[b]Name[/b]: Ren Hitori [b]Age[/b]: 15 [b]Gender[/b]: Female [hider=Appearance] [img]http://i45.tinypic.com/6tenua.jpg[/img] Ren stands at about 5'1". She is pretty short. [/hider] [hider=Personality] Ren is an interesting person to say the least. To her friends she is always outgoing and always very active, always willing to step forward to get the job done. A real go-getter who is always willing to help. She always giving it her all in everything that she does, as long as she likes said things of course. There is one problem though. All of her friends only exist through in the internet. To everyone else, Ren is the exact opposite. Very quiet and quite cold to all. Even those that would be considered 'friends' outside of the internet are people who Ren would still be cold or distant towards. Ren hates the 3D and all who dwell within it. When at school or in other places that clump here with normal people she is quiet and very distant. If someone gets close she will act cold to them to get them to leave her alone and will only speak to others if she absolutely has to. Of course, if speaking to a "3D" person benefits her then she will do so, but otherwise tends to keep herself distant both physically and emotionally from other people. To say she is bipolar is a mistake though. She simply doesn't like people, and for a good reason as well, since they usually don't like her. It is also for that reason that she dresses as a boy, and is quite good at looking and acting like one to the point where people can't even tell that he is a girl as he really doesn't care about gender whatsoever. She does this to avoid standing out since to her people usually talk to strange looking girls for one reason or another (or so she assumes from personal experiences), but strange looking boys not so much, so she dresses like one so people won't talk to him. [/hider] [hider=History] Ren was not always like the way she was. She only lived in Japerica for the first eight years of her life and then spent the next five traveling around the world with her parents as they did their job. To this day Ren doesn't really understand what that job was, but it was a job that required alot of traveling. Then, when she was twelve, she told her parents she wanted to go back to Japan since she had a more growing interest in her more otaku hobbies during the recent years of their traveling. Plus she had also grown tired of traveling around all the time and never staying in one place and wanted to try going to school like a normal child. Complying with this desire, she was sent to live with her uncle. Of course, "to live with" is just an expression here. The man was rarely ever around, only coming home really late at night, so in reality it was as if she lived alone. Still, she didn't mind. She got to go to school, just like she wanted. The first year wasn't all that bad. Not too many people talked to her but she still made a few friends. It was a rather peaceful first year of junior high. That all changed though in the second year. In her second year people were a bit more conscious about her strange looks, but nothing happened for the first few months. That was until the incident with the school's "idol", Mijihara Reika. Ren had made friends with one of the more well liked boys in the school and Reika did not like it, so she did everything to get Ren away from him. It worked to. With people already wondering about her strange looks all it took was a few rumors from someone popular like Reika and the rumors soon spread like wild-fire. Rumors such as she had her appearance altered to look that way just so she could grub for attention and other nasty rumors. Unfortunately the few friends she had made were also forced to ignore her as they did not want to get involved in such rumors or get themselves bullied because they got involved. Even the guy she had made friends with, and somewhat liked, said that he didn't want to hang around with someone who altered their natural appearance for attention. After a week of this, her looks making her stand out and bringing negative attention to herself in the school among students and even teachers, she couldn't handle it anymore. She stopped going to school for the rest of that year, which was only a few months so she already had the attendance she needed, delving further into the hobby she had developed to the point where she practically shunned the 3D world that had turned against her. She only went on the days of exams where she would simply make really high marks on the tests, since she had always been a really smart student. The teachers really didn't care since they didn't really want a "delinquent child" at their school anyway, even though Ren was the opposite. It seems that after the school year was over though that fate was kind to Ren. Her uncle got a new job in Neo Tokyo running a game store at Septemberes that he and a buddy opened up. This allowed the two of them to move from New Osaka to the other city and thus get Ren away from that awful school. It took a bit of convincing during the spring break from both her uncle and parents, but they