[b]Name[/b]: Ren Hitori [b]Age[/b]: 15 [b]Gender[/b]: Female [hider=Appearance] [img=http://i45.tinypic.com/6tenua.jpg] 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: 21 Current EXP: 700 Epic Points: 2 (0/112 Points Remaining) STR: 10 VIT: 25 DEX: 25 INT: 42 WIS: 32 LUK: 14 HP: 272 (+18% = 48.96) (+46.6) = 367 HP Regeneration: 12 MP: 448 (+23% = 103.04) (+15% = 67.2) (+18% = 80.64) = 698 MP Regeneration: 31 (+2) (+5) = 38 Resilience: 25 Concentration: 35 Force of Corruption: 45 Elemental Affinity (Water): 45 Elemental Affinity (Frost): 20 [/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 your Focus. 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. [/hider] [hider=Talent Window] (81 + 14 = 0/95 Points Remaining) Acrobatics (DEX): 11 Appraisal (INT): 0 Black Arts (INT): 5 Climbing (STR): 0 Crafting (INT): 9 Demonology (INT): 16 Demonic Whispers (INT/WIS/VIT): 6 First Aid (INT): 7 Fisticuffs (DEX): 0 Focus (WIS): 20 (Max) Knowledge (INT): 18 Manipulate Device (DEX): 0 Melee Weaponry (DEX): 9 Negotiation (INT): 3 Observation (INT): 8 Projectile Weaponry (DEX): 13 Ritual Black Magic (INT): 10 Ritual Water Magic (INT): 18 Rune Magic (INT): 6 Sleight of Hand (DEX): 0 Stealth (DEX): 6 Thrown Weapons (DEX): 0 Water Spellcraft (INT): 10 [/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. First Aid (Level 6: 60/100 EXP) (Active: 1 MP): +1 First Aid. Uses some form of First Aid Item. Heals an amount of HP equal to 1d10 + 37% 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. To Level Up: Treat someone. Treat someone in Critical Condition. Unknown Training Method. Meditation (Level 16: 10/100 EXP) (Active): +2 Focus, +4 MP Regeneration. 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 Focus is increased by 8%. To Level Up: Use to recover MP. Meditate Naturally. Use the Skill during a ritual. Use the skill for when you need to perform focused meditation for a task. 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% Observe (Level 15: 0/100 EXP) (Active): +3 Observation. The higher the Skill Level the more data that is revealed on the target. To Level Up: Obtain unique information on something you Observe, Make natural Observations without the Skill. ID Create (Level 12: 60/100 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. To Level Up: Create an ID, Clear an ID, Manually create a new ID Type. ID Escape (Level 10: 10/100 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. Hardiness (Level 2: 0/100) (Passive): You are more resistant against bodily ailments. You have an increased 2% chance to resist any physical ailments. To Level Up: Resist an ailment. Have an ailment but overcome it through pure resistance alone, fail to resist. Dish Washing Expertise (Level 5: 0/100) (Passive): You are quite good at doing the dishes. +25% Dish Washing speed. To Level Up: Wash the dishes. 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. Magic Affinity (Level 15: 80/100) (Passive): +2 Knowledge, +2 to all Magic Talents, +2 INT. 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 35%. Furthermore, when using magic your success chance is increased by 7%. To Level Up: Learn new Magics or practice more complicated magics. Endure (Passive) (Lv 1: 0/100): +1 Resilience. You know how to endure pain, and with your strong mind you can stand steadfast in the face of pain or even brush off death. If you are hit while casting a spell or performing some other lengthy action, your resistance against Interruption is increased by 5. If you get hit by an attack that brings you to below 0 health from above 1 HP, you will instead remain standing with 1 HP. Also, if a hit is not a full hit, you can use pure mental focus and bodily toughness to resist some of the damage and pain as you manage to brace for the blow just in time. For energy attacks, 10% of your Resilience is added to your Concentration and vice versa for physical attacks. To Level: Make use of this Skill. [/hider2] [hider2=Combat Skills] Dagger Mastery (Level 12: 15/100) (Passive): +2 Melee Weaponry. Increases Damage dealt with Daggers by 65%. Increases Attack Speed with Daggers by 17% and Parry Speed by 8%. To Level Up: Perform a Critical with Daggers. Parry with Daggers. Attack with Daggers. Critical Strike (Level 8: 0/100) (Passive): +1 Dex, +1 Luck. Deal 180% Damage with a Critical. To Level Up: Perform a Critical Strike, get hit by 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. Riposte (Active: 6 MP) (Lv 5: 0/100): +1 Dex, +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. 