight of Hand (DEX):
Stealth (AGI):
Thrown Weapons (DEX):

The Gamer (MAX LV) (Passive): You possess the Mind of a Gamer. +1 INT. 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.

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

Pretty much your Inventory Window is a magical hammer-space that you can store anything you can carry in your two hands in (so no cars, large scooters, etc). Right now you are limited to 10 slots, but this can be expanded (in the previous RP it was unlimited, but figured i'd nerf it a bit).

Stuff equipped to your Character. Includes Clothes (considered a Body Item). This doesn't affect your Inventory Slots. You have two equipment windows that you can switch between at will, so you could have your normal 'civilian' clothes essentially in one set, and your combat gear in another. Or whatever other setup you'd like.
Main Hand:
Off Hand:
Body:
Head:
Arms:
Feet:
Accessories:

0/10 Slots Used
Money: 10,000 Yen (¥)
 
Last edited by a moderator:
Rei Amagi

Norah%3DBright.full.793545.jpg

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.

Age: 15
Gender: Male (Female)

Personality
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 refers 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.

In game, Rei is more or less the same on a certain scale. She knows that parties are necessary for survival in games, so she is willing to allow others to help her, although she will play solo whenever she can. She only connects with others when it is helpful to her, but not wanting to get further damaged by 'incompetent and unnecessary relationships' whether in game or reality, she will quickly disconnect when able.

Of course in games this rarely happens, as she knows that there are plenty of competent players out there, this is just merely a trait that has carried over from her gaming career to her real life thoughts. Of course, it happens in gaming as well when that incompetent player or troll shows up that causes the party to wipe, but other than the ones she can't trust in game, she is usually more willing to connect to others in the 2D rather than the 3D since it is much easier to break away in the 2D than it is in the 3D.

History
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 on top of that 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 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.

While indeed much of a gamer, 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.

Epic Points: 4
Level: 24

XP: 1327

0/128 Points
Extra Points: 56
STR: 19 (+8% = 1) = 20 (+40% Buff) = 29
VIT: 24 (+8% = 1) = 25
DEX: 15
AGI: 15 (+8% = 1) = 16
INT: 34
WIS: 21
CHA: 12
SPI: 34
LUK: 10

HP: 418 + (13% = 54) + (10% = 41) = 513
HP Regen: 24 + (23% Buff = 5) = 29

MP: 585 + (20% = 117) (+8% = 46) = 537/748
MP Regen: 63 (+20 Equip) = 83/Min

Constitution: 62 (+40 M. Armor) = 102
Resistance: 45 (+40 M. Armor) = 85
Spell Resistance: 25 (+50) = 75

SP: 3/23
SP Regen: 2/Min

Talent Points: 95 + 11 = 0/106
Extra Points: 85

Acrobatics (AGI): 13
Abjuration Basics (INT): 18
Alteration Basics (INT): 19
Appraisal (INT):
Climbing (STR):
Fisticuffs (DEX): 19
Fledgling Crystal Magic (INT): 13
Focus (WIS): 20
Initiate Chaos Magic (INT): 13
Initiate Soul Magic (INT/SPI): 19
Knowledge (INT): 20
Manipulate Device (DEX):
Melee Weaponry (DEX):
Negotiation (CHA): 2
Observation (INT): 8
Projectile Weaponry (DEX): 7
Sleight of Hand (DEX):
Spirit Focus (WIS/SPI): 15
Stealth (AGI): 5
Thrown Weapons (AGI):

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.

Crossdressing Pro (MAX LV) (Passive)
You are so good at cross-dressing that it is impossible for people to see your gender through how you dress.

Hello (Lv MAX) (Active)
+1 Observation
You know how to observe others to garner basic information on them. When using this Skill on a target basic information on them will appear. The amount of information you can scan from a target depends upon what they are doing, the difference in Level between you and the target, their relationship to you, and a number equal to your Observation Score + 25. You can use this Skill on two targets at once now as long as those targets are next to one another, however when that occurs the effectiveness will only be Observation Score + 10.

ID Escape (Lv 17: 10%) (Active)
Allows you to escape from an ID. When trying to force an ID open or trying to forcibly break an ID, +17 is added to your score for doing so. To Level: Escape, Forcibly Break an ID, Forcibly Enter an ID.

Critical Strike (Lv 18: 75%) (Passive)
+1 LUK, +1 DEX
You know how to instinctively better strike an opponent's weak spot for larger amounts of damage. When you get a Critical Strike, you deal 190% more Damage. Furthermore you get a +1 to the Critical Chance of all Attacks. Critical Strikes also ignore the Constitution/Resistance of some enemies. Some enemies may be immune to Critical Strikes due to lacking weak points. To Level: Get a Critical

Ready (Lv 20: 0%) (Active)
You get into a stance in which you prepare yourself to counter a foe's attack. You can either use this in advance to take a stance, or use it when an enemy is about to attack you, but doing so reduces your Defense by 21. Regardless, if you manage to either Dodge or Parry the opponent's attack, you will get a free counter attack with only a -13 penalty to Accuracy. Cooldown: 36 Seconds. To Level: Defeat an Enemy, Score a Critical Strike

Alteration Basics (Talent Skill)
+1 Alteration Basics, +1 Knowledge.
You know the basics of one of the main schools of Arcane Magic known as Alteration Magic. This form of magic specializes in spells for altering the properties of objects or creatures in ways that are both good and bad. The spells you can learn right now though are mere elementary spells. Max base Spellpower for these Spells is 29.

Abjuration Basics (Talent Skill) (Special)
+1 Abjuration Basics, +1 Knowledge.
You know the basics of one of the main schools of Arcane Magic known as Abjuration Magic. This newer school of Arcane Magic has to do with various spells that involve barriers, seals, or other things that are meant to keep things in or out. Max base Spellpower is 29.

Initiate Chaos Magic (Talent Skill)
+1 Initiate Chaos Magic, +1 Knowledge.
A form of magic that harnesses the essence of Chaos, an element that usually represents the metaphysical, or magical, essence of Demonkind and the forces of change or imbalance. This magic represents manipulating, changing, and sometimes even twisting things in the world around you utilizing the powers of chaos. This form of Magic is often the precursor to those who utilize Black Magic. All Chaos Spells have a Cooldown in which you must wait to use another Chaos Spell again. If you use a Chaos Spell during the cooldown, the power of the Chaos Spell will throw your own body out of balance, making you lose an amount of HP equal to 94% of the Spell's MP Cost. Max Spellpower for these Spells is 26.

Mystic Endurance (Lv 22: 0%) (Passive)
+22 Resistance, +1 WIS.
Your ability to both naturally and passively block all forms of energies and mystical forces. To Level: Take a Powerful Attack, Endure a Fatal Blow, Endure a Critical Strike.

Enhanced Learning (Lv 10: 0%) (Passive)
You know how to more quickly learn and absorb new information and knowledge through mastery of the Knowledge Talent. As such, whenever you try to learn anything new from any form of written text, you can add 16% of your Knowledge Score to the appropriate score needed to do so if the Knowledge Talent wouldn't be normally applicable, since the Knowledge Talent describes the realm of your general or basic knowledge. If the Knowledge Talent is applicable, then instead you add +7 to your Knowledge Score. If any INT based Talent isn't applicable at all, then you can add 16% of your INT. To Level: Research, Learn new things, Learn unique things

Giga Spiral Bolt (Lv 23: 0%) (Active: 127 + X + 38 MP)
A powerful technique meant to finish off any opponent. Gather mana in your hands for more power to unleash a huge bolt. This attack deals 71 ~ 142 + 98% X Damage, X equaling how much additional MP you put into the attack. It deals an additional amount of damage equal to 73% Focus Score + (48 + Focus Score)% of your character's Spirit Focus (SPI) Score). Finally the spinning adds 18% more to the damage and pierces 22% of the target's Resistance (Resistance is applied to base damage, not total). You must spend 38 MP to make it spin, but you can use this Skill without making it spin. Note that this takes 10 seconds to charge and you are completely open until it charges and for each additional second you charge it you add 1% to the damage, but this takes 5 MP/Second. If you are hit while you are charging it then its base damage is reduced by 42% if you manage to keep holding onto it. (In Game Terms: You cannot fire this until the end of the round and cannot dodge at all). This technique hits all in its path until its power has diminished. Has a -21 Accuracy. To Level Up: Defeat Enemies, Defeat a Powerful Enemy, Defeat Multiple Enemies, get a Critical Strike

Second Wind (Lv 15: 0%) (Special)
Humans best exhibit their true power and strength when pushed into a corner, and this Skill is an example of that. This Skill can be activated in one of two circumstances. The first is when you are knocked to 0 HP or lower and, through sheer willpower, manage to stay standing. The second is when you are at 8% HP or lower. When activated, it lasts for 10 Seconds. When Activated:
Your HP will be restored back to 16% and you will recover 16% MP if activated with the first method.
Con and Res will be increased by 80%
All Skills will use no MP; if they have X MP Costs, X will equal 115% Spirit Focus (WIS + SPI).
All Skills will become 65% stronger and have no casting/charging time. If they have any said casting/charging time becomes 0.
You will get a +3 Critical Chance for both Spell Casting and Attacking
Your AGI and STR will be increased by 3.

When activated manually, you will be forcefully manifesting your adrenaline and last vestiges of power. Any MP you have will be lost after the Skill ends and it and any other MP using abilities cannot be used for 5 Minutes since you will not be able to recover MP for 5 Minutes. If using it with the first method, you instead will only have it available for activation again if you can get back up to 94% HP.
To Level: Fight Enemies, Defeat Enemies, Activate through Willpower, Use it twice within 5 Minutes.

Stun (Lv 15: 0%) (Active: 60 MP)
+1 Initiate Chaos Magic
This basic Chaos Spell disturbs the inner balance of the opponent's body, stunning them and impeding their abilities. The difficulty to resist this Spell is equal to 16 + 40% Spellpower. If a foe fails to resist, they are Stunned for 6 Seconds and get a -8 to all Scores for the next 10 Seconds. A Critical Cast deals up to 40% Spellpower Chaos Damage to their internal body, meaning it ignores any basic Defenses. +1 Critical Cast Chance for this Spell. Cooldown: 48 Seconds. To Level: Disrupt a Foe, Defeat a Stunned Foe, Get a Critical Cast

Imp (Lv MAX) (Active: 10 MP + 10 HP/Min)
+1 Initiate Chaos Magic
A special spell used to summon an Imp, the weakest form of demon. Demons are Chaos bound creatures by default, and those who have been interested in their power often or not learn spells to summon them for a short time. This Spell lets you summon one Imp. You can have a number of Imps Summoned at one time equal to 20% Charisma. Any Summoned Imps have their HP boosted by 50% Spellpower and their Stats by 10% Spellpower.

Defense (Lv MAX) (Active: 30 MP)
+2 Alteration Basics.
This basic level Alteration Spell makes a person's body slightly tougher and thus more resistant to physical damage. First the Spell gives a CON bonus equal to 40% Spellpower, then further boosts their new total CON by 20%. +2 to Critical Cast Chance. Lasts for 42 Seconds. Can be cast on others at a Touch range.

Armor (Lv MAX) (Active: 30 MP)
+2 Abjuration Basics.
This basic Abjuration Spell creates a thin armor like coating of magic power around the caster that gives a Magic AR of 15 + 30% Spellpower and lasts for 42 Seconds. A Critical Cast will add a Damage Reduction to the Armor equal to 10% Spellpower and will double the duration of the Armor. +2 Critical Cast Chance.

Physical Endurance (Lv 16: 0%) (Passive)
+1 VIT, +13% HP, +41 Constitution
You know how to better resist pain and physical damage, allowing you to survive tougher hits and take more punishment. To Level: Take Powerful Attacks, Nullify Powerful Attacks, Endure a Fatal Blow, Endure a Critical Strike

Fledgling Crystal Magic (Talent Skill)
+1 Fledgling Crystal Magic.
A basic introduction to the element of Crystal, a magic element of the Second Circle. This Element combines the elemental essences of Water and Earth, a power that has fluidity and stability. To acquire new Spells, once must perform contract rituals, the more proficient at Crystal magic one is the more powerful Spells they can acquire. Maximum Spellpower is 25.

Initiate Soul Magic (Talent Skill)
+1 Initiate Soul Magic
A very old form of Magic that was created by Mages who wanted to learn how to harness the power and force of their souls as a form of strength and power for their magic. It was created in ancient times as a means to replicate the techniques of spiritualists. This form of magic allows a Mage to wield the force of their soul as though it were elemental essence, controlling it for their various spells. These Spells, since they use the power of your Soul, can be very dangerous if used multiple times. As such, these Spells drain from your Soul Power which is equal to 18% SPI + 29% of your Ranks in Soul Magic Talents, as the more proficient you grow in Soul Magic the more efficiently you can utilize your spiritual strength without putting strain upon yourself, and it recovers at a rate equal to 6% SPI/Min. Utilizing other sources of the energy of a soul can prevent the depletion of your own. Maximum Spellpower is 29. Using Soul Magic without enough SP will deal HP Damage to you equal to 25 X, where X is the amount of SP you didn't have as it represents you overworking your spirit, which in turn will inflict bodily damage.

Spirit Focus (Talent Skill)
+1 Spirit Focus
A discipline of mental and spiritual focus used by beginner spiritualists to have better control over their spiritual power and thus enhance their individual spiritual techniques or create basic new ones. With this Talent, you can begin to create or learn more unique Skills that utilize your spiritual energy.

Meditation (Lv MAX) (Active)
+10 MP Regen, +1 Focus, +2 Spirit Focus
An improved version of Meditation, this Spirit Meditation utilizes focusing your spirit as well as your mind. This special meditation used by spiritualists not only calms the body and aids recovery, but it also is used to heighten spiritual and mental power. While Meditating, your MP Regen is increased by 200%, your HP Regen by 100%, and your WIS Based Talent Scores are increased by 25%. This is useful for attempting, practicing, or trying to hone spiritual powers as well as training your mind.

Summon Familiar (Lv 15: 0%) (Special)
You have acquired Contracted Familiars, creatures that through magic are bound to you through a contract. When you summon a Familiar, you pay an MP/HP cost based on the type of Familiar you are summoning. You can only ever have three contracted familiars and one summoned at a time. Your Familiar will remain summoned until it runs out of HP, its abilities consuming HP. Your Familiar can either aid you in battle or aid you in other tasks, such as magic rituals. The HP of all of your Familiars is increased by 16% and their Stats by 8%. Your Familiars can gain EXP as you do, but gain it at a 60% slower rate. If a Familiar does run out of HP, it is defeated and cannot be summoned for another 48 Hours. To Level: Use Familiars for Magic Rituals, Level Familiars, Contract new Familiars.

The Familiars you have Contracted with.

Name: Itchkil
Species: Demon
Sub Species: Imp

Level 7 Creature

Level 10 Familiar

Summon Cost: 15 HP
+3 to STR, VIT, and AGI
+10% Damage with all Attacks
+10 Con and Res

Force Manipulation (Lv MAX) (Special)
+2 Focus, +2 Spirit Focus, +20 MP Regen, +20% MP, +2 SP
You have such incredible control over both your Mana and spiritual energies that, with your Spirit Focus techniques, you can control and harness both energies as if they were the same force. This allows for creating new unique techniques that blend both Mana and spiritual energy in unique ways while at the same time improving both your capacity to hold Mana within you and your efficiency in using it. All Mana or SPI based Skills have their MP Costs reduced by 10% and are 10% stronger. Also you have such great control over Mana and spiritual force that you can pull it from the air, using it to replenish your own Mana and heal your strained spirit. Once every ten minutes, by saying 'Gather' and focusing for a moment, you can restore 20 + 25% Spirit Focus (WIS) MP and 2 SP.

Soul (Lv MAX) (Active: 75 MP)
+2 SP, +2 Initiate Soul Magic
A special Soul Spell used by Soul Mages to mend their strained spirits. This Spell restores X% Initiate Soul Magic (SPI) SP, where X equals 10 + 10% Spellpower. You can also use a Soul Stone or Soul Gem instead, regaining X SP, where X is the amount of SP contained in the Stone/Gem. Can use up to two Soul Stones/Gems at once. +3 Critical Cast Chance for this Spell.

ID Create (Lv 12: 5%) (Active)
+1 Spirit Focus
Creates a Pseudospace in which you can use special powers in freely. Current Instances Available: Empty ID, Imp ID, Zombie ID, Kobold ID, Earth Spirit ID, Air Elemental ID, Mephrit ID, Earth Elemental ID, Djinn ID, Weak Monster ID, Basic Monster ID, Elite Monster ID , Training ID, Restoration ID, Power Up ID, Magic ID, Multi-Monster ID, Lucky ID, Boss ID, Mana ID, Easy ID. Can combine three types of IDs with one another. Some ID Types can be Leveled Up like Skills through special means. The Cooldown for creating new Monster IDs is one hour, half that if the Monsters are 7 or more Levels lower than you. You get a +7 to any Score relating to creating new or more unique IDs. You can make new IDs to create later even when that type is in Cooldown, but the ID won't actually be created, just registered. To Level: Clear a Monster ID, Level an ID, Create New IDs or Update/Upgrade Current Ones

Clicking on any of the ID Types will bring up a small window granting you information on that specific type.

Empty ID
Creates an Empty ID, perfect for simple grinding and training.

Imp ID
An ID that spawns Imps, the weakest form of demons. Spawns 4 - 8 Imps

Zombie ID
An ID that spawns Zombies, creatures that represent the resentment and regret of the deceased. Spawns 4 - 8 Zombies

Kobold ID
An ID that spawns Kobolds; strong, canine-like warriors. 3- 6 Kobolds

Earth Spirit ID
Creates a Pseudospace that spawns 3 - 6 Minor Earth Spirits, spirits of nature that represent the element of Earth.

Air Elemental ID
An ID that spawns Air Elementals, mystical beings native to the Elemental Plane, creatures made of Wind Essence. Spawns 4 - 8 Minor Air Elementals.

Mephrit ID
An ID that spawns Mephrits, demons more attuned to the elemental plains who wield these metaphysical elements with the powers of chaos. Spawns 4 - 8 Water, Fire, or Lightning Mephrits.

Earth Elemental ID
An ID that spawns Earth Elementals, mystical beings comprised of the metaphysical essence of the element of earth that are native to the Elemental Plane of Earth. Normally spawns 4 - 8 Minor Earth Elementals, but will spawns 3 - 6 Lesser Earth Elementals if 'Basic Earth Elemental ID' is used.

Djinn ID
An ID that spawns Djinn, a type of Spirit that is connected to the force of magic itself, being as a fire spirit would be to fire, Djinn coming from magic itself. Spawns 3 - 6 Minor Djinn.

Weak Monster ID
When 'Weak' is added to the name of any Monster ID, spawns versions of that monster whose levels range from 1 - 15. If the typical creation of said ID already spawns a monster that is within this Level Range, then it creates that said ID as normal. This type is for novices.