managed to convince her to go to school after one semester had already passed. It was on one condition though. Ren decided that as a girl she would stand out more and be talked to more, so she transferred into Gekkoukan High as a boy. Only for one reason though did she decide to go. Around the end of summer vacation she had developed a strange power, the Gamer power. She just woke up with it one day, and she decided that if she was going to find out more about it and see how she could use it then she wouldn't remain a shut in anymore. Now a month has passed since Ren both got this power and transferred into Gekkoukan. In the month she had been at Gekkoukan though she hadn't made any friends due to her cold demeanor, which immediately diminished all of the 'transfer student' hype that surrounded her within just a couple of weeks, especially since she was always seen playing games or reading manga when not in class, which in the month she had been there caused many people to just ignore her, which was just what she wanted. [/hider] --- [hider=Status Window] Class: The Gamer LV: 4 (29) Current EXP: 700 Epic Points: 2 (0/147 Points Remaining) STR: 6 (+2) VIT: 17 (+3) AGI: 21 (+4) DEX: 10 (+5) INT: 34 (+11) WIS: 18 (+7) SPI: 21 (+5) CHA: 10 (+2) LUK: 10 (+3) HP: HP Regeneration: MP: MP Regeneration: Resilience: Concentration: Force of Corruption: [/hider] [hider=Titles] Imp Slayer: Demons out there have a reason to be wary now that you have killed many of the small fries and the biggest of the small fries. You get the following bonuses against Imps and other types of devils like them. +10% Attack Speed, +10% Defense, and deal +10% damage. Zombie Slayer: Many zombies have fell before you, but now you have killed the one of the baddest zombies out there, making you something to fear for all walking dead. You receive the following bonuses against Zombies and other kinds of walking dead: +10% Attack Speed, +10% Defense, and deal +10% Damage. Master of Focus: You have mastered the Focus Talent, achieving the Max Rank in it and thus have a mind of steel. +2 MP Regeneration and +5 to any Score when performing a Focus related task. Apprentice Mage: You have made a bit of progress in your magical studies and have learned how to cast Spells, making you a stronger mage who only has the potential to keep growing, your spells a bit easier to cast. All 'basic' spells cost 5 MP less. Apprentice Summoner: You are somewhat Skilled at summoning various forms of creatures. All of your Summons possess 10% more HP. Wisp Slayer: You have killed a Giant Wisp, one of the greater forms of a Wisp, and thus know how to better fight them. This grants you the following bonuses against Wisps: +10% Attack Speed, +10% Defense, and deal +10% Damage. Mephit Slayer: You have killed a Frost-Fire Mephit, a demonic elemental creature of two combined forces which should normally not combine. Because of this, Mephits now fear you, one who is able to slay one of the elites of their kind, allowing you the following bonuses against them: +10% Attack Speed, +10% Defense, and deal +10% Damage. Scholar: You have mastered the Knowledge Talent, achieving the Max Rank in it and thus now have a greater grasp on many forms of knowledge. You get +5 to any and all scores when employing your knowledge in a non-combative situation. [/hider] [hider=Talent Window] (95 + 15 = 4/110 Points Remaining) Acrobatics (AGI): 12 Appraisal (INT): 0 Black Magic-Crafts (INT): 15 Climbing (STR): 0 Crafting (INT): 6 Demonology (INT): 16 Elementalism Rituals (INT): 18 First Aid (INT): 5 Fisticuffs (DEX): 0 Focus (WIS): 20 (Max) Hex-Incantations (INT): 9 Knowledge (INT): 20 (Max) Manipulate Device (DEX): 0 Melee Weaponry (DEX): 8 Negotiation (INT): 10 Observation (INT): 7 Projectile Weaponry (DEX): Rune Magic (INT): 6 Sleight of Hand (DEX): 0 Spellcraft, Water (INT): 14 Stealth (AGI): 5 Thrown Weapons (DEX): 0 [/hider] [hider=Skills] [hider2=Miscellaneous Skills] The Gamer (MAX LV) (Passive): You possess the Mind of a Gamer. +1 INT, +1 DEX. Immune to all Psychological Affects. Able to analyze things in the same way a gamer could. Game Character's Body (MAX LV) (Passive): You possess a body that lets you live like a Game Character in the real world. Crossdressing Pro (MAX LV) (Passive): You are so good at cross dressing that no one can tell the difference when you wear clothing that is for the opposite gender. Focus Mastery (Max Level) (Passive): +1 WIS, +5 MP Regeneration, +20 Base MP. You have mastered the natural skill of focusing your mind and thus your concentration can only naturally increase from now on. It may become much easier now to unlock Focus or willpower related related abilities. Knowledge Mastery (MAX Level) (Passive): +2 INT, +1 Demonology, +1 Elementalism Rituals. You have obtained a much greater grasp on general knowledge and know how to properly utilize all of the knowledge you hold. It may become much easier to unlock knowledge related abilities now. Observe (Lv 15: 0%) (Active): +2 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 and a number equal to your Observation Score + 15. To Level: Gain