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. [/hider2] [hider2=Mana Emission skills] Mana Affinity (Level 13: 0/100 EXP) (Passive): +6 MP Regeneration, +23% MP, +20 Base MP. 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 are 6% more efficient when manipulating MP naturally. To Level Up: Use MP Skills, Practice controlling your Mana. 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 your body's energies using your mind. To Level up: Practice controlling MP without using Skills. Create new Mana using skills using this one. Mana Bolt (Level 11: 0/100 EXP) (Active: 4 MP/Bolt): Shoot a Mana Bolt at an enemy. Each bolt does 1d10 + (42 + Focus Score % of INT) Damage. Can now shoot up to three bolts at once. To Level Up: Hit with Mana Bolt. Defeat a similar leveled enemy with Mana Bolt. Get a Critical with Mana Bolt. Get a Lucky Strike with Mana Bolt. Repulse Wave (Lv 6: 50/100 EXP) (Active: 8/11 MP): You let out a small shockwave of mana capable of dealing some damage and throwing enemies that are next to you backwards. Effects all enemies in point blank range, or by increasing the MP cost by 44% it will affect all enemies in Close Range as well (but they get +10 to resist). 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 INT. To Level Up: Use Repulse Wave. Spinning Mana Blade (Lv 11: 0/100 EXP) (Active: 9 MP/Blade): You create and throw a blade of spinning mana that has jagged, yet curved jagged, edges for extra slashing damage. Its quite swift and aerodynamic. Deals an amount of damage equal to 5~16 + (48% + Focus Score)% of INT upon initial contact, plus an additional 4 ~ 10 Damage for each spin it does as it slashes into the opponent a few more times. Right now the blade spins three times. A Critical may cause it to slash right through a part of the enemy (they get a chance to resist though). Currently creates three blades. The cutting nature of this skill makes the damage Physical rather than Magical. The spinning makes this Skill ignore 35% of target Resistance. To Level Up: Get a Critical with Spinning Mana Blade, kill an enemy. 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 Int). 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. [i](In Game Terms: You cannot fire this until the end of the round and cannot dodge at all)[/i]. 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. Charge (Level 7: 80/100 EXP) (Active: 5 + 2~10 MP): You charge and gather some Mana rather quickly and put it into a Skill to power it up, using this Skill with the Skill you want to power up, using this one as an add-on for your other skills. For each additional two points of MP you put into the cost of this Skill the power of the Skill your Skill is powered up by 5%. Does not affect Skills that already have to be charged up to be used. Right now you can put up to ten additional MP into this Skill. To Level Up: Use a Charged Skill, get a Critical with a Charged Skill. 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. 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 INT is added to your Resistance whenever you take damage as long as this is active. If your Resistance is ignored by something the Resistance you get from this Skill is not ignored. To Level Up: Use the Skill. Get hit while its active. Get hit by a Critical Strike while its active. Completely nullify a physical attack while this is active, endure a Lucky Strike. [/hider2] [hider2=Dark Powers] Force Siphon (Level 12: 0/100 EXP) (Active: 4 MP or 8 HP): +1 HP Regeneration, +1 MP Regeneration. A skill used by the undead to feed their own cursed existences. You reach out with your own spirit (MP) and use it to attempt to siphon the enemy's own spirit or life force from them to power your own. When you use this Skill on a target they are drained of an amount of MP or HP, which one is what you must choose, equal to 12 ~ 24 + 49% of your WIS Score, plus an additional amount depending upon how weaker their resistance was to your pull. If an ally willingly gives their MP to you, you can drain 60 ~ 80 + WIS Score from them. If you run out of MP you can use HP instead to power this Skill. Note that the target can resist the draining affect with the strength of their own body or spirit. To Level Up: Successfully drain a target. Kill a target with this Skill. Power Siphon (Level 5: 40/100 EXP) (Active: 5 MP or 10 HP): Instead of targeting the spirit or body of a