Basic Monster ID
When 'Basic' is added to the name of any Monster ID, spawns versions of that monster whose levels range from 16 - 30. If the typical creation of said ID already spawns a monster that is within this Level Range, then it creates that said ID as normal. This special ID is meant for the slightly more experienced beginners

Elite ID X (0%)
When 'Elite' is added to the name of any Monster ID, raises the abilities of the monsters in it by 50% and raises your chance of encountering a Boss Monster by 25%. Also you get +10 to your LUK when determining Item Drops. A Boss will have a chance of appearing after clearing an ID of monsters. The chance is based upon the total number of said monsters you have killed so far. For every 24 hours you don't kill said type of monster, the chance of encountering a boss goes down by 10%. This ID is good for making weaker, easier to fight monsters into a decent challenge for EXP grinding. To Level: Fight in a Elite ID, Fight a Boss Monster

Training ID X (60%)
An Empty ID perfect for training. Stamina, MP, and HP depletion go up by 100% while EXP Gain and other Leveling Rates go up by 100%. Can be used with other ID types. Saying 'Easy Training ID' puts both rates at 50%. Saying 'Hard Training ID' doubles both rates. Leveling for this ID not boosted by this ID. To Level: Train, Train in Hard Training ID, Do Very Hard Training

Restoration ID VI (0%)
An ID that has a calming, relaxing air to it that soothes and heals the weary body and spirit. While in this ID, your Stamina heals 75% faster and your HP Regen and MP Regen are increased by 50%. Furthermore, all healing is increased by 50% while in this ID. This ID can be used twice per day. If any hostile action is taken while in this ID, it reverts to an empty ID. Cannot be combined with other ID types. To Level: Rest.

Power Up ID II (0%)
This special form of ID strengthens the abilities of you and your allies to allow you to better fight monsters. While in this ID, all Stats are increased by 12%. This can only be used with Monster IDs or on its own. To Level: Fight Monsters

Magic ID XII (40%)
An ID filled with magical energy. Spellpower for all Spells goes up by 22 and a +10 is added to any Magic Score when attempting any form of magic. Also get +2 to Critical Cast Chance for all Spells and all Magic costs 5% less MP. Perfect for practicing magic. Cannot be combined with Monster IDs. To Level: Practice Complex Magic, Get Critical Casts

Multi-Monster ID X (0%)
This ID multiplies the number of Monsters that appear by 3, allowing you to fight more monsters at a time to thus gain more EXP and Items. You can say 'Double Monster' ID to instead just multiple the number of monsters by 2. To Level: Fight in a Multi-Monster ID

Lucky ID VII (65%)
This special ID increases your Luck while you are in it. Your Luck is increased by 35% while inside of this ID and you get +7 to your LUK for the sake of Item Drops. Good for trying to get Items from enemies. To Level: Get Good Items, Get Elite Drops, Get Lucky

Boss ID
You create an ID that spawns a boss monster you have once fought, only able to make them once every 36 hours. To create new Boss Monster IDs, you must utilize materials from dropped Boss Monsters. Elite ID can now be combined with a Boss ID, which will raise its abilities by 50%, give it new tactics, and increase the EXP and Drops received from the defeated Boss. Bosses: Big Imp, Awakened Low Earth Elemental, Mass Zombie, Elite Kobold Warrior

Mana ID X (0%)
A Pseudospace that seems to have Mana flowing about it. While in this space, all Skills cost 10% less MP, your MP Regen is increased by 10, and all Mana based Skills are strengthened by 15%. Furthermore, you get +10 to any applicable Score when using Mana. Cannot be combined with Monster IDs. To Level: Use Complex Mana Powers, Practice/Experiment with Mana

1/2 Time Compression ID
An ID that actually compresses Time to turn one hour into two. This form of ID is incredibly useful, since it can turn one hour into two, effectively doubling the length of a person's day. Unfortunately being in this type of space can be quite bad on the body. After the first twelve hours in the ID, you will receive the Time Compression Stress Ailment, which will grow worse by 25% for every twelve hours you are in the ID. This ID is considered a 'layer', meaning when you make it you can make other IDs as normal, but if you use ID Escape you will break this ID along with any other ID you have made. You can only make this ID once every 48 Hours.

Easy ID I (0%)
An ID that actually makes the burden on your body, mind, and spirit lighter. It makes things easier, but demotes growth in the process. HP, MP, and Stamina Deductions are 25% Less, but EXP gain and other Leveling rates are decreased by 75%. Cannot be combined with Monster IDs. To Level: Use

Focus (Lv MAX) (Active)
+2 Spirit Focus, +1 WIS
You clear your mind and concentrate, taking a moment to hone your willpower in preparation what lies ahead. When you use this Skill, you get a bonus to any non-WIS based tasks equal to 25% of your Focus Score. For anything that is WIS based, your WIS is considered to be 50% higher than normal due to your temporarily honed and enhanced concentration. This Skill lasts for 30 Seconds in combat and 90 seconds out of combat. This has a 20 Minute cooldown.

Shield (Lv MAX) (Active: 20 MP + 10 MP/Min + 3 SP + 1 SP/Min)
+2 SP, +2 Focus, +1 Initiate Soul Magic, +1 Spirit Focus
A combination of Rei Amagi's 'Mana Shield' and the Soul Spell 'Soul Shield', a Spell that utilizes your spiritual force to protect yourself from attacks. You create a shield of Mana around you that is further enforced by your spiritual force. This Shield has a DR equal to 25 + Spellpower% Spirit Focus (WIS) and 100 + Spirit Focus (WIS) + Spellpower HP. This shield is further enforced through magic and spiritual force, negating (5 + 10% Initiate Soul Magic (SPI))% of all Damage. A Critical Cast eliminates the /Min Cost for 20 Minutes.

Arrow (Lv MAX) (Active: 30 MP + 2 SP)
+2 SP, +2 Focus, +1 Initiate Soul Magic, +2 Spirit Focus
A combination of Rei Amagi's Mana Arrow and the Soul Magic spell Soul Arrow. This unique Spell utilizes both your spiritual essence and willpower to fire a concentrated arrow of energy and force that is controlled and enhanced with both your will and magic. This Arrow deals 20 - 50 Force/Mana Damage + 75% Spirit Focus (WIS) Score Mana Damage + 75% Spellpower Force Damage. This highly precise, controlled mystic projectile also gets 3 + 15% Spellpower Critical Chance for attacking. This arrow also spins, piercing (14% Spellpower + 15% Spirit Focus (WIS))% of the opponent's Res. A Critical Cast conjures two arrows at once. +2 Critical Cast Chance for this Spell.

Improved Unarmed Fighting (Lv 20: 25%) (Passive)
+2 Fisticuffs, +1 STR, +1 DEX
You no longer know how to just hit harder, you know how to fight harder too. Your Unarmed Strikes deal 14 - 38 Damage. Furthermore, you get +5 Accuracy, +5 Attack Speed, and +1 to your Critical Chance while fighting unarmed. Furthermore, you can learn some better unarmed fighting skills as well. Furthermore you can make an additional unarmed strike after any other Regular Attack or Attack Skill, however it carries an additional -12 to its Accuracy. Furthermore every 5 Ranks you have in any Fisticuffs Talents adds +1 to the Damage Range while every 10 Ranks adds +1 to the Critical Chance of all Unarmed Strikes. To Level: Defeat Enemies, Score Critical Strikes

Magic Affinity (Lv MAX) (Passive)
+2 INT, +1 to all Novice Level Magic Talents
Due to your recent dabbling in the magical arts and your high intelligence, you have a natural affinity toward the art of magic as both a power and an art in itself. All of your Spells are 10% Stronger, Cost 10% less MP, have +25% total Spellpower, and +2 Critical Cast Chance. Furthermore you get +10 to all applicable scores for anything dealing with Magic and get 25 Spell Resistance.

Fist (Lv 20: 50%) (Active: 38 MP + 3 SP)
+1 SP, +1 Focus, +1 Spirit Focus
A combination of Rei's Mana Fist and the Soul Magic spell Soul Fist, used by Soul Mages who practiced martial arts. You imbue your fist with your Mana and the force of your soul, using it to add a surge of mystical power and energy to your strikes. Your next two + 8% Spellpower Unarmed Strikes deal a percentage of your Spirit Focus (WIS) as Mana/Force Damage equal to 70% Spirit Focus (SPI) + 70% Spellpower. This Spell will also automatically end after 57 Seconds. Getting a Critical Cast will make the Spell last for 10 + 18% Spellpower Seconds instead of just several strikes. +1 Critical Cast Chance for this Spell. To Level: Defeat a Foe, Get a Critical Strike, Get a Critical Cast

Throw (Lv 5: 0%) (Active: 20 MP)
+2 Abjuration Basics.
An improved version of the Repulse Spell. When you cast this Spell, you can choose whether to conjure a concussive blast around yourself to knock away creatures right around you or to fire a concussive blast a single distant, yet still close by, foe in an attempt to knock them away. Any enemy hit by this blast is hit with a 'STR' of 17 + 55% Spellpower to attempt to knock them down or back. A Critical Cast allows the Spell to deal 55% Spellpower Arcane Damage. +1 to Critical Cast Chance. To Level: Get Spellpower, Knock Down a Foe, Knock Down a Distant Foe, Knock Down Multiple Foes, Get a Critical Cast.

Breathing (Lv 16: 20%) (Active/Passive)
+8 HP Regen, +8 MP Regen
A breathing technique created by 'The Gamer' Rei Amagi. One takes in minuscule amounts of mana and spiritual energy from the air around them with each breath, letting it flow through them before letting it and your breath back out. This helps to improve air and energy flow through the body, making it function better. While one does this subconsciously with normal breathing to strengthen their basic physical abilities, when one focuses their Mana into the technique, the flow becomes greater, strengthening physical functions even more.
STR, VIT, and AGI are all increased by 8% (Passive).
Physical Attacks are 14% stronger, Stamina +13%, and HP Regen +13% (Active: 37 MP/Minute)
To Level: Use with Attacks, Defeat Enemies

Strength (Lv 6: 30%) (Active: 44 MP)
+2 Alteration Basics.
A Spell meant to increase physical strength. Increases your STR Score by 22%, this % amount being further increased by 21% Spellpower. A Critical Cast will increase the Damage of your Melee Attacks by 28% and double the duration. This Spell lasts for 42 Seconds. +2 to Critical Cast Chance. Can be cast on others. To Level: Get Spellpower, Attack, Fight Enemies, Defeat Enemies, Get a Critical Cast

Strike (Lv 10: 0%) (Active: 8 MP)
A technique used by more fearsome warriors to strike with ferocity and power. This attack deals 60% more Damage than a regular attack, but has -18 to its Accuracy. Has a Cooldown of 16 Seconds. To Level: Attack, Defeat an Enemy, Deal a Critical Strike.

Mystic Guard (Lv 1: 0%) (Passive)
You are experienced enough in both defending yourself against attacks and using Mana and spiritual force that you can actually deflect and parry these types of mystical attacks with your hands. If you Guard you can actually attempt to send these projectiles back upon successfully parrying them, your Accuracy being your Spirit Focus (WIS) - 25. Powerful/larger mystical projectiles may take more effort to send back, failing to do so will result in a Full Hit. Also while Guarding you get +10 Parry and Dodge Defense and your Con/Res are increased by 75% of the appropriate Stat + 25% Spirit Focus (SPI). To Level: Guard, Guard and Deflect, Deflect without Guarding, Turn Back Attacks

Critical Cast (Lv MAX) (Passive)
+2 LUK, +2 INT
A phenomenon in magic may sometimes occur when casting a Spell. Its hard to gauge when it will happen, but sometimes when a mage casts a spell they may accidentally have everything just click into place and the spell will exhibit a much greater magical phenomenon when normal. Usually a Critical Cast, sometimes also called 'Haywire Spell' will double the max Spellpower cap and increase the Spell's other Non-Spellpower affects by 100% and will now also reduce the MP Cost by 25%. Sometimes for some specific Spells, a special affect will occur. You currently have +2 Critical Cast Chance for all Spells.

Recover (Lv 23: 0%) (Active: 100 MP)
+2 Spirit Focus
A combination of Spiritual Healing and the Body-Spirit Channeling Soul Spell. This combination of soul magic and spiritual techniques, both meant to manipulate the strength and energy of the spirit, is meant to bolster and augment the body's healing process by tapping into the strength of the spirit without the need of tapping into the caster's own life as the original Soul Spell required. The target is initially healed an amount of HP equal to Spirit Focus (SPI) + 73% Spellpower and then continuously healed after that for 12 Seconds for an amount equal to 73% of their HP Regen. Utilizing a Soul Stone or other source of spiritual energy reduces the MP Cost by 123% X, where X is the amount of SP in the stone. A Critical Cast also lets the Spell heal some Status Ailments, dealing 'damage' to them equal to 23% Spellpower. To Level: Heal, Heal from Danger, Save a Life, Get a Critical Cast

Mana (Lv 10: 0%) (Active: 7 SP)
+2 SP, +2 Initiate Soul Magic
A special Soul Spell that is coveted by Soul Mages. This Spell is used to convert the strength of the soul into magical power. This Spell restores an amount of MP equal to Initiate Soul Magic (SPI) + 65% Spellpower. You can also use a Soul Stone or Soul Gem instead. When use a Stone/Gem you get 8 X + 65% Spellpower MP, where X is the amount of SP in the Stone/Gem. Can use up to two Soul Stones/Gems at once. +3 Critical Cast Chance for this Spell. To Level: Use Soul Stones/Gems, Get Critical Casts

Drain (Lv 5: 0%) (Active: 10 + 14 MP/Second)
+1 Spirit Focus
A version of the 'Life Drain' dark spiritualist technique that allows a user to draw not only life force, but spiritual energy, from a target as well. This 'Energy Siphon' Skill allows you to drain not only Life force to replenish your own, but spiritual energy to replenish your own Mana. The target, if they fail to resist, are initially drained for up to 42 MP and then 10 HP/Second for every second afterwards. At every five second interval they fail to resist, they are drained for up to another 42 MP. Currently the range is 10 yards. Note that you cannot move whilst using this Skill. The difficulty to resist is 21 + Spirit Focus (WIS). To Level: Drain Enemies, Drain for Max MP and HP, Continuously Drain, Defeat an Enemy

Power (Lv 17: 0%) (Active: 108 MP + 7 SP + 108 MP/Min + 7 SP/Min)
+1 SP, +1 Initiate Soul Magic
This special unique Spell combined the techniques behind Rei Amagi's 'Amplify' and the concepts of the Soul Magic Spell 'Strengthen Force'. This Spell utilizes magic to 'layer' your own Mana into itself and to imbue this strengthened energy along with the conjured spiritual force into your spirit to strengthen it and the energy and force it produces, which in turn strengthens the techniques that it powers. When you cast this Spell, your SPI, just for SPI Based Skills, is increased by a % amount equal to 28 + 16% Spellpower. Then any SPI or Mana Using Skill have their basic affects and any SPI based descriptors increased by a % amount equal to 92% Initiate Soul Magic (SPI) + 42% Spellpower. SP/MP Recovery Skills are unaffected by this Spell. Getting a Critical Cast eliminates the per minute costs for 1 Minute. To Level: Use Complex/Unique Powers, Defeat Enemies, Get a Critical Cast

Hardiness (Lv 1: 0%) (Passive)
+1 VIT, +10% HP, +5 HP Regen.
You have a decently hardy constitution and thus a good resistance to disease, poison, and other forms of physical ailments including exhaustion or hunger, which also makes your body tougher and recovery speed higher. You get a +10 Resistance against basic physical ailments and +5 against uncommon physical ailments/affects. To Level: Attempt to Resist, Resist a Common Ailment/Affect, Resist an Uncommon Ailment/Affect

Mana Pool (Lv 18: 25%) (Passive)
+1 In. Soul Magic, +1 S. Focus, +68 MP, +8% MP, +13 MP Regen
Continuous training and practice with your Mana and the energies of your spirit has shown promise of a natural wellspring of Mana within you, one that shows up only in those with a natural born connection to the energy known as Mana, which does not normally naturally occur in human beings. To Level: 400 MP (85/400 Used)

Summon Elemental (Lv 5: 0%) (Special)
+1 Fledgling Crystal Magic
You have expanded your magic to be able to contact and summon multiple types of elementals. When you cast this Spell, you choose which type of Elemental you summon, each type having a specific MP Cost. You can have up to 1 + 10% CHA Elementals summoned at once. All of your Elementals HP is increased by 21% then further increased by 80% Spellpower and they have an amount of MP that they will use first equal to 42% their original MP + 42% Spellpower. To Level: Get Spellpower, Utilize Elementals, Fight with Elementals, Utilize Multiple Elementals, Fight with Multiple Elementals, Get a Critical Cast, Contract New Elemental Types

Minor Earth Elemental (14 MP + 9 MP/Min) (Fledgling Crystal Spell)

Minor Crystal Elemental (28 MP + 18 MP/Min) (Fledgling Crystal Spell)

Shard (Lv 15: 30%) (Active: 50 MP)
+2 Fledgling Crystal Magic
A combination between the Crystal Shard and Shield of Shards Crystal Magic Spells. This special basic Crystal Spell will conjure shards of crystal essence that will float around the user for 48 seconds. These shards will move to help block or interfere attacks. Each one conjured grants +5 to Defense against small Melee or Projectile Attacks. This Spell conjures 1 + 3% Spellpower Shards. Each shard can be fired at the caster's will, dealing 18 - 34 + 65% Spellpower Crystal Damage. The Shards as an attack have a 1 + 3% Spellpower Critical Strike Chance. The shards you conjure can be sent to guard others, but they cannot be fired. A Critical Cast increases the Defense Bonus to +10 per shard. To Level: Hit, Block Attacks, Defeat an Enemy, Get Critical Strikes, Get a Critical Cast

Level 10
You have gotten a bit stronger. +1 to all Stats. +10 HP and +5 MP. +1 Con, Res, HP Regen, and MP Regen. MP and HP Regen become 1/3rd of their appropriate Stats. Gain 3 Talent Points per level now. Also your Inventory Slots are increased by 2.

Zombie Slayer
You have slain a Legion Zombie, a powerful form of Zombie. As such, you are know experienced in taking on Zombies and know how to properly do so. You deal 10% more Damage to Zombies and Zombies deal 10% less damage to you.

Rookie Mage
You have made a small bit of progress in three different forms of magic and are quite the studious arising Mage. +1 INT, +1 Knowledge, +5 Bonus to the Spellpower of all Novice Spells. Also +1 to the Critical Cast Chance for all Novice Spells.

Scholar
You have mastered the Knowledge Talent and thus know many things. You get +2 INT and a +1 in two different INT based Talents (Abjuration Basics and Alteration Basics). Furthermore some knowledge based abilities may be easier for you to acquire.

Earth Elemental Slayer
You have slain an Awakened Low Earth Elemental, a special version of an Earth Elemental that possesses unique, yet powerful, abilities. As such, you know how to easily deal with ordinary run of the mill Earth Elementals. You deal 10% more Damage to ordinary Earth Elementals and they deal 10% less Damage to you.