Rare/Unique Information, Use your own natural powers of observation. Dagger Mastery (Level 15: 0/100) (Passive): +2 Melee Weaponry, +1 DEX. Increases Damage dealt with Daggers by 25%. Increases Attack Speed with Daggers by 9%, Parry Speed by 4%, and lets you perform an additional Attack with a Dagger at a -22 to Accuracy. To Level Up: Perform a Critical with Daggers. Parry with Daggers. Attack with Daggers. Critical Strike (Level 8: 0/100) (Passive): +1 DEX, +1 LUK. Through pure skill and chance, you know how to hit target weak points in the nick of time for even greater damage. Deal 180% Damage with a Critical. To Level Up: Perform a Critical Strike Physical Endurance (Level 13: 50/100) (Passive): +13 Resilience. +18% HP, +3 HP Regeneration, +1 VIT. To Level Up: Successfully endure a physical attack. Successfully endure a Critical Strike from a physical attack. Completely Nullify a physical attack. Endure a Lucky Strike. Magical Endurance (Level 10: 0/100) (Passive): +10 Concentration, +15% MP, +1 WIS. To Level Up: Successfully endure a magical attack. Successfully endure a Critical Strike from a magical attack. Completely nullify a magical attack. Endure a Critical Strike. Hardiness (Level 2: 0/100) (Passive): You are more resistant against bodily ailments. You get +2 to VIT for the purpose of resisting any physical ailments. To Level Up: Fail to Resist an ailment, Resist an ailment, Have an ailment but overcome it through pure resistance alone, Resist a powerful ailment ID Create (Level 13: 0/100 EXP) (Active): Creates a Pseudospace in which you can use special powers in freely. Current Instances Available: Empty ID, Imp ID, Zombie ID, Wisp ID, Ghoul ID, Goblin ID, Training ID, Fire Mephit ID, Elite Monster ID, 1/2 Time Compression ID, Magic Ritual ID, Demonic ID. To Level Up: Create an ID, Clear an ID, Manually create a new ID Type. ID Escape (Level 11: 0/100 EXP) (Active): Destroys the ID you currently are in, allowing you to escape. May not work in some cases. Higher levels may allow you to escape in certain other situations. To Level Up: Escape an ID you created, Escape an ID someone else created. First Aid (Level 7: 0/100 EXP) (Active: 1 MP): +1 First Aid. Uses some form of First Aid Item. Heals an amount of HP equal to 1 - 12 + 39% of First Aid Score, uses up First Aid Item in the process. Takes 6 seconds to use. Open to attack if using it near enemies. Can also be used to stop someone from Bleeding Out To Level Up: Treat someone. Treat someone in Critical Condition. Unknown Training Method. Dish Washing Expertise (Level 10: 0/100) (Passive): You are quite good at doing the dishes and know how to do it with greater speed and efficiency. +1 DEX and +40% Dish Washing speed. To Level Up: Wash dishes Mana Bolt (Level 15: 0/100 EXP) (Active: 15 MP): You shoot a bolt of your internal Mana at the enemy. This deals a base 5 - 15 + 65% Focus Score Damage. Its Damage Range, however, increases as your spirit grows as the strength of your spirit determines the strength of your Mana. 65% of your SPI is applied to its Damage Range. To Level: Defeat a Strong Enemy, Score a Critical Strike Meditation (Level 16: 10/100 EXP) (Active): +2 Focus, +4 MP Regeneration, +1 WIS. The art of focusing and clearing your mind to relieve stress and tension or to increase focus. Raises MP recover rate by 520% when used. Cannot be used in Combat. If used during an attempt to focus towards a focus or meditation oriented task your Score for that task is increased by 8. To Level Up: Meditate Naturally. Use the Skill during a ritual. Use the skill for when you need to perform focused meditation for a task. Mana Shield (Level 17: 50/100 EXP) (Active: 7 MP + 15 MP per Minute): Through the ability to control Mana you can create a shield of pure Mana around you to defend yourself with your Mana. This shield has an amount of 'HP' equal to your 44 + Int + 110% of your Focus Score and its Resistance is equal to 135% of your INT. To Level Up: Get hit while this is active. Get hit by a Critical Strike while this is active. Mana Focus (Level 14: 0/100 EXP) (Active & Passive: 40 MP/Minute): +1 Focus. +18% MP, +3 MP Regeneration. Through intense meditation and mental focus and awareness, as well as practice with Mana and constant experimentation, you have gained the ability to control Mana by being able to focus the energies of your body and spirit using your mind. Leveling this Skill will make it easier to create new, powerful MP Skills and strengthen your Mana as well. To Level up: Practice controlling MP without using Skills. Create new Mana using skills using this one. MP Armor (Level 17: 20/100 EXP) (Active: 15 MP): Lasts 60 Seconds. Through greater manipulation and control of Mana, you can create a thin barrier of MP around your skin that acts as armor. 