living creature, you can instead use this special variant of Force Siphon created through the manipulating and control of Mana to grasp onto the power of an active and tangible supernatural force or power, draining the forces used to power it instead and thus either weakening the ability or cancelling it. The amount of power you drain from the target ability is 5 ~ 20 + 60% Wis Score. If its an ability you used, you automatically drain it completely, but only get 54% of the MP and HP back that you used to power it. You may also capture an ability and use its power from the power you drained, only using it at 50% of the strength that you drained, however doing this requires you to use both HP and MP and doubles the costs. To Level Up: Use this Skill on a target ability. Completely drain a target ability, Capture and Use target ability. Corrupted Being (Level 6: 0/100) (Passive): +2 Force of Corruption. You possess multiple dark powers that attempt to corrupt your very being. Because of this though the corruptions within you, and your force of strength from them, combine, allowing you to wield all of the darkness and corruption within you as a single force. All 'dark force' stats combine as one to become the Force of Corruption Stat. Furthermore, you are also more resistant to dark powers thanks to having acquired a tolerance from multiple dark powers. You get an increased Resistance against dark or evil powers equal to 31% of your Force of Corruption score. Any dark powers that didn't use Force of Corruption now consume it. All of your powers that feed off your Force of Corruption are strengthened by an additional 31% when Corruptive Encroachment is active and the HP drain of Corruptive Encroachment is decreased by 6%. Currently your FoC regenerates at a rate of 1/minute. To Level Up: Use FoC, Acquire Corruptive Encroachment, Endure Corruptive Encroachment. Dark Magic (Lv 3: 0/100) (Passive): +5 FoC. You can now use Dark Magic, imbuing your Spells dark power in order to cast special or more powerful versions of the spell. This, however; make the spell leech your Force of Corruption. The Spell will use up an amount of FoC equal to 47% of its MP Cost. Spells that do not list a new, special affect will simply be strengthened by 28% and have their Casting Time reduced by 2 Seconds. To Level: Use Dark Magic, Experiment with Dark Magic. Corruption Invitation (Lv 1: 0/100) (Active: All FoC, 50 MP): You have endured the encroachment of corruption and thus know how to activate this power at will. You sacrifice the remaining of your FoC and use it to strengthen your next power as long as the amount you sacrifice can cover the FoC cost of the dark power you use. When you willingly activate the Encroachment though its power is not as effective as you try to control it. All strengthening is decreased by 50% and the HP Drain is decreased by 10%. Furthermore, the amount of FoC built up over time is decreased by 50% as well, but the amount of HP drained from the buildup remains the same. While you are controlling the corrupted energy though, you can sacrifice MP to build it up, this being at a cost of 5 MP for every 1 FoC you manually build up. This drains HP though equal to 200% of the MP you spent. To Level: Use Skill, Build up FoC Manually, Acquire Corruptive Encroachment Naturally [/hider2] [hider2=Black Magic] Ritual Black Magic (Talent Skill) (Active: Varies): You have learned the basics for creating and performing ritual black magic, the first steps to becoming an actual black magic user. As you advance in this Talent you will be able to perform more complex rituals and your black magic will grow more powerful. In order to use Black Magic you must have access to a Black Brand, which can either be inscribed upon a dark talisman or upon your flesh. [i]Strength of a ritual is equal to 65 - the roll result divided by 3.