Imp Slayer
You have slain a Big Imp, a creature that is known for being able to command other Imps and absorb their strength to bolster its own. As such, ordinary Imps are no match for you now. You deal 10% more Damage to Imps and they deal 10% less Damage to you.

Kobold Slayer
You have slain an Elite Kobold Warrior, a powerful Kobold Warrior who commands other lesser Kobolds. As such, all Kobolds know to fear you and you deal 10% more Damage to Kobolds and they deal 10% less Damage to you.

Skill Merger Novice
You are quite good at utilizing your Skills, having made your first combined Skill. As such, you are quite the talented individual. Get +1 Talent Point. (6)

Level 20
You have grown a bit more in strength and experience and while you still have long way to go you have made decent progress. +4 Talent Points, +20 HP, +10 MP, +2 MP Regen, HP Regen, Con, and Res. Furthermore you now get 4 Stat Points every other level and the 1/4th factors for Con and Res are now 1/3rd. Also you get +2 Inventory Slots.

Mental Adept
You have mastered the Focus Talent and thus are quite skilled at focusing and honing your mind and willpower for various tasks. You get +1 Spirit Focus and +1 WIS.

Boss Slayer
You have slain several boss monsters and thus are quite capable at fighting them. As such, you can now use Boss Monster materials to make Boss Monster IDs that let you fight that specific monster without having to fight a bunch of monsters.

Skill Apprentice
You have mastered and evolved twenty different Skills now, making you quite the skilled and strong individual from how rigorous the training was to master all of those Skills. +2 Stat Points.

Skill Adept
You have mastered and evolved over 50 Skills, making you an exceptionally skilled individual. As such, due to your hard work and diligence, you know how to more quickly increase the Level of your Skills. +10% Skill Leveling Rate. (52)

Unarmed Strike
17 - 39 + STR Damage
Accuracy: 39/24/4
Attack Speed: 40 (3 Attacks)
Critical Chance: 5%

Body
Gekkoukan High Male Uniform

Head
N/A

Arms
N/A

Feet
School Shoes

--Accessories--
Lucky Amulet: An amulet with a small Luckstone imbued into it, a stone that is known to bring good luck. Gives +5 Luck.

Hands
Runestone Iron Glove Cestus: Cestus that are like a glove with small iron plates on the front, which both augment punching power and protect the hands while allowing the hands to still be used normally. Adds +10 to Max Damage of Punch Attacks and +5 to Min Damage Range. Furthermore Runestones ground up into the iron as it was being forged and a special enchantment allow Spells to be cast on the glove and, when you next punch with said glove, you will hit them with the spell. A Spell will only stay in there for 10 Seconds though. One Spell can be cast on each glove. Doesn't work with all Spells.

Unarmed Strike
22 - 49 + STR Damage.
Accuracy: 39/24/4
Attack Speed: 40 (3 Attacks)
Critical Chance: 5% (0-4)

Body
Black Jacket
Armor Shirt: A t-shirt woven with a minor Magic Armor spell woven into its fabric. Gives +10 AR to all attacks.


Head
N/A

Arms
Armored Warrior Bracers: Special Iron Bracers used by warriors to better block attacks, crafted in a way to provide protection without weighing down the arms. Lets you Parry Unarmed with no Penalty or adds +10 to your Parry Defense if using a weapon. Also enchanted to give +5 AR to all Attacks.

Feet
Sneakers

--Accessories--
Combat Backpack: A light, small backpack with alot of pockets. Increases Inventory Space by 15.

Initiate Magician's Ring: A ring worn by Mages that are just starting up. It strengthens magic and

Mana Conservation Ring/Earring Set: This enchanted set of matching earrings and rings utilizes a special magical enchantment that better allows a mage to recover and utilize their Mana. When all four pieces are worn, one ring on each hand and the earrings, one's ability to recover MP is enhanced and they are able to utilize less MP. +20 MP Regen, 10% MP Cost Reduction to all Skills, all MP Restoration increased by 10%

Caster's Amulet: A magical amulet with a small mage's stone set into it. Amulets and rings like these are used by magic users who would rather not wield staves or wands in battle. This well made magic amulet possesses an enchantment that strengthens low level Spells. It gives +10 Spellpower and +1 Critical Casting Chance to all Spells of Apprentice or lower. This amulet can be used to cast without one's hands as well, as the stone is the casting medium, but it increases MP Costs by 50%.

Novice Casting Efficiency Ring: A ring that, when worn, is capable of reducing the Mana needed for the creation of novice level magical phenomenon creation. -10% MP Cost to all Novice Level Spells.

16/29 Slots Used

Abyss Auction Rank F Membership Card: Held in wallet. Can be used as a debit card. Currently you have 36,250 Points. Need to obtain 8,750 Points to become a Rank E Member. You now get a 10% Discount on all F Rank Items. Currently possesses one 10% off Rank F Items Discount.

Small Minor Health Potion (2): A small, very weak elixir used to heal wounds. Heals 50 HP.

Small Minor Mana Potion (2): A small, very weak elixir used to restore mystical energies. Heals 50 MP.

Small Basic Health Potion (12): A weak elixir used to heal wounds. Heals 100 HP.

Small Basic Mana Potion (12): A weak elixir used to heal spiritual energies. Restores 125 MP.

Ritual Kit: A basic kit for basic Spell Rituals.

Magic Armor Scroll (2): A Spell Scroll containing a single use of the Intermediate Manipulation Spell 'Magic Armor'. Made by Saito. Gives a target a coating of armor made of magical energy that has an AR of 50 against all attacks. It lasts for 1 hour. Activation Key is 'Evictus'. Has a 50% chance of being destroyed after use. If it survives usage, Mana Dust can be used to restore its power.

Mage Spear Scroll (2): A Spell Scroll containing the Intermediate Manipulation Spell 'Mage Spear'. Made by Saito. Launches a powerful lance of magical energy that deals 150 - 300 + 100 Magic Damage. Activation Key is 'Evictus'. Has a 50% chance of being destroyed after use. If it survives usage, Mana Dust can be used to restore its power.

Small Soul Stone (18): A small stone made of the crystallized energy of a human soul. Has various uses due to the spiritual energy it is made of. Contains 10 SP.

Medium Soul Stone (8): A somewhat larger stone made of the crystallized energy and power of souls. Its larger size comes from either a stronger soul or multiple souls pressed together. Has many uses. Contains 50 SP.

Small Soul Gem (2): A Soul Gem is the refined, processed version of a soul stone, processed with magic to make the spiritual energy and power of the souls last longer. Has 25 SP. When emptied, it can be recharged through the usage of spirit energy or soul magic spells. Note that when utilizing a Soul Gem you do not have to utilize all of its power at once, you can choose how much power you utilize at one time. If you destroy it when utilizing its power, it will have an additional 25 SP.

Big Imp Claw: The large claw of a big Imp. Contains the essence of a demon that is capable of commanding other weaker demons. Has various uses.

Soul Spell Book: A book that contains various soul magic spells for the up and coming Soul Mage.

Mass Zombie Flesh (4): Flesh of a Mass Zombie, of a creature comprised of massive amounts of resentment, death, and a power that bonds things together.

Minor Earth Essence Crystal (6): A small crystallized piece of the earth essence of a Minor Earth Elemental.

Minor Earth Elemental Core (4): The magical 'core' of a Minor Earth Elemental. Is quite useful in various practices of earth magic.

Sandbag Sack: A sack of Sandbags. There are four 5 KG, and 3 10 KG.

Money: 32,750 Yen (¥)

Items held in a chest inside of Rei's house that goes underneath her bed. Is locked up pretty tight.

An Introduction to the Art of Magic: A good reference tool for the up and rising mage that has various information about the various basics of magic.

How to use the Mahoken: A somewhat more recently developed style of martial arts. While not necessarily a style, the Mahoken is more of a principle and discipline for creating one's own unique style of martial arts that is unique to them as it mixes techniques and ones own Magic to create unique, magic based fighting techniques. Requires INT 30, AGI 15, VIT 15, DEX 20, Apprentice Magic and Fisticuffs Mastery.


Water Mephit Core (3): This small, hot chunk of demonic essence is the core of a Water Mephit and has various uses in various fields.

Water Mephit Claw (8): A claw that contains the demonic and elemental essence of a Water Mephrit.

Water Mephit Familiar Contract Scroll: A special magic scroll which contains the magic of familiar contracting for contracting a Water Mephit as a Familiar.

Big Book of Beginner Arcane Spells: A book full of basic arcane spells from the main schools of Arcane magic.

Introductory Chaos Tome: A book full of basic Chaos Spells for a Chaos Magic Initiate.

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tumblr_n7zhpd5WtH1r5o4ldo1_r2_500.gif


Age:
16

Gender:
Female

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Selina believes herself to be an extremely well mannered woman, who is always working hard, and assisting those in need. She believes she usually acts with poise and beauty, attracting all the males and having to hold herself back to be fair to the other girls. And she only does that because she's so considerate. She always goes and helps those who will give her some- nothing in return. She cannot be rude to anyone because she isn't easily angered and she would never inflict extreme pain to those she hates. Selina is a girl who can hold all of her emotions in for the sake of others.

Of course, this is all a joke. Selina may believe that she is all these things, but the fact of the matter is that she simply... Is not any of the things she listed. A-Alright, maybe one or two, but... You get my point! Selina is actually a well mannered woman, who doesn't like doing any work, and hates helping people. Unless, of course, they give her something in return. She does usually act poised and beautiful, but one wrong move and se won't hesitate to give a crack at your head. She doesn't attract any men, unless you count her pathetic followers. She's not considerate at all, in fact, she's the opposite of considerate. She'll do something just to make someone do more work. For example, in chemistry class, she accidentally spilled a toxic chemical on her rival. Yeah... That's how far she goes. She puts on a an innocent girl personality for those who don't know her, but it's all a facade. She's very easily angered and she won't hesitate to smack someone if she has to. Selina's a very passionate person when it comes to her endeavors. And by no means, can anyone stop her. Oh yeah, and she may sound like she just does things on whims, but... She always has a plan in motion. Beware.

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Selina was born into a family consisting of her father, mother, and brother. They were all odd and Selina was no different. She was always an odd child. When she was younger, she could never play dolls, she just had to observe those people who played dolls. And when her friends had gotten bored of her, she watched her father play chess in a nearby park. She enjoyed observing things and it gave me her the ability to find the flaws in someone else/someone else's strategy just by looking at them. Selina actually got to the point in observing her father's matches that she would give her father suggestions about what to do. And by age 7, she was able to beat a few skilled players at chess. People thought she was a prodigy, but she wasn't interested in chess. She enjoyed something much more complex. Something she could never comprehend. And that one thing was magic. Then, at this point, she began to act like a normal little girl. She would play dolls and pretend that they would have magical powers and when she discovered that the internet had a place where you could play someone that controls magic, she was hooked. She adored magic and was simply astonished that something so unattainable would be so enjoyable. She continued with this love of magic... Well, she still continues with this love of magic, even to the present day.

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Epic Points: 3

Level: 16
XP: 623

0/100 Points Remaining
Extra Points: 29

STR: 10
VIT: 18
AGI: 12
DEX: 13
INT: 22
WIS: 16
CHA: 7
SPI: 24
LUK: 7

HP: 202 (+10% = 20) (+6% = 12) = 39/234
HP Regen: 8/min

MP: 204/266
MP Regen: 15/min

Constitution: 37 (+30 M. AR) = 67
Resistance: 39 (+30 M. AR) = 69
Spell Resistance: 50

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Talent Points: (67 + 6) = 6/73
Extra Points: 16

Acrobatics (AGI): 5
Appraisal (INT): 3
Climbing (STR): 3
Disguise (CHA): 4
Fisticuffs (DEX): 2
Focus (WIS): 10
Initiate Water Magic (INT): 8
Knowledge (INT): 14
Manipulate Device (DEX): 3
Melee Weaponry (DEX): 10
Negotiation (CHA): 5
Observation (INT): 6
Projectile Weaponry (DEX): 4
Sleight of Hand (DEX): 2
Stealth (AGI): 2
Thrown Weapons (DEX): 2

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Facade Expert (Lv MAX) (Passive)
You are skilled enough at putting on facades that, even though they may be easily broken, you still know how to fool people nonetheless. When attempting any sort of facade to fool someone you get a +10 to any appropriate Score to do so.

Hello (Observe) (Lv 5: 75%) (Active)
You know how to observe others to garner basic information on them. When using this Skill on a target basic information on them will appear. The amount of information you can scan from a target depends upon what they are doing, the difference in Level between you and the target, their relationship to you, and a number equal to your Observation Score + 5. To Level: Use the Skill, Gain New Information, Gain Rare/Unique Information, Use your own natural powers of observation.

The Gamer (MAX LV) (Passive)
You possess the Mind of a Gamer. +1 INT. 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.

ID Create (Lv 6: 0%) (Active)
Creates a Pseudospace in which you can use special powers in freely. Current Instances Available: Empty ID, Imp ID, Goblin ID. The Cooldown for creating new Monster IDs is 3 Hours. To Level: Create an ID, Clear a Monster ID you created, Create a new type of ID.

Clicking on any of the ID Types will bring up a small window granting you information on that specific type.

Empty ID
Creates an Empty ID, perfect for simple grinding and training.

Imp ID
An ID that spawns Imps 4 - 8 Imps.

Goblin ID
An ID that spawns 3 - 6 Goblins, creatures that are known for having all sorts of tricks up their sleeves with how cunning they are.

Wisp ID
An ID that spawns 2 - 4 Wisps, disembodied spirits that have no identity or origin in the living. They are said to be just spirits of the spirit world itself.

ID Escape (Lv 4: 50%) (Active)
Allows you to escape from an ID. When trying to force an ID open or trying to forcibly break an ID, +4 is added to your score for doing so. To Level: Escape, Forcibly Break an ID, Forcibly Enter an ID.


Running Strike (Lv 17: 0%) (Passive)
When you charge forward, flowing the momentum of your movement into your strike, you increase the damage you deal by an amount equal to 27% of your Movement Speed. Be careful though, as charging can leave you open to enemy attacks. To Level: Execute a Running Strike, Defeat an Enemy, Score a Critical Strike.

Critical Strike (Lv 8: 0%) (Passive)
+1 LUK.
You know how to instinctively better strike an opponent's weak spot for larger amounts of damage. When you get a Critical Strike, you deal 140% more Damage. All of your Attacks have +1 Critical Chance. To Level: Get a Critical

Mana Fist (Lv 1: 0%) (Active: 12 MP)
You gather Mana from within and without, wrapping it around your hand to augment your next physical strike. When you use this Skill you add an amount of Mana Damage to your next Unarmed Strike equal to 25% of your Focus Score. This will last for 10 Seconds or until you strike. You can use this Skill and strike at the same time, but this decreases the accuracy of your strike by 25. To Level: Use, Use and Strike, Hit a Foe, Defeat a Foe, Score a Critical Strike.

Disguise (Talent Skill)
+1 CHA
Your ability to utilize performance and acting to disguise yourself and your intentions. A bit different than Negotiation, this is more for acting to disguise your actions whether it is acting with words or acting with your physical actions and body language. Overall, a good thing to train for any actor.

Initiate Water Magic (Talent Skill)
+1 Initiate Water Magic, +1 Knowledge
You have learned the basics of Water Magic, now knowing how to call upon and harness the essence and power of Water from the Elemental Plain. As such, you can now perform Ritual Water Magic to forge a connection with the Essence of Water to begin to acquire the Spells and power needed to harness Water Magic. The Maximum Spellpower of your Spells is 24.

Riposte (Lv 5: 0%) (Special)
You are skilled enough at finding an opening in an opponent's defense that when you parry an opponent's attack, you can sometimes get in a counterattack of your own due to an opening you managed to create and find in their defenses when you parry. You can perform a single counterattack at -22 Accuracy when you parry some attacks. This attack, if it hits, has an additional +2 to its Attack Score for the purpose of being a full hit since you are attacking an opening you created. Note though that if your attack is parried, you may be open to counterattack yourself, but if you manage to hit them you could interrupt their attack. To Level: Attempt a Riposte, Hit, Get a Full Hit, Defeat an Enemy, Get a Critical Strike

Critical Cast (Lv 16: 0%) (Passive)
+2 LUK

A phenomenon in magic may sometimes occur when casting a Spell. Its hard to gauge when it will happen, but sometimes when a mage casts a spell they may accidentally have everything just click into place and the spell will exhibit a much greater magical phenomenon when normal. Usually a Critical Cast, sometimes also called 'Haywire Spell' will double the max Spellpower cap and increase the Spell's other Non-Spellpower affects by 65%. Sometimes for some specific Spells, a special affect will occur. You currently have +1 Critical Cast Chance for all Spells. To Level: Critical Cast

Summon Water Elemental (Lv 20: 0%) (Active: 17 MP + 12 MP/Min)
Utilizing your Crystal Magic, you can summon an Earth Elemental to fight by your side. This spell lets you summon one Minor Earth Elemental, a creature that is comprised of Earth Essence and thus can utilize earth magic based powers. You can have up to 1 + 9% CHA Earth Elementals summoned at once with this Spell. The HP of your Water Elementals is increased by 45% Spellpower. The abilities your Water Elementals use will use your own MP. Getting a Critical Cast summons a Lesser Water Elemental. Your Elementals now have an amount of their own MP equal to 20% their original MP Amount + 20% Spellpower. To Level: Fight with Elementals, Summon Multiple Elementals, Get a Critical Cast.

Hardiness (Lv 16: 75%) (Passive)
+8% HP, +4 HP Regen.
You have a decently hardy constitution and thus a good resistance to disease, poison, and other forms of physical ailments including exhaustion or hunger. You get a +7 Resistance against basic physical ailments and a +3 Resistance against Uncommon Physical Ailments. To Level: Resist a Common Ailment, Resist an Uncommon Ailment.

Rapier Proficiency (Lv 15: 0%) (Passive)
+2 Melee Weaponry, +1 DEX
You have a little bit of proficiency with Rapiers, swift, light blades meant for quick, precise thrusts. They are more meant for precision, accuracy, and defense rather than power. You have +8 Accuracy, +8 Attack Speed, and +8 Parry Defense with Rapiers and also deal 13% more Damage. The Damage Range of any Rapier you wield is increased by 8 and you also have +2 Critical Chance with Rapiers. To Level: Use Skills, Defeat an Enemy, Score a Critical Strike.