85% of your SPI is given to you as an Armor Bonus that blocks all forms of attacks, even ones considered to have Armor Penetration. To Level Up: Completely Nullify an Attack, Get hit by a Critical Strike Repulse Wave (Lv 6: 50/100 EXP) (Active: 20/28 MP): You let out a small burst of mana as a shockwave capable of dealing some damage and throwing enemies that are next to you backwards. Effects all enemies right next to you. All of those affected can resist it, halving the base damage taken and not getting thrown back in the process. Deals an amount of Damage equal to (32 + Focus Score)% of your SPI. To Level Up: Use Repulse Wave, Knockback, Defeat Enemies Riposte (Active: 6 MP) (Lv 5: 0/100): +1 AGI, +1 Melee Weaponry. You can use right after you dodge or parry an enemy's melee attack to deal a very fast counterattack. This Skill has a -22% to its Attack Accuracy. Deal an additional 10% Damage on a successful Riposte. To Level Up, either successfully perform Counter or fail on an attempted Counter. Get a natural counterattack without using this Skill. Giga Spiral Bolt (Lv 6: 0/100 EXP) (Active: 30 + X + 20): 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 30 ~ 60 + 80% X Damage, X equaling how much MP you put into the attack. It deals an additional amount of damage equal to 56% Focus Score + (35 + Focus Score%) of your character's SPI). Finally the spinning adds 35% more to the damage and pierces 37% of the target's Resistance (Resistance is applied to base damage, not total). You must spend 20 MP to make 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 2% to the damage. If you are hit while you are charging it then its base damage is reduced by 50% 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). If the enemies are weak enough and lined up or right next to one another it is possible to hit multiple enemies. Has a -25 to Hit. To Level Up: Use Giga Spiral Bolt, Defeat a powerful enemy with Giga Spiral Bolt, get a Critical with Giga Spiral Bolt, defeat multiple enemies with Giga Spiral Bolt. Hit with Giga Spiral Bolt. Mana Charge (Level 8: 0/100 EXP) (Active: 20 + X MP): You gather and charge Mana to you in order to strengthen the power of your next Mana based attack. Your next Mana based Skill is strengthened by a % equal to 12 + 10% X, where X equals the additional amount of Mana you pour into this Skill. To Level: Use, Use a Strengthened Skill Mana Affinity (Level 13: 0/100 EXP) (Passive): +6 MP Regeneration, +14% MP, +20 Base MP, +1 SPI. You have a somewhat natural affinity to the energy known as Mana. The strength of all Mana based Abilities is increased by 33%. Furthermore you get +7 Focus whenever you manipulate Mana naturally. Furthermore, you also now have a Resistance to Mana. Any Mana based Skills that hit you deal 7% less Damage. To Level Up: Use MP Skills, Practice controlling your Mana, Get hit by Mana based Skills. Kienzan (Level 11: 0/100 XP) (Active: 30 MP): You know how to actually create a physical construct of Mana thanks to your incredible skill with it. You create a sharp edged disc that actually revolves at high speeds, giving it the ability to slash through anything. This powerful disc deals 21 - 36 Damage, its Damage Range being increased by 61% of your SPI. Furthermore, thanks to its sharp edge and revolutions, it has additional slicing power that easily shreds apart an opponent's defenses, ignoring 36% of the opponent's Constitution if they lack mystical armor. Magic Affinity (Level 20: 0/100) (Passive): +2 Knowledge, +1 to all Magic Talents, +3 INT, +1 Black Magic Crafts. You have a natural affinity towards the power of magic thanks to your high intelligence and own basic magical prowess. All magical abilities are strengthened by 16%. Furthermore, when using magic your Score is increased by 7. To Level Up: Learn new Magics or practice more complicated magics. Combat Casting (Level 2: 45/100) (Passive): Your swiftness on foot and quickness of mind allow you to cast your spells more efficiently and quickly in combat. All casting time is reduced by 2 seconds (Minimum 2 seconds). Not only that, but when casting spells in close proximity to an enemy you know still how to move your body enough to dodge, able to apply 26% of your Dodge to your Defense. To Level Up: Cast in combat, Cast when close to an opponent. Elementalism Rituals (Talent): You have acquired the basics of controlling the mystical elements of Magic through special rituals meant to summon their power from the Elemental Plain. With this power you can use all 5 of the mystical Elements and advancing further will let you not only perform more complex rituals, but even begin branching off to learn actual Spellcraft of the Elements. The Elements you can harness with magic being Aqua, Flame, Lightning, Stone, and Wind, elements that come from a different more mystical and metaphysical plain. You can also now begin to use Frost in your Rituals as well. Summon Elemental (Active: 10 + 6 MP/Minute per Elemental) (Level 20: 0/100): +2 Elementalism Rituals, +1 INT, +1 CHA, +2 to Elemental Affinities. Man realized the power and strength of the elements and figure out ways to summon, communicate, and materialize elementals through magic to wield their power. The Stats of the Elementals you summon will grow based upon 45% (Summoner's INT + Appropriate Element Affinity). Elemental will remain invisible until called upon. Your Elementals will also possess their own Mana Pool equal to 