[/i] For every 4 Ranks you have in this Talent, your FoC goes up by 1. Power of the Black Mark (Level 6: 0/100 EXP) (Active: MP Varies, 5 FoC): +1 Ritual Black Magic, +1 FoC. One of the basic rituals of Black Magic. You know how to use this ritual create new types of Black Marks, marks that contain the dark powers of a black magic spell. When you place a Black Mark upon a Talisman it will vanish after a single use, but upon your own body it will simply lose its power and recharge after a few hours. When placed upon your body though it will have a HP cost to activate equal to half of its MP Cost since the mark will drain your life force instead of disappearing permanently. You can recharge a black mark much more quickly though when its placed upon a Black Brand that is currently on your flesh. To do so you simply will your life force into it, sacrificing an amount of HP equal to the Mark's MP Cost. If you run out of MP you can simply increase the HP cost by the MP cost of the mark to use it without MP. You can currently store the strength of 3 Black Marks into a Black Brand of your creation. The power of your Black Marks is increased by 11%. This ritual is 6% easier to perform. Each Mark you know gives you +1 FoC and costs 2 FoC to use. To Level Up: Create a new type of Black Mark. Imbue a Black Mark into a Black Brand. Put a Black Brand either on a person or object. Current Black Marks known: 3 [b]--[/b]Mark of Dark Searing (Costs 15 MP & 7 HP): A special, unique mark of black magic created using a dark or demonic fire that causes intense searing, burning pain to the flesh of the target who receives the mark. When and if the target successfully receives the mark they are inflicted with an amount of damage equal to 10 ~ 20 + 50% of the strength of the ritual used to create the Mark. Not only that, but for around 20 seconds the mark will sear their flesh further, inflicting an additional 5 ~ 10 + 25% of the power of the mark in damage every five or so seconds. This damage ignores 50% of the foe's Concentration. Currently the mark deals an additional 9% damage added on to the other damage. [b]--[/b]Mark of Cursed Tasks (Costs: 10 MP, 5 HP): A common mark of black magic. The mark etches itself onto the intended target's flesh, inhibiting their abilities and functions, causing them to do poorly in most tasks. All of the target's abilities are decreased by 2%, plus an additional 2% for the Skill Bonus. And one more amount equal to 10% of the power of the ritual performed to create the mark. Lasts for 1 Minute or until dispelled. [b]--[/b]Mark of Numbness (Costs: 12 MP, 6 HP): A mark crafted using the powers of death. Used to infect the flesh of the target with the chill and numbness involved with death. The target who receives this mark can try to resist the numbness. If they fail one of their limbs is paralyzed, unable to be used for one minute, the duration of the mark. Jinx Creation (Level 7: 45/100 EXP) (Active: 75 MP, 50 HP, 10 FoC): +1 FoC, +1 Ritual Black Magic. Used to create temporary Jinxes for the Black Mage to use. These Jinxes can put chaos onto your opponent, but each has a limited number of uses and will cease to be useful once they have been used three times. The strength of your Jinxes are increased by 4 and can have 3 Active. Each one you know gives you +1 FoC and costs 2 FoC to use. Jinxes Known: 2 Jinx of Draining (20 MP, 10 HP): Drains a target's abilities and strength, making them weaker. All of their abilities are impeded by an amount equal to 20% of the Ritual Strength, plus an additional amount equal to 1/2 of the Skill Bonus for 30 seconds. Furthermore, they lose an amount of MP equal to the strength of the Hex. (57 Strength, 5 Uses) Paralysis Jinx (20 MP, 20 HP): Fills the target's entire body with the chill of death, making them grow numb and paralyzed both through their body and with their fear. If the foe fails to resist, they fall paralyzed for ten seconds. The stronger the Hex the harder the paralysis is to resist. Regardless of whether or not they resist, all of their abilities are decreased by 1/2 of the Skill Bonus for an entire minute. (58 Strength, 2 Uses). Black Arts (Talent Skill): You have acquired the knowledge and dark power needed to perform full fledged Hexes through practicing the basics of black magic. You can now create Hexes using your dark magic. Note though that you now have a chance of your mind being corrupted by the magic of dark desire that you wield. Whenever you use any Black Arts they consume Force of Corruption, although all abilities strengthened by it still consider it at its max. When your Force of Corruption reaches 0 you acquire Corruptive Encroachment, the force of your corruption starting to encroach upon you, making you more powerful but at the same time endangering your life. Every rank you have in this Talent increases your Force of Corruption by 1. 