Physical Endurance (Lv 1: 0%) (Passive)
+10% HP, +25 Constitution, +2 VIT.
You know how to better resist pain and physical damage, allowing you to survive tougher hits and take more punishment. To Level: Take Damage, Nullify an Attack, Take Massive Physical Damage, Nullify a Powerful Attack, Survive a Fatal Blow, Endure a Critical Strike

Second Wind (Lv 18: 0%) (Special)
Humans best exhibit their true power and strength when pushed into a corner, and this Skill is an example of that. This Skill can be activated in one of two circumstances. The first is when you are knocked to 0 HP or lower and, through sheer willpower, manage to stay standing. The second is when you are at 8% HP or lower. When activated, it lasts for 10 Seconds. When Activated:
Your HP will be restored back to 13% and you will recover 13% MP if activated with the first method.
Con and Res will be increased by 86%
All Skills will cost 0 MP; if they have X MP Costs, X will equal 118% SPI
All Skills will become 68% stronger and have no casting/charging time. If they have any said casting/charging time becomes 0.
You will get a +3 Critical Chance for both Spell Casting and Attacking
Your AGI and STR will be increased by 3.

When activated manually, you will be forcefully manifesting your adrenaline and last vestiges of power. Any MP you have will be lost after the Skill ends and it and any other MP using abilities cannot be used for 5 Minutes since you will not be able to recover MP for 5 Minutes. If using it with the first method, you instead will only have it available for activation again if you can get back up to 94% HP.
To Level: Fight Enemies, Defeat Enemies, Activate through the first method, Use it twice within 5 Minutes

Mana Gather (Lv 6: 0%) (Active)
+6 MP Regen, +1 Focus
You utilize your will and your own energy within to gather it and energy from around you to your hand. On its own, this can be used to restore 29 + 6% Focus Score MP, but has a cooldown of 5 Minutes. With the right mindset though, this Skill can be used for various unique applications. You also get +20 to your Focus Score whenever experimenting with Mana Gather. To Level: Use Mana Gather, Practice, Experiment, Create new Skills

Rain Sphere (Lv 8: 95%) (Active: 34 MP)
+2 Initiate Water Magic
This improved version of Water Ball conjures a powerful sphere of water that then, like rain, shoots off into multiple smaller water spheres. When cast, this Spell launches a sphere of watery essence that deals 21 - 42 + 83% Initiate Water Magic Water Damage to the foe it hits. It then will split off into one + 6% Spellpower smaller spheres, each one dealing a percentage of the damage of the original sphere equal to (32 + 23% Spellpower). The split off spheres will either target slightly nearby targets or, if there are no other targets, will target the initial target. The Accuracy of the split off Spheres is determined by your Initiate Water Magic Score + 58% Spellpower. Get +1 Critical Cast Chance. To Level: Get Spellpower, Attack, Attack Multiple Enemies, Defeat an Enemy, Defeat Multiple Enemies, Get a Critical Cast, Get a Critical Strike

Mystic Endurance (Lv 2: 0%) (Passive)
+27 Resistance, +2 WIS
Your ability to both naturally and passively block all forms of energies and mystical forces. To Level: Take Mystical Damage, Nullify Attacks, Take Powerful Attacks, Nullify Powerful Attacks, Endure a Fatal/Knockout Blow, Endure a Critical Strike

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Level 10
You have gotten a bit stronger. +1 to all Stats. +10 HP and +5 MP. +1 Con, Res, HP Regen, and MP Regen. MP and HP Regen become 1/3rd of their appropriate Stats. Gain 3 Talent Points per level now. Also your Inventory Slots are increased by 2.

Imp Slayer
You have slain a Big Imp, a creature that is known for being able to command other Imps and absorb their strength to bolster its own. As such, ordinary Imps are no match for you now. You deal 10% more Damage to Imps and they deal 10% less Damage to you.

Skill User
You have taken a Skill up to the next level, making it more unique and/or powerful. This in turn has made you a bit stronger from the experience of this. +1 Stat Point. (3)
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14/17 Slots Used

Rank G Abyss Auction Membership Card: A membership card for the Abyss Auction. Can be used as a debit card. Currently you have 125 Points and need 9,875 before becoming a Rank F member.

Extension Cord: Good for plugging things in, or for tripping people. Is about twenty feet long. Not really meant for dealing damage and not really good for using as a whip.

Metal Sculpture: A small metal sculpture that is a decent decorative piece. Might be able to be used as a weapon, but really for just basic, brute strikes. Not really combat worthy, but still can pack a punch somewhat. Deals 1-8 Damage.

Iron: Pretty hot when plugged in. Deals 1-8 Damage normally, but adds on an additional 5 'Fire' Damage if you can use it while plugged in and hot.

Kitchen Knife: A short, but still rather sharp, knife. Not much for reach, but still sharp enough to inflict some damage through stabbing. Deals 1 - 8 Damage.

Small Minor Health Potion (5): A minor elixir used to heal wounds. It is still quite valuable though in the abyss due to its ability to instantly heal wounds, despite it being weak. Heals 50 HP.

Crystal Ball: A special glass sphere that can be used in basic forms of Magic rituals and is also used for tasks such as divination and fortune telling.

Steel Rapier: A lighter, thin sword made of steel meant for thrusting. It is precise, accurate, swift, and deals decent damage. Deals 8 - 23 Damage, has +3 Attack Speed, +3 Accuracy, +3 Parry Defense, and +2 Critical Chance.

Goblin Mini Bomb (1): A small bomb that can pack a whallop. When thrown after being lit, they deal 20 - 50 Fire Physical Damage. They are quite deadly.

Iron Rapier: A thin sword meant for thrusting made of iron. Swift, precise, and accurate.
Deals 3 - 12 Damage, has +2 Attack Speed, and +2 Critical Chance.

Basic Ritual Kit: A basic kit, holds the basic tools needed for performing most forms of basic magic rituals.

Raise Zombie Scroll: A scroll containing the Spell 'Raise Zombie'. Raises a basic zombie to fight your enemies or follow basic commands for an entire minute. Destroyed after use. Unfurl, hold out before you, and say 'Use Item' to activate.

Summon Minor Earth Elemental Scroll: A scroll containing the Spell 'Summon Minor Earth Elemental'. Summons a Minor Earth Elemental to your aid for an entire minute. Destroyed after use. Unfurl, hold out before you, and say 'Use Item' to activate.

Training Sandbags: Small sandbags that, when tied around the arms, ankles, and torso can give decent training. Total of 30 KG. Currently inside of a bag.

Steel Chainmail: A shirt of steel chainmail. Was forged to be light and strong. +10 Armor Rating, -3 Armor Penalty.


Money - 74,000 ¥

Main Hand: -

Off Hand
School Bag: A small bag meant for holding books and the like. Expands Inventory Slots by 5.

Body: School Clothing

Head: Cute Hairpin

Arms: School Clothing

Feet: School Shoes

Accessories: N/A

Main Hand
Alchemical Steel Rapier
A Rapier forged with basic alchemic blacksmithing techniques to make it much stronger and sharper than a regular rapier while still having the precision and speed of a lightly forged rapier.
Deals: 25 - 42 Damage, +3 Critical Chance, +3 Attack Speed, +2 Accuracy, +1 Parry Defense


Damage: 33 - 50 + STR + 13% Skill Bonus
Accuracy: 35/20 (First Attack/Second Attack)
Attack Speed: 29 (2 Attacks)
Critical Chance: 7%

Off Hand: -

Body: Clothes

Head: -
Arms: -
Feet: -

Accessories
Ring of Minor Protection
A ring with a minute enchantment on it meant to reduce a small bit of damage. Grants the wearer +5 AR against all attacks.

Novice Casting Efficiency Ring
A ring that, when worn, reduces the amount of Mana needed for novice level magical phenomenon creation. -10% MP Cost to all Novice Level Spells.

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Character Information: CALEB
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Real Name: Caleb Miroffe
Age: 17
Gender: Male

Appearance
Caleb stands at a lanky 5" 8, but usually appears a bit shorter due to slouching. His motto for dress is comfort first, as shown in his selections of soft, worn fabrics over newer material. His most prominent feature is the hellishly long fringe that covers both his eyes. Why he chooses to keep it long remains a teasing mystery, though his uncle oftenly chalked it up to be like a sort of safety blanket for him. Underneath all the hair, he has green eyes, but he tends to be rather violent whenever someone tries to push back his hair by force. That being said, he has possibly the worst bedhair known to humanity.

Personality
As a person who dwells in a constant state of organized mess, Caleb is prone to a fairly selective memory. Rather than remembering a face and a name, he commonly tends to deviate by memorizing colors people wear or the shapes of their eyes. He's gentle and earnest at heart, but quick to sheepish habits like fondling his earlobes and patting the back of his neck. One could label him as shy, but more often than not, his silence simply stems from not having anything to say. And while he's not much of a leader due to his more inverted persona, Caleb excels at following instructions and giving a close ear. At the same time, he's not particularly quick to trust people, but when he does, his loyalty runs deep.

History
As a child, Caleb never saw much of his business-oriented parents, though he honestly feels nothing of it. At the age of four, his parents went off overseas to seek the fruit of their economic ventures, leaving their only child in the care of his uncle. Thus being, his childhood memories are full of his uncle's mechanic shop and its warm, scratchy blankets, messy desks, and mugs of warm milk.

At school, he remained a bit of a wallflower, with a scant amount of people he could really call friends due to a stark introverted tendency that arose at a young age. Nevertheless the time he spent tinkering away with his uncle always seemed to fill the space between the friends he lacked. Eventually, Caleb was pulled out of the school environment in favor of more effective home schooling. In the new setting where he set the pace, he thrived particularly in mathematics, a penchant that derived from the shop. Overall, he doesn't regret spending his childhood without his parents, rather he appreciates the knowledge of tinkering and math that his uncle's shop gifted to him. In actuality, he honestly doesn't know what became of his parents, but he still wishes the best for the faces he no longer remembers. Currently he lives in a shared apartment and ecks out a living by doing small repairs and gigs, while saving up for higher education.

Epic Points: 3


Status
Level: 16
XP: 615

0/100 Points Remaining
Extra Points: 24

STR: 16
VIT: 18
AGI: 14 (-3 Armor Penalty) = 11
DEX: 14
INT: 20
WIS: 11
CHA: 6
SPI: 16
LUK: 9

HP: 232 (+11% = 25) (+6% = 13) = 63/270
HP Regen: 9/min

MP: 154/181
MP Regen: 6/min

Constitution: 43 (+10 AR) (+30 M. AR) = 83
Resistance: 28 (+5 AR) (+30 M. AR) = 63
Spell Resistance: 50


Talents
Talent Points: 67 + (5) = 0/72
Extra Points: 15

Acrobatics (AGI): 3
Appraisal (INT): 7
Climbing (STR): 2
Fisticuffs (DEX): 2
Fledgling Fire Magic (INT): 5
Focus (WIS): 4
Knowledge (INT): 11
Manipulate Device (DEX): 7
Melee Weaponry (DEX): 9
Negotiation (CHA): 1
Observation (INT): 5
Projectile Weaponry (DEX): 6
Sleight of Hand (DEX): 5
Stealth (AGI): 7
Thrown Weapons (DEX): 6
Crafting (INT): 7

Skills

Crafting (Talent Skill) (Special)
+1 Crafting. Unlocks the Crafting Talent.
You know how to make or repair basic objects and items. As such, with the necessary materials and tools you can experiment with various recipes to make basics. Higher skill in this Talent may open the way to more complex or unique forms of crafting. You can use this Skill to bring up the 'Crafting' menu and when you craft through the crafting menu, your base chance of auto-failure is 72%.

Smoke Bomb
When thrown, this small homemade smoke bomb creates a cloud of thick smoke in about five yard radius that lasts either for 10 Seconds or until blown away. Those caught near the bomb when it goes off are momentarily stunned, disrupting any actions and leaving them wide open for attack. Stronger or hardier creatures may resist this stunning affect. While in the smoke, all Attacks are at a -25 Accuracy Penalty while the Stealth Score of anyone inside is boosted by 50. Great for throwing to allow you to sneak up on enemies or throwing to escape from an area.

Fireproof Sheet
This home made fireproof sheet allows you to resist fire if you decide to wear it or allows you to put out small, natural fires instantly by smothering them with it. Great for any scenario that involves fire.

Oil Rags
Rags soaked in oil in a proper manner so that they can be wrapped around a weapon without too much fear in damaging it, if the weapon is made of metal. Can be lit aflame to give a weapon it is wrapped around deal an additional 20 Fire Damage for thirty seconds.

Strong Molotov Cocktails
A proper mixture of certain flammable substances can make for an even stronger, more wide spread Molotov Cocktail that can still be made pretty cheap. Any enemy hit by the initial bottle takes 16 - 40 Fire Damage and any enemy in the radius of it takes only 8 - 20 Fire Damage. Enemies caught aflame take 10 - 20 Fire Damage every five seconds.

Mini Bombs
Special little powerful bombs that can deal alot of damage. Are a bit expensive to make. When lit, throw immediately. They deal 30 - 75 Fire/Physical Damage to any enemy in the immediate blast radius. Can also throw enemies backwards.

Imp Weapon Enhance Gel
Requires 2 Imp Horns. A special gel that, when smeared on a weapon, imbues it with a little bit of mystical power for a limited time. The weapon, like an Imp's claws and horns, becomes a bit sharper and more precise. For 10 Minutes, the Weapon's Damage Range is increased by 3 and its Critical Chance is increased by 1.

The Gamer (MAX LV) (Passive): You possess the Mind of a Gamer. +1 INT. 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.

Mana Sphere (Lv 15: 0%) (Active: 7 + 2 MP/Second)
You create a sphere of Mana that you can grow in your hand to make it more powerful, then throw once you feel it is fully charged. The initial sphere deals 8 - 16 + 19% Focus Damage. For every second you charge the sphere you increase the Damage Range by 1. You can charge the sphere currently for five seconds. To Level: Throw a Charged Mana Sphere, Defeat an Enemy, get a Critical Strike.

ID Create (Lv 4: 50%) (Active)
Creates a Pseudospace in which you can use special powers in freely. Current Instances Available: Empty ID, Imp ID, Zombie ID. The Cooldown for creating new Monster IDs is 3 Hours. To Level: Create an ID, Clear an ID, Create a new type of ID.

ID Escape (Lv 3: 80%) (Active)
Allows you to escape from an ID. When trying to force an ID open or trying to forcibly break an ID, +3 is added to your score for doing so. To Level: Escape, Forcibly Break an ID, Forcibly Enter an ID.


Clicking on any of the ID Types will bring up a small window granting you information on that specific type.

Empty ID
Creates an Empty ID, perfect for simple grinding and training.

Imp ID
An ID that spawns 4- 8 Imps, creatures known as the weakest form of demon.

Zombie ID
An ID that spawns 4 - 8 Zombies, undead creatures who bear the resentment and grudges of the dead.

Observe (Lv 6: 0%) (Active)
You know how to observe others to garner basic information on them. When using this Skill on a target basic information on them will appear. The amount of information you can scan from a target depends upon what they are doing, the difference in Level between you and the target, their relationship to you, and a number equal to your Observation Score + 6. To Level: Use the Skill, Gain New Information, Gain Rare/Unique Information, Use your own natural powers of observation.

Mana Bomb (Lv 20: 0%) (Active: 11 + X MP)
You throw a sphere of condensed Mana that is a bit unstable. The initial throw deals 8 - 22 + 22% Focus Score Mana Damage. Then it'll explode on impact, dealing an extra 45% X Mana Damage as an explosive impact to those caught in the blast radius, which currently is quite small, really only small enough to catch the target it hits in it. Is capable of throwing enemies back as well, but only if they are hit full on and aren't able to resist getting thrown back. To Level: Defeat an Enemy, Get a Critical Strike.

Hardiness (Lv 11: 0%) (Passive)
+7% HP, +3 HP Regen.
You have a decently hardy constitution and thus a good resistance to disease, poison, and other forms of physical ailments including exhaustion or hunger. You get a +5 Resistance against basic physical ailments and a +2 Resistance against uncommon physical ailments. To Level: Attempt to Resist an Ailment, Resist a Common Ailment, Resist an Uncommon Ailment.

Critical Strike (Lv 5: 50%) (Passive)
+1 LUK.
You know how to instinctively better strike an opponent's weak spot for larger amounts of damage. When you get a Critical Strike, you deal 125% more Damage. Critical Strikes also ignore the Constitution and Resistance of some enemies. Get +1 to the Critical Chance of all Attacks. To Level: Get a Critical

Inspect (Lv 2: 75%) (Active)
You know how to examine and properly gauge an object's qualities and value. More than just observing an Item and knowing its basics as Observation does, you can get more details on an Item with this Skill. By using this Skill on an Item, you can gauge its value, more into its functions, and do other such things. The span of this ability is 2 + Appraisal Score and how rare, unique, or valuable the Item you are looking at is. To Level: Use, Use on special items, Acquire new or unique info, Appraise without this Skill.

Blacksmithing (Lv 1: 0%) (Crafting)
+1 Crafting.
You know the basics of making metal arms and armor, and repairing such things, through Blacksmithing. As such, you can now employ Blacksmithing techniques and create Blacksmithing recipes with your Crafting knowledge. Furthermore, when using your Crafting Menu with anything that could be made/repaired with smithing your Auto-Failure chance is decreased by 1. When crafting or experimenting with smithing yourself, you get a +1 to your Crafting Score. To Level: Repair Objects with Menu, Make Objects with Menu, Repair without Menu, Make Objects with Menu, Experiment.

Mystic Endurance (Lv 20: 50%) (Passive)
+20 Resistance, +1 WIS
Your ability to both naturally and passively block all forms of energies and mystical forces. To Level: Take Massive Damage, Endure a Fatal Blow, Endure a Critical Strike.

Flame Proficiency (Lv 2: 0%) (Passive)
You know how to utilize attacks that handle real actual fire with some decent skill. All Fire based attacks deal +6% Fire Damage and you get a +1 Defense against them. To Level: Perform Fire Attacks, Defend Against Fire Attacks, Defeat an Enemy, Get a Critical Strike

Explosives Proficiency (Lv 1: 0%) (Passive)
You know how to better utilize thrown explosive weapons better in combat to make them hit for more damage when thrown directly at a target and how to use them with a bit more accuracy. When you hit directly with an explosive, it'll deal 5% more damage and you get +1 Accuracy with Explosives. To Level: Throw/Use Explosives, Defeat Enemies, Get Critical Strikes.

Fledgling Fire Magic (Talent Skill)
+1 Fledgling Fire Magic, +1 Knowledge
You have learned the basics of Fire Magic, now knowing how to call upon and harness the essence and power of Fire from the Elemental Plain. As such, you can now perform Ritual Fire Magic to forge a connection with the Essence of Fire to begin to acquire the Spells and power needed to harness Fire Magic. The Maximum Spellpower of your Spells is 22.