45% Elementalism Ritual Score + Appropriate Elemental Affinity. After that pool is used up, however; the elemental will use your MP. An Elemental who has been dismissed cannot be summoned again for a whole 1 Minute. To Level: Truly Utilize Elementals, Contract with Powerful Elementals Elemental Empowerment (Level 11: 0/100) (Active: 70 MP): +2 to Elementalism Rituals, +2 Water Affinity, +1 Frost Affinity. You focus the elemental force of water and use it to temporarily empower an object with that force for a period of 24 hours. The specific type of empowerment depends upon the Item and the strength of it upon your Int (65%) and your Elemental Affinity (80%). Furthermore, this ritual can be used to permanently grant new strength, powers, or other special affects to contracted Elementals if one has the appropriate elemental essences or other such materials. To Level Up: Empower an object, Empower an elemental, fail an empowerment, use an empowered Item. Harvest Essence (Level 5: 0/100) (Active: 90 MP): +2 Frost Affinity. With the assistance of a summoned Elemental you tap into one of the Elemental Forces and harvest from it crystallized essence for use in other forms of elemental rituals. The strength of the Essence you acquire depends upon your Frost Affinity, the level of this Skill, and the power of the Elemental you are using. To Level Up: Harvest Essence. Essence Manipulation (Level 6: 0/100) (Active: 140 MP): +1 All Elemental Affinities. A magical process that involves using magic and connection to an elemental force to shape elemental essence into a solid, metaphysical, and magical form that can be wielded or used in some way. Note that the object requires a storage medium. Be it a written sigil, talisman, or Rune. It currently costs 44 MP to materialize said object and the object can be materialized for 10 minutes, or until its purpose is utilized 11 + 35% Appropriate Elemental Affinity times. The object has an additional amount of strength equal to 55% of the appropriate Elemental Affinity. These objects can be destroyed wither through outside means or by using up their strength. If it is a Weapon, firing a ranged blast from it is possible if 10 MP is spent. To Level Up: Create an Essence Object, Use an Essence Object, Practice Essence Manipulation. Water Spellcraft (Talent): Thanks to your continuation into the studies of elemental magic, you now know how to create, learn, and utilize Spells that use the Aqua Element. Healing Wave (Level 15: 60/100) (Active: 38 MP): +2 Water Affinity, +1 Water Spellcraft. You call forth water that soothes and heals the body by weaving and washing its more healing properties over the target's wounds and body and then like a wave it spreads, healing nearby allies. This Spell heals the target 30 + 75% Water Spellcraft + 75% Water Affinity HP to a single target and 25% of that to all nearby allies. The Dark Magic allows you to apply the targeted healing to all nearby targets and reduces Casting Time by 2 Seconds. Casting Time: 12 Seconds (4 Actions). To Level Up: Heal an ally from low HP. Heal an ally from the Deadly Status. Aqua Arrows (Level 15: 75/100) (Active: 20 MP): +1 Water Affinity. You conjure a arrow shaped concentration of elemental water which you then fire at an opponent. This spell deals 15 ~ 27 + 80% Water Affinity, plus an additional amount of Damage equal to 40% of your Water Spellcraft. Currently you fire three Aqua Arrows at a time. Dark Magic allows you to condense your arrows into a single arrow and also creates an additional arrow. Casting Time: 2 Seconds (1 Action). To Level Up: Defeat a Foe, get a Critical Aqua Shield (Level 11: 15/100) (Active: 25 MP): +1 Water Affinity, +1 Water Spellcraft. A shield of water and magic is created around the user that weakens all attacks. It lasts for 40 seconds and weakens most attacks by a % amount equal to 14% of Water Element Affinity + 14% of Water Spellcraft Score. (17% Total after all things factored in). Also provides 45% Resistance to Water and Fire Attacks, 20% for Magma and Frost. Casting Time: 4 Seconds (2 Actions). To Level Up: Use Aqua Shield, Get Hit. Black Magic Craft (Talent): You have stepped into the realm of Black Magic and have begun to learn how to create curses, jinxes, and other such dark sorceries through complex rituals. You create these and store them in items symbolic to the dark spells you create. This essentially allows you to create special items with one time magical affects. Create Jinx (Level 14: 0/100 XP) (Active): +1 Black Magic Craft. A black magic ritual that allows you to create a Jinx and store it in a symbolic object. A jinx is a form of magical spell that latches onto a foe and bestows upon them a negative affect for a period of time, which could just be a more instantaneous affect. A higher rank in this Skill lets you create more complicated jinxes that have even worse affects. All of your Jinxes are currently are 12% stronger and you get +4 to your Black Magic Score to create them. To Level: Create Jinxes, Create Complicated Jinxes Create Curse (Level 10: 0/100 XP) (Active): +1 Black Magic Craft. A curse is a more