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% Black Arts Score. Not only that, but it ignores 15% of foe Resistances. Casting Time: 4 Seconds (2 Actions). [/hider2] [hider2=Elemental Magic Skills] Ritual Water Magic (Talent Skill): You know everything that is needed for using basic water magic rituals, which involve the summoning of water elementals and communing with the elemental forces of water. Also grants an Affinity to the element of Water. Grants a bonus to Water Affinity equal to half your Rank in this Talent. You are now capable of using the Frost Element. This Talent also grants a Frost Affinity equal to 1/4th of its Rank. You may now use the Intermediate Ranked Rituals, allowing you to do more with water magic and unlock more of the mysterious of the water elemental force. Summon Elemental (Active: 10 + 7 MP/Minute per Elemental) (Level 20: 0/100): +4 Ritual Water Magic, +1 Int, +5 Water Affinity, +2 Frost Affinity. 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% of Summoner's INT and appropriate Element Affinity. Elemental will remain invisible until called upon. Also, reduce the cost of all Elemental powers by 4 + 25% of their appropriate Affinity (Minimum Cost is 5 MP). To Level Up: Contract or Communicate with new Elementals Current Elementals Capable of being Summoned: 5 Max --Empowered Water Elemental (Undine) (+2 Water Affinity) --Empowered Frost Elemental (Shimo) (+2 Frost Affinity, +1 Water Affinity) Elemental Empowerment (Level 11: 0/100) (Active: 70 MP): +2 Ritual Water Magic, +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. Elemental Constitution (Level 10: 20/100) (Passive): +2 All Elemental Affinities. You have a deep enough connection to the elemental forces to where they have imbued your body with their power. You get a Resistance to Elemental Damage that you have an Affinity to equal to 50% of that Affinity. Furthermore, you absorb 35% of the Damage that you resist as MP. Also all of your Elemental Abilities are strengthened by a % amount equal to 40% of your applicable Affinity. To Level Up: Use Elemental Abilities Element Spell Creation (Level 10: 0/100) (Active: 150 MP): +1 Water Spellcraft, +1 to all Elemental Affinities. You connect with your Elemental, drawing forth the essence and feeling of their powers into incantations and processes of thought for weaving both elemental essence and magical energy into magic that you can use as your own. All Element Spells are strengthened by 15%. To Level Up: Use Element Spells that you create, Create new Element Spells, Modify Spells that you possess. Water Spellcraft (Talent Skill): You now possess special incantations and spells for performing water magic at your disposal and as you grow more skilled in your water spellcraft you will be able to acquire more powerful spells. For every Rank you have in this Talent, you reduce the MP Cost of your Water Spells by one, but the cost cannot go below 5 MP. Also grants a bonus to Water Affinity equal to your Rank in this Talent. 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. 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. [/hider2] [hider2=Demonic Skills] Eldritch Flame (Level 10: 0/100) (Active: 10 HP, 1 FoC): +2 Force of Corruption. The energy of demons flows through you, and from that force you can conjure a demonic flame that has fused with the Force of Corruption within. When utilized, this flame can burn foes for an amount of damage equal to 10 - 20 + user's Force of Corruption. This demonic flame can also be used to empower other Whispers not already strengthened with flame with its scorching blaze and with the proper focus could be used to perform other special tasks. Also all foes burned by its blaze suffer an amount of damage equal to 45% of the user's Force of Corruption per round. To Level Up: Wield the Eldritch Flame. Destroy a Foe with the Eldritch Flame. Use the Eldritch Flame for other means, get a Critical Hit. Demonology (Talent Skill): The knowledge and ability to communicate and make contracts with various demons and demonic entities as well as the knowledge one possesses on said powers and entities. Currently this Skill can be used for making contracts with and communicating with demons. You also know how to perform Demonic Fusion now, the fusion of two Demons that are contracted to create a new more powerful demon. Demon Summoning (Level 17: 0/100) (Active: 10 HP + 15 HP/Minute, +1 FoC) +3 Demonology, +1 Negotiation, +3 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 270% of your INT + the amount of Force of Corruption you possess. To Level Up: Use Demons in Battle, Contract or Communicate with