Flare Bolt (Lv 22: 0%) (Active: 30 MP)
This special basic Fire Spell allows you to conjure forth a tightly condensed bolt or 'flare' of fiery essence, which you then fire at a target. Upon impact, the bolt strikes with fiery force, striking the target for 9 - 27 + 46% Fledgling Fire Magic Fire Damage. If cast properly, the bolt then explodes like a flare, dealing 46% Spellpower Damage to the target. A Critical Cast increases the Accuracy by 71% Spellpower. To Level: Defeat an Enemy, Get a Critical Cast

Critical Cast (Lv 13: 0%) (Passive)
+1 LUK
A phenomenon in magic may sometimes occur when casting a Spell. Its hard to gauge when it will happen, but sometimes when a mage casts a spell they may accidentally have everything just click into place and the spell will exhibit a much greater magical phenomenon when normal. Usually a Critical Cast, sometimes also called 'Haywire Spell' will double the max Spellpower cap and increase the Spell's other Non-Spellpower affects by 63%. Sometimes for some specific Spells, a special affect will occur. You currently have +1 Critical Cast Chance for all Spells. To Level: Critical Cast

Magic Power Sphere (Lv 4: 75%) (Special)
You know how to properly use Mana as a power source for Spells and thus know how to make a Spell bigger and stronger by colliding it with another source of Mana. To utilize this Skill simply add 'Sphere X' to the end of any novice level projectile Spell. You will create a sphere of Mana in your hands and, right afterwards, cast a Spell into it. 25 + X is how much this Skill costs, where X is how much MP you pour into the total power of the Sphere. The strength of the Spell will be increased by a % amount that equals (10 + 29% Focus) of the total amount of MP the sphere uses. If you managed to get Spellpower, then that will be increased by 29% X. Of course, the MP Cost of the Spell will also be paid, but that is separate to this. To Level: Use, Attack, Defeat a Foe, Use with a Haywire Spell

Physical Endurance (Lv 5: 0%) (Passive)
+11% HP, +30 Constitution, +2 VIT
You know how to better resist pain and physical damage, allowing you to survive tougher hits and take more punishment. To Level: Take Damage, Nullify an Attack, Take Massive Physical Damage, Survive a Fatal Blow, Endure a Critical Strike

Spear Proficiency (Lv 4: 75%) (Passive)
+2 Melee Weaponry, +1 STR
You have decent proficiency with Spears, weapons meant for thrusting at foes from a distance. They are powerful and can be swift, powerful, and precise, but with their more obvious form of attack they can be somewhat more easily dodged. You get +5 Attack Speed, +5 Parry Defense, and deal 22% more Damage with Spears. Also get +1 Critical Chance when wielding Spears and the Damage Range of any Spears you wield is increased by 9. They are also pretty decent at parrying to since, when used defensively, can be used like a staff. To Level: Practice, Attack, Parry, Use Skills, Defeat Enemies, Score Critical Strikes

Second Wind (Lv 18: 0%) (Special)
Humans best exhibit their true power and strength when pushed into a corner, and this Skill is an example of that. This Skill can be activated in one of two circumstances. The first is when you are knocked to 0 HP or lower and, through sheer willpower, manage to stay standing. The second is when you are at 8% HP or lower. When activated, it lasts for 10 Seconds. When Activated:
Your HP will be restored back to 13% and you will recover 13% MP if activated with the first method.
Con and Res will be increased by 86%
All Skills will cost 0 MP; if they have X MP Costs, X will equal 118% SPI
All Skills will become 68% stronger and have no casting/charging time. If they have any said casting/charging time becomes 0.
You will get a +3 Critical Chance for both Spell Casting and Attacking
Your AGI and STR will be increased by 3.

When activated manually, you will be forcefully manifesting your adrenaline and last vestiges of power. Any MP you have will be lost after the Skill ends and it and any other MP using abilities cannot be used for 5 Minutes since you will not be able to recover MP for 5 Minutes. If using it with the first method, you instead will only have it available for activation again if you can get back up to 100% HP.
To Level: Use Manually, Use Skills, Fight Enemies, Defeat Enemies, Activate through the first method, Use it twice within 5 Minutes

Sneak Attack (Lv 1: 0%) (Special)
You know how to properly sneak up on a foe to deliver a strong, unseen attack. When performing a Sneak Attack you are able to strike at weak points without being seen. While this may not work on all enemies, on those that it does work upon you ignore an amount of the opponent's Con/Res equal to 10% Stealth. Stealth hits, if you do manage to hit, are usually Full Hits since it is hard for an opponent to partially block what they cannot see. Your Attack Speed is cut to 25% when attempting to make a Sneak Attack. Furthermore the Damage Range is increased by 5 for your Sneak Attacks. To Level: Attempt, Successfully Strike, Defeat an Enemy, Get a Critical Strike.

Titles
Level 10
You have gotten a bit stronger. +1 to all Stats. +10 HP and +5 MP. +1 Con, Res, HP Regen, and MP Regen. MP and HP Regen become 1/3rd of their appropriate Stats. Gain 3 Talent Points per level now. Also your Inventory Slots are increased by 2.

Imp Slayer
You have slain a Big Imp, a creature that is known for being able to command other Imps and absorb their strength to bolster its own. As such, ordinary Imps are no match for you now. You deal 10% more Damage to Imps and they deal 10% less Damage to you.

Skill User
You have taken a Skill up to the next level, making it more unique and/or powerful. This in turn has made you a bit stronger from the experience of this. +1 Stat Point. (2)

Inventory

Equipment
Set 1

Main Hand: A point n' shoot camera. Nifty.
Off Hand: Nothing
Body: A green hoodie and some pants. Nothing fancy.
Head: Nothing
Arms: Nothing
Feet: Combat boots. How comfy.

Accessories
Worn Backpack: A well worn backpack. Increases Inventory Slots by 10.


Set 2

Hands

Steel Fiberglass Spear
A spear with a steel head and a fiberglass shaft that was forged to not only deal good damage, but be swift as well. Of course, with its slightly better speed it sacrifices some of the power of a heavier spear, but it allows you to make more thrusts. Requires 11 STR. Has Reach.
Deals 16 - 32 Damage. Has -3 Attack Speed, +1 Critical Chance, and +3 Parry Defense.

Damage: 25 - 41 + STR + 20%
Accuracy: 19/9 (First Attack/Second)
Attack Speed: 18 (2 Attacks)
Critical Chance: 3%

Left Hand: Fireproof Glove
A special glove with fireproof material sewn into the fabric that makes it easier to grip hot materials.

Right Hand: Ignition Glove
A special glove that, when you snap, can produce a small flame thanks to the special fabric and possibly slightly magical properties. The flame isn't meant for combat, but is good for lighting basic fires.

Body
Steel Chainmail: A shirt of steel chainmail. Was forged to be light and strong.
+10 Armor Rating, -3 Armor Penalty.

Head:
Arms:
Feet:

Accessories
Ring of Minor Protection
A ring with a minute enchantment on it meant to reduce a small bit of damage. Grants the wearer +5 AR against all attacks.

Novice Casting Efficiency Ring
A ring that, when worn, reduces the amount of Mana needed for novice level magical phenomenon creation. -10% MP Cost to all Novice Level Spells.

Items
16/22 Slots Used

Right Handed Fireproof Glove: The right handed mate to Caleb's Fireproof Glove. Good for gripping hot things.

Left Handed Ignition Glove: The left handed mate to a set of Ignition Gloves, gloves that can create a tiny flame when you snap your fingers.

Rank G Abyss Auction Membership Card: A membership card for the Abyss Auction. Can be used as a debit card. Currently you have 255 Points and need 9,745 before becoming a Rank F member.


Small Minor Health Potion (3): A minor elixir used to heal wounds. It is still quite valuable though in the abyss due to its ability to instantly heal wounds, despite it being weak. Heals 50 HP.

Smoke Bomb: A small, home made smoke bomb that creates a cloud of smoke when it goes off.

Fireproof Sheet: When wrapped around your body, this home made fire proof sheet gives you +10 Resistance against Fire Damage. It can also be used to put out smaller, natural fires instantly. It has been cut in half, so it covers less.

Imp Horns (3): Horns of an Imp. Contain a small bit of demonic essence. Useful in various forms of alchemy, chaos magic, or with various forms of demonic rituals.


Mini Bombs (1): Special little somewhat hard to make bombs that can deal alot of damage.

Strong Molotov Cocktail: Light it and chuck it for a fiery splash bomb.

Oil Rags (x2): Wrap them around your weapon and alight them aflame to deal fiery attacks.

Imp Weapon Enhance Gel (x1): A special gel to be smeared on a weapon to enhance it.

Zombie Tooth (2): Rotting tooth that contains some resentment of the undead. Useful in black magic and alchemy, especially necromancy.

Tiny Soul Stone (2): A very small stone made of the crystallized energy of a human soul. Has various uses due to the spiritual energy it is made of.


Raise Zombie Scroll: A scroll containing the Spell 'Raise Zombie'. Raises a basic zombie to fight your enemies or follow basic commands for an entire minute. Destroyed after use. Unfurl, hold out before you, and say 'Use Item' to activate.

Summon Minor Earth Elemental Scroll: A scroll containing the Spell 'Summon Minor Earth Elemental'. Summons a Minor Earth Elemental to your aid for an entire minute. Destroyed after use. Unfurl, hold out before you, and say 'Use Item' to activate.

Training Sandbags: Small sandbags that, when tied around the arms, ankles, and torso can give decent training. Total of 30 KG. Currently inside of a bag.


Money: 150,000 Yen (¥)
a_divider_by_ucurmi-d587m8c-png.73034


Ryuunosuke Shiba

Capt.jpg


Age: 19
Gender: Male

Appearance:
Ryuunosuke, aka. Ryuu, is a young man who stands 5'10". His general appearance is a bit messy, but in a fashionable way, which is weird since he doesn't pay too much attention to his appearance. It's almost like he wakes up every day looking presentable. He dresses appropriately to his daily responsibilities, but he takes a few liberties such as not buttoning the top button and other things to let him be a bit more comfortable.

Personality:
Ryuu is the type of person who knows what it is that he wants and goes after it. For example, if he wants to go explore the Mayan Caves, then he works two months at a part-time job to make money for a plane ticket and then leaves for Peru when Winter break happens, a feat that he actually did do in his junior year of high school. After all, who wants to die with regrets? Ryuu doesn't. Thus, Ryuu is a bold, adventurous free spirit, who is relentless in achieving his goals and steadfast in his beliefs. In fact, he could be called a man-child who is the ideal 12 year old. He is true to his friends, kind to everyone, and a cheerful person. Thus, he was an extremely popular person in his high school simply because he was such a lively person. He was the kind of guy who would randomly suggest a road trip and drag everyone along for a fun adventure as long as no one objected, which people rarely did.

That said he also has some of the less appropriate traits of 12 year olds as well. Most notably in terms of heterogeneous relationships, much to the disappointment of many girls at his school. He has not awakened or realized his own sexuality and is uninterested in such things. Whenever such topics come up, he just quickly changes the topic since he gets bored when people talk about who in the school is the hottest or prettiest or whatever. If it's not interesting to Ryuu, then he will ignore it and just move on to something else. It's not appropriate to say that Ryuu is stupid, in fact, all the travelling has made him quite knowledgeable in numerous regards. But, it is not uncommon for him to ignore common sense for the sake of a more adventurous journey as long as his choice doesn't harm anyone else.

History:
When Ryuu was young, his parents weren't around much since they were adventurers by profession: archaeology, cartography, oceanography. They did it all. So, perhaps it wasn't strange when Ryuu wouldn't befall this trap of feeling abandoned. Rather than stay home alone, he would walk around and explore the neighborhood. He found a lot of interesting places, bugs, animals, and rocks. But most importantly, he found himself along the way. He loved discovering things, and was just a cheerful, determined person. If he wanted to climb up a cliff that no one else dared to because it was impossible, Ryuu would find a way through sheer determination, willpower, and numerous attempts. This personality of his seemed to just naturally attract people for some reasons, and so he would come to make many close friends. Eventually, this group of friends would become the family he never really had.

Ryuu and his friends went through it all. Among the adventures, fights and trials that they went through, they also had fond memories of wonder, excitement and joy. He had been there for his friends when they were going through rough times and his friends were there for him whenever he needed help or advice, especially the first few times when a girl was interested in Ryuu. He had no idea what the hell was going on and didn't realize it until his friends had to clearly explain it to him. He thought that the girl liked him just like how he liked his friends. Still, days go by and even though graduation is slowly coming, Ryuu is not worried about the future. He spends his days going to school, and working. However, when the rare vacation comes up, Ryuu is gone like the wind and off to an adventure in a random place. In fact, he recently just came back from a trip to North America where he got a bear claw pendant as a good luck charm from a Native American reservation.

Epic Points: 4

Status:
Level: 16
XP: 611

0/100 Points
Extra Points: 21

STR: 15
VIT: 16
AGI: 15 (-3 Armor Penalty) = 12
DEX: 12
INT: 20
WIS: 12
CHA: 6
SPI: 16
LUK: 10

HP: 210 (+11% = 23) (+6% = 12) = 245
HP Regen: 8

MP: 182
MP Regen: 7

Constitution: 42 (+10 AR) (+30 M. AR) = 82
Resistance: 29 (+5 AR) (+30 M. AR) = 64
Spell Resistance: 50
Fire Resistance: 6


Talent Points: 67 + 5 = 0/72
Extra Points: 13

Acrobatics (AGI): 3
Appraisal (INT): 2
Climbing (STR): 2
Fisticuffs (DEX): 2
Fledgling Lightning Magic (INT): 9
Focus (WIS): 16
Knowledge (INT): 11
Manipulate Device (DEX): 2
Melee Weaponry (DEX): 14
Negotiation (CHA): 4
Observation (INT): 6
Projectile Weaponry (DEX): 2
Sleight of Hand (DEX): 0
Stealth (AGI): 2
Tamashii no Ryuu Sword Discipline (DEX/WIS): 8
Thrown Weapons (DEX): 2

Skills:
The Gamer (MAX LV) (Passive)
+1 INT
You possess the Mind of a Gamer. You are 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.

Running Strike (Lv 7: 0%) (Passive)
When you charge forward, flowing the momentum of your movement into your strike, you increase the damage you deal by an amount equal to 17% of your Movement Speed. Be careful though, as charging can leave you open to enemy attacks. To Level: Attempt a Running Strike, Execute a Running Strike, Defeat an Enemy, Score a Critical Strike.

Observe (Lv 5: 50%) (Active)
You know how to observe others to garner basic information on them. When using this Skill on a target basic information on them will appear. The amount of information you can scan from a target depends upon what they are doing, the difference in Level between you and the target, their relationship to you, and a number equal to your Observation Score + 5. To Level: Use the Skill, Gain New Information, Gain Rare/Unique Information, Use your own natural powers of observation.

Critical Strike (Lv 3: 0%) (Passive)
You know how to instinctively better strike an opponent's weak spot for larger amounts of damage. When you get a Critical Strike, you deal 115% more Damage. Criticals also ignore the Constitution of most enemies. To Level: Get a Critical

Lasso Proficiency (Lv 3: 30%) (Passive)
You are decently proficient with a Lasso. You have +6 Accuracy with a Lasso and you also get a +6 to your attempt to pull or otherwise manipulate an enemy who is bound by a lasso. To Level: Attempt to Lasso, Lasso an Enemy, Defeat a Lassoed Enemy, Get a Critical Strike on a Lassoed Enemy.

Mana Burst (Lv 10: 0%) (Active: 8 MP)
You let off a small, concussive burst of Mana right in front of you. This burst is not only meant to deal damage to any enemy directly in front of you at arms reach, but also to knock them back as well. Any enemy that gets hit by this attack is dealt 4 - 14 + 16% Focus Damage and is hit with a STR score equal to 7 + 35% Focus Score. This can allow you to knock enemies back or even possibly knock them down to leave them prone. To Level: Use, Knock Back an Enemy, Knock Down an Enemy, Defeat an Enemy, Score a Critical Strike.

ID Create (Lv 4: 75%) (Active)
Creates a Pseudospace in which you can use special powers in freely. Current Instances Available: Empty ID, Imp ID, Goblin ID. The Cooldown for creating new Monster IDs is 3 Hours. To Level: Create an ID, Clear an ID, Create a new type of ID.

Empty ID
Creates an empty Pseudospace with no special affects. Great for basic training

Imp ID
Creates a Pseudospace that spawns 4 - 8 Imps, which are known as the weakest form of demon.

Goblin
Creates a Pseudospace that spawns 3 - 6 Goblins, a type of monster known for their intelligence and cunning.

ID Escape (Lv 3: 0%) (Active)
Allows you to escape from an ID. When trying to force an ID open or trying to forcibly break an ID, +3 is added to your score for doing so. To Level: Escape, Forcibly Break an ID, Forcibly Enter an ID.


Longsword Proficiency (Lv 15: 0%) (Passive)
You have gained some decent proficiency with Long swords, weapons that are known for being easy to use and well balanced in all areas. You deal 17% more Damage with Long swords and get +3 Accuracy with them. To Level: Fight with Long swords, Parry with Long swords, Defeat an Enemy, Score a Critical Strike


Tamashii no Ryu Sword Discipline (Talent Skill)
The Tamashii no Ryu is an ancient style of swordsmanship that possesses more of an emphasis on spiritual and mental discipline then sword techniques or skill. For this style one truly must master 'the way of the sword' with not just skill in the sword, but with mental and spiritual discipline as well. A style meant to hone the very inner soul of the warrior as a sword.

Tamashii no Ryu Sword Technique (Lv 22: 50%) (Passive)
+1 Tamashii no Ryu Sword Discipline
The basic techniques of the Tamashii no Ryuu involve focusing and keeping ones self one with their sword. When fighting with the Tamashii no Ryu movements and form, you not only deal 10% more Damage and have +5 Accuracy and +4 Parry Defense, but you also know how to apply your mental discipline to hone your technique as is the basis of the technique to make your strikes more powerful. You deal an additional amount of damage 22% of your Tamashii no Ryu Sword Discipline (WIS) Score. To Level: Use Tamashii no Ryu Skills, Defeat Foes, Get Critical Strikes

Focus Stance (Lv 20: 75%) (Active)
You take a moment and choose to focus your will into your sword not in a spiritual or supernatural sense, but just a mental sense. This allows you to further hone your technique. When you activate this stance, you slow your movements and heighten your focus towards your blade, thus decreasing your AGI by 9. Your Accuracy, Parry Defense, and Damage Range are all increased by 18% of your Tamashii no Ryu Sword Discipline (WIS) Score. This stance has a 10 Second Cooldown if you either dismiss it or it is disrupted. To Level: Defeat an Enemy, Perform a Critical Strike.

Iaijutsu (Lv 21: 0%) (Special)
An ancient Japanese swordsmanship technique of quick-draw. This technique involves drawing the sword and striking the opponent in a single, fluid motion. This can be used both offensively as a surprise attack and defensively as a counterattack. When used defensively, you take a stance that will involve drawing your sword and striking the opponent once they get close enough. This can be risky, as if you are not fast enough or precise enough, the opponent will hit you full on since you are focusing on counterattacking rather than defending, but if you hit you can potentially interrupt their attack and even get another counterattack in of your own if you hit full on. Your Accuracy though is at -10 when using this defensively. As an offensive attack, this technique can be a bit more accurate since you move forward and draw your weapon for your attack, meaning your opponent won't be able to defend against it until the last moment as you draw the sword. You have +9 to your Accuracy when using this offensively. Has a 10 Second Cooldown. To Level: Execute a Combo Counterattack, Defeat an Enemy, Perform a Critical Strike.