permanent, advanced Jinx. Not only that, but a curse is like a hungering existence created through magic, and thus it must be attached to your own spirit before it can be sent upon others since you will need to satisfy its hunger while you wait to send it upon others. You can currently have just 2 Curses branded upon yourself. Note that having a curse branded upon you is dangerous, and should not remain upon you for longer than 24 hours otherwise your entire being will be affected. Curses can also be made rather quickly, in a matter of 4 minutes. Currently your curses are 10% stronger and you get +2 to your Black Magic Score to create them. To Level: Uses Curses, Create Curses, Create Powerful Curses Create Cursed Object (Level 3: 0/100 XP) (Active): Users of dark magic have acquired the ability to bind curses to objects in order to grant them incredible dark powers. You know how to temporarily create cursed objects, dangerous objects with great powers. An object will remain cursed for 48 hours and its power can be continuously used. However you will not only suffer a negative affect just from holding the item, but also each time you use it another negative affect will be imparted upon you, both of these depending upon the Curse being used. Hex Incantation (Talent): You no longer need ritual circles, cursed objects, or other such things for the usage of your black magics. You have advanced to the next level, Hexes. Hexes are dark incantations that carry the same affects as your black magic, magic meant to detriment and affect foes with its dark and negative powers. You now know how to create, learn, and use Hexes. Harm (Level 5: 0/100 (Active: 25 MP, 3 FoC): With your dark desires you lash out at a foe's very being, harming and slashing the physical part of the target's being with an unseen force that emerged from your dark desires. This Hex deals an amount of damage equal to 10 + 60% Hex Incantation Score. Not only that, but it ignores 15% of foe Resistances. Casting Time: 4 Seconds (2 Actions). Demonology (Talent): The study and knowledge of all things demonic. This Talent gives you the knowledge and means of communing with demons in order to use their power and requires not only knowledge, but also a natural charisma as well for talking to them since often many can be rather tricky with their words. As you rank up in this talent, more rituals of demonkind will open themselves to you. Demon Summoning (Level 20: 0/100) (Active: 10 HP + 15 HP/Minute, +1 FoC) +3 Demonology, +1 Negotiation, +4 Force of Corruption. Man learned how to communicate and contract with demons a long time ago in order to obtain their incredible powers. The most basic form of a demonic contract is being able to summon the demon in which you contract, having it aid you in battle or some other basic task. Your Demons possess an additional amount of Demonic Force (HP) equal to 200% of your INT + the amount of Force of Corruption you possess. To Level Up: Use Demons in Battle, Contract or Communicate with new or powerful Demons. Demonic Negotiator (Level 3: 0/100) (Passive): +1 Demonology. You are quite skilled at using your knowledge of demons to negotiate with them. 30% of your Demonology Rank is added to your Negotiation Score whenever talking with demons. Furthermore, you get +2 to any applicable Score used to negotiate with demons. To Level Up: Negotiate with Demons. Rune Magic (Talent Skill): Rune Magic is an ancient Norse art that involves imbuing magic into special stones known as Runestones, special stones purified with a special ritual that hold a tiny bit of Gaia's power in them so that they can be capable of storing magic within. With this craft you will be able to imbue magic into Runes or even create other varieties of runic items. Rune Creation (Level 10: 0/100 XP) (Active): +1 Rune Magic. You use your magic to carve a runic symbol into a Runestone to create a magical rune that holds a single use of a spell that can be called upon instantly with no Mana cost. Not only that, but there is an off chance that you may create a Glyph Stone as well, but this happening is very rare. You can also create Blank Runes with a special ritual if you can find good stones to use. All Runes you make are 10% stronger and you get +2 to your Rune Magic Score whenever creating them. To Level Up: Use Rune, Create Blank Runes, Create a Magic Rune, Accidentally Create a Glyph Craft (Level 9: 0/100 EXP) (Active): Crafting +1. Create and repair items using various materials. Higher levels let you repair and create rarer, higher quality items. To Level Up: Create an Item. Get a Critical while creating an item. Get a Fumble while creating an item. Repair a completely broken item. Base Auto-Failure Chance: 41% [/hider] [hider=Inventory] Money: 980,000 ¥ [hider=Equipment] Main Hand --Arcane Power Staff: A basic staff imbued with arcane magic with a mystic gem in the end. This magical staff strengthens magic that the holder performs by 25%. Not only that, but if the user is using Arcane Magic, then their magic costs 25% less MP. Off Hand --Water Dagger Rune: A rune that contains a dagger of solidified