new Demons. Current Demons Capable of being Summoned: 3 Max --Devil Hound (Galkyr) --Succubus (Lilim) 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 are 2% better at negotiating with demons. To Level Up: Negotiate with Demons. Demonic Whispers (Talent Skill): The whispers and words of demons flows through you, as does the very font of their power, Demonic Force. You can harness the strength of the demonic language you have been given through their whispers to incant special 'spells' of your own as demons do. Your WIS/VIT Score for this Talent is used as your ability to endure accepting the strength of new whispers and a higher rank lets you acquire stronger ones from more powerful demons. You also acquire Demonic Force which is needed to fuel your demonic powers, that Demonic Force being added to your current HP total, this amount being increased by a % amount equal to 5 times your current rank in this Talent. Demonic Powers also no longer use Mana and with your Demonic Force a part of your life force you get a bonus to HP Regeneration equal to 5% of your Demonic Force, this % amount increasing by 1 for every Rank you have in this Talent. You also get +1 Force of Corruption for every Rank in this Talent. Demonic Lightning (Level 10: 0/100) (Active: 20 HP, 2 FoC): +1 Force of Corruption, +1 Demonic Whispers. With your whisper, demonic lightning weaves into existence from your Demonic Force and forms around your finger tips and then can be thrown or launched at a foe. This lightning is hard to aim, so it has 29 Accuracy. Upon a hit it deals 22 - 41 + 60% Demonic Whisper's Score Damage. Also deals an additional amount of damage equal to 100% of the caster's Demonic Force. Casting Time: 4 Seconds (2 Actions). To Level Up: Use this Whisper. Mortal Demon's Flame (Level 5: 50/100) (Active: 40/80 HP, 4 FoC): A unique whisper created from the combination of a whisper that utilized true demonic fire that can't be shaped by mortals and a power that utilized the dark mortal eldritch fire to create a whisper that combines both and allows more control over this demonic flame in mortal, malleable form. This unique whisper allows one to shape and control a demonic fire at will that has a power equal to 30 + Caster's Demonic Force + Caster's Demonic Whispers Score. When manifested, it can be controlled in various ways whether empowered into a weapon, a cone like burst, a wall, and etcetera. For the higher HP Cost you call forth a Cold Flame instead, a mighty flame that melts and freezes instantly all in its path, leaving not even ashes in its wake. This cold mortal flame deals 35% more damage than the regular flame deals and ignores 10% of the enemy's Resistance. Higher Levels in this Skill give you more options on what you can do with it, and depending upon what you do can alter the strength and/or HP Cost. Casting Time: 6 Seconds (3 Actions). To Level Up: Use this Whisper, Control the Mortal Demon's Flame. [/hider2] [hider2=Rune Magic Skills] 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 6: 60/100 XP): +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 happenstance is very rare. You can also create Blank Runes with a special ritual if you can find good rocks to use. All of your Runes are strengthened by 16%. To Level Up: Use a Rune, Create a Magic Rune, Create Blank Runes, Accidentally Create a Glyph [/hider2] [/hider] [hider=Inventory] Money: 980,000 ¥ [hider2=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. [/hider2] [hider2=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 [/hider2] [/hider] [hider=Extra Notes] MP Armor Resistance: +37 Mana Shield: 180 HP, 66 Resistance Water Spell Boosts: 35% Magic Affinity, +17% (Elemental Constitution), +10% Caster's Amulet, +15% (Elemental Spell Creation), +25% Staff Black Magic Boost: 35% Magic Affinity, 10% Caster's Amulet, 25% Corrupted Being (Only when Corruption Encroachment is acquired), +25% Staff. [/hider] [hider=Corruptive Encroachment] You have lost the force and energy needed to resist the encroachment of corrupted power and now it is surging within you, building up and draining your life force. Every second, 10% of your FoC builds up (meaning 20% for every Action taken), but you lose an amount of HP equal to 200% of the FoC built up. Once the FoC is at max, you start losing HP at a rate of 25% current FoC per second (meaning 50% per Action taken). If your life is taken by this dark power, you will become a corrupted entity. [/hider]