Mystic Endurance (Lv 19: 50%) (Passive)
+19 Resistance, +1 WIS
Your ability to both naturally and passively block all forms of energies and mystical forces. To Level: Take Mystical Damage, Nullify an Attack, Take Massive Damage, Endure a Fatal Blow, Endure a Critical Strike.

Flame Endurance (Lv 6: 40%) (Passive)
+1 Constitution, +1 Resistance
You have felt the burning lick of flames and know better how to resist them and pain in general. Your Con and Res are increased by 6 against Fire Attacks. To Level: Take Fire Damage, Nullify a Fire Attack, Take Massive Fire Damage, Endure a Fatal Attack, Endure a Critical Strike

Flow Burst Control (Lv 3: 75%) (Active)
While you are not proficient at controlling your Mana in intricate ways, you have learned how to control the flow of your Mana out of your body in short, controlled bursts. As such, you can utilize your new control of your Mana in ways that focus on manipulating it out of your body in short controlled bursts that don't consume too much power. You get +1 to applicable Scores for experimenting with this Skill. To Level: Practice, Experiment, Create new Skills

Burst Run (Lv 8: 0%) (Active: 42 MP/Min)
When you activate this Skill, you send your flow of Mana outward down through your legs in short bursts in time with each of your steps to increase your running speed. This doesn't actually shoot Mana Bursts at the ground, but rather manipulates the flow of your Mana in short bursts through your legs to your feet in time with each step to increase the momentum of each step. While this Skill is active, you get a bonus to your Running Speed equal to 6 + 13% Focus Score. Great for just running around or moving greater speeds in combat. To Level: Activate, Run, Utilize in Unique Ways

Hardiness (Lv 7: 0%) (Passive)
+6% HP, +2 HP Regen.
You have a decently hardy constitution and thus a good resistance to disease, poison, and other forms of physical ailments including exhaustion or hunger. You get a +4 Resistance against basic physical ailments and a +1 Resistance against Uncommon Physical Ailments. To Level: Attempt to Resist an Ailment, Resist a Common Ailment, Resist an Uncommon Ailment.

Fledgling Lightning Magic (Talent Skill)
+1 Fledgling Lightning Magic
You have learned the basics of Lightning Magic, now knowing how to call upon and harness the essence and power of Lightning from the Elemental Plain. As such, you can now perform Ritual Lightning Magic to forge a connection with the Essence of Lightning to begin to acquire the Spells and power needed to harness Lightning Magic. The Maximum Spellpower of your Spells is 30.

Meditate (Lv 10: 0%) (Active)
+2 MP Regen
You know how to clear your mind and simply relax while focusing inward to achieve a bit of inner peace. Through this relaxation and meditation, you speed up your spiritual and mental recovery. While Meditating, your MP Regen is increased by 70%. Doing anything else while meditating though will interrupt your meditation, as will something that attempts to interrupt your focus. A great way to both relax and train the mind. To Level: Meditate, Meditate through Disruptions, Meditate for long periods of time

Critical Cast (Lv 12: 0%) (Passive)
+1 LUK

A phenomenon in magic may sometimes occur when casting a Spell. Its hard to gauge when it will happen, but sometimes when a mage casts a spell they may accidentally have everything just click into place and the spell will exhibit a much greater magical phenomenon when normal. Usually a Critical Cast, sometimes also called 'Haywire Spell' will double the max Spellpower cap and increase the Spell's other Non-Spellpower affects by 62%. Sometimes for some specific Spells, a special affect will occur. You currently have +1 Critical Cast Chance for all Spells. To Level: Critical Cast

Second Wind (Lv 18: 0%) (Special)
Humans best exhibit their true power and strength when pushed into a corner, and this Skill is an example of that. This Skill can be activated in one of two circumstances. The first is when you are knocked to 0 HP or lower and, through sheer willpower, manage to stay standing. The second is when you are at 8% HP or lower. When activated, it lasts for 10 Seconds. When Activated:
Your HP will be restored back to 13% and you will recover 13% MP if activated with the first method.
Con and Res will be increased by 86%
All Skills will cost 0 MP; if they have X MP Costs, X will equal 118% SPI
All Skills will become 68% stronger and have no casting/charging time. If they have any said casting/charging time becomes 0.
You will get a +3 Critical Chance for both Spell Casting and Attacking
Your AGI and STR will be increased by 3.

When activated manually, you will be forcefully manifesting your adrenaline and last vestiges of power. Any MP you have will be lost after the Skill ends and it and any other MP using abilities cannot be used for 5 Minutes since you will not be able to recover MP for 5 Minutes. If using it with the first method, you instead will only have it available for activation again if you can get back up to 100% HP.
To Level: Use Skills, Fight Enemies, Defeat Enemies, Activate through the first method, Use it twice within 5 Minutes

Physical Endurance (Lv 6: 0%) (Passive)
+11% HP, +31 Constitution, +2 VIT
You know how to better resist pain and physical damage, allowing you to survive tougher hits and take more punishment. To Level: Take Damage, Nullify an Attack, Take Massive Physical Damage, Survive a Fatal Blow, Endure a Critical Strike

Katana Proficiency (Lv 5: 0%) (Passive)
+1 Melee Weaponry, +1 Tamashii no Ryuu Sword Discipline, +1 DEX
You are decently proficient with Katanas, swords known for their various capabilities in the way of swordsmanship, a Katana being more focused towards single strikes and defense rather than multiple. You get +6 Accuracy, +6 Parry Defense, and deal +21% Damage with Katanas. Also get +6 to Damage Range with Katanas and +1 Critical Chance. To Level: Parry, Use Skills, Defeat Enemies, Score a Critical Strike.

Spark (Lv 7: 0%) (Active: 25 + X MP)
+1 Fledgling Lightning Magic
This basic Lightning Spell allows you to quickly conjure and charge short, outward sparks of Lightning Element, which will affect all targets within close range of your casting medium. The max amount of Damage the opponent can take is 32 + 57% X Lightning Damage. The speed and precision of the burst, and thus the difficulty in dodging it completely, is equal to 31 + Spellpower. To Level: Get Spellpower, Hit, Hit for Max Damage, Hit Multiple Foes, Defeat a Foe, Get a Critical Cast

Titles:
Level 10
You have gotten a bit stronger. +1 to all Stats. +10 HP and +5 MP. +1 Con, Res, HP Regen, and MP Regen. MP and HP Regen become 1/3rd of their appropriate Stats. Gain 3 Talent Points per level now. Also your Inventory Slots are increased by 2.

Imp Slayer
You have slain a Big Imp, a creature that is known for being able to command other Imps and absorb their strength to bolster its own. As such, ordinary Imps are no match for you now. You deal 10% more Damage to Imps and they deal 10% less Damage to you.

Skill User
You have taken a Skill up to the next level, making it more unique and/or powerful. This in turn has made you a bit stronger from the experience of this. +1 Stat Point. (2)

Inventory:
11/12 Slots Used

Rank G Abyss Auction Membership Card: A membership card for the Abyss Auction. Can be used as a debit card. Currently you have 1,350 Points and need 8,650 before becoming a Rank F member.

Swiss Army Knife: Not much for a weapon as its blade is short and not really meant for stabbing, but its still a rather practical tool.

Flashlight: Good for seeing in the dark. Battery Remaining: 100%

Waterproof Matches: A book of 10 Waterproof Matches. 9 Left.

First Aid Kit: A kit meant for healing various forms of wounds. Has enough materials to heal up to 50 HP of damage, but this takes time and must be used out of combat.

Small Minor Health Potion (3): A minor elixir used to heal wounds. It is still quite valuable though in the abyss due to its ability to instantly heal wounds, despite it being weak. Heals 50 HP.


Goblin Mini Bomb (1): Small bombs that can pack a whallop. When thrown after being lit, they deal 20 - 50 Fire Physical Damage. They are quite deadly.

Basic Ritual Kit: A basic kit used for basic, run of the mill magical rituals. Comes with an instruction manual and the tools needed for run of the mill novice magic rituals.

Training Sandbags: Small sandbags that, when tied around the arms, ankles, and torso can give decent training. Total of 30 KG. Currently inside of a bag.

Raise Zombie Scroll: A scroll containing the Spell 'Raise Zombie'. Raises a basic zombie to fight your enemies or follow basic commands for an entire minute. Destroyed after use. Unfurl, hold out before you, and say 'Use Item' to activate.

Summon Minor Earth Elemental Scroll: A scroll containing the Spell 'Summon Minor Earth Elemental'. Summons a Minor Earth Elemental to your aid for an entire minute. Destroyed after use. Unfurl, hold out before you, and say 'Use Item' to activate.

Money: 60,000 Yen (¥)

Equipment

Set 1:
Main Hand: N/A
Off Hand: N/a
Body: High School Student Uniform
Head: Red Bandanna
Arms: High School Student Uniform
Feet: Sneakers
Accessories: Good Luck Charm

Set 2:
Main Hand
Steel Katana: A strong, eastern weapon that is known for its strong slashing attacks. It is a decent weapon for both offense and defense and is a weapon primarily used by kendo practitioners. Smiths who forge these weapons spend months making them. They are very strong swords.
Deals 20 - 40 Damage, Has +3 Parry Defense.

Damage: 25 - 45 + STR + 20%
Attack Speed: 25 (Melee: 2 Attacks) 20 (Tamashii no Ryuu: 2 Attacks)
Accuracy: 30/15 (Melee) 30/15 (Tamashii no Ryuu)
Parry Defense: 30 (Melee) 30 (Tamashii no Ryuu)
Critical Chance: 2%

Off Hand
Nylon Cord: 50 Feet of decent rope. Never know when you will need it, always good to be prepared. Ten feet of it is used to make a Lasso currently. Useful for binding foes.

Body
Steel Chainmail: A shirt of steel chainmail. Was forged to be light and strong.
+10 Armor Rating, -3 Armor Penalty.

Head: Red Bandanna
Arms: Uniform
Feet: Sneakers

Accessories
Ring of Minor Protection
A ring with a minute enchantment on it meant to reduce a small bit of damage. Grants the wearer +5 AR against all attacks.

Novice Casting Efficiency Ring
A ring that, when worn, reduces the amount of Mana needed for novice level magical phenomenon creation. -10% MP Cost to all Novice Level Spells.

Name: Lucian Bonhert

Age: 19

Gender: Male

Navel.png

Always dressed for the occasion, Lucian is usually in a suit, or a button shirt and black/blue slacks. He does change the coulours occasionally though, and does state that he has "common" clothing, he just doesn't enjoy wearing it. When doing something requir some physical effort, he usually takes his suit coat off (if he is wearing one) and rolls up his sleeves.

Personality: Lucian does what he feels is right, at all times, even if it proves to be a hindrance to himself, or is viewed by others as the wrong choice or morally incorrect. He has his standards, and he stands firmly by them. Loyal and trust worthy are usually the words used to describe him, he gets his duties done, but he does know how to unwind, preferring to do so with either a game in hand, or the breeze on his face, days when he can have both are pure delight.

History:
Lucian didn't grow up in the best of circumstances, his father disappeared when he was a child, and his mother didn't seem too attached to her child. She remarried, and sent her son to live on his own when he came to age, paying for his living costs, and having him up to visit once a year, usually around Christmas. As such, Lucian has some trust issues with woman, and was always left wondering what kind of man his father was.

Based on the books in his fathers library that he read in his youth, Lucian assumed that his father was a man of noble intentions, reading mostly of books of heroic knights, and heroes faced with heart breaking decisions that had to be made for the better. He took this as a hidden message from his father, weither or not it was the case, is yet to be determined.

Before remarrying, Lucian's mother could barely pay the bills, and as such Lucian learned to work hard from a young age, doing all he could to help relieve the burden from his mother. They didn't have much, so his entertainment came from being outside, exploring, and running wild. This is one of the reasons his step father disliked him so much. Claiming he was a wild animal, a savage that enjoyed sitting in his own filth. The two faced man tried to buy Lucian's love, and bought him video games. Something Lucian would then spend most of his time on, becoming a champion at Dance Dance Evolution, and spending lots of times in vast dungeons exploring to his hearts content. This plan to stop him from his own exploring didn't work, as he just decided to live his video game when the controller wasn't in hand.

He grew up quite quickly after being moved out, and he wasn't stupid, so he pieced it all together why it was happening. He changed his outward appearance a fair bit after that, getting a hair cut and learning "proper" manners. It is only because of this that he is even allowed to come back for Christmas. He adopted the mannerism of the knights he idolized as a child, and the suit was a modern man's armour, but his nature didn't change. He still went out when he could, and would enjoy the scenery, and in time, even the animals in the park warmed up to him. bringing him treats, as he did to them, perching on him and singing, as he whistled a tune back, playing his handheld games with the company of the squirrels.

He is currently in his first year at the university.

Stats

Epic Points: 3

Level: 16
XP: 613

0/100 Points Remaining
Extra Points: 26

STR: 10
VIT: 20
AGI: 15 (+4 Wind's Grace) = 19
DEX: 10 (+4 Wind's Grace) = 14
INT: 20
WIS: 15
CHA: 10
SPI: 20
LUK: 7

HP: 230 (+10%= 23) (+6% = 13) = 219/266
HP Regen: 8

MP: 215 (+8% = 17) = 133/232
MP Regen: 13

Constitution: 39 (+30 M. AR) = 69
Resistance: 36 (+30 M. AR) = 66
Spell Resistance: 50
Fire Resistance: 1

Talents
Talent Points: 67 + 6 = 0/73
Extra Points: 15

Acrobatics (AGI): 15
Appraisal (INT): 0
Climbing (STR): 2
Fisticuffs (DEX): 1
Focus (WIS): 19
Initiate Nature Magic (INT): 10
Knowledge (INT): 14
Manipulate Device (DEX): 1
Melee Weaponry (DEX): 12
Negotiation (CHA): 3
Observation (INT): 5
Projectile Weaponry (DEX): 4
Sleight of Hand (DEX): 0
Stealth (AGI): 0
Thrown Weapons (DEX): 2


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.

Nature Lover (Lv MAX) (Passive)
You are such a lover of nature that you have a natural connection to it. When it comes to communing with nature or talking to anyone connected to it, you get a +5 to said score(s) involved.

Running Strike (Lv 17: 40%) (Passive)
When you charge forward, flowing the momentum of your movement into your strike, you increase the damage you deal by an amount equal to 27% of your Movement Speed. Be careful though, as charging can leave you open to enemy attacks. To Level: Execute a Running Strike, Defeat an Enemy, Score a Critical Strike.

Physical Endurance (Lv MAX) (Passive)
+10% HP, +25 Constitution, +2 VIT
You know how to better resist pain and physical damage, allowing you to survive tougher hits and take more punishment.

Mana Flow (Lv 18: 0%) (Active: 2 MP/Second)
+6 MP Regen, +8% MP
You know the basics of how to control the flow of Mana within your body. With the right mindset and application, this ability can become highly useful by leading to the creation of other rather useful abilities. You get +14 to your Focus Score whenever experimenting with Mana Flow. To Level: Practice Mana Flow, Experiment, Create Skills using this Skill

ID Create (Lv 5: 15%) (Active)
Creates a Pseudospace in which you can use special powers in freely. Current Instances Available: Empty ID, Imp ID, Minor Earth Spirit. The Cooldown for creating new Monster IDs is 3 Hours. To Level: Create an ID, Clear an ID, Create a new type of ID.

Empty ID
Creates an empty Pseudospace with no special affects. Great for basic training

Imp ID
Creates a Pseudospace that spawns 4 - 8 Imps, which are known as the weakest form of demon.

Earth Spirit ID
Creates a Pseudospace that spawns 3 - 6 Minor Earth Spirits, spirits of nature that represent the element of Earth.

Red Snake ID
Creates a Pseudospace that spawns a particular kind of forest slightly weaker forest demon, a Red Snake. Spawns 3 - 6 of them.

ID Escape (Lv 3: 75%) (Active)
Allows you to escape from an ID. When trying to force an ID open or trying to forcibly break an ID, +3 is added to your score for doing so. To Level: Escape, Forcibly Break an ID, Forcibly Enter an ID.


Observe (Lv 8: 0%) (Active)
You know how to observe others to garner basic information on them. When using this Skill on a target basic information on them will appear. The amount of information you can scan from a target depends upon what they are doing, the difference in Level between you and the target, their relationship to you, and a number equal to your Observation Score + 8. To Level: Use the Skill, Gain New Information, Gain Rare/Unique Information, Use your own natural powers of observation.


Knife Proficiency (Lv MAX) (Passive)
+2 Melee Weaponry, +1 DEX
You have decent proficiency with Knives. These weapons are fast, accurate, and precise, but their small forms and short reach can make them dangerous to use. You get +6 Accuracy, +6 Attack Speed, and deal 15% Damage with Knives. Furthermore, you get +2 Critical Chance with Knives and +3 to your Damage Range when using them. To Level: Defeat Enemies, Get Critical Strikes


Dual Weapons Proficiency (Lv 24: 50%) (Passive)
+1 Melee Weaponry
You know how to somewhat properly fight with two very similar weapons in each hand. When wielding two of the same or similar weapon in each hand. After any Attack Skill or Regular Attack you can make another attack with your other weapon that has -20 Accuracy, but has +1 Critical Chance and deals 19% More Damage if you hit with the first Attack/Skill. You also get +5 Parry Defense when dual wielding. To Level: Defeat an Enemy, Deal a Critical Strike.

Mana Skin (Lv 20: 75%) (Active: 6 MP)
You get your Mana flowing outside of your body, utilizing it to protect yourself, an ability often used by novice Mages who have a basic grasp of controlling their Mana as a means of protecting themselves. While this Skill is active, you cannot utilize other Skills that have MP Costs. When activated, this Skill will remain until it is dismissed. Your Mana acts as a 'second skin', absorbing damage. Meaning whenever you take damage, you instead lose an amount of MP equal to 130% of the Damage taken. When you run out of MP, this Skill automatically will deactivate. The 'Damage Resistance' of your Skin is equal to your Resistance + 22% Focus Score, which is how much damage it'll absorb without draining MP. To Level: Take a Powerful Attack, Fully Absorb a Powerful Attack, Take a Critical Strike, Fully Absorb a Critical Strike.

Critical Strike (Lv 7: 0%) (Passive)
+1 LUK
You know how to instinctively better strike an opponent's weak spot for larger amounts of damage. When you get a Critical Strike, you deal 135% more Damage. You also get +1 Critical Chance with all Attacks. To Level: Get a Critical

Initiate Natural Magic (Talent Skill)
+1 Initiate Natural Magic
This special form of magic allows one to perform magic rituals to create charms and enchantments that call upon the essence and powers of nature. While not really a magic that is usable in battle, due to it being more ritual based, this special form of magic is good for deepening one's connection to nature and good for an introduction into other magics due to the ritualistic magic training that it gives. Max Spellpower for these spells is 25.