water essence. Deals 5 - 25 + 32 Water Damage. Has 22 Uses Remaining. Body --Standard Clothing: Basic clothing, comfortable, but provides no defense bonuses. Accessories --Novice Casting Amulet: An amulet crafted by a novice magic item enchanter who attempted to put two types of magics into an item that couldn't hold all of said power. +5 MP Regeneration and all Spells get a +10% power increase. Rings --Spirit Absorption Ring: This strange ring holds within it a spiritual hunger that hungers for spiritual essence. You absorb 10% of any energy based damage you resist as MP, this not including any mystical protection, but regular armor is fine. Requirements: WIS 25, VIT 20. Rank: Very, Very Uncommon. [/hider] [hider=Items] Ice Dagger Rune: A rune that contains a dagger of solidified frost essence. Deals 4 - 20 + 23 Frost Damage. Has 15 Uses Remaining Abyss ATM Card: A special ATM Card granted by the Abyss Auction. Can be used at any ATM to store money and can also be used to make purchases online. Has a Mahou Sensei Negima motif to it. Has 28,500 Points on it. Rank: Common Bandages (3): A basic item meant for treating all sorts of wounds. Bread Roll (3): A basic bread roll held in a plastic package. Restores 5 HP. Milk (2): Restores 10 MP. A basic, small carton of milk. Still cold thanks to the inventory. Yakisoba Bread (4): A small sandwich with Yakisoba in the middle. Its pretty tasty actually. Heals 10 HP. Rice Ball (3): A warm, standard home made Onigiri with an umeboshi in the middle. Heals 12 HP. High Quality Rice Ball: A rice ball shaped like a small rabbit that is much better in taste than a standard rice ball. Heals 18 HP. Gives a 10% boost to Wis and Vit for one hour (does not stack with other food buffs). Rank: Common Medicine (2/5 Doses Left): Medicine that is great for any number of common diseases like colds, the flu, and etc. Cures the Disease Status unless ailment is too strong to cure with common medicine. It tastes awful. Rank: Common [url=http://i198.photobucket.com/albums/aa123/dghe/MSN_ch196_pg12.png]Battle Cosplay[/url]: Provides the same protection as standard clothing. Its just meant to look cool (ignore character in the picture, just the outfit). [url=http://img4.wikia.nocookie.net/__cb20081211190802/megamitensei/images/5/51/GekkoukanUniform.jpg]Both Male and Female School Uniforms:[/url] Two uniforms for Gekkoukan Gakuen students, one female, the other male. PFP (3): Play Field Personal. A gaming console meant for playing portable games. Apparently you can never have too many of them. All of them have been upgraded somewhat for better game playing. NPES 3D (2): Nintenda Portable Entertainment System. A portable console meant for playing games by Nintenda, this being the version that possesses 3D capabilities. Game Case: A somewhat decently sized case meant for holding games with individual pockets inside to hold each game card/disc. Imp Claws (3): Claw of an Imp. Used in basic alchemy or black magic. Contains a little bit of demonic energy. Rank: Common Imp Horns (2): Horn of an Imp. Used in basic alchemy or black magic. Contains a little bit of demonic energy. Rank: Common Zombie Tooth (18): Tooth containing the resentment and anger of the undead. Useful in alchemy, necromancy, or black magic. Rank: Common Zombie Flesh (8): Piece of rotting flesh that contains an aura of death and holds the chill and numbness. Great for alchemy and necromancy. Has some use in black magic. Rank: Somewhat Common. Tiny Soul Gem (3): A small gem that contains the energy of a soul or spirit. Useful in many different fields. Rank: A little less than common. Medium Soul Gem (3): A slightly larger gem containing more of the energy of a soul, useful in many different fields. Rank: A little bit more less than common. Medium Pristine Soul Gem: A highly concentrated soul gem that holds within it a very powerful amount of soul energy. Its pristine and polished surface as well as highly concentrated energy make this quite a powerful soul gem that has many, many uses. Rank: A good bit Uncommon. Spirit Crystal (5): A medium sized crystallization of pure spirit energy. Useful in many different ways, especially in increasing the power of spiritual abilities for those who can harness the Spirit Energy within the crystal. Rank: Uncommon. Large Spirit Crystal: A large crystallization of pure spirit energy. Useful in many different ways, especially in increasing the power of spiritual abilities for those who can harness the Spirit Energy within the crystal. Rank: A little more than Uncommon. Fire Mephit Claws (12): The essence of demonic fire resides in the claws of these creatures. Rank: A very tiny bit common. Fire Mephit Hide (3): This hide is not only tough, but is capable of enduring any form of heat. Rank: A very tiny bit uncommon. Fire Mephit Core (3): This fiery core of the demon is made out of pure demonic force and powerful demon flame. Has many uses. Rank: Uncommon Frost-Fire Mephit Core (1): This core that pulsates with demonic fire and hellish ice came from the heart of a Frost-fire Mephit. Rank: Quite Uncommon Frost-Fire Mephit Hide (1): This