Natural Boon (Lv 2: 0%) (Special)
A Natural Magic Ritual that consigns the aid of nature to bestow a boon of the essence of its forces upon you. This ritual lets you either attempt to acquire new Boon Spells or perform ones that you have already acquired to make yourself even stronger. Your boon Spells are strengthened by a % amount equal to 10% Spellpower of the ritual if you cast the Spell as a ritual. Furthermore, the Spellpower of said Spell is also increased by 6 when used as a ritual. To Level: Cast a Ritual Spell, Get new Spells through the Ritual, Get Spellpower, Get a Critical Cast

Nature's Breath (Lv 1: 0%) (Active: 100 MP)
Bestows upon you one of the properties of wind, the essence of it being the breath of nature. If cast normally, this spell lasts for five minutes. If cast as a Ritual, it lasts for twelve hours. The breath of nature moves through you, bestowing you with new found vigor and life. While this spell is active, your HP is increased by 10% and your HP and MP Regen are both increased by 5. You get an additional boost to HP and MP Regen equal to 10% Spellpower. Furthermore, getting Spellpower when casting the Spell 'on the fly' so to speak will restore an amount of HP equal to 100% Spellpower. To Level: Cast as a Ritual, Cast on the Fly, Get Spellpower, Get a Critical Cast

Mystic Endurance (Lv MAX) (Passive)
+25 Resistance, +2 WIS
Your ability to both naturally and passively block all forms of energies and mystical forces.

Riposte (Lv 5: 0%) (Special)
You are skilled enough at finding an opening in an opponent's defense that when you parry an opponent's attack, you can sometimes get in a counterattack of your own due to an opening you managed to create and find in their defenses when you parry. You can perform a single counterattack at -22 Accuracy when you parry some attacks. This attack, if it hits, has an additional +2 to its Attack Score for the purpose of being a full hit since you are attacking an opening you created. Note though that if your attack is parried, you may be open to counterattack yourself, but if you manage to hit them you could interrupt their attack. To Level: Attempt a Riposte, Hit, Get a Full Hit, Defeat an Enemy, Get a Critical Strike

Flame Endurance (Lv 1: 0%) (Passive)
+1 Constitution, +1 Fire Resistance
You have felt the burning lick of flames and know better how to resist them and pain in general. To Level: Take Fire Damage, Nullify a Fire Attack, Take Massive Fire Damage, Endure a Fatal Attack, Endure a Critical Strike

Meditative Trance (Lv 9: 0%) (Active)
You sort of slip into a meditative trance where you not only meditate to clear your mind and relax, but enter into a sort of trance like state that helps you refresh and relax in ways that are only seconded to sleep. While in this trance, MP and HP Regen are increased by 6 and then increased by 59% after that. For every hour you spend in this state, your VIT and WIS will both be boosted by 1 for a number of hours equal to the number of hours you spent in this state as you come out of this state even more mentally and physically refreshed, ready to take on any challenge. The max number of hours you can trance for to recieve these benefits is five. Once you trance for five hours, the VIT and WIS boost will be 2 for five hours. To Level: Enter a Trance, Restore MP/HP, Trance for an Hour, Trance for five hours.

Hardiness (Lv 5: 0%) (Passive)
+6% HP, +2 HP Regen.
You have a decently hardy constitution and thus a good resistance to disease, poison, and other forms of physical ailments including exhaustion or hunger. You get a +2 Resistance against basic physical ailments and a +1 Resistance against Uncommon Physical Ailments. To Level: Attempt to Resist an Ailment, Resist a Common Ailment, Resist an Uncommon Ailment.

Wind's Grace (Lv 10: 70%) (Active: 46 MP + 23 MP/Minute)
This gift from nature bestows upon you a quality or 'essence' of the wind itself, the wind's grace and speed. While this spell is in affect, your AGI and DEX are both increased by an amount equal to (7% Initiate Natural Magic + 7% Spellpower). Furthermore; Attack Speed, Movement Speed, and Dodge Defense are also increased by a value equal to 26% Initiate Natural Magic + 14% Spellpower. If this Spell is cast as a ritual, it lasts for 12 hours without needing to pay the MP Upkeep cost. If cast normally, then it will only stay active as long as you continue to pay the upkeep MP Cost. This boon can be bestowed upon allies, but will only last for 30 Seconds unless you keep the target within your line of sight and pay the upkeep MP Cost. To Level: Get Spellpower, Ritual Cast, Perform Graceful Feats, Cast on a Target, Defeat an Enemy, Get a Critical Cast

Combo Novice (Lv 10: 10%) (Passive)
You know somewhat on how to properly chain together a series of attacks to create a long combo and increase the damage dealt with each strike. For every strike after the second hit, the Max Damage increases by 5 and the total Damage by 5%. Also for every three hits the Critical Chance of your attacks is also increased by 1. To Level: Get a Combo, Defeat an Enemy, Score a Critical Strike

Acrobatic Strike (Lv 16: 0%) (Passive)
You know how to utilize your agility and acrobatic prowess to strike an enemy with a unique, hard to block attack from an angel. When you utilize an Acrobatic Maneuver when attacking and successfully pull off the maneuver and the attack you deal an additional amount of Damage equal to 18% of your Acrobatics Score. While this could be considered a 'Weapon Skill' it is also a regular attack that could allow you to chain into other regular attacks or be used in conjunction with some Weapon Skills. The Damage Range of a successfully attempted acrobatic strike is also increased by 3 and, with an Acrobatic Strike, your Acrobatics is used to determine the Accuracy rather than your normal Accuracy Score. To Level: Execute, Chain Attack, Defeat an Enemy, Score a Critical Strike

Mana Blade (Lv 7: 30%) (Active: 24 + 10 MP/Min)
You flow your Mana to your arms and then, with focus, sort of make it flow a bit faster around your arms and make it more dense, like a weapon. This allows you to surround the upper half of your forearm in a sort of 'blade' of Mana, which can either be used as an unarmed attack or a weapon attack, since it is not an actual blade and allows for basic arm movements. This blade deals 12 - 28 + 57% Focus Score Mana Damage and for all intents and purposes is considered a weapon. Through practice you are now able to make Mana Blades on all of your arms and legs at once, but you will have to pay the total MP Cost for all of the Mana Blades you invoke at once as well as the upkeep cost. Mana Blades on your legs though will be considered Weapons for the sake of being defended against, but for the sake of execution they will be treated as Unarmed Strikes. To Level: Attack, Use Attack Skills, Defeat Enemies, Score Critical Strikes

Second Wind (Lv 18: 0%) (Special)
Humans best exhibit their true power and strength when pushed into a corner, and this Skill is an example of that. This Skill can be activated in one of two circumstances. The first is when you are knocked to 0 HP or lower and, through sheer willpower, manage to stay standing. The second is when you are at 8% HP or lower. When activated, it lasts for 10 Seconds. When Activated:
Your HP will be restored back to 13% and you will recover 13% MP if activated with the first method.
Con and Res will be increased by 86%
All Skills will cost 0 MP; if they have X MP Costs, X will equal 118% SPI
All Skills will become 68% stronger and have no casting/charging time. If they have any said casting/charging time becomes 0.
You will get a +3 Critical Chance for both Spell Casting and Attacking
Your AGI and STR will be increased by 3.

When activated manually, you will be forcefully manifesting your adrenaline and last vestiges of power. Any MP you have will be lost after the Skill ends and it and any other MP using abilities cannot be used for 5 Minutes since you will not be able to recover MP for 5 Minutes. If using it with the first method, you instead will only have it available for activation again if you can get back up to 100% HP.
To Level: Use Manually, Use Skills, Fight Enemies, Defeat Enemies, Activate through the first method, Use it twice within 5 Minutes

Dual-Handed Strike (Lv 1: 0%) (Active)
You know how to coordinate both weapons in each hand. As long as those weapons are the same or very similar, you can use this Weapon Skill to perform a strike at the same time with both weapons as one single attack. This attack if dodged both weapons do not hit. When parrying though the opponent is at a -5 to parry. This attack adds +1 to the Damage Range of both weapons and lets them deal 5% more damage. Also this Attack has +1 Critical Chance of a regular attack. This Skill has a 15 Second Cooldown. To Level: Practice, Attack, Defeat an Enemy, Score a Critical Strike.

Titles
Level 10
You have gotten a bit stronger. +1 to all Stats. +10 HP and +5 MP. +1 Con, Res, HP Regen, and MP Regen. MP and HP Regen become 1/3rd of their appropriate Stats. Gain 3 Talent Points per level now. Also your Inventory Slots are increased by 2.

Imp Slayer
You have slain a Big Imp, a creature that is known for being able to command other Imps and absorb their strength to bolster its own. As such, ordinary Imps are no match for you now. You deal 10% more Damage to Imps and they deal 10% less Damage to you.

Skill User
You have taken a Skill up to the next level, making it more unique and/or powerful. This in turn has made you a bit stronger from the experience of this. +1 Stat Point. (1)

Inventory

Equipment

Set 1
Main Hand:
Off Hand:
Body: Nice Clothes (Civilian set)
Head:
Arms:
Feet:
Accessories:

Set 2:
Hands
Alchemical Steel Combat Knives
Knives forged with basic alchemic blacksmithing techniques to make them much stronger and sharper than basic steel knives. They are pretty light as well, overall well made. Overall decent weapons for the up and coming knife user.
Deals 10 - 30 Damage, +3 Critical Chance, +5 Attack Speed

Damage: 13 - 33 + STR + 15%
Accuracy: 32/17/-3/-28 (First Attack/Second/Third/Fourth)
Attack Speed: 50 (4 Attacks)
Critical Chance: 6%

Body
Clothes (Nice Clothes)


Head
N/A

Arms
N/A

Feet
N/A

Accessories
Ring of Minor Protection
A ring with a minute enchantment on it meant to reduce a small bit of damage. Grants the wearer +5 AR against all attacks.

Novice Casting Efficiency Ring
A ring that, when worn, reduces the amount of Mana needed for novice level magical phenomenon creation. -10% MP Cost to all Novice Level Spells.

Items
9/12 Slots Used

Rank G Abyss Auction Membership Card: A membership card for the Abyss Auction. Can be used as a debit card. Currently you have 800 Points and need 9,200 before becoming a Rank F member.

Small Minor Health Potion (5): A minor elixir used to heal wounds. It is still quite valuable though in the abyss due to its ability to instantly heal wounds, despite it being weak. Heals 50 HP.

Combat Knife (x2): A six inch knife that is a somewhat decent weapon. Swift and sturdy, it was obviously made with the intention to cut foes rather than food, but could be used for that as well. Deals 1 - 10 Damage. +3 Attack Speed. +1 Critical Chance.

Steel Combat Knives: These knives were forged with close quarters combat in mind, good for both slashing and stabbing attacks that make them more like daggers than knives. They are swift, deadly, and precise. Deals 6 - 16 Damage, +5 Attack Speed, +2 Critical Chance.

Basic Ritual Kit: A kit used for most basic magic rituals.

Raise Zombie Scroll: A scroll containing the Spell 'Raise Zombie'. Raises a basic zombie to fight your enemies or follow basic commands for an entire minute. Destroyed after use. Unfurl, hold out before you, and say 'Use Item' to activate.

Summon Minor Earth Elemental Scroll: A scroll containing the Spell 'Summon Minor Earth Elemental'. Summons a Minor Earth Elemental to your aid for an entire minute. Destroyed after use. Unfurl, hold out before you, and say 'Use Item' to activate.

Training Sandbags: Small sandbags that, when tied around the arms, ankles, and torso can give decent training. Total of 30 KG. Currently inside of a bag.

Chainmail Shirt: Chainmail Shirt made from iron links. Was forged more with speed than sturdiness in mind, but it'll do well enough to fend against basic attacks.
Armor Penalty 3, Armor Rating 8.

Money: 75,000 Yen (¥)



 
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Here are the special locations throughout the game.

The capital of Japerica. This very large city is divided into four main districts. The Business District, The Entertainment District, The Residential District, and the Port Island District.

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

Septemberes: The largest super mall in all of Japerica and probably the world. Nearly everything and anything can be found in this very large place. All different kinds of stores, shops, and other things lie in this place.

The Port Island District was a combination of educational, residential, and businesses from just simple grocery stores or other small businesses to a few residential areas and the schools, Gekkoukan and Neo Tokyo U being two of the more prominent ones. To go to and from this district you need to either go across a bridge by car or bike or take a train.

Gekkoukan Gakuen: A high school, one of the more prominent ones in Neo Tokyo and in Japerica. Is said to house some of the more rich or intelligent students. These are the uniforms for the students.

Neo Tokyo U: One of the more prominent universities in all of Japerica. This large university is home to many students with many different forms of majors. It is considered to be good fortune to be accepted into this prestigious college.

The Business District was pretty much mostly shops and stores. Residential here and there with a couple of schools, but was mostly larger companies, stores, restaurants, and other forms of businesses.

Mechanic Store: The store where Caleb works is located here. (Don't know the shops name).

This is where the bulk of the residence areas were with more grocery stores, restaurants, and other small shops mixed in. This district had a few places of entertainment like movie theaters or arcades, but those were rather small and people attended them for convenience rather than quality.

Here is the basic auction list. Note that your characters can also search the auction when browsing it as well if they want to find anything special that could be on sale for that day only. (like some people might put something really special or cheap up and it'll get bought quickly or something).

Note that the price listed is just an about price. If you dig around some you could find it for cheaper on the auction site if someone happens to be selling a cheaper one. Also I will be putting short descriptions of what each tab you click on the site gives you. Consider everything below the line in this post an IC post from me as if your character is doing a basic look through of the auction's site.

If you are doing a more thorough look through the Auction's site, looking for something interesting or rare then your Luck and possibly Observation would be rolled. This could be anything from a special discounted item or a rare item that is a bit more unique than the basics. Of course doing this takes up a part of your day (since online shopping can take forever and the Abyss Auction is a huge site). A critical on this search would usually either let you search faster or find something even more special. A Fumble would most likely be you find it... but it would either be very high price or the appropriate price, but not be all that good when you actually get it.

(Note that not everything possible is listed here either due to the idea just not being there in my mind or I consider it a rare thing that would be snatched and bought up rather quickly. If there is something specific you are looking for or if you don't like what you see here just ask me for something specific and we will say your chara did a search to find whatever I say is either that thing or closely related. After all there may be things that I either didn't list cause they would be a bit rare or special or I just forgot to put them in. )

As you click this tab a few more appear beneath it, clicking on one of the new tabs taking you to a new page.

When you open this tab you see a large variety of books that all teach or have writings upon different kinds of magic or other forms of supernatural powers. Note that you may also locate simple books that are not in this section with no Action being consumed at all.

The Theories of European Magic (Rank F Purchase): 30,000 Yen

How to Create Talisminic Objects (Rank F Purchase): 35,000 Yen

Divination for the Divination Challenged (Rank F Purchased): 60,000 Yen

Spirit Channeling for Dummies (Rank F Purchase): 60,000 Yen

The Basics of Fire Magic (Rank F Purchase): 70,000 Yen

An Introduction to Wind Magic (Rank F Purchase): 70,000 Yen

Water Magic for Beginners (Rank F Purchase): 70,000 Yen

Basic Earth Magic and You (Rank F Purchase): 70,000 Yen

Lightning Magic for Idiots (Rank F Purchase): 70,000 Yen

How to Call Spirits Without Them Possessing Your Soul (Rank F Purchase): 70,000 Yen

A Beginners Guide to Arcane Magic (Rank F Purchase): 75,000 Yen

An Introduction to Black Magic (Rank F Purchase): 75,000 Yen

The Practices of Old Eastern Magic (Rank F Purchase): 80,000 Yen

The Basics of Demonology (Rank E Purchase): 85,000 Yen

A Guide on Apprentice Level Protection Magic (Rank E Purchase): 90,000 Yen

Apprentice Rituals of Fire for the Aspiring Pyromancer (Rank E Purchase): 100,000 Yen

Apprentice Wind Magic Rituals for the Slightly Smarter Moron (Rank E Purchase): 100,000 Yen

How to Use Apprentice Water Magic Rituals (Rank E Purchase): 100,000 Yen

Apprentice Earth Magic Rituals for a Person Who Likes Rocks (Rank E Purchase): 100,000 Yen

How to Use Apprentice Lightning Magic Rituals (Rank E Purchase): 100,000 Yen

A Beginner's Guide on Runic Magic (Rank E Purchase): 120,000 Yen

An Apprentice's Guide to Enchanting (Rank E): 135,000 Yen (Available for each of the basic fields of Arcane)

When you open this tab you see a variety of books that teach different skills or crafts of sorts. Some of them seem to possess supernatural potential, others are more mundane, and some of them possess very confusing titles. Other titles... seem almost insulting. There alot of low priced ones that seem to teach tips on using certain types of weapons or other basic things.

A Big Book of Recipes for Weapons Made from Crap Around Your House (Rank F Purchase): 5,000 Yen

Blacksmithing for Beginners (Rank F Purchase): 8,000 Yen

A Moron's Guide to Using Guns (Rank F Purchase): 15,000 Yen

Am Illustrated History and Guide on Ancient Swordplay (Rank F Purchase): 35,000 Yen

The Big Book of Beginner Alchemic Recipes (Rank F Purchase): 45,000 Yen

Recipes for How to Create Different Kinds of Pseudospaces (Rank F Purchase): 50,000 Yen

So You Want to Learn Alchemy? (Rank F Purchase): 55,000 Yen

If You Have Some Skill in Alchemy then Read this Book (Rank E Purchase): 95,000 Yen

Upon opening this tab you see many different tabs that show many different kinds of weapons. Some were more common weapons, others were more exotic like Scimitars, Kukri's, or even The purchases from Rank F were all just common weapons ranging in price from 7,500 Yen to 30,000 Yen, the ones of a higher price possibly being better quality or craftsmanship, a few of the F Ranks also being either higher or lower than that range, the highest being 50,000 Yen though. The E Ranked Weapons were a bit more expensive and looked alot nicer, but they ranged from 60,000 Yen to 100,000 Yen. There were also guns within the E Ranks, the range of their price being 15,000 Yen to 100,000 Yen as there were all types of guns that looked about like average firearms from their pictures, but a few looked nicer here and there or stated that they had a few unique customization in their listing.

There also seemed to be one time use weapons like smoke bombs, regular bombs, and other such things as well and of course ammunition for bows, crossbows, and guns alike. There were even implements here for magic users, non-enchanted of course, but things like staves or other such kinds of weapon style implements. Even some of the guns that were a bit higher than E Rank, being around D Rank, were said to be Magic Guns, but those were also very expensive.

(I am putting this here instead of a list cause, as your GM, i am too lazy to actually list out a ton of different weapons. If you have a question about a specific kind of weapon you want just freaking ask XD)

There even seems to be a tab for Armor. Rank F shows mostly just basic armors ranging from 10,000 Yen to 40,000 Yen for things like Leather, Iron, crude steel, chain mail, or other such basic armors of somewhat average quality. Rank E shows either nicer looking armors or more protective and harder to make types of armor ranging in price from 45,000 Yen to 100,000 Yen. Of course, normally it would be strange to wear armor in battle, but from when you all saw Ren change clothes in a single instant after opening his inventory it is safe to say that you can just use the inventory to instantly put armor on when you need it and instantly take it off when you don't.

This tab seems strange. If you dare open it you see alot of listings with a picture of the 'slave' next to each one. Each listing gave a short, few word description of the person being sold and if you clicked on it there were various descriptions of the people being shown, all worded in various ways obviously. Men, women, children... all types were being sold as slaves. No infants thankfully, but if you actually did searching through this to see just what kind of people were being sold even the occasional listing of somewhat younger children around ten years old with special Natural Abilities appeared not all that often, but were still there. The people being sold were quite expensive, the cheapest, since it was being sorted by price, was about 350,000 Yen and considered a Rank D purchase.

Various tabs filled with all different kinds of miscellaneous small items popped up here.

All different kinds of potions in all different shapes and sizes of bottles seem to be listed here. Some of these, the ones that look a little more unique or special, are put here by people, but others are listed as 'Auction Stock', implying that one could buy alot of them directly from the auction as the auction probably supplies some of these.

Potion of Minor Rejuvenation (Rank F Purchase): 5,000 Yen

Healing Salve (Rank F Purchase): 15,000 Yen

Potion of Minor Regeneration (Rank F Purchase): 20,000 Yen

Potion of Slight Spiritual Rejuvenation (Rank F Purchase): 30,000 Yen

Basic Antidote (Rank F Purchase): 35,000 Yen

Watered Down Potion of Strength (Rank F Purchase): 50,000 Yen

Watered Down Mystic Potion (Rank F Purchase): 75,000 Yen

Watered Down Healing Potion (Rank F Purchase): 75,000 Yen

Gallaster's 10 Random Potion Pack (Rank F to E Purchase): 100,000 Yen

Small Mystic Potion (Rank E Purchase): 150,000 Yen

Small Healing Potion (Rank E Purchase): 150,000 Yen

This tab is filled with all different kinds of powders, roots, acids, and other substances meant for usage in Alchemy, all having different prices and grades, which the grade of the material was the rank of the purchase.

(OOC: If you learn an Alchemic recipe you can essentially just tell me how many times you want to make the recipe and ill tell you the total cost of the purchase as I am not listing out all of the bloody possible materials here, I am lazy)

"Everything You Need to Get Started as an Alchemist" Alchemy Kit (Rank F Purchase): 150,000 Yen

From common metals like bronze and iron to more strange metals, some of them even claiming to be alchemic metals produced by alchemy. This is probably used for people who like to make weapons, armor, or other such metal items or even need metals for Alchemy, magic rituals, or other such things. Cheaper, more common metals are lower in price and rank while the nicer looking ones are higher in price and rank.

This tab is full of other materials or items that are used for many different kinds of rituals, mostly magical rituals, but for other brands of rituals as well. The things that are not under Alchemic Materials can be found here as some Alchemic Materials, for those who have a knowledge of magic, are used in magic rituals as well. [/spoilerspoiler]

Upon clicking on this tab several other tabs, taking you to different pages of items like the others, appear, the tabs full of supernatural items and implements meant to be used by Ability Users with supernatural abilities like spiritualism or magic.

Staves, runes, strange metal symbols, talismans, and other such tools needed for magic or any other mystical art are all here, these seeming to be a bit more reasonably priced than some of the other items in the other Magical Items tabs, but not by much. There were even kits and various other things as well, including more mechanical devices that were probably enchanted in some way to have some special function.

Blank Runestones (Rank F Purchase): 2,000 Yen

Tiny Mana Crystal (Rank F Purchase): 10,000 Yen

15 Blank Runestones (Rank F Purchase): 20,000 Yen

Basic Magic Ritual Kit (Rank F Purchase): 20,000 Yen

Arcane Magic Research Kit (Rank F): 20,000 Yen

Crystal Ball (Rank F Purchase): 20,000 Yen

Simple Magatama Spirit Stone (Rank F Purchase): 30,000 Yen

Small Mana Crystal (Rank F Purchase): 50,000 Yen

Empty Basic Pseudospace Stone (Rank F Purchase): 50,000 Yen

Slave Contract Ring (Rank E Purchase): 100,000 Yen

Small Pure Mana Crystal (Rank E Purchase): 100,000 Yen

Your Choice of Weak Elemental Pseudospace Stone (Rank F Purchase): 115,000 Yen

Weak Essence Harvester (Rank E Purchase): 135,000 Yen

Beginner Magician's Staff (Rank E Purchase): 150,000 Yen

One to Two Hours Pseudospace Stone (Rank E Purchase): 200,000 Yen

This page is full of bangles, rings, circlets, and other such 'accessory' type items that have enchantments upon them. Despite there being Rank F enchanted Items everything on this page is ridiculously expensive, even the stuff advertised as weak or minor. Needless to say, the things in here seemed out of the range of the Gamer's current purchasing power by a long shot. (OOC Which is why I am not listing twenty things here, you guys are nowhere near being able to purchase anything from here yet)

Necklace of Weak Fire Resistance (Rank F Purchase): 125,000 Yen

Weak Ring of Magic (Rank F Purchase): 175,000 Yen

Minor Strength Bangle (Rank F Purchase): 200,000 Yen

Here you see all kinds of fancy magical weapons, some of them looking like things straight from videogames. They all have different kinds of enchantments and some are even given ridiculous names. Unfortunately the lowest ranked weapon here is Rank E and even then it is very expensive, costing 300,000 Yen. Needless to say, it'd be a while before you could buy anything from here. (OOC: Which is why I am not listing anything here)

There are also other links as well to featured sellers, special deals, ongoing Auctions for things, and many other links going to many other forms of products. It would take a while to search the entire site.
 
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Selina Rosenburg's Real Font - Wedding Fonts - exmouth_.png
tumblr_n7zhpd5WtH1r5o4ldo1_r2_500.gif


Age:
16

Gender:
Female

Selina's Personality.png
Selina believes herself to be an extremely well mannered woman, who is always working hard, and assisting those in need. She believes she usually acts with poise and beauty, attracting all the males and having to hold herself back to be fair to the other girls. And she only does that because she's so considerate. She always goes and helps those who will give her some- nothing in return. She cannot be rude to anyone because she isn't easily angered and she would never inflict extreme pain to those she hates. Selina is a girl who can hold all of her emotions in for the sake of others.

Of course, this is all a joke. Selina may believe that she is all these things, but the fact of the matter is that she simply... Is not any of the things she listed. A-Alright, maybe one or two, but... You get my point! Selina is actually a well mannered woman, who doesn't like doing any work, and hates helping people. Unless, of course, they give her something in return. She does usually act poised and beautiful, but one wrong move and se won't hesitate to give a crack at your head. She doesn't attract any men, unless you count her pathetic followers. She's not considerate at all, in fact, she's the opposite of considerate. She'll do something just to make someone do more work. For example, in chemistry class, she accidentally spilled a toxic chemical on her rival. Yeah... That's how far she goes. She puts on a an innocent girl personality for those who don't know her, but it's all a facade. She's very easily angered and she won't hesitate to smack someone if she has to. Selina's a very passionate person when it comes to her endeavors. And by no means, can anyone stop her. Oh yeah, and she may sound like she just does things on whims, but... She always has a plan in motion. Beware.

Selina's Historical Background.png
Selina was born into a family consisting of her father, mother, and brother. They were all odd and Selina was no different. She was always an odd child. When she was younger, she could never play dolls, she just had to observe those people who played dolls. And when her friends had gotten bored of her, she watched her father play chess in a nearby park. She enjoyed observing things and it gave me her the ability to find the flaws in someone else/someone else's strategy just by looking at them. Selina actually got to the point in observing her father's matches that she would give her father suggestions about what to do. And by age 7, she was able to beat a few skilled players at chess. People thought she was a prodigy, but she wasn't interested in chess. She enjoyed something much more complex. Something she could never comprehend. And that one thing was magic. Then, at this point, she began to act like a normal little girl. She would play dolls and pretend that they would have magical powers and when she discovered that the internet had a place where you could play someone that controls magic, she was hooked. She adored magic and was simply astonished that something so unattainable would be so enjoyable. She continued with this love of magic... Well, she still continues with this love of magic, even to the present day.

Selina's Stat Distribution.png

Epic Points: 3

Level: 3
XP: 45

0/66 Points Remaining
Extra Points: 6

STR: 4
VIT: 11
AGI: 7
DEX: (8+1) 8
INT: (12+1) 13
WIS: 9
CHA: 4
SPI: 11
LUK: 4

HP: (10 + 22 + 8 + [5 x 5]) 75 (+5% = 3) 78
HP Regen: 2/min

MP: (5 + 22 + 9 + [5 x 5]) 61
MP Regen: 2/min

Constitution: (5 + 1) [+ 3 Additional point because of 'Physical Endurance'] 9
Resistance: (4 + 1 + 2) 7

Selina's Talent Distribution.png

Talent Points: (38 + 4) 1/42
Extra Points: 4

Acrobatics (AGI): 3
Appraisal (INT): 2
Climbing (STR): 2
Fisticuffs (DEX): 2
Focus (WIS): 5
Knowledge (INT): 6
Manipulate Device (DEX): 3
Melee Weaponry (DEX): 5
Negotiation (CHA): 4
Observation (INT): 5
Projectile Weaponry (DEX): 2
Sleight of Hand (DEX): 2
Stealth (AGI): 2
Thrown Weapons (DEX): 2

Selina's Skills.png

Facade Expert (Lv MAX) (Passive)
You are skilled enough at putting on facades that, even though they may be easily broken, you still know how to fool people nonetheless. When attempting any sort of facade to fool someone you get a +5 to your Negotiation Score.

Observe [Renamed: Hello] (Lv 2: 0%) (Active)
You know how to observe others to garner basic information on them. When using this Skill on a target basic information on them will appear. The amount of information you can scan from a target depends upon what they are doing and a number equal to your Observation Score + 2. To Level: Use the Skill, Gain New Information, Gain Rare/Unique Information, Use your own natural powers of observation.

The Gamer (MAX LV) (Passive)
You possess the Mind of a Gamer. +1 INT. 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.

Mana Gather (Lv 3: 50%) (Active)
You utilize your will and your own energy within to gather it and energy from around you to your hand. On its own, this can be used to restore 11 MP, but has a cooldown of 5 Minutes. With the right mindset though, this Skill can be used for various unique applications. You also get +3 to your Focus skill when experimenting with Mana Gather. To Level: Use Mana Gather, Experiment with Mana Gather, Create new Skills using Mana Gather.

ID Create (Lv 3: 50%) (Active)
Creates a Pseudospace in which you can use special powers in freely. Current Instances Available: Empty ID, Imp ID, Goblin ID. The Cooldown for creating new Monster IDs is 3 Hours. To Level: Create an ID, Clear a Monster ID you created, Create a new type of ID.

ID Escape (Lv 3: 0%) (Active)
Allows you to escape from an ID. When trying to force an ID open or trying to forcibly break an ID, +2 is added to your score for doing so. To Level: Escape, Forcibly Break an ID, Forcibly Enter an ID.

Running Strike (Lv 3: 50%) (Passive)
When you charge forward, flowing the momentum of your movement into your strike, you increase the damage you deal by an amount equal to 13% of your Movement Speed. Be careful though, as charging can leave you open to enemy attacks. To Level: Attempt a Running Strike, Execute a Running Strike, Defeat an Enemy, Score a Critical Strike.

Physical Endurance (Lv 3: 50%) (Passive)
+5% HP, +3 Constitution. You know how to better resist pain and physical damage, allowing you to survive tougher hits and take more punishment. To Level: Take Physical Damage, Take Massive Physical Damage, Survive a Fatal Blow, Endure a Critical Strike

Critical Strike (Lv 2: 0%) (Passive)
You know how to instinctively better strike an opponent's weak spot for larger amounts of damage. When you get a Critical Strike, you deal 110% more Damage. To Level: Get a Critical

Improvised Weapon Proficiency (Lv 1: 0%) (Passive)
Despite improvised weapons being not the greatest form of weapons to utilize in combat, you know how to somewhat better utilize them. You deal +10% Damage with all Improvised Weapons and you get +1 Accuracy with Improvised Weapons.

Rapier Proficiency (Lv 7: 0%) (Passive)
You have a little bit of proficiency with Rapiers, swift, light blades meant for quick, precise thrusts. You have +3 Accuracy, +2 Attack Speed, and +2 Parry Defense with Rapiers and also deal 6% more Damage. You also have +1 Critical Chance with Rapiers. To Level: Practice with Rapiers, Fight with Rapiers, Parry with Rapiers, Defeat an Enemy, Score a Critical Strike.

Mana Fist (Lv 1: 0%) (Active: 12 MP)
You gather Mana from within and without, wrapping it around your hand to augment your next physical strike. When you use this Skill you add an amount of Mana Damage to your next Unarmed Strike equal to 25% of your Focus Score. This will last for 10 Seconds or until you strike. You can use this Skill and strike at the same time, but this decreases the accuracy of your strike by 25. To Level: Use, Use and Strike, Hit a Foe, Defeat a Foe, Score a Critical Strike.

Selina's Titles.png

None
(Oh... She's probably gonna get the title, "The Wicked Bitch of The West")

Selina's Inventory.png

4/15 Slots Used (5 Extra Because of Her "School Bag")

Extension Cord: Good for plugging things in, or for tripping people. Is about twenty feet long. Not really meant for dealing damage and not really good for using as a whip.

Metal Sculpture: A small metal sculpture that is a decent decorative piece. Might be able to be used as a weapon, but really for just basic, brute strikes. Not really combat worthy, but still can pack a punch somewhat. Deals 1-8 Damage.

Iron: Pretty hot when plugged in. Deals 1-8 Damage normally, but adds on an additional 5 'Fire' Damage if you can use it while plugged in and hot.

A short, but still rather sharp, knife. Not much for reach, but still sharp enough to inflict some damage through stabbing. Deals 1 - 8 Damage.

Iron Rapier: A thin sword meant for thrusting made of iron. Swift, precise, and accurate. Deals 3 - 12 Damage, has +2 Attack Speed, and +2 Critical Chance.

Small Minor Health Potion (1): A minor elixir used to heal wounds. It is still quite valuable though in the abyss due to its ability to instantly heal wounds, despite it being weak. Heals 50 HP.

Ring of Minor Protection: A ring with a minute enchantment on it meant to reduce a small bit of damage. Grants the wearer +5 AR against all attacks.

Imp Horns (16): Horns of an Imp. Contain a small bit of demonic essence. Useful in various forms of alchemy, chaos magic, or with various forms of demonic rituals.

Money - 49,000 ¥

Equipped:

Set 1
Main Hand: -
Off Hand: School Bag
Body: School Clothing
Head: Cute Hairpin
Arms: School Clothing
Feet: School Shoes
Accessories: -

Set 2
Main Hand: Iron Rapier
Off Hand: -
Body: School Clothing
Head: Cute Hairpin
Arms: School Clothing
Feet: School Shoes
Accessories: Ring of Minor Protection​
 
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  • Bucket of Rainbows
  • Love
Reactions: Sairoh and Renose
@Renose So... Do we get an addition 'Starting Skill'? That's the only question out of the entire thing that I need to ask you. (Also, I finished the manwha. YAY for staying up until 4 in the morning just finishing it! You dirty bastard, why did you get me hooked on something that was only going to last me four or five hours?)
 
It looks good. No... actually. It doesn't look good. It looks great ^^

Just so you know, we aren't doing fractions or decimals though (those are rounded down, but ill take care of that)

And the starting skill thing was another of those typos, but based upon your character's personality and history writeup, I do intend to give them an extra skill or two and you... did really, really good. O.O

Seriously, I love it.

So yea, you will be getting an extra skill (or possibly two even) to start.

But yea, you are pretty much accepted.
 
*Cheers* Yay~ I'm so glad you love her because I'm planning on using her to make every single character's life hell! Hehe~

Also, I'm glad to hear that we may get a few skills at the start. I'll fix the decimals and such on the CS.
 
Also the +1 to AGI should actually be in DEX.

Again, another typo, ill fix it in the OOC.

And awesome, glad to hear we have friendship ruiner here X3
 
Oh... BOO~

And I'm glad to hear that you like friendship ruiners~ (Cue: Natsu - "I'm gettin' fired up~")
 
Indeed.

Anyway, also added an awesome new image to the OOC that I really wish I could make into a banner.
 
I just saw it~ It looks amazing! I love LOVE LOVE <3 that picture! :3
 
As for your starting skills...

Facade Expert (Lv MAX) (Passive)
You are skilled enough at putting on facades that, even though they may be easily broken, you still know how to fool people nonetheless. When attempting any sort of facade to fool someone you get a +5 to your Negotiation Score.​

Observe (Lv 1: 0%) (Active)​
You know how to observe others to garner basic information on them. When using this Skill on a target basic information on them will appear. The amount of information you can scan from a target depends upon what they are doing and a number equal to your Observation Score + 1. To Level: Use the Skill, Gain New Information, Gain Rare/Unique Information, Use your own natural powers of observation.

Figured these would be appropriate. Second being more of a gamer staple, but at least you won't have to work to get it.
 
*Stares in awe at both of these skills* T-They're... *Blinks* AMAZING! I love them~ I'll put them on her CS right away! (I'm glad I'm getting an advantageous skill right at the beginning with no work~ Hehe~)
 
*Stares in awe at both of these skills* T-They're... *Blinks* AMAZING! I love them~ I'll put them on her CS right away! (I'm glad I'm getting an advantageous skill right at the beginning with no work~ Hehe~)
I reward good writing and RPing. And your CS was really good.

Also typo on the Observe Skill. It is not +15, that is supposed to be +1 XD
 
Oh my, your character is awfully cute but since you mention her making people's lives hell I give another thumbs up. The more angst for my character. c:
 
@BEXTRICK I'm glad you approve~ *Shoos them to go make their CS* HURRY UP SO I CAN SEE WHAT KIND OF PEOPLE SELINA IS GOING TO MAKE HATE HER.

Aww~ I was hoping that it was +15. That would've been an incredibly strong talent...
 
@BEXTRICK I'm glad you approve~ *Shoos them to go make their CS* HURRY UP SO I CAN SEE WHAT KIND OF PEOPLE SELINA IS GOING TO MAKE HATE HER.

Aww~ I was hoping that it was +15. That would've been an incredibly strong talent...
It'll get there eventually.
 
Wonder if I should go ahead and post my chara?

Hmmm...
 
YES YES YES YES YES YES~

*Selina puts up her: ULTRA INNOCENCE FACADE* I-It's okay. You can show me... I won't be scared... J-Just please hurry. I can't wait for much longer.
 
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