hide has been bathed in both the scorching fires and miserable colds of the demon realm, and it is quite tough. Rank: Somewhat Uncommon. Small Mana Potion (2): A small vial filled with a potion used to recover a person's mystical or spiritual energies. Recovers 50 MP, can be split into 2 doses. Somewhat Uncommon Medium Mana Potion (5): A somewhat bigger vial filled with a potion used to recover a person's mystical or spiritual energies. Recovers 100 MP. Rank: A little more than Somewhat Uncommon Large Mana Potion (1): A decent sized vial with a potent potion used to recover a person's mystical energy. Recovers 225 MP. Rank: Pretty Uncommon Large Spirit Restoratives (3): A potion that is meant to restore the magical and spiritual energies of a person's body and spirit. Heals 100 MP and fatigue upon consumption of a single dose and can heal certain spiritual ailments. Can be split into 5 doses. Can also be used to heal spirits or other ethereal beings, restoring 200 HP to them per dose. Rank: Highly Uncommon Medium Recovery Potion (2): A somewhat bigger vial filled with a potion used to recover health: Restores 150 Health. Rank: A little more than Somewhat Uncommon. Small Restore Potion (3): A special, purple elixir that restores both Health and Mana, healing the consumer of 100 HP and 75 MP. Rank: A good bit Uncommon. Medium Restore Potion (1): A special purple elixir in a slightly larger vial that restores both Health and Mana, healing the consumer 175 HP and 120 MP. Rank: Very Uncommon. Death Rune (2): A strange stone with a death rune carved in it. It has darker magics within it that radiate slightly with the powers of death. Used as a black magic and necromancy tool. Rank: A small bit Special. Necromancy for the Up and Rising Black Mage: A book that teaches black magic users how to harness and channel the powers of death into their magic, teaching them the art of Necromancy. Rank: A little tiny bit above Somewhat Special. Blank Runestones (30): Blank stones with special properties that are used as Runestones for Runic Magic. Rank: Somewhat Common. Healing Wave Runes (2): Runes that contain the Healing Wave Spell. Heals 206 HP, plus an additional 51 HP to all nearby Allies. Rank: A good bit uncommon. Life Water Glyph (1): A rune that doesn't just hold magic, but has magic permanently infused into the very substance of it. This special Glyph holds the Life Water Spell that heals 86 HP. When used, instead of the rune disappearing, its power will simply need 24 hours to recharge. However, by spending 20 MP once per day you can replenish the glyph's power. Rank: Pretty Uncommon. Aqua Shield Glyph (1): A rune that doesn't just hold magic, but has magic permanently infused into the very substance of it. This special Glyph holds the Aqua Shield Spell that weakens all attacks by 13%. When used, instead of the rune disappearing, its power will simply need 24 hours to recharge. However, by spending 20 MP once per day you can replenish the glyph's power. Rank: Pretty Uncommon. Demonic Compendium Set: A set of two books that has alot of knowledge of demons and their magics within. Rank: Uncommon Basic Water Elemental Spirit (4): A piece of a fallen Water elemental's spirit, useful in various elemental rituals. Rank: Slightly uncommon. Pure Water Crystal (4): A piece of average size, pure and highly concentrated crystallized water essence. Rank: Pretty uncommon Pure Frost Crystal (4): A piece of average size, pure and highly concentrated crystallized frost essence: Rank: A good bit uncommon Air Crystal (1): A piece of average strength crystallized Air Essence that contains the powers of wind. Rank: A little uncommon Basic Magic Ritual Kit: A special kit that has everything in it needed for setting up basic magic rituals. Rank: Somewhat Common Incaporeal Cloak: By donning this cloak with fabric woven of spiritual essence, you can temporarily become an incaporeal. You suffer only 25% damage from some Physical Attacks. It costs 50 MP to activate and 50 MP/Minute to sustain its affect. Note that while the cloak is active you also become 25% harder to detect. Note though while an Incaporeal you may be affected by some of the same things that affect just them. Performing hostile actions or using any powers will end the affects that the cloak has. Once ended, the cloak cannot be reused for another minute. Gives +5 to Concentration while worn. Command "Spirit Shroud" is used to activate this Item. Requires 35 WIS. Rank: A small bit Rare A Proper Guide to the Black Arts: A book containing tips and tricks for how to become a better user of Black Magic. Familiar Gem: A strange and mystical form of Soul Gem that, with powerful magics, has been turned into what is known as a Familiar Gem. These valuable gems are able to take a piece of the user's spirit and create from them a Familiar, the form and power of which depends upon their user. There are not many who can utilize what are known as Soul Familiars, but those who can will be granted a powerful companion born from within themselves that fights at their side and grants them power. Rank: Very